Real Time Rendering
CATIA V5 Training
Foils
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Real Time Rendering
Version 5 Release 19 January 2009 EDU_CAT_EN_RTR_FI_V5R19
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Real Time Rendering
About this course Objectives of the course Upon completion of this course you will be able to: -Create the required environment around a model - Apply materials, textures, and 3D textures to your models - Use different types of lights and cameras to create the desired ambience
Design Philosophy Industrial Stylists and Designers
Targeted audience CATIA V5 Fundamentals
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Prerequisites Students attending this course should have knowledge of CATIA V5 Fundamentals
8 hours
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Table of Contents (1/4) Introduction to Real Time Rendering Introduction to Real Time Rendering (RTR) Accessing the Workbench User Interface Interface: Multi-View Mode User Settings Master Exercise: The Sport Car
Environment About Environment Creating a Box Environment Editing Environment Importing the Realviz® Stitcher® Environment The Sport Car (Step 1): Defining an Environment
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Cameras Introducing Camera Creating a Camera Positioning a Camera Camera Lens and Other Manipulations
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Table of Contents (2/4) The Sport Car (Step 2): Defining the Camera
Lights Light Sources Creating a Light source Positioning a Light source Light Commands Defining Directional Light Parameters Defining Spot Light Parameters The Sport Car (Step 3): Defining the Light Source
DMU Integration DMU Review DMU Presentation Variant Switch Integration of Variant Switch in DMU Navigator
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Materials & Textures What are Materials? What are Textures? About Bump Mapping
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Table of Contents (3/4) Applying a Texture to the Environment Editing the Texture Properties of the Environment Applying a Material to a Component Editing the Properties of a Material Defining a Reflection on a Material Copying the Parameters of a Material OpenGL Shaders External Shaders The Sport Car (Step 4): Applying Textures
Stickers Management
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Creating a Sticker Adjusting a Sticker Defining the Lighting Parameters of a Sticker Applying Light Map to Sticker The Sport Car (Step 5): Applying Stickers
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Animation: Turntable Management
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Creating a Turntable Defining the Turntable Parameters
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Table of Contents (4/4) Simulating the Animation Generating a Video The Sport Car (Step 6): Creating an Animation using a Turnta...
Animation: Animating Scene Elements
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Creating an Animation Adding Elements to an Animation Defining the Parameters of Animated Elements Creating and Modifying a Shot The Sport Car (Step 7): Creating Animation of Scene Elements
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Planning Day 1 MORNING
Introduction to Real Time Rendering Environment management Camera management Light sources management DMU integration Textures management Stickers management
Exercises Animation: Turntable management Animation: Animating scene elements Other information and demonstrations
Exercises
The Sport Car
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AFTERNOON
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Introduction to Real Time Rendering
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In this lesson you will see how to access the workbench and become familiar with the user interface and settings.
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Introduction to Real Time Rendering (RTR) Real Time Rendering (RTR) enables designers to interactively create realistic and dynamic renderings and animations in real-time. The user can dynamically create and manipulate materials, lights and environments and immediately view the result of any modification.
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Some more highlights of Real Time Rendering are listed below: Realistic and dynamic renderings through the creation and manipulation of materials, lights, environments and Stickers Advanced rendering capabilities like improved reflections, ground shadows or adaptive texture mapping Ability to define reusable scene settings Simple and powerful animation capabilities Virtual reality capabilities Offers the same ease of use and user interface consistency as all CATIA V5 applications
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Accessing the Workbench
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‘Start/Infrastructure/ Real Time Rendering’ workbench
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User Interface
Environment Light Source Camera
Simulation Player Generate Video Simulation
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Create Turntable
Real Time Rendering Features Product tree
Catalogue Browser Apply Stickers Apply Material
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Interface: Multi-View Mode The multi-view mode allows to split the viewer into four different views
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Select the ‘Create multi-view’ icon
Customize the layout from : ‘View > Navigation mode > Multi-view customization’
Automatic configuration
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Select a group of views with their location and orientation Lock the viewpoint rotation or translation (except isometric view) Synchronize the four views during the manipulations
Manual configuration Select a predefined multi-view configuration
Set the views using standard viewpoints
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User Settings (1/5) Tools>Options>Infrastructure>Real Time Rendering>Display
or
Define the light graphic representation Define the light display mode when inactive
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Define the environment display mode when inactive Display normal to surface when moving light according to a surface (normal or specular)
Enable the environment reflection computation
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User Settings (2/5) Tools>Options>Infrastructure>Real Time Rendering>General Define the orientation of the light at its creation :
Default
Viewpoint
Gravitational
Choose the view mode when entering the workbench
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Tools> Options> Infrastructure> Real Time Rendering/Sticker
Define the default sticker image Choose to display or not the stickers
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User Settings (3/5)
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Settings for default shading display which helps in visualizing models without applying any material or texture.
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User Settings (4/5) Default reflection maps can be defined in two ways as shown below:
Click this icon to bring up a panel shown here and select the desired reflection map
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Tools/Options/Infrastructure /Material Library/Material
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Clicking the button highlighted will allow to select a desired reflection map.
Browse to set desired image as reflection map or click other button to bring up the Reflection panel to choose one from predefined list.
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User Settings (5/5)
A transparency mode called "depth peeling” displays all the elements in the form of layers
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Infrastructure provides a new "full scene anti-aliasing" option to anti-alias even with a low end graphic card
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Master Exercise The Sport Car 1hr 45min
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In this exercise you will learn how to create a real time realistic visualization of a sport car. You will then create animations. Steps of this master exercise will be replayed after each lesson. This will help you to understand the theory and master it with practise.
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Environment
In this lesson you will learn about scene environment & their use in creating a realistic image.
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About Environment Creating a Box Environment Positioning a Box Environment Importing the Realviz® Stitcher® Environment Additional Information...
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About Environment What is an environment? To make your image more realistic, you need to place the object you want to render in a context. The environment is a geometry which will surround your object and will help you to create the context by applying textures to it.
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Which environments can I use? CATIA Real Time Rendering provides 4 different types of environment: A box A sphere A cylinder A predefined environment using the Realviz software Stitcher
Box Environment
Spherical Environment
Cylindrical Environment
Realviz Environment
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Creating a Box Environment To create a box environment, click the icon ‘Create Box Environment’, a default box environment will be created around the model.
Select the ‘Create Box Environment’ icon
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Faces located between the view point and the product are automatically made transparent for the eye, but they will be reflected by reflective objects. A new feature is added in the tree
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Editing Environment (1/3) Dynamically Positioning & resizing
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Position the compass on the environment
Modify the position of the environment using the compass
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Editing Environment (2/3) Using Environment Definition Name of Environment
Environment Dimension Controls
Environment Positioning Controls
Wall Texture Preview & Selection
Wall Image Definition
Wall Image Controls for positioning & scaling
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1 Image Operators
2 Select ‘Properties’ in the environment contextual menu or double-click it
All the environment related parameters are controlled by this panel.
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Editing Environment (3/3) Wall Texture Frames can be different as per the geometry of environment.
For Cube Environment
For Cylindrical Environment
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For Sphere with double faces Environment
For Sphere with single face Environment
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Importing the Realviz® Stitcher® Environment
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Select the ‘Import Environment’ icon
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A new feature is added to the tree
Select a .cam file (which is linked to picture files)
The mapped environment is created around the product
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Master Exercise The Sport Car (Step 1): Defining an Environment 5 min
In this step you will:
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Create a box environment Position the environment Dimension the environment
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Cameras
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In this lesson you will learn about cameras & realize how it improves the quality of 3D scene.
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Introducing Camera A camera provides a point of view from which one can view the 3D scene. A camera exists as a scene object that can be moved and rotated and animated just like any other object.
origin
Target
Field of view Greater the field of view, larger will be the area viewed by camera
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Virtual Camera
Real-World Camera
Cameras are designed to mimic real world cameras, so you’ll find same kind of controls on virtual camera as on real camera, such as field of view, lens type, zoom etc.
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Creating a Camera
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With the mouse manipulation, define the viewpoint that will be used to position the camera
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A new feature is added to the tree
Select the ‘Create Camera’ icon
A camera is defined so that the resulting view corresponds to the current viewer viewpoint
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Positioning a Camera Dynamically
The green point moves the target point in the screen plane
The green point moves the origin point in the screen plane
The green square translates the target point
The green square translates the origin point
Using precise values
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Select ‘Properties’ in the camera contextual menu
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Select ‘Position’
Define the coordinates of the camera origin
Define the coordinates of the camera target
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Camera Lens and Other Manipulations Camera Properties
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Select ‘Properties’ in the camera contextual menu
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Define the focal length. 50 mm is the default lens. Smaller values will deform the object perspective
Select ‘Lens’ Perspective type is the realistic projection system
This viewer can be used to define the position of the camera with the mouse manipulation tools. You can get the same view in the 3D viewer by double-clicking the camera in the tree or in the viewer
Camera Command Toolbar
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Select a camera, and use its dedicated toolbar to :
Directly manipulate the lens, using the green arrow for the focal length
Select another camera
Open the camera viewpoint window. If you change the viewpoint in this window, the camera is updated.
Update the camera viewpoint with the current viewpoint
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Real Time Rendering
Master Exercise The Sport Car (Step 2): Defining the Camera 10 min
In this step you will:
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Create a camera Position the camera Define the camera lens
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Lights
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In this lesson you will learn about types of lights & their use.
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Light Sources Light sources are not just used to light up the environment and make the object visible. By generating shadows and illumination variations on the object surface, they give the image an effect of relief and make it more realistic. Types of lights Real Time Rendering are:
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Point Light
A Point light: It scatters light in all directions from a given point like an electric lamp. A Directional light: The light reaches the scene in the form of parallel rays as if it had been emitted by a plane. It simulates a light emitted by a very distant source such as the sun. A Spot light: It projects a cone of light from a given point to a given direction. It is the only type of light source which concentrates light rays on a specific part of the scene. It is thus very useful to highlight details.
Directional Light
E.g.: Bulb
E.g.: Sun
Spot Light
E.g.: Lamp
Only a directional light allows to generate a shadow in Real Time Rendering.
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Creating a Light source
Select the icon according to the type of light you want to create : spot, point, directional
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A new feature is added to the tree In Tools>Options>Real Time Rendering>General : ‘New light position’ allows to define the orientation of the light at its creation
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Positioning a Light source Dynamically The green point moves the origin point on the screen plane The green square translates the origin point The green square translates the target point
Using precise values
The green point moves the target point on the screen plane
Positioning the light source using precise values can be achieved by : • Select ‘Properties’ in the light contextual menu or double-click it. • Select the ‘Position’ tab.
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Define the coordinates of the spot origin
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Define the coordinates of the spot target Beyond the target point, the light is null
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Light Commands Light Contextual Menu
Activate or deactivate the light
Move the viewpoint superposed to the light Very useful to position and orientate the light according to the current viewpoint (like a camera)
Light Command Toolbar
1 - Attach the light to the viewpoint (the
Select a light, and use its dedicated toolbar to :
light does not move when the viewpoint is modified)
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2 - Position the light along a
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1 2
4
perpendicular to a point on the geometry
3 - Position the light so that the specular
effect is the best from the viewpoint
4 - Manipulate the light along predefined
For 2, 3, & 4, please do this: In ‘Tools/Options/Real Time Rendering/Display : activate ‘Light manipulator : show normal’. It helps moving the light according to the surface by displaying the surface normal
circles centered on the light target
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Defining Directional Light Parameters 2 3
Define the type of ‘punctual’ light source
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Select ‘Properties’ in the environment contextual menu or double-click it
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Define the intensity and the color of the light
Activate the real time shadow generation
Tune the precision of the external contour of the shadow
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Select ‘Lighting’
Set the color of the shadow
Set the transparency of the shadow
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Defining Spot Light Parameters (1/2)
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Select ‘Lighting’
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4 1
Select ‘Properties’ in the Light contextual menu or doubleclick it
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Define the intensity of the light. Beyond 1, the intensity becomes saturated Click this button to define precisely each component of the light intensity
Light energy attenuation can be : - None : energy is constant from light origin to end (beyond : null) - Linear : energy from light origin decreases linearly - Realistic : same, but more realistic attenuation
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Defining Spot Light Parameters (2/2) 1 2
Activate the object-toobject shadow generation
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Select ‘Shadows’
Tune the precision of the external contour of the shadow Good quality means the shadow map is recomputed at each interaction Set the near plane (shadow computation between near and far plane distances)
Restrictions : Object shadows supported on Windows with recommended graphic board : nVidia Quadro4 750XGL, NVidia Quadro4 900XGL, ATI Radeon 8800, FireGL2 or Wildcat 6110 Source angle cannot exceed 45° All other light sources are deactivated
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Master Exercise The Sport Car (Step 3): Defining the Light Source 10 min
In this step you will:
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Create a directional light Position the directional light Define the lighting parameters
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DMU Integration
In this lesson you will learn how to manage real time rendering objects in the DMU applicative container.
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DMU Review DMU Presentation Variant Switch Integration with DMU Navigator
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DMU Review Objectives : Styling Review process (preparation and presentation) Management follow-up process (proposition validation)
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In the ‘DMU Navigator’ workbench, you can create a hierarchy of ‘DMU Reviews’ in the applicative container. A ‘DMU Review’ is a folder in which you can organize applicative data. Only applicative data within the active ‘DMU review’ are available.
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For Real Time Rendering and Photo Studio
In each ‘DMU review’ folder, you can organize : Environment Camera Light Sources Simulation Replay Shooting
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3D Annotation Annotated View Color Action Distance Experiment
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Group Hyperlink Inertia Interference Measure Presentation Scene Section Sequence Shuttle Track Visibility Action
Activate a ‘DMU review’ folder Every new object created will be added inside this active folder When the folder is deactivated ,its content is no more available and visible
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DMU Presentation
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Objectives : Styling Review process (preparation, presentation) Management follow-up process (issue presentation, proposition validation)
X X X X
In the ‘DMU Navigator’ workbench, you can create ‘DMU Presentations’. A ‘DMU Presentation’ is a list of applicative objects that can be concurrently activated
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For each ‘DMU Presentation’, you can add :
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Environment Camera Light sources
Annotated view 2D markers 3D Text Hyperlinks Group Measure Section Distance or band analysis Scene
And customize : Lighting Render Style Viewpoint Background
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Use the ‘Presentation Browser’ to skip from one presentation to another like a slideshow
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Variant Switch Variant switch can be used to switch part/product geometry & switch materials. The switch of materials is named as Aspect Variant. Creation of material switch is done by the icon dialog as shown below.
This brings up the Variant Management
Browse Variants
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Once variant material is defined, it is ready for integrating in the DMU Navigator for reviews & presentations.
Variant Management Activating Variant Variant in Tree
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Integration of Variant Switch in DMU Navigator The process of integration of variants in DMU navigator is explained pictorially below.
Once Aspect Variant is created in RTR, 1
Create a review in DMU Navigator.
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Aspect Variant is created automatically below the review node.
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1
And using the presentation dialog which contains the variant, create a presentation.
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Materials & Textures
In this lesson you will learn about materials & textures.
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Applying a Texture to the Environment Editing the Texture Properties of the Environment Applying a Material to a Component Editing the Properties of a Material Defining a Reflection on a Material Copying the Parameters of a Material OpenGL Shaders
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What are Materials? A material is a set of properties used by the rendering engine to shade an object’s surface.
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A material consists of a set of channels such as Color Luminance Reflection Transparency Specular Bump Together, these define the surface’s basic qualities, and their combination can simulate a wide variety of substances, like glass, metal, plastics, fabrics and even organic matter, such as foliage.
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What are textures? Textures are used to control many different attributes of a surface to produce different effects in rendering.
Examples of a leather, bricks & wood textures
Textures are mapped on a surface by following mapping techniques Planar Mapping
Planar Mapping
Spherical Mapping
Cylindrical Mapping
Cubical Mapping
Spherical Mapping Cylindrical Mapping Cubical Mapping
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Adaptive Mapping
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About Bump Mapping A bump texture map is simply a grayscale image applied to the Bump channel of a material.
A Bump map applied to a model with different bump values.
When the material is applied to an object and rendered, areas that are white in the bump map are rendered as surface protrusions, and areas that are black as depressions.
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All shades in between represent a variety of bump depths, with 50% gray being perfectly flat.
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Applying a Texture to the Environment (1/2) Apply images on the walls
2 3
Select Properties of the wall.
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4
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Select a texture file Flip the texture image in the U and V directions if necessary
Lock the texture size during the modification of the environment dimensions
Scale the image so that it fits the entire wall
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Applying a Texture to the Environment (2/2) Apply materials on the walls
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Select the wall in the tree
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Select a material library
Select a material Select shading with material in view mode toolbar
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Click ‘Apply Texture’ Select the ‘Apply Material’ icon
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Editing the Texture Properties of the Environment
Define a scale factor for the texture in both directions. The ratio between the two values can be maintained constant. Select the wall in the tree
Translate the texture in both directions
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Rotate the texture
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Applying a Material to a Component (1/3)
1
Select the component in the tree
If you apply the material to the part, the material will be applied to all the instances of this part
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You can also apply the material to the instance of the part to create different effects on each instance.
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Select the ‘Apply material’ icon
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Applying a Material to a Component (2/3)
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4
Select a material
The material appears in the tree, attached to the part
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Select a family of material
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‘Link to file’ : the mapped material is linked to the texture file. If the file is modified, the mapping will be automatically updated
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Click ‘Apply Material’
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Applying a Material to a Component (3/3) The material is applied to what you have selected in the tree. It can be either a part or a component/sub-product
If you apply the material to a subproduct, the material will be applied to all the parts under this sub-product. You can see the icon representing the mapping right under the product level If you apply the material to the part, you can see the icon (in the specification tree) representing the mapping right under the part node
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The material will be also applied to all the instances of this part This mapping has the priority on other mappings that could be at the part level The material inheritance mode can be changed through its properties
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Editing the Properties of a Material (1/5) 3
Select ‘Lighting’
2
Select ‘Rendering’
Define the ambient intensity and color of the material
1
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Select the material in the tree, and ‘Properties’ from the contextual menu.
Define the diffuse intensity and color of the material. Shiny material will need low value. Define the specular intensity and color of the material. Shiny material will need high value. Define the dullness of the material. High value will create large specular spots on the part.
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Editing the Properties of a Material (2/5)
Define the transparency of the material. This parameter should be defined at the end. Define the level of reflectivity of the material.
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Reflect the image of an environment onto the material
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Editing the Properties of a Material (3/5) 3
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Select the material in the tree or using the contextual menu from the geometry (Edit Material)
Select ‘Rendering’
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Select ‘Texture’
Define the material size. It helps to make global scaling of the texture. It is combined to the Scale U and Scale V parameters Define the way the texture will be projected on the component. 5 modes are available: • Planar • Spherical • Cylindrical • Cubical • Adaptative
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Select the texture file
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Editing the Properties of a Material (4/5)
By default, the texture is repeated until it covers the full component. You can decide to use the texture only one time in one or both directions.
Scale the texture in both directions
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Translate the texture in both directions Define the orientation of the texture
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Editing the Properties of a Material (5/5)
Select the material in the tree Modify the position of the texture using the compass
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Modify the texture scale using the corners
Remember that in ‘Tools/Options/Infrastructure/Real Time Rendering/General’ you can choose to display or not the materials (performances)
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Defining a Reflection on a Material (1/3) Select the material in the tree
Select the environment image to use for this material reflection Example 1
Example 2
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Each material can have its own reflection environment. Reach the advanced parameters for the reflectivity of the material.
Note that a reflection environment can also be assigned to the global scene: ‘Tools/Options/Material Library’ : ‘Environment Image File’
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Defining a Reflection on a Material (2/3)
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Define the image to use for each face of the environment
Launch the environment generator
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Defining a Reflection on a Material (3/3) You can activate or deactivate the reflections in the global scene
‘Tools > Customize > Commands’ Select ‘All Commands’ Select ‘Activate > Deactivate Reflections’ Drag this command to a toolbar Use this icon as a switch to activate or deactivate the display of reflections
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With Reflections
Without Reflections
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Copying the Parameters of a Material Select the material in the tree
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Select ‘Copy Rendering Data’
Select in the list of material from the active material library the material which properties have to be copied
Material is updated with the new rendering characteristics from the chosen material
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OpenGL Shaders (1/2) The Shader code must be added to the V5 installation
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Access to ‘Tools>Options>GeneralDisplay>Performances’ tab
Check ‘Enable OpenGL Shader’ option OpenGL shaders information : •Shader files are *.isl files. Some shader samples are delivered with Version 5 in : startup\materials\shaders •OpenGL shaders are available on Windows and SGI.
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•OpenGL shaders are not taken into account when computing rendered images.
Note that in the catalog of materials, some shaders are provided. You can recognize them with the ISL logo
•OpenGL shaders support only standard light sources (Lighting panel) and directional light sources. Other light sources have no impact on the shaders.
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OpenGL Shaders (2/2) 2
Select ‘Rendering’, Select ‘Texture’
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Select ‘OpenGL Shader’
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Select File Name
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Select the shader car_paint.isl
Tune the shader parameters Example 1
Select ‘Material/Edit Material’ from the contextual menu directly from the geometry
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Example 2
Each shader has its own parameters. Shaders can be created by the user.
Note that standard light sources, spot lights and directional lights are supported by the shaders
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External Shaders There are predefined shaders like Car Paint with it’s set of parameters. To apply external shaders, please follow the sequence shown below.
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Switching Between External Shaders Apply another external shader. Click browse button and locate a shader file. A warning message will appear notifying that parameters of previous external shader will be lost. Click ok to view the new external shader in action.
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Real Time Rendering
Modifying External Shaders Once an external shader is applied, the referenced images can be changed.
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4 Result of modification is displayed here.
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Click file browser to select a reflection map image.
Select a reflection map and click ok.
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Real Time Rendering
Master Exercise The Sport Car (Step 4): Applying Textures 40 min
In this step you will:
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Apply textures to the environment Edit the environment textures Apply a material to the components Edit the material
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Real Time Rendering
Stickers Management
This lesson will cover the following topics:
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Creating a Sticker Adjusting a Sticker Defining the Lighting Parameters of a Sticker
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Real Time Rendering
Creating a Sticker (1/2)
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The sticker appears in the product tree
Symbols : - The geometry is not available for the mapping - The sticker is mapped on the geometry and the image is found
Select the ‘sticker creation’ icon
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Real Time Rendering
Creating a Sticker (2/2)
Select the geometry to use for the sticker mapping. Multi-selection is available Select the mapping according to the surface type (planar, spherical, cylindrical) Define the texture file
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Define the sticker texture scale
Remember in ‘Tools/Options/Infrastructure/Real Time Rendering/Sticker’ that you can choose to display or not the stickers (performances)
Define the sticker texture position
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Adjusting a Sticker
Position the sticker using the compass Select the sticker in the tree
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Define the sticker scale using the corners
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Defining the Lighting Parameters of a Sticker
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4 Select the sticker in the tree
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Select ‘Rendering’
Select ‘lighting’
Define a transparency color if needed
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Define the lighting parameters as for any other material
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Applying Light Map to Sticker A light map is a type of sticker. It can be applied on geometries with textured materials.
Light Map in tree.
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Add texture for Light Map Maximum Size 8000x8000 pixels
Apply Light Map Render Light Map
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Master Exercise The Sport Car (Step 5): Applying Stickers 10 min
In this step you will:
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Apply stickers on the logos Position the stickers Define the sticker properties
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Real Time Rendering
Animation: Turntable Management In this lesson you will learn how to create a simple animation by using a turntable.
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Creating a Turntable Defining the Turntable Parameters Simulating the Animation Generating a Video
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Real Time Rendering
Creating a Turntable
A new feature is added to the tree
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Select the ‘Create Turntable’ icon
The turntable is represented in the 3D viewer by an arc.
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Defining the Turntable Parameters You can define the turntable parameters at its creation or by double-clicking its axis in the tree.
Position the rotation axis using the standard tools of the compass
Define the start and end rotation angle.
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Start angle to 0 means that the animation starts with the position the object has in the 3D viewer
Reverse the rotation direction if necessary
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Simulating the Animation
Rewind the simulation to its beginning
Define the simulation parameters
Play the simulation
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Select the animation to simulate in the tree
Select the ‘Play a simulation’ icon
Note that the turntable operates on the 3D assembly only, not on the environment
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Generating a Video
Define the simulation parameters
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Select the turntable in the tree
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Define the video output format
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Select the ‘Generate Video’ icon
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Master Exercise The Sport Car (Step 6): Creating an Animation using a Turntable 15 min
In this step you will:
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Create a turntable Define the turntable parameters Simulate the animation Compute the animation
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Animation: Animating Scene Elements In this lesson you will learn how to create a simple animation of elements of your scene, for example a light.
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Creating an Animation Adding Elements to an Animation Defining the Parameters of Animated Elements Creating and Modifying a Shot
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Creating an Animation
Define the element parameters at the animation beginning Select the element to animate in the tree
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Select the ‘animation creation’ icon
A new feature is added to the tree
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Adding Elements to an Animation
Select the edition button of the animation object
Edit the animation by doubleclicking it in the tree
Select ‘Add’
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Select the object to add from the list of available elements
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Defining the Parameters of Animated Elements
Dynamically define the object parameters if the element offers this possibility
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To animate the camera, use the camera window to define the different viewpoints
Select the edition button of the animation object if the element can be defined thru dialog boxes only Select the object to edit from the list of animated elements
Select the Edit button
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Creating and Modifying a Shot Define the element parameters at the shot position as mentioned previously
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Current shot number
Select the ‘Insert’ button to create a new shot in the animation
Select the ‘Modify’ button to take into account the new element parameters in the current shot
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Master Exercise The Sport Car (Step 7): Creating Animation of Scene Elements 15 min
In this step you will:
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Create an animation Define the animated elements Define the animation shots and the corresponding element parameters Simulate the animation Generate a video
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To Sum Up ...
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In this course you learnt how to render your models by applying materials, textures, and lights. And used cameras to add your viewpoint. And at last animated the scene items.
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