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VRED Professional 5.

5x

virtual prototyping and interactive multimedia solution

Documentation

Table of Contents
Getting Started System Requirements .......................... 08 Installing VRED Professional ............... 10 Installing a license ................................. 14 Nodelocked licensensing .................... 15 Setting up a license server ................ 16 Help ........................................................ 54 Toolbar File .......................................................... View ........................................................ RenderOptions .................................... Synchronization .................................... Quick Access ........................................

63 63 65 66 67

Using VRED Professional Interface .................................................. Navigation in Renderview .................. Selection ................................................. Transform Tool ...................................... Node Attributes ................................... Shortcuts in Renderview .................... 19 20 21 22 23 24

Status Bar Status Bar............................................... 68

PREFERENCES Preferences ........................................... Camera .................................................. Cluster Client ....................................... Color Management ............................. Devices .................................................. Export .................................................. File IO ..................................................... FHS ......................................................... JT ............................................................. Maya ........................................................ OSB/VPB ................................................ Rhino ...................................................... SLP .......................................................... STL .......................................................... WRL ....................................................... 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84
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Menus, Toolbar, Statusbar Menu File ........................................................... Edit ................................... ....................... View ........................................................ Visualization ........................................... Scene ....................................................... Animation ............................................... Interaction ............................................. Rendering ..............................................

27 34 35 37 42 45 47 50

Table of Contents
Finalrenderpass .................................... 85 Import .................................................... 86 Tesselation ............................................. 87 Main Window ....................................... Material Library ................................... Navigator ............................................... Plugins .................................................... Render Options ................................... Visualisation Advanced ....................... Render Settings .................................... Script ...................................................... Selection ................................................ Tracking .................................................. Transform .............................................. Web Interface ...................................... 88 89 90 91 92 95 97 106 107 108 109 110 Modules Modules .................................................. 128 ScriptEditor ............................................ 129 Terminal .................................................. 130 AmbientOcclusion ................................ 131 CameraEdito .......................................... 137 Geometry Editor ................................. 142 LightEditor .............................................. 146 MaterialEditor ........................................ 152 Materials Tab Hotkeys .......................... 152 TrueLightMaterials General Settings .................................. 153 Phong ....................................................... 158 UnicolorPaintMaterial .......................... 162 MetallicPaintMaterial ............................ 164 FlipflopMaterial ...................................... 166 LineChromeMaterial ............................ 168 ChromeMaterial .................................... 169 BrushedMetalMaterial .......................... 171 PlasticMaterial ........................................ 175 ReflectivePlasticMaterial ...................... 179 TriplanarMaterial ................................... 182 ReflectiveTriplanarMaterial ................. 185 CarbonMaterial ..................................... 188 Carbon2DMaterial ................................ 190 TireMaterial ............................................ 192 GlassMaterial ......................................... 195 MeasuredMaterial ................................. 198 MeasuredCarpaintMaterial ................. 199

Scenegraph Scenegraph ............................................ 113 Scenegraph Menu ................................. Create .................................................... Edit .......................................................... Convert to ............................................ Additional Options ............................. Scenegraph Hotkeys ........................... 114 114 118 122 123 125

ShadowMaterial ................................... MultipassMaterial ................................ SwitchMaterial ..................................... GlowMaterial ....................................... SphereEnvironmentMaterial ............. EnvironmentSwitchMaterial ............. Standard Materials .............................. SimpleMaterial ..................................... ChunkMaterial ..................................... CGFXMaterial ..................................... PhongMaterial ...................................... MultipassMaterial ................................ MergeMaterial ..................................... SwitchMaterial .....................................

200 202 203 204 205 206 210 211 212 212 213 214 214 215

TimeLine ............................................... 243 SAnimation ............................................ 244 Interaction Annotation ............................................ Clipping .................................................. Measurement ....................................... Sequencer ............................................. TouchSensor ......................................... Tracking ................................................. Transform .............................................. Rendering Cluster ................................................... Final Renderpass .................................. Postprocessing ..................................... Color Correction ................................ Postprocessing: Post FX ..................... RenderLayer ......................................... RenderSettings .....................................

245 246 248 250 258 259 265

Edit ......................................................... 216 Convert ................................................ 217 Additional Options ............................. 218 Environments Tab ................................ Textures Tab ......................................... Library Tab ............................................ NodeEditor .......................................... Variants .................................................. VariantSets ............................................ 220 222 224 226 227 230

269 273 274 275 276 277 279

CAD COnverter CLI CAD Converter CLI .......................... 291

Animation Animation ............................................. 234 CurveEditor .......................................... 236 ClipMaker .............................................. 241

HotkeYs Overview Overview .............................................. 305

Getting started

system requirements
System Requirements PI-VR GmbH certifies certain computer-system-configurations to meet the requirements to work with VRED. To determine whether your particular system meets these requirements, please check the following table.

Getting Started

Category Hardware

Values (32-bit) Intel Pentium 4 or higher, AMD Athlon XP processor (must be SSE capable) (64-bit) Intel processor with Intel EM64T-capable or AMD Athlon 64, AMD Opteron processor 1GB RAM DVD drive or Internet connection Ethernet card (required for licensing VRED uniquely to your machine) Three-button mouse with mouse driver software

Graphic Requirements

A qualified hardware-accelerated OpenGL graphics card (overlay plane capability is recommended)

Category Operating System

Values (32-bit) Windows XP Professional (SP2) (64-bit) Windows XP Professional x64 Edition (SP1or higher) Microsoft Windows Vista, Business or Ultimate edition (32-bit and 64-bit) Microsoft Windows 7 TCP/IP network protocol software (for running VRED network rendering and other features) A graphics card driver. Driver software is available from the manufacturers web site. Appropriate driver software for optional hardware

Disk Space Requirements The following approximate disk space requirements are based on the NTFS disk format. If you have a FAT disk format, expect slightly larger file sizes. VRED takes about 130 MB. Other Software Adobe Acrobat Reader is required to view the PDF documentation provided on the VRED DVD or as online documentation. You can obtain Acrobat Reader from www.adobe.com. Mozilla Firefox and Internet Explorer 6 web browsers have been qualified to view the VRED Help. Flash player is required to view the Quick start Movies Optional Hardware Space Mouse. Make sure you install the latest Space Mouse driver software.

Installation
1. Go to www.pi-vr.com and download the latest version of VRED Professional. Start the installation by opening the file provided. To start the file directly after downloading, select Run.

Getting Started

2. A security warning may appear. If that happens, select Run.

3. The VRED Installation Wizard appears. The InstallationWizard directs you through the installation process. Click Next to proceedor cancel to stop the installation process.

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4. The PI-VR GmbH Software License Agreement appears. This agreement requires your acceptance for the VRED software installation to continue. To continue, click I Agree.

5. Choose the components for the installation and proceed with Next.

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Installation
6. Choose the install location and proceed with Next.

Getting Started

7. Choose whether to install the cluster service and the port it shall use. Click Next to proceed.

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8. The installer now creates the folders and copies the necessary files to run VRED.

9. The installation process is completed. Check Run VRED to run VRED after installation. Click Finish to close the installation tool.

10. If you chose to run VRED directly after finishing the installation, VRED will begin to start up now.

If you encounter problems installing VRED on your computer, feel free to contact PI-VR by mail or phone. We will assist you in all necessary steps.
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Installing a license
Installing a license There are two ways to install a VRED license: : Simply drag the license.xml file onto the VRED.exe icon. The license file will be installed automatically. Go to: Start Programs PI-VR vred 5.5 Install Install License. A dialog window will open. Browse for the license.xml file and click open. The license file will be installed automatically.

Getting Started

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Node Locked Licensing


Node Locked Licensing 1. When starting VRED Professional for the first time, please select your license file or server system. If you do not own a license press cancel.

Getting Started

2. The following window appears. Please contact the PI-VR GmbH with your specific Hostname, HostID and FlexLM Host ID data. The PI-VR GmbH will provide you with an evaluation license.

3. Copy the license file into your VRED root folder. Restart VRED.
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Setting up a license server


SETTING UP A LICENSE SERVER For setting up a license server, please follow the instructions outlined below: Download VRED Professional from the website and install it on the server. Create a new directory (e.g. c:\FlexLM ) and copy the license file into it. At the end of the first line of the licence file, (the line that reads SERVER...), enter a blank and add the port number on which the license server shall run. Select: Start Program Menu PI-VR VRED Install lmtools. Click on the Config Services Tab Set the path to the lmgrd.exe File. Browse to the install directory of VRED \bin\ WIN64 or bin\WIN32 (depending on whether you installed the 32 or the 64bit version of VRED) and select lmgrd.exe. Set the path to the license file, by browsing to the folder containing the license file. To set the path to the debug log file, browse to the folder containing the license file, too. Click on Save Service. Activate Use Services. Activate Start Server at Power Up. Now the license runs, also when rebooting the machine. Updating the software is not required unless recommended by PI-VR. To configure a workstation for using the license on the server: Download VRED Professional from the website and install it on the workstation. Select Computer Properties Extended Environment Variables System Variables and add a variable called VREC_LICENSE_FILE. Its value should be xxx@caxsvr2 (replace xxx with the port number). Start VRED.

Getting Started

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Using VRED Professional

Using vred professional


USING VRED PROFESSIONAL This chapter contains basic information regarding the general appearance of the interface. It provides an overview and introductory summary of how to navigate, select, manipulate objects and how to set up the preferences.

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Interface

Using VRED Professional

USING VRED PROFESSIONAL: INTERFACE 1. Menu Bar The Menu bar includes all main functions for creating and editing contents in VRED. It provides access to the different modules available in VRED and enables basic file actions like saving or opening files. 2. Icon Bar The Icons bar provides shortcuts to access frequently used features such as the render options or the wireframe function. 3. Scenegraph The Scenegraph lists all nodes the current scene consists of. 4. Renderview/View port The renderview displays the whole scene and allows to change views as well as to directly select and modify objects. 5. Quick Access Bar The Quick Access Bar provides direct access to the different modules available in VRED. It is customizable. 6. Statusline The Status line provides information about the memory usage and allows to change the up vector as well as near and far ClipPlanes and the field of view. It also integrates the Terminal.

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Navigation in Renderview
Using VRED Professional: navigation in renderview The Renderview visualizes all render settings according to the selected render mode. Available render modes are: Raytracing Realistic Rendering Vertex/Face Normal Rendering Ambient Occlusion Rendering Indirect Illumination rendering rotate Discontinuity Rendering Analytic Rendering Non Photorealistic Rendering Stereo Rendering

Using VRED Professional

pan

zoom

Click left mouse button.

Click middle mouse button.

Click right mouse button.

Setup Navigation Mode Select Edit Preference Navigation. Further navigation modes can be applied. Trackball (3 axis) Fly Walk Trackball (2 axis)
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Selection

Using VRED Professional

Using VRED Professional: selection Shift + Click Left Mouse button in the Renderview to select an object.

Shift + Click Right Mouse button to deselect selected object.

Shift + Drag Left Mouse button from top left to bottom right to select only objects fully enclosed in selection frame.

Shift + Drag Left Mouse button from bottom right to top left to select objects fully and partially enclosed in selection frame.

Shift + Drag Right Mouse button to deselect objects in selection frame.

Shift + CTRL Left Mouse button to add selected object to selection.

Shift + Click Right Mouse button into empty space to deselect all selected objects.
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Transform TOOL Transforming objects


Using VRED Professional: transform Tool Click Transform Tool in the Icons Tab to set the Transform Tool visible. A total of three transformation modes are available:

Using VRED Professional

Translate Mode: SHIFT+W

Rotation Mode: SHIFT+E

Scale Mode: SHIFT+R

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Node Attributes
Using VRED Professional: Node Attributes All attributes of each node can be accessed in the NodeEditor. The NodeEditor can be found in Scene NodeEditor The Editor provides access to all attributes of the currently selected node. It offers the possibility to change values for all attributes and dependencies for the selected node.

Using VRED Professional

Important: Only advanced users should alter values in the Editor! For more information read Module NodeEditor

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Shortcuts in renderview
Using VRED Professional: shortcuts in Renderview The Renderview is equipped with a couple of shortcuts that come in handy when using VRED extensively. CTRL + Space brings up a floating menu in the Renderview, in which you can choose a predefined stan dard camera view. You can switch between: Perspective, Front, Top & Side Space Delete Copy Cut Paste Merge Geometry Split Geometry into Triangles Unsplit Geometry with one Triangle Go to parent node Go to child node Go to previous node Go to following node Select node Add node to selection Remove node from selection Clear selection Change camera turns the anti-aliasing on or off del CTRL + C CTRL + X CTRL + V CTRL + M CTRL + T CTRL + SHIFT + T Left Arrow Right Arrow Up Arrow Down Arrow SHIFT + left mouse button on node SHIFT + CTRL + left mouse button on node SHIFT + CTRL + right mouse button on node SHIFT + right mouse button into empty space CTRL + space

Using VRED Professional

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Menus Toolbar Statusbar

Menus, Toolbar & Statusbar


Using VRED Professional This section refers to the different elements of the VRED user interface. It describes in detail the functions of all menu windows, explains the available icons and how to use the customizable Quick Access Bar. Last but not least this chapter gives a short overview of the status bar.

Menus, Toolbar & Statusbar

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Menu

Menus, Toolbar & Statusbar File

Menu bar The Menu Bar includes all main functions for creating and editing contents in VRED. It provides access to the different modules available in VRED and enables basic file actions like saving or opening files.

Menu File The file menu helps to load, import and save data. New Creates a new empty scene. The currently opened scene will be closed. Open Opens files. A dialogue box opens up to choose from. One or more files can be selected. By default VRED supports the following file types besides its native file type VPB: 3DS .3ds ASC Dental Geometry .asc C4d .c4d Cinema4D Scene .c4d Compressed Files .gz .gzip Cosmo3D/Optimizer Geometry .csb Deltagen Geometry .rtx FBX Scene .fbx FHS Geometry .fhs Geomview Geometry .off JTOpen Scene .jt Maya Scene .iges .igs .ma .mb .wire OpenInventor Geometry .iv OpenSG Ascii Geometry .osg OpenSG Binary Geometry .osb PLY .ply Python Script .py Rhinocercos3D .3dm Sudio Tools .wire VRED Essentials Project Binary .vpe VRED Project Binary .vpb VRED Project File .vpf VRML Scene .wrl Wavefront Geometry .obj Pro/Engineer Render Geometry .slp Stereolithography Geometry .stl .stla .stlb

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menu

Menus, Toolbar & Statusbar File

Menu File Add Adds files to the current scene. A dialog box opens up, where the files to add can be selected from. The file is added to the Scenegraph as child of the currently selected node. If there is no node selected in the Scenegraph, then the added objects will be children of the root node. All objects of any added file are grouped in a group node. Imported files are marked dark blue in the Scenegraph. When merging projects,Viewpoints will no longer be replaced nor deleted.Viewpoints are preserved and further made available.

Save Saves the current file with a supported VRED file type. VRED Essentials Project Binary VRED Project Binary VRED Project File .vpe .vpb .vpf

To write other file types go to File export.

Save As Saves the current file. A dialog box opens up, in which the location, file type and name for saving can be selected. If no file ending is entered the file will be saved in the VRED native file type VPB.VRED supports writing the following file types by default: fbx fhs Maya (mb, ma)
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osg sl vpe, vpb, vpf

osb pov py stl/stla/stlb wrl obj

VRED supports the storage of ICC color profiles in the project data to ensure consistency during the whole workflow and between the devices you use regarding color management. This guarantees that the colors visible on your workstation are the same as on your private computer.

Save selected Saves the currently selected node(s) in a new file. A dialogue box opens up, in which location, file type and name for saving can be selected. If no file ending is entered the file will be saved in the VRED native file type VPB. VRED supports writing by default the following file types: VRED Essentials Project Binary VRED Project Binary VRED Project File .vpe .vpb .vpf

To write other file types go to File export.

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menu

Menus, Toolbar & Statusbar File

Menu File Publish Publishes a VRED project file (*.vpb) with validity start and expiry dates.

Save Package Saves a VRED project file creating a subfolder that includes all textures and materials used within the project.

Open Recent Opens recently opened/modified files.

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Import With the import function additional file types and meta information can be added to the current scene. Inventor: Imports Inventor data (*.iv, *.wrl) Sequences: Adds a sequence setup for the Sequencer Module to the current scene. Variants: Adds a variants setup for the VariantSets Module to the current scene.

Export The export function chapter provides information regarding the export of images, movies, sequencer batches and variants. Scene Allows to export the scene in different data types. The default setting is *.vpb Supported types are: FBX Scene .fbx FHS Geometry fhs Maya Ascii & Binari (mb, ma) MayaScene .iges, .igs, .wire OpenSG Ascii Geometry .osg OpenSG Binary Geometry .osb PovRay .pov Pro/Engineer Render Geometry .slp Python script .py VRML Scene wrl Wavefront Geometry obj Stereolithography Geometry .stl .stla .stlb VRED Essentials Project Binary .vpe VRED Project Binary .vpb VRED Project File .vpf

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menu

Menus, Toolbar & Statusbar File

Menu File Selected Publishes a VRED project file (*.vpb) with validity start and expiry dates. Switched Geometry Exports Switched Geometry data (*.osb). CubeImages A dialogue box appears, where the location for saving the CubeImage can be selec ted. The CubeImage render settings can be set in the PreferencesEditor. RenderSettings A dialogue box with the Render Settings Export appears. The current Renderview will be rendered with the settings set in the Render Settings Export dialogue box. The Render Settings Export dialogue box contains File Output, Antialiasing Quality and Raytracing Quality settings. Snapshot Exports a snapshot of the viewport to the snapshot folder previously specified in the preferences. Sequences All sequences set in the Sequencer Module will be saved in a separate xml file. Variants All variants set in the VariantSet Module will be saved in a separate xml file.

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Add VRML animation VRML animations can be added to the current scene. Precondition is that the animated objects exist in the current file.

Optimize Scene Exports Switched Geometry data (*.osb). Optimize Geometries: Optimizes the geometry structure. Optimize/Share Geometries: Optimizes the geometry structure and tries to share duplicated geometries. Merge/Optimize/Share Geometries: Changes the Scenegraph structure to achieve a maximum of optimization.

Quit Quits the application.

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menu

Menus, Toolbar & Statusbar Edit

Menu Edit Script Opens the ScriptEditor. In the ScriptEditor python scripts can be written and executed. Run Script Executes the current script in the ScriptEditor. Undo Undo the last action. Redo Redo the last action. Clear Undo Stack Clears the undo stack (cache for any type of undo executions). Selection Additional selection options can be activated. Make normals consistent: Select with ALT + Left mouse click to make vertex and face normals of each selected object consistent. Use Depth Selection: Allows to select all objects within the selection frame, whe ther they are behind another object or not.

Preferences Opens the PreferenceEditor.

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Menus, Toolbar & Statusbar

Menu

View

Menu View Display This function helps to define individual display settings depending on the selected device. Powerwall Settings: Opens the Editor for Powerwall settings. Projection Window Width: Sets the projection windows width size. Height: Sets the projection windows height size. Distance: Sets the projection windows distance from the viewer. Enable Powerwall mode: Activates Powerwall Rendering. Standard Display: Encodes the rendered image to be displayed on a standard display. SIM2 HDR: Encodes the rendered image to be displayed on a SIM2 HDR display.

Toolbars Allows to enable/disable the available toolbars in VRED. File: Enables/Disables the toolbar for file handling. File: Enables/Disables the toolbar for visual feedback. Render Options: Enables/Disables the toolbar for the available render options. Synchronization: Enables/Disables the toolbar for the synchronisation options. QuickAccess: Enables/Disables the quick access toolbar.

Show Annotations Shows/Hides annotations.

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menu

Menus, Toolbar & Statusbar VIEW

Menu VIEW Show Clipping Shows/Hides clipping. Show Grid Shows/Hides grid. Show Measurements Shows/Hides measurement. Show Ruler Shows/Hides the ruler. Show Manipulator Shows/Hides the manipulator. Show Routes... Opens routes window Show Shortcuts Shows/Hides Shortcuts. Undo/Redo History Opens undo/redo history Trash Opens trash. Terminal Opens the Terminal Module.
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Menus, Toolbar & Statusbar

Menu

Visualization

Menu Visualization The visualization menu provides a number of visual options and provides access to the available render modes. Enable Raytracing Enables raytracing. Raytracing Downscale Offers a total of four downscaling options to accelerate the work process. Realistic Rendering Activates the Realistic Rendering mode. The Realistic rendering mode is an OpenGL render mode. In this render mode TrueLight shading structures are supported. Real time shadows are also supported. The Realistic Rendering supports all graphic effects for photorealistic rendering quality. Vertex/FaceNormal Rendering Activates the Vertex and Face Normal rendering mode. All objects are rendered with green, blue, gold or magenta shading. Each color gives feedback about each normal direction. Green: Face and Vertex Normals are consistent and point towards the camera. Blue: Face and Vertex Normals are consistent and point away from the camera. Gold: Face and Vertex Normals are inconsistent. The Face Normals point away from the camera, while the Vertex Normals point towards the camera. Magenta: Face and Vertex Normals are inconsistent.The Face Normals point towards the camera, while the Vertex Normals point away from the camera. Ambient Occlusion Rendering Activates the Ambient Occlusion rendering mode. The Ambient Occlusion rendering shows a gray scale rendering, in which the pre-calculated ambient occlusion can be evaluated.
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menu

Menus, Toolbar & Statusbar Visualization

Menu Visualization Indirect Illumination Rendering Activates the Indirect Illumination rendering mode. The Indirect Illumination rendering shows a grayscale rendering, in which the pre-calculated indirect illumination can be evaluated. Discontinuity Rendering Activates the Discontinuity Rendering mode. The Discontinuity Rendering mode helps to evaluate surface qualities. Cracks can easily be noticed. Analytic Rendering The Analytic rendering mode is an OpenGL render mode. In this render mode only basic shading structures are activated and realtime shadows are supported.The Analytic High Quality rendering ensures high frame rates at a medium visual quality. Reflections are supported. Non Photorealistic Rendering Activates the Non-Realistic rendering mode. The NPR rendering is an OpenGL render mode, which allows users to render schematic images. The NPR shading supports outline rendering.

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Stereo Includes all necessary settings to set up stereoscopic views. Disable: The stereo mode is set to disabled by default. Double buffered: Activates double buffered rendering in OpenGL mode for stereo view when supported by the graphics board. Horizontal interlaced: Activates horizontal interlaced stereo rendering. Vertical interlaced: Activates vertical interlaced stereo rendering. Left/Right split: The Renderview is split into two render areas. The Renderviews left half draws the left eyes field of view and the right half draws the right eyes field of view of the stereo rendering. Top/Bottom split: The Renderview is split into two render areas. The top half of the Renderview draws the left eyes field of view, and the bottom half draws the right eyes field of view of the stereo rendering. Red/Cyan: Activates the Red/Cyan stereo rendering mode. Blue/Yellow: Activates the Blue/Yellow stereo rendering mode. Green/Magenta: Activates the Green/Magenta stereo rendering mode. Left eye: Activates only left eyes stereo rendering view. Right eye: Activates only right eyes stereo rendering view. Tridelity Multi-View: Activates a multi-view (five view) stereo rendering mode, appropriate for tridelity active stereo displays and further comparable hardware. Stereo Settings: Opens the Editor for Stereo settings.

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Menus, Toolbar & Statusbar Visualization

Menu Visualization Backplate Helps to set up backplates. Backplate: Sets the backplate to visible/invisible. Create backplate: Creates a backplate. A dialogue box appears, where backplate images can be selected from. Creating a backplate activates the render option Backplate. A Backplate Material will be created in the MaterialEditor. To change the backplate image, go to the MaterialEditor and select a new texture in the Backplate Material. Delete backplate: Deletes all existing Backplates in the scene.

Realtime Antialiasing Contains four different realtime antialiasing quality values. Off: Disables realtime antialiasing. Low: Enables realtime antialiasing and halves the quality. Medium: Enables realtime antialiasing and doubles the quality. High: Enables realtime antialiasing and quadruples the quality.

Advanced OpenGL Settings Wireframe: The wireframe button toggles wireframe rendering to on or off. All currently selected objects are drawn in the set render mode and an additional wireframe mode. The wireframe colour can be set in: Edit Preferences... RenderOptions Wireframe Settings. Two sided lighting: Enables/Disables two sided ligthing. It allows to illuminate the backside of a polygone correctly.
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Realtime shadow: Activates/deactivates real time shadows. Only available in OpenGL mode. Ambient Occlusion shadows: Activates Ambient Occlusion calculation. Geometry light sources: Only active if Realtime shadow is selected. Treats self illuminated geometries as light source. Only in OpenGL render mode. Backface culling: Activates/deactivates backface culling. Backface culling allows to render only the faces with normals pointing to the camera. Occlusion Culling: Renders visible geometries only. Depth only pass: Depth Only Path renders the scene once using only the depth val ues. It can be used for optimization with complex shaders. Postprocessing: Enables/disables postprocessing in OpenGL mode. Postprocessing is enabled by default in raytracing mode. It allows to use postprocessing settings in OpenGL mode (like exposure, white point and saturation).

Rendering Disables rendering in the viewport.

Simulate Disables or activates the VRED Simulation engine.

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menu

Menus, Toolbar & Statusbar Scene

Menu Scene This chapter explains how to create and adjust objects like lights, cameras and geometry in VRED Professional. Create Geometry With the create geometry function, it is possible to create simple geometries in VRED. The following geometries are provided: Line Plane Box Cylinder Cone Sphere

Torus

Create Light Offers a selection of three different light types available in VRED. Create Camera Offers three different camera types. To create a new camera, select the desired camera. Scenegraph Shows/Hides Scenegraph Ambient Occlusion Opens the Ambient Occlusion Module. The Ambient Occlusion Module pre-calculates and pre-renders ambient occlusion and indirect illumination for use in OpenGL and raytracing render mode. Specific parameters regarding specific geometries can be saved. Saved parameters can easily be loaded and applied to the instances of the same geometry. It is not required to further remember the values. Read Ambient Occlusion Module.
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CameraEditor Opens the Camera Module. In the Camera Module, all camera settings can be defined and adjusted. Read CameraEditor Module.

GeometryEditor Opens the GeometryEditor Module. The GeometryEditor Module carries out a range of geometry optimizations depending on the geometry type (polygon or nurbs). Read GeometryEditor Module.

LightEditor Opens the LightEditor Module. The LightEditor Module linear enables to create and edit lights sources. All light sources are listed in the Scenegraph. Read LightEditor Module.

MaterialEditor Opens the MaterialEditor Module. The MaterialEditor Module enables to create, position and edit textures. It also allows to set up material libraries or define EnvironmentSphereMaterials for lighting and shading objects. Read MaterialEditor Module.

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menu

Menus, Toolbar & Statusbar Scene

Menu Scene NodeEditor Opens the NodeEditor. The NodeEditor lists all node parameters and allows their editing. Read NodeEditor Module.

Variants Opens the Variants Tool. In the Variants Tool variations of switch positions can be defined. Read Variants Tool.

VariantSets Opens the VariantSets Module. In the VariantSets Module complex variation setups can be defined. Later on, they can be executed with a single initiator. Read VariantSets Module.

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Menus, Toolbar & Statusbar

Menu

Animation

Menu Animation This chapter includes information for creating, adjusting and playing animations and provides direct access to the particular modules. Animation Opens the Animation Module. With the Animation Module animations can be stored to be executed initially. Imported objects, vertex or camera animations from other application are listed here and can be executed with Python scripts. They can further be attached to sensors, retimed etc. Read Animation Module.

CurveEditor Opens the CurveEditor Module. The CurveEditor can create animations for all objects. Animations can be stored in blocks, and later be rearranged in the ClipMaker Module. They can also be attached to sensors and be listed as Variant in the VariantSets Module. Read CurveEditor Module, ClipMaker Module, Animation Module,VariantSets Module

ClipMaker Opens the ClipMaker Module. In the ClipMaker Module, previously created animations created which have been bound in blocks in the CurveEditor module can be arranged in clips. The ClipMaker also enables to retime, adjust and export clips. VRED Professional supports the playback of sequence sets in the Sequencer module at any time. It enables to start predefined sequences at a specific frame of an animation. During playback you have full control over timing and focus in the presentation. Read CurveEditor Module and ClipMaker Module
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menu

Menus, Toolbar & Statusbar Animation

Menu Animation TimeLine Opens the TimeLine. Read TimeLine Module.

SAnimation Opens the SAnimation module. The SAnimation module lists and executes imported Deltagen animations. Read SAnimation Module.

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Menus, Toolbar & Statusbar

Menu

Interaction

Menu Interaction The Interaction menu helps to create annotations, clip geometries for detailed views, measure scene elements and applies temperature simulation. Navigation Mode Enables/disables the navigation. The user can switch between : TrackBall TwoAxis Orientation Fly

Connector With the connector, VRED instances can be synchronized for navigation on independent computers. Settings save: Connector-server settings can be stored. Press the Save Settings button. Connect: There the connection settings can be entered, when this VRED instance is a connection-slave. Server: Sets the server ip. Port: Sets the communication port address. Disconnect: Deactivates the connector. Connect: Activates the connector. Server: Here the connection settings can be entered, when this VRED instance is a connection-server. Port: Sets the communication port address. Stop: Stops the connection-server. Start: Starts the connection-server. Status: Displays the current connection-server status. Frame sync:
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menu

Menus, Toolbar & Statusbar INTERACTION

Menu INTERACTION ANNOTATION Opens the Annotation Module. With the Annotation Module annotations can be added to the scene. Read Annotation Module.

Clipping Opens the Clipping Module. With the Clipping Module objects can be clipped for construction evaluation purposes. The Clipping Module offers a variety of clipping tools. Read Clipping Module.

Measurement Opens the Measurement Module. With the Measurement Module distances between objects, points, edges and more can be evaluated. Read Measurement Module.

Sequencer Opens the Sequencer Module. With the Sequencer it is possible to set up processes which can be used for specific interactions in the application or as batch render setup. Read Sequencer Module.

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Touch Sensor The TouchSensor allows to switch variants or play animations by a single click. You can define a new node by simply dragging a node from the scenegraph into the TouchSensor Module. Add Node: Adds a node to the TouchSensor. Add Variant: Adds a variant to the TouchSensor. Remove: Removes an object from the TouchSensor.

Tracking Opens the Tracking Module. The Tracking Module provides all settings for different tracking types and setups. Read Tracking Module.

Transform Opens the Transform Module. The Transform Module sets any kind of object transformations via specific entries. Objects pivots can be adjusted. Read Transform Module.

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menu

Menus, Toolbar & Statusbar RENDERING

Menu RENDERING In this menu section you can find modules that help to set up special rendering configurations like clustering, post effects, raytracing parameters and render layers. Cluster Opens the Cluster Module. The Cluster module provides access to all settings for setting up the different clustering modes VRED offers. Read Clustering Module.

Final Renderpass The Final Renderpass Module allows to use final render passes for left and right eye, using a config file and specific shader parameters.

Projection Based Augmented Reality Opens up the projection based Augmented Reality Module. This module allows to configure and implement existing tracking and displaying systems for augmented reality.

Postprocessing Opens the Postprocessing Module. With the Postprocessing Module realtime postprocessing effects can be added to the scene. Read Postprocessing Module.

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RenderLayer Opens the RenderLayer Module. With the RenderLayer Module the scene can be split up into separate matching layers to be prepared for further refining in the post process. Read RenderLayer Module.

Render Settings Opens the Raytracing Module. In the Raytracing Module all settings for raytraced rendering can be defined. Read RenderSettings Module.

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Menus, Toolbar & Statusbar Windows

Menu Windows This chapter contains different render window options. New Render Window Starts up a new render window. This feature allows to create multiple render windows. The render windows can be set up independently. It is possible to individually set different cameras and viewpoints. Please note that all windows are affected by the selected render mode. In raytracing rendering mode the frame rate might slow down, since the frame rate depends primarily on the amount of pixels to be rendered. If the amount of pixels of all render windows summed up stays unchanged, the frame rate will also stay on a stable level. Caution: For any additionally opened render window the complete currently loaded scene, since the system is running in OpenGL mode, will be loaded again into the graphics boards Random Access Memory. Ensure that the graphics board has enough memory available.

Render Window Size Contains predefined image resolutions as well as a dynamic resolution mode and a resolution mode that uses the resolution set in the preferences. The preferences resolution mode is set as default.

Tile Arranges the renderview in tiles to use the whole screen.

Cascade Arranges the Renderview in a cascade.


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Layout...: Contains options to arrange the layout of windows.

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Menus, Toolbar & Statusbar Help

Menus Help This chapter contains general information about Vred and access to the documentation. About The About window provides all information about the currently used VRED version, the license request state and the license agreement.

Licence License VRED GENERAL END USER LICENSE AGREEMENT You should carefully read this General License Agreement prior to using, installing, copying or duplicating PI-VR GmbH software products. By downloading or copying or installing or using the Software you implicitly agree to all terms and conditions as set out within this Agreement and terms of use set out below. This Agreement applies to all versions of VRED whether current or obsolete, supported or unsupported.

MANUFACTURER AND MARKETER VRED is manufactured and marketed by: PI-VR GmbH Lise-Meitner-Strae 10 D-64293 Darmstadt Germany www.pi-vr.de info(at)pi-vr.de All correspondence regarding this Agreement should be directed to the address above.

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COPYRIGHT Copyright (c) 2001-2011 PI-VR GmbH All rights reserved. This Software product is a copyrighted work and is protected by German and international copyright laws and treaties. This Software product is licensed, not sold. It is, and shall remain at all times, the absolute and unrestricted property of PI-VR GmbH. Nothing in this Agreement shall prejudice, impair, jeopardize or otherwise adversely affect the rights of PI-VR GmbH as sole and exclusive owner of the Software.

WARRANTY DISCLAIMER All efforts have been made to ensure that the Software is free from defects. The Software (including any and all accompanying software, files, data, and materials) are distributed and provided as is without any warranty whatsoever implied or otherwise.

INDEMNITY AND SPECIAL CONDITIONS You (the Client) hereby indemnify PI-VR GmbH (including all agents, distributors, sub-contracts, affiliates, branches, outlets and any other persons or companies associated with PI-VR GmbH worldwide) against any damages or claims that may arise from the use or miss-use of the Software. Under no circumstances does PI-VR GmbH authorize you to use the Software in applications or systems where the Softwares failure to perform can reasonably be expected to result in a significant physical injury or loss of life. Any such use by you is entirely at your own risk, and you agree to hold PI-VR GmbH harmless from any and all claims or losses relating to such unauthorized use.

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TERMS OF USE AND DISTRIBUTION The Software is supplied in three forms: Free Trials, VRED Photo Commercial, VRED Professional Commercial. For the purposes of this license a non-commercial entity is defined as any individual, educational institution, charity or humanitarian organization. For the purposes of this license a commercial entity is defined as any corporation registered or otherwise that derives or attempts to derive substantial commercial and monetary gain and benefit from its efforts and endeavors. This includes all Government and Military entities. Free Obsolete Software may be used free of charge by any commercial or non-commercial entity for commercial or non-commercial purposes under the terms and conditions set out in the GNU General Public License. Free Unsupported Software may be used free of charge by any non-commercial entity. It may be redistributed without restriction providing all conditions contained within this license are met. Commercial entities may only use this Software in order to review and appraise its functionality with a view to registering the Commercial Supported Software in the future. This review and appraisal is limited to 14-days from date of initial download. After this time the Commercial entity must uninstall and remove the Free Unsupported Software located on all of its computer systems owned, leased or otherwise. Commercial Supported Software may only be used after the appropriate registration fees have been paid for in full by any commercial or non-commercial entity. Commercial Supported Software cannot be redistributed. The commercial or non-commercial entity must be in possession of a license for each and every workstation or server on which the Commercial Supported Software is installed. The Commercial Supported Software can only be installed on workstations or servers owned or leased or operated by or on behalf of the licensee. Should you inadvertently or otherwise install the Commercial Supported Software on a workstation or server for which you do not have a license then you must either uninstall it or purchase one or more license packs to make up the shortfall.

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The Software cannot be used for any purpose, related or otherwise that involves any illegal or unauthorized attempt to gain access any computer system, any act of racism, vandalism, persecution, terrorism, general provoked or unprovoked aggression or war nor any other illegal, malicious or criminal activity. You cannot sell or market or rebrand or rebadged the Software and then attempt claim it as your own. You cannot ask for or attempt to claim any distribution fees or donations from any commercial or non-commercial entity by supplying them with any form of the Software that can be legally freely redistributed. The Software in all forms cannot be included as part of a saleable or commercial product distribution from which fees or royalties of any kind are derived without prior written consent from PI-VR GmbH. THIS CONDITION SUPERSEDES AND REPLACES ALL PREVIOUS AGREEMENTS EITHER DIRECT OR IMPLIED WITH ANY INDIVIDUAL OR CORPORATION. ALL INDIVIDUALS OR CORPORATIONS CURRENTLY REDISTRIBUTING VRED WITH A COMMERCIAL PRODUCT DISTRIBUTION MUST CEASE AND RE-OBTAIN WRITTEN CONSENT FROM PI-VR GMBH. Further, you may not modify, enhance, supplement, create any derivative work from, adapt, translate, reverse engineer, decompile, disassemble or otherwise reduce the Software to human readable form.

TRANSFER A license can be transferred from the original licensee to a third party by advising PIVR GmbH of the transfer in writing. This transfer can occur only once and cannot be perpetuated. Upon transfer all obligations of the original licensee are terminated and transferred to the new owner. The original licensee will immediately cease using the Software.

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TERMINATION If you fail to comply with any of the provisions contained herein, PI-VR GmbH shall have the right to terminate this Agreement immediately without prior notice or legal proceeding. PI-VR GmbH shall have the right to commence the appropriate legal proceeding in order to recover costs, losses and damages as a result of the failure to comply. Upon termination, you must immediately discontinue the use and redistribution of the Software.

Documentation Opens a HTML-site providing the online version of this Documentation.

Python Documentation Opens the Python Documentation window which lists and describes commands, classes and algorithms for programming in the supported script language Python. Module Hierarchy vrAEBase: Contains the base functionality of all action and event classes. vrARTracking vrAmbientOcclusion vrAnimation vrChunkPtr vrCluster: Contains the functions to use the cluster module. vrCollision vrColorDialog: Contains the functionality interactivly choose a color. vrConnector vrController vrFade: Contains the functionality to fade objects.

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vrFieldAccess vrFileDialog: Contains the functionality interactivly choose file- or directory names. vrFileIO vrImagePtr vrInterpolator vrJoystick vrKey: Contains the functionality to receive key events. vrMaterialEditor vrMaterialPtr vrMenu vrMovieExport vrMoviePlayer2 vrNodePtr vrNodeUtils vrOSGWidget: Example: vrOde vrOptimize: The vrOptimize module allows to optimize the representation of the graphical scene to speed up rendering. Example: vrParticle vrParticle2 vrQObject vrRoute vrSHLChunkPtr vrScenegraph: The vrScenegraph class contains all necessary functions to work in a scenegraph system. vrScript vrSwitch vrTextureChunkPtr vrTimer: Contains the functionality to receive timer events. vrTracking: Contains the functions to use the tracking module and to access vari ous sensors, like buttons, bodies and dials.
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vrVariantSets: Contains the functionality to switch between defined variants of a model. vrVideoGrab vrViewPoint vrViewPoints: Contains the functionality to define/use viewpoints. vrVirtualEye vrWater vrWidget Class Hierarchy __builtin__.object: The most base type None.instance vrOSGWidget.Color3f vrFieldAccess.FieldContainerPtr vrImagePtr.ImagePtr vrImagePtr.vrImagePtr: A wrapper class for the OpenSG ImagePtr vrMaterialPtr.MaterialPtr vrMaterialPtr.vrMaterialPtr: A wrapper class for the OpenSG MaterialPtr vrNodePtr.NodePtr vrNodePtr.vrNodePtr: The NodePtr class is python representation of a node with in the scenegraph. vrOSGWidget.Pnt3f vrSHLChunkPtr.SHLChunkPtr vrSHLChunkPtr.vrSHLChunkPtr: The SHLChunkPtr class provides direct access to all data of an OpenGL Shader Chunkr vrChunkPtr.StateChunkPtr vrChunkPtr.vrChunkPtr: The StateChunkPtr is the base class for access to every chunk of a material. vrTextureChunkPtr.TextureChunkPtr vrTextureChunkPtr.vrTextureChunkPtr: A wrapper class for the OpenSG Texture ChunkPtr

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vrOSGWidget.Vec3fvrAEBase. vrAEBase: Base class for all actions and events vrARTracking.vrARTSensor vrCollision.vrCollision: Collision detection vrFade.vrFade: vrFade fades the alpha values of objects below the specified node from opaque to full transparency in the first cycle. vrInterpolator.vrInterpolator: Transforms objects vrJoystick.vrJoystick: Joystick device handlervrKey.vrKey: The key class is used to define functionality to be called on key presses. vrMenu.vrMenu: Creates 3d menus and windows vrMoviePlayer2.vrMoviePlayer2: Maps a movie on a node vrOde.vrOde: Creates a physics simulation based on ode, this is just a demonstra tion no yet really usable. vrParticle.vrParticle: Particle simulation this is just an demonstrator vrParticle2.vrParticle2: Particles simulation vrSwitch.vrSwitch: Switches visibility of objects. vrTimer.vrTimer: The timer class is responsible to call time based functionality. vrTracking.vrTrackerSensor:The vrTrackerSensor class is the base class for all sen sors like bodies, buttons and dials. vrTracking.vrTrackerAnalog: The vrTrackerAnalog class is a proxy class to access a tracking analog as defined in the Tracking GUI module. vrTracking.vrTrackerBody: The vrTrackerBody class is a proxy class to access a tracking body as defined in the Tracking GUI module. vrTracking.vrTrackerButton: The vrTrackerButton class is a proxy class to access a tracking button as defined in the Tracking GUI module. vrTracking.vrTrackerDial:The vrTrackerDial class is a proxy class to access a track ing dial as defined in the Tracking GUI module. vrVideoGrab.vrVideoGrab: Maps a video stream from a tv card or webcam on a node. vrViewPoint.vrViewPoint: Creates a event if specified viewpoint is reached

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vrVirtualEye.vrVirtualEye: Creates a virtual camera and maps the output on a node vrWater.vrWater: Just a kind of water cube demonstrator vrWidget.vrWidget: Create a qt gui from a type or a ui xml file vrFieldAccess.vrFieldAccess: The vrFieldAccess class offers access to any kind of data (fields) inside the scenegraph (regardless if it is a node, a geometry, material etc.) You get access to the field pointer within the materials or nodes via the fields()-method.vrQObject.vrQObject: A wrapper class for the qt object A wrap per class for the qt object. vrInterpolator.vrSlide vrInterpolator.vrRotationAxisSlide vrInterpolator.vrRotationSlide vrInterpolator.vrScaleSlide vrInterpolator.vrTranslationSlide __builtin__.type: type(object) the objects type type(name, bases, dict) a new type

Changes Opens the Changes window. The Changes window lists all version changes.

GL Info Opens the GL Info window. Displays all OpenGL features supported by the graphics board and the current memory usage.

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Menus, Toolbar & Statusbar

Toolbar

File & View

Toolbar The following chapter offers an overview of the tool bar structure. All available icons are explained in detail.

Toolbar File Contains all icons for data management.

File Open...

File Open...

File Save

Toolbar View Contains all icons for visual feedback.

Fullscreen: Activates the Renderview fullscreen render mode. Press Escape to deactivate the Fullscreen render mode. Show all: Frames all objects in the scene.

Zoom to: Zooms to selected object.

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Toolbar

Menus, Toolbar & Statusbar View

Grid: Draws a Grid depending on the selected axes.

Ruler: Activates the Ruler Tool. The ruler axis adapts according to the view axis. Transform: Activates the Transform Tool. Using the Transform Tool objects can be transformed interactively in the Renderview.
Press Press

any arrow to move selected object along selected transform axis. any cube to scale selected object along the selected scale axis. Press any sphere to rotate selected object along the selected rotation axis. red X-axis green Y-axis blue Z-axis Press the yellow cube to scale selected object along all scale axes uniformly. Press the green, red or blue plane to move selected object along selected plane axis.

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Menus, Toolbar & Statusbar

Toolbar Render Options


Toolbar Render Options

Antialiasing: Turns on/off antialiasing. Click on the icon and hold down the left mouse button. Select Enable downscale antialiasing to activate/deactivate the downscale antialiasing function. The antialiasing downscale level is determined by the downscale level. Raytracing: Activates Raytracing rendering. The Raytracing rendering modes supports all raytracing rendering features such as reflections, refractions, glossy reflections, global illumination, subsurface-scattering and more. All effects can be activated on a per material base or by using overrides. Downscale: Activates/Deactivates downscaling.

Region: Enables/Disables region rendering. SHIFT + left click to drag a region window. Backplate: Sets the backplate to visible/invisible.

Wireframe: The Wireframe Button toggles wireframe rendering to on or off. All currently selected objects are drawn in the set render mode and an additional wireframe mode. The wireframe colour can be set in: Edit Preferences RenderOptions WireframeSetings Wireframe Color. Bounding Box: Sets the Bounding Box to visible/invisible.

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Toolbar Synchronization
Toolbar Synchronization Contains all icons that help to connect and/or synchronize VRED with external devices.

Menus, Toolbar & Statusbar

Connector: Connects/disconnects to another VRED.

Cluster: Starts the render cluster Read Cluster Module. Tracking: Activates/Deactivates tracking.

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Menus, Toolbar & Statusbar

Toolbar Quick ACCESS


Toolbar Quick Access Contains selected module icons for a quick access. As default setting, the following icons are selected.

SG: Sets visible/invisible the Scenegraph.

Transform: Enables/disables the Transform tool.

Materials: Activates/Deactivates the MaterialEditor.

Camera: Enables/disables the CameraEditor.

Curves: Enables/disables the CurveEditor.

Clips: Enables/disables the ClipMaker.

Region: Enables/Disables region rendering. SHIFT + left click to drag a region window. VSets: Enables/disables the VariantSets.

Settings: Enables /disables the RenderSettings.


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Status Bar

Menus, Toolbar & Statusbar

Status Bar The Status Bar provides information about the memory usage and allows you to change the up vector as well as near and far clippingplanes and the field of view. Left Side: Size of the scene, ID and resolution of the current renderview. Units: Changing this value defines the measurement units of the image. Up: Sets the axis of the up vector. NCP: Defines the distance of the near clip plane. FCP: Defines the distance of the far clip plane. FOV: Defines the field of view in degree. ICV: Saves the current view for the initial camera view.

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Preferences

Preferences
Preferences Preferences This chapter provides detailed information about setting up global preferences in VRED Professional. The Preferences can be found in: Edit Preferences

Preferences

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Preferences

Camera
Preferences Camera Basic Settings Field of View: Sets the standard preset Field of View Value (FOV).

Stereo Settings: Eye Separation: Sets the distance be tween left eye and right eye in stereo scopic view. Zero parallax distance: Sets the focus point in stereoscopic view.

Powerwall Settings Projection Width / Height / Distance in millimeters

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Cluster Client
Preferences CLUSTER CLIENT Default config file: Sets the root of the configuration file for the cluster setup. Daemon port: Sets the port which will be used for cluster communication.

Preferences

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Preferences

Color Management
Preferences COlor Management Color Profiles Monitor Color Profile: Defines the monitor color profile. Image Color Profile: Defines the image color profile.

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Devices
Preferences devices Space Mouse Enable 3D Mouse: On/Off View Mode: Sets the point of rotation Rotation Pivot: You either move around the camera or the object. Enable Two axis mode: On/Off Helicopter Mode: Enables to define a certain height and to tilt. Height: Sets a flight mode with a fixed hight. Use Fixed Height: On / Off

Preferences

Joystick Use Joystick: Activates to use joystick devices for navigation. Enter device ID. ID: Sets the device ID.

Sample settings for a Logitech RumblePad 2 Left joystick: Trackball-like navigation. Rotates around the at-point. Left joystick + L1: Rotates the camera. Left joystick + L2: Pans the camera. Right joystick: Zoom Button 1: Shows the whole scene. Button 2: Shows the ICV (Initial Camera View).

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Preferences

Export

Base

Preferences Export Base Base Resolution: Render resolution for cube images. Supported resolutions: 32 x 32 64 x 64 128 x 128 256 x 256 512 x 512 1024 x 1024 2048 x 2048 Supersampling: Sets the supersampling quality for cube image rendering. Supersampling quality: Off 4x 16x 64x Type: Defines the type of cube image rendering Type: Separate images (6 planar images) Vertical cross rendering Horizontal cross rendering Spherical map rendering

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File IO

Preferences File IO

Preferences File IO Options: Base Verify geometry: Ensures during import that the geometrys structure is suitable for rendering. Optimize geometry: Rebuilds geometry optimized for VRED Scenegraph. Create TruelightMaterials: Activates/ deactivates Create TruelightMaterials. Automatically converts all imported materials to TruelightMaterials. Tmp path: Path for temporary files.

Texture compression Mode None: No texture compression at any time. Auto: Texture compression when texture size exceeds graphics board memory limit. Always: Texture compression for all loaded textures. Video Memory limit (MB): Sets the video memory limit for use with texture compression.

Texture search paths Specifies the folders where VRED searches for textures.

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Preferences

File IO

FHS

Preferences File IO FHS Loader Ignore INVERTALPHA Writer Write poly pools Force writing INVERTALPHA Write Material Write Geometry Texture quality high Extended Format Enable extended format Inline audio data

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File IO

Preferences FIle IO

Preferences File IO JT Loader Use active Layerfilter: Usage of layer fil ters, i.e. disabling inactive nodes. Breps Handling: Handles objects with exact boundary representation surfaces (NURBS), tesselates all the brep objects. Direct ray tracing of all the JT and/or XT-brep objects using NURBS data.

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Preferences

File IO

Maya

Preferences File IO MAYA Base Maya directory: Sets the Maya installa tion path. This defines the Maya version file type which can be loaded. Import Force Grayscale shadow texture: Converts all grayscale textures from RGB to grayscale textures. Use local material library: Uses the local material library when checked. Units: Sets the units to be used for imported data. Export Units: Sets the units to be used for exported data.

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File IO

Preferences OSB/VPB

Preferences File IO OSB/VPB Reader Checksum test: The checksum test ensures the file was successfully read after loading. It causes long file loading times. Writer File compression:VRED files can be saved with file compression. This helps reducing the needed disc space for the file.With the file compression option the quality of file compression can be defined. There are three options: No file compression: No file compression, resulting in larger VRED files and short saving and loading times. Fast file compression: Compresses files, which results in smaller file sizes. Saving and loading time will be longer. Best file compression: Compresses data into very small files, which saves a lot of disc space. Saving and loading files takes longer. User inline Textures: Inlines all textures used in the scene into the file. Texture Compression: Defines the quality of embedding inline textures. None: Keeps all textures in their native file format and quality. Lossless: Compresses all textures lossless. Lossy: Compression to smallest possible size, losses are taken into account. Quality: Sets the quality for the texture compression.
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Preferences

File IO

Rhino

Preferences File IO RHino Base Merge Geometry: Merges geometry when importing Rhino material. Import NURBS: Imports NURBS data when checked.

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File IO

Preferences SLP

Preferences File IO SLP Loader Disable display lists: An OpenGL display list is created for rendering the imported geometry. Some older graphics boards have difficulties handling such amounts of data. To get a stable result turn off the display lists. Caution: The performance might drop extremely.

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Preferences

File IO

STL

Preferences File IO STL Loader Disable display list: An OpenGL display list is created for rendering the imported geometry. Some older graphics boards have difficulties handling these amounts of data.To get a stable result turn off the display lists. Caution: The performance might drop extremely.

Writer STL Export format Ascii: Is legible in the editor. Reading and writing is very slow and requires more hard disk space. Binary: Is illegible in the editor (binary). Reading and writing is very fast and consumes less hard disk space.

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File IO

Preferences WRL

Preferences File IO WRL Reader Optimization (Auto, Catia, ProEngineer): These are special optimizations that are performed during load up. Highly com plex data structures of Catia and Pro Engineers VRML files make it very hard to get performant results. These opti mizations enable you to display these data sets up to 50x faster than usual and give you a quick feedback.

Writer Inline textures: Usually, textures are only referenced as normal files. Inline textures allow you to embed textures directly into the VRML file.

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Preferences

Final Renderpass
Preferences Final Renderpass Base Default config file: Specifies the de fault config path.

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Import
Preferences Import Defines the CAD data and tessellation value settings.

Preferences

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Preferences

Import

Tesselation

Preferences Import Tesselation Tesselation-Quality Tolerance: Sets the maximum triangle aberration for tessellation from the b-splines. Adding further tessellation tolerances generates a LOD node for each imported file. The tolerance values define the tessellation aberration for each LOD nodes child. The amount of children is defined by the amount of tol erance values. With the Add and Re move button, tessellation values can be added or removed. Offset factor: Sets the offset for the following tessellation tolerance value depending on the previously created. Tesselation Topology Topology: Offers three different options to tessellate geometries. Create new: Rebuilds a completely new geometry based on the imported b-splines. Reuse existing if any: Refines the geometry according to the set tessellation settings. The new tessellation is based on the currently set tessellation in the imported data, if there is a tessellation existing already. No topology: Does not tessellate geometries. Tolerance: Aberration of the tessellated geometries from the b-splines. Check Orientation: Ensures that normals of seamless patches are pointing in the same direction.

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Main Window
Preferences Main Window Main window settings Show FPS in Statusbar: Shows the current frame rate in the left bottom corner of the Renderview. Show rendering log messages in Terminal: All log messages will be shown in the Terminal Module during the rendering process. Show internal nodes in Scenegraph: Shows internal nodes in the Scene-graph. Show tool button text: Shows the name of the icons. Window Opacity: Sets the opacity for all module windows. Disable Docking: Enables/disables the docking function for module windows in VRED.

Preferences

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Preferences

Material Library
Preferences material Library Path Add: Adds a new search directory where material libraries can be found. Delete: Deletes selected search direc tory for material libraries.

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Navigator
Preferences Navigator Navigation mode Fly: Sets the navigation to fly mode. This mode is suitable for space mouse navigation. The cameras pivot is fixed to the cameras center. In fly mode the camera can freely be placed and orien tated in 3D space. Walk: Sets the navigation to walk mode. Trackball (2 Axis): Sets the navigation mode to two axis navigation. In two axis navigation the camera has only two free rotation axes, while the third one, the role axis, is locked. Trackball (3 Axis): Sets the navigation mode to trackball navigation. In trackball navigation all camera rotation axes are unlocked. The camera rotates freely in all directions. Auto center: Sets the rotation pivot in two axis and trackball navigation mode automatically to the objects center currently placed in the Renderviews center.

Preferences

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Preferences

Plugins
Preferences Plugins All plugins which are checked to ON will be loaded on startup.

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Render Options
Preferences Render Options This chapter provides information about setting up the Renderview parameters in VRED Professional. Visualization Render Window Settings Use fixed Resolution: Enables/disables to set a fixed Resolution for the render view. Pixel Resolution: Sets the render view diameter in pixels in width and height. Enable Downscale: Enables/disables downscale. Downscale Quality: Offers a total of three downscaling options to accelerate the work process. Low: Uses every second pixel for the calculation. Medium: Uses every fourth pixel for the calculation. High: Uses every eight pixel for the calculation. Enable Realtime Antialiasing: Activates the realtime antialiasing for OpenGL render mode by default. Antialiasing Quality: Sets the real time antialiasing quality for OpenGL mode. Low: Calculates one and a half times of the originally resolution. Medium: Calculates two times of the originally resolution. High: Calculates four times of the originally resolution.

Preferences

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Enable Stillframe Antialiasing: Activates still antialiasing rendering for OpenGL and Raytracing render mode by default. Stillframe AA after: Sets the duration of no user input in seconds, before still anti aliasing starts calculating. Show PI-VR logo: Shows the PI-VR logo in the render view by default. Automatic clipping plane adaption: Adjusts the clipping plane automatically to the visible objects bounding box. Limit Near and Far Clipping Plane: Sets the default near and far clipping plane. Clips all objects closer to the camera than the near clipping plane distance (not drawn anymore). Clips all objects farther away from the camera than the far clipping plane distance (not drawn anymore). Near Clipping Plane: Defines the minimum distance of the near clip plane. Far Clipping Plane: Defines the maximum distance of the far clip plane.

Lighting Settings Headlight Behaviour: Sets the default setting for the headlight. Auto: Auto leaves the headlight turned ON by default until the first Truelight Shader is used. Then the Headlight will be set to OFF. On: Switches the headlight on by default. Off: Switches the headlight off by default. Ignore: Use point headlight: Uses a Point Light as Headlight instead of a Directional Light. Correct two sided lighting: Renders all shaders double-sided.

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Render Options
Wireframe Settings Enable Wireframe: Draws a wireframe of all selected objects. Always in front: Draws the wireframe always on top of all objects, even if others cover the selected. Color: Sets the wireframe color.

Preferences

Navigation Help Show coordinate system: Renders a miniature coordinate system in the lower left Renderview corner. Show Navigation Cube: Renders the VRED-navigation in the upper right corner of the Renderview by default. Use Z-Up Coordinate System: Sets the z-axis by default as up-axis.

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Preferences

Visualization Advanced
Render Options Visualization Advanced Use Software rendering: In OpenGL, the view is rendered by the processor instead of being calculated by the graphics processor. Disable main thread sleep: Prevents the system of sending the main thread to sleep. Use 10 Bit RGB: The 10Bit RGB feature allows a great color spectrum ideal for a monitor able to display that data. Disable cluster: Disables the clustering feature. Please restart VRED for the changes to take effect. Auto depth only pass: Turns on Depth Only Pass when reaching a certain reso lution. Use back buffer: High frame rates often cause so called tearings, which can be avoided by activating the back buffer. Occlusion culling: Disables the rendering of invisible objects. Occlusion culling can improve the performance in very complex scenes. Cache Geometry: Caching geometries improves the applications performance. The caching process uses additional memory (RAM). Ignore GL Extensions: Comma separated list of extensions to be ignored, e.g. GL_ARB_non_texture_power_of_two, GL_ARB_pixel_buffer_object

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Visualization Advanced
Background In the Background menu the Renderview background color can be set. The color is defined as a gradient, which changes its color value according to a specified color at specified positions.The color is defined in RGB and the position from bottom to top in a value ranges from 0 to 1. Color: The color can be set with the color chooser or by a direct entry of values between 0 and 1 for each channel (RGB). Position: The position value defines the position from bottom to top for each color. Entry value must be between 0 and 1. Add: Adds a new color value. Delete: Deletes the selected color. Choose color: Opens the color picker to set the color for the currently selected entry.

Preferences

Channel shift Enable Channel Shift: Enables/Disables channel shift. Channel (Red, Green, Blue, Alpha): Sets an offset for a whole colour channel. Offset X,Y:

SLI Settings Enable SLI: Enables/disables SLI mode. Mode Single GPU: Only one GPU works in SLI Mode. Multiple GPU: Split Frame Rendering (SFR): Two or more GPUs render the scene using split frame rendering. Multiple GPU: Alternate Frame Rendering (AFR): Two or more GPUs render the scene using alternate frame rendering.

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Preferences

Render Settings Image


Preferences Rendersettings The Render Settings help to set up the export parameters.

Rendersettings Image Resolution: Sets the image diameter in pixels in width and height. DPI: Dots per inch.Defines the embedded image resolution in dots per inch. Size: Calculates the resulting image size in mm depending on the dpi and pixel resolution.

Advanced Supersampling: Sets the supersampling quality for rendering to Off, Low, Medium or High. Stereo Mode: Enables to render stereoscopic images (left eye right eye, multiview 5 Images, multiview 9 images). Compression Quality: Sets the compression quality of an image in percent, standard value is -1 no compression. Export image with alpha channel: Activates alpha channel rendering. The alpha channel will be embedded into the resulting image, if the file type supports alpha channels. The alpha channel colour can be selected separately. Add signature: Adds a time stamp to the rendered image (creation date, name and time). Show rendered image after saving: Opens a separate window showing the ren97

Render Settings Image


dered image. Single image viewer window: Shows only one image after rendering. Ignore aspect ratio: Squashes or stretches the rendered image and ignores the aspect ratio. Export tiff in HDR format: Renders TIFF format in 32 BITS.

Preferences

Animation Start frame: Sets the start frame of the sequence to be rendered. Stop frame: Sets the end frame of the sequence to be rendered. Frames per second: Sets the frame rate for the image sequence. Resolution: Sets the default resolution for the animation. Export Type: Defines the default export type for the animation. Premultiply Alpha: Renders the alpha channel premultiplied. Show Snapshot Frame: Draws a yellow frame into Renderview, indicating the target image to be rendered. Export render passes: Activates rendering with render passes. All activated Render passes will be rendered and saved at a time.

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Preferences

Render Settings Antialiasing


Rendersettings ANTIALIASING Max. Image Samples: Sets the number of samples taken during stillframe antialias ing. Higher values produce a cleaner re sult while lower values reduce the ren der time.A value of 128 is recommended as starting point in general but may be too low for interior scenes with full global illumination. Adaptive Sampling: Adaptive sampling allows the raytracer to skip regions that are already smooth and focus the pro cessing power on regions that are still noisy.The various quality settings control a threshold for a region to be consid ered as smooth. Setting the control to Off disables adaptive antialiasing and always samples each pixel with the number of image samples specified. While this gives the highest render quality it may waste processing power on regions that are already smooth. Preview Quality: Sets the sampling quality to a very low level, resulting in preview render quality and very short render times. Low Quality: Sets the sampling quality to low level, resulting in average render quality and short render times. Medium quality: Sets the sampling quality to medium level, resulting in good render quality and medium render times. High Quality: Sets the sampling quality to high quality level. Ultra High Quality: Sets the sampling quality to production quality level. Use Clamping Value: Activates clamping for very bright pixels to eliminate white spots after antialiasing. The value sets the maximum multiplier for a white pixel. Activating clamping and reducing the multiplier reduces the maximum resulting im99

Render Settings Antialiasing


age color range.

Preferences

Pixel Filter A pixel filter weights the image samples taken per pixel and therefore controls the antialiasing quality of the rendering. High image filter sizes may result in blurry image results. Filter:VRED offers five filter-algorithms for sampling: Box,Triangle, Mitchell Netravali and Lanczos. Size: The pixel filter size defines the number of neighbouring pixels in width and height taken into account for filtering.

Features Enable Motion Blur: Enables the Motion Blur effect when rendering an image. Enable Depth of Field: Enables the Depth of Field effect when rendering an image. Optimize for many light sources: Enables the optimization for many light sources when rendering an image.

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Preferences

Render Settings Raytracing Quality


Rendersettings Raytracing Quality Illumination Interactive and Still Frame: Overrides the lighting mode for materials for interactive and still frame antialiasing. Precomputed Illumination: No calcu- lation of light samples. Precomputed + Shadows: No calcu lation of light samples, but display of shadows. Fast Global Illumination: Calculation of directional light samples, indirec tional light samples are not taken into calculation. Full global illumination: Calculation of both light sample types (directional and indirectional). Photon Tracing Photon Tracing provides an approach to calculate the global illumination in a scene. The default full global illumination mode in VRED provides high quality results but may require longer calculation times. Photon Tracing can reduce the time required to render a clean image by a larger margin, especially in indoor scenarios like car interiors or architectural indoor scenes. Mode VRED provides different Photon mapping modes. Off: Disables Photon Tracing and uses the default full global illumination algorithm. Indirect Only: Uses photon tracing to calculate the indirect illumination in a scene. This is the most common mode.
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Render Settings Ratracing Quality


Caustics + Indirect: Uses Photon Tracing to calculate indirect illumination and caustics due to specular materials in a scene. Interactive and Still Frame Count: The two photon count values specify the number of photons being sent into the scene for each image sample. Specifying a photon count of 100000 photons while having set the image samples set to 256 will result in 25.600.000 photons send into the scene for a frame. More photons result in smoother results. Lookup Radius: The lookup radius specifies the radius around a sceness hitpoint used by the raytracer to find photons around the hitpoint. A larger radius allows the raytracer to find more photons but may result in slower lookup times. Final Gahter Quality: Setting the Final Gather Quality to 1 or higher, the update frequency of the Photon Map may be set. By default the Photon Maps are updated for each image sample, sending a large number of photons into the scene. While this is necessary if final gather quality is set to 0 it is often sufficient to update the Photon Map only once per frame and use it for each image sample to reduce the render times.

Preferences

Final Gather Refresh: There are two ways to use the photon map.The first approach is always used for caustic photons. It gathers photons around a hitpoint to calculate the incoming illumination. This approach gives very fast interactive performance and is capable to calculate all light paths in a scene, but it may require a very high photon count to get a clean image. The other approach is to use final gathering. In final gathering a one bounce indirect illumination is performed before evaluating the Photon Maps. This is the default Photon Tracing approach in VRED since it generates high quality images in a very short time. Setting the final gather quality to 0 enables the first approach while setting it to any other value uses the second approach. On Each Sample: This updates the Photon Map for each image sample. This is the default setting since it also works for scenes with animated objects that may cause flickering otherwise.
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On Scene Change: The Photon Map is updated once per frame only unless motion blur is activated. Since caustics require many photons, the Caustic Map will still be updated for each sample while the indirect illumination Photon Map will only be updated once. This setting often results in the best rendering performance but requires a much higher photon count to receive artefact-free results, particularly when rendering scenes with animated objects, the result may flicker in regions with a low photon count. This is why this mode should only be used for scenes with static geometry and materials.

IBL Sampling Quality Interactive: Sets the interactive IBL sampling quality. Still Frame: Sets the still frame IBL sampling quality.

Reflection/Refraction Sampling Quality Interactive: Sets the interactive sampling quality of reflections and refractions. Still Frame: Sets the still frame sampling quality of reflections and refractions.

Trace Depth Settings: Interactive: Sets the interactive trace depth settings. Still Frame: Sets the still frame trace depth settings.

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Render Settings Ratracing Quality


Photon Tracing Notes and Tips Photon Tracing has its main advantages in interior scenes. In exterior scenes most of the light illuminates the scene directly, the default full global illumination mode in VRED shows the best performance in this case. Be aware that the number of photons emitted doesnt resemble the number of photons actually stored. If a photon misses the scene it will not be stored. A photon bouncing several times in a scene might be stored more than once.To keep the number of emitted photons as low as possible, place any light emitters in a way that most photons will hit the scene. When using Final Gathering scenes may suffer from light leaks if the photon radius is set too large. Light leaks mainly result from bad geometry in architectural scene. An example would be an interior of a room illuminated through a window, the walls being modelled as simple planes. Any geometry near the wall would get light from outside the room since there is no actual thickness of the wall. The solution would be to actually model the outer walls as well. Reducing the lookup radius may also fix the problem but may require shooting more photons into the scene. Final gathering may also show problems in scenes with very strong indirections where the scene is primarily illuminated by light resulting from reflections of a wall. In these situations disabling final gathering may give you a cleaner result.

Preferences

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Preferences

Render Settings Advanced


Rendersettings Advanced Cluster Enable: Enables/disables the cluster mode. Hostnames: Defines the hosts to be used to render the scene. (Default: local host)

Signature Start frame: Defines the start frame. Font Size: Defines the font size. Color: Defines the font color. Comment: Allows to add a comment to the signature. Add filename: Adds the filename to the signature. Add date: Adds the current date to the signature. Add time: Adds the current time to the signature.

Snapshot Path: Sets the position where the snapshot will be saved.

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Script
Preferences SCRIPT In the ScriptEditor scripts or script commands can be entered. They will be executed on each startup

Preferences

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Preferences

Selection
Preferences Selection Base Bounding box visualization size: Defines the bounding box thickness in pixels.

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tracking
Preferences Tracking Base Default config file: Offers the possibility to define the default config file.

Preferences

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Preferences

Transform
Preferences Transform Transform Precision Precision Translation: Sets the default precision range for translation actions. Precision Rotation: Sets the default precision range for rotation actions. Precision Scale: Sets the default precision range for scaling actions.

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Webinterface
Preferences WebInterface Base Enable web server: Activates the VRED Professional internal web server. Port: Specifies the port number the VRED Professional web server listens to. The port number is set to 8888 by default. Enable debug mode: Activates the debug mode of the VRED Professional web server.

Preferences

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Scenegraph

Scenegraph
Scenegraph The Scenegraph lists all nodes the current scene consists of. Different icons indicate the node types existing in the scene. The basic node, at the same time the top node of each VRED scene is the Root node. The Root node is a group node. The Root group is the top node of each VRED file and cannot be deleted nor renamed or anyhow edited. All additional nodes must be children of the Root node. Above the Root node is the search field. Use the built-in search field to find nodes.

Scenegraph

Mouse entries in the Scenegraph: Rename: Left Mouse Click on a selected node to rename it Open node graph: Double Left Mouse Click to enlarge the selected nodes graph. All the selected node will be displayed. Move objects in Scenegraph: Left Mouse Click Drag to move nodes in the Scene graph. While moving objects in the Scenegraph a blue or red indicator will be drawn. Blue: Moves selected node into another node. Red: Moves selected node at the specific position in the scene structure. Move objects from Scenegraph into Renderview: Left Mouse Click Drag objects from the Scenegraph into the Renderview to view only selected objects in the Ren derview. Blue: Moves selected node into another node. Red: Moves selected node at the specific position in the scene structure. Move objects from Scenegraph into Renderview: Left Mouse Click Drag objects from the Scenegraph into the Renderview to view only selected objects in the Ren derview.
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Scenegraph Menu Create


Scenegraph Menu Right Mouse Click in the Scenegraph to open the Scengraph Menu.

Scenegraph

Scenegraph Menu Create All functions in the Create Menu add additional nodes to the scene. Generated nodes are created as a child of the currently selected node. If no node is selected the new node will be child of the Root Node. Group Creates a group node. To move, scale or rotate multiple objects as one unit it is recommended to combine them as a group. Transformations can then be carried out on the whole group. Clone Creates a clone node. Clone nodes creates an exact copy of the node that is dropped onto it. Material Group Creates a MaterialGroup node. All nodes which are children of a MaterialGroup node, receive a material override flag. Even when maintaining their initial material assignment, they will be shaded with the MaterialGroups material assignment as soon they become
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children of the MaterialGroup node. Transform Creates a Transform node. A Transform node is a transformation matrix for object transformations. Transformation parameters like transformations, rotations or scaling are calculated in a single transformation matrix. Transform3D Creates a Transform3D node. A Transform3D node represents a range of transformation matrixes. Each matrix holds a specific transformation type. There are three different matrixes for transformation, rotation and scaling. When transforming an object without a currently assigned Transform3D node, a Transform3D node will be created automatically. Billboard Creates a Billboard node. A Billboard node can align its children to the camera. Billboard align axes can be set under: Scene NodeEditor Switch Creates a Switch node. Switch nodes set only one of their children visible. The child to be set visible can be set under. Scene NodeEditor. Switches can also be set in the Variants and the VariantSets Module. StereoSwitch Creates a StereoSwitch node. A StereoSwitch node can draw the first two children independently of each other. While the first child is drawn on the left eye channel, the second child is drawn on the right eye channel. To activate the StereoSwitch, activate any stereo render mode. HostSwitch Creates a HostSwitch node. HostSwitch children can be rendered on any dedicated host computer. To enter the host computers name select:
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Scenegraph Menu Create


To enter the host computers name select: Scene NodeEditor Hostname. DistanceLOD Creates a DistanceLOD node. With a DistanceLOD drawn children can be exchanged depending on the objects distance from the camera. Usually the DistanceLOD is used to reduce the geometrys detail level when the camera is far away from an object and raises the geometry details when the camera is close to it by switching between different geometries. This keeps the frame rate high. Directional Light Creates a Directional Light node, which casts parallel light beams. Read Modules LightEditor. Point Light Creates a Point Light node, which casts light beams from one point to all directions. Read Modules LightEditor. Spot Light Creates a Spot Light node, which casts light beams from one point to a specific direction. Read Modules LightEditor. Sound Creates a Sound node. With a sound node, sound files can be embedded into a scene. To enter the sound files source, select Scene NodeEditor SoundFile. Sound Obstructor Creates a Sound Obstructor node, which stops a sound file playing, when it is covered by the Sound Obstructor in the Renderview.

Scenegraph

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Clipplane Creates a ClipPlane. A ClipPlane is a border behind which objects will be clipped. All objects which are children of the ClipPlane will be affected by the ClipPlane. To move the ClipPlane independent of its children select : Scene NodeEditor beacon and enter the ComponentTranform ID. Custom Creates custom nodes. Enter the custom node name.

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Scenegraph Menu Edit


Scenegraph Menu Edit Rename Renames the selected node. Enter new node name. CRTL + R Delete Deletes the selected nodes. DEL Filter Deletes the selected node without deleting the scene structure underneath it. Copy Copies the selected node and temporarily stores its structures in the cache. CRTL + C Cut Cuts out selected objects and temporarily stores its structures in the cache. CRTL + X Paste Pastes the currently in the cache stored nodes into the Scenegraph. CRTL + V Paste clone Pastes the currently in the cache stored nodes into the Scenegraph as clone. Also known as a referenced object. Referenced objects are indicated by an underline. CRTL + SHIFT + V Paste Clone Opens the clone dialog box. With the clone function, objects can be duplicated. Mirror: The duplicated object will be mirrored at the selected axis.
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Scenegraph

Flush Matrix: The matrix used to position the mirrored objects will be deleted after mirroring. Deep copy: Duplicated objects will not reference the original objects memory address. A new node structure will be created for each copy. Unshare Removes referenced connection. Referenced objects are indicated by an underline. Merge geometry Merges separated geometries to one mesh. CRTL + M Precondition for merging objects: The objects are unshared (not referenced!), they have the same materials and lie in the same group. To merge objects select the parent groups. Split geometry Splits the selected object into several meshes. A dialog box opens. Set the maximum amount of triangles each resulting mesh may have. Split geometry into triangles Splits the selected object into triangles. This function is much faster than the Split geometry function. CRTL + SHIFT + T Unsplit geometries with one triangle Merges all triangles which are children of the selected node.This function is much faster than the Merge geometry function. CRTL + SHIFT + T

Subdivide geometry Subdivides the selected geometry into more triangles. A dialog box opens. Enter the maximum edge length of the new triangles being created.
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Scenegraph Menu Edit


Group by material Groups the Scenegraphs objects by assigned materials. Caution: The whole Scenegraph structure will be rearranged! Group selection Groups selected objects. A new group node will be created and all selected objects will be attached as children to the new node. Optimize The Optimize function helps to optimize the scene and thereby raise the render performance. Optimization processes are applied to the selected nodes and their children. Filter Remove Points: Removes all points. Remove Lines: Removes all lines. Remove LODs (keep best quality: Removes all DistanceLOD nodes and keeps the first child. Remove LODs (keep lowest quality: Removes all DistanceLOD nodes and keeps the last child. Remove Switches: Removes all Switch nodes. Remove degenerated polygons: Removes polygon nodes which cannot be drawn. Remove Vertex normals: Removes all vertex normals. Remove Vertex Color #1: Removes all first vertex color information. Remove Vertex Color #2: Removes all second vertex color information. Remove Texture coordinates #1: #8: Each object node includes up to eight Tex ture UV sets. Any node can be deleted separately from each other. Remove MaterialGroup nodes with no children: Removes empty MaterialGroup nodes. Remove empty Geometry nodes: Deletes empty geometry nodes. Remove identity Transform: Removes identity Transform nodes. Remove invalid Texture coordinates: Deletes invalid texture coordinates.
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Scenegraph

Flush/Unflush Flush Transformation nodes (adjust face normals): Converts Transform nodes to Group nodes and adjusts the face normals appropriatly. Flush Transform nodes: Converts Transform nodes to Group nodes. Flush MaterialGroup nodes: Deletes Material Group nodes. Flush Textgens: Deletes texture UV layouts. Share Geometries: References duplicated and mirrored geometries. GeometryProperties: References duplicated geometry properties. Materials: References duplicated materials. Textures: References duplicated textures. BlendChunks: References duplicated BlendChunks. Optimization Triangulate: Triangulates all polygon meshes. Faces with four and more edges are split in the appropriate number of triangles. TriangulateReIndex:Triangulates all polygon meshes. Splits faces with four and more edges to the appropriate number of triangles.Vertex indices will be reassigned. Octree: An octree structure will be created for selected objects. MergeMaterials: Identical materials are merged to one. Merge Geometry nodes: Merges geometries that fulfil all preconditions for merging. For more information read Scenegraph Edit Merge. Cleanup group nodes: Groups which have less than two children are filtered. For more information read Scenegraph Edit Filter. Unify Vertices: Identical vertices will be merged. Create indices: Creates indices for objects if no indices exist. Sort indices: Sorts objects indices. Optimize execute Executes the Optimize process with the current Optimize settings.
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Scenegraph Menu Convert To


Scenegraph Menu Convert To Group Converts selected node to a Group node. Material Group Converts selected node to a Material Group node. Transform Converts selected node to a Transform node. Component Transform Converts the selected node a Component Transform node. Switch Converts selected node to a Switch node. StereoSwitch Converts the selected node to a StereoSwitch node. HostSwitch Converts the selected node to a HostSwitch node. DistanceLOD Converts the selected node to a DistanceLOD node. Custom Converts the selected node to a custom node.
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Scenegraph

Scenegraph Menu Additional Options


Scenegraph Menu Additional Options Hide Hides selected nodes in Renderview. Show Shows selected nodes in the Renderview. Hide Subtree Hides the selected nodes subtree in Renderview. Show Subtree Shows the selected nodes subtree in Renderview. Hide All Hides all objects in Renderview. Show All Shows all objects in Renderview. View Selected Opens a new render window in which the selected objects will be rendered in an isolated render mode. Select All Selects all root nodes children. Deselect All Deselects all objects.
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Scenegraph

Scenegraph Menu Additional Options


Select Subtree Selects all subtree nodes. Select Parent Selects selected objects parent. Invert Selection Deselects currently selected objects and selects currently deselected objects. Find A search process can be executed to find nodes in the Scenegraph. A dialog box will open. Expression: Enter a search expression to find a node. Regular expressions are supported as search entry when Regular Expression is activated. Node Type: Sets a filter to specify the node type for the search process. Search Enter search expression: Enter a search expression to find a node. Regular expressions are supported as search entry when Regular Expression is activated. Node Type: Sets a filter to specify the node type for the search process. Action: Sets the action to be executed for the found objects. Select: Selects all searched objects. Add to selection: Adds searched objects to current selection. Sub from selection: Removes searched objects from current selection. Scroll to Selected: Scrolls the Scenegraph view to the selected objects node. Information...: A dialogue box will open containing all informations about the node.

Scenegraph

Scenegraph Slider Sliding the Scenegraph slider to the right, the Scenegraph structure expands the next child level with every step. Sliding the Scenegraph slider to the left, every step closes a child level.
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Scenegraph

Scenegraph

Hotkeys

Scenegraph Hotkeys Rename CTRL + R Delete DEL Copy CTRL + C Cut CTRL + X Paste CTRL + V Paste Clone CTRL + SHIFT + V Merge Geometry CTRL + SHIFT Split Geometry into Triangles CTRL + T Unsplit Geometry with one Triangle CTRL + SHIFT + T Group Selection CTRL + SHIFT + G Optimize CTRL + O Optimze Execute CTRL + SHIFT + O Hide CTRL + H Show CTRL + J Hide All CTRL + SHIFT + H Show All CTRL + SHIFT + J Select All CTRL + A Deselect All CTRL + SHIFT + A Invert Selection CTRL + I Find... CTRL + F Scroll to selected CTRL + G Go to parent node Left Arrow Go to child node Right Arrow Go to previous node Up Arrow Go to following node Down Arrow

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Modules

Modules
MODULES The Modules chapter provides information regarding the key modules. They include features for shading, texturing and manipulating objects and environments, as well as special functions for animating and grouping objects into whole Variants Sets. Most features for preparation and visualization of objects and scenes can be found in the modules corner.

Modules

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Modules

ScriptEditor
MODULES SCRIPTEDITOR The ScriptEditor is a module in which Python Scripts can be written and executed. Edit Script

The Python documentation can be found in Help Python Documentation

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Terminal
Modules Terminal The Terminal Module offers an input line and gives feedback about errors and warnings. It is also possible to directly enter Python commands. To access the terminal window select View Terminal.

Modules

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Modules

Scene

Ambient Occlusion

Menu Scene Ambient Occlusion The Ambient Occlusion Calculation in VRED is a preprocess. It takes place during data preparation. The calculated Ambient Occlusion results are baked on the geometrys vertices.The smoothness of Ambient Occlusion depends on the detail level of a geometry. Therefore, VRED offers several ways to increase the quality of low level geometries, like subdividing triangles and predefined quality presets. Ambient Occlusion is a sophisticated calculation method which simulates soft global illumination by faking darkness perceived in corners and at mesh intersections, creases, and cracks, where light is diffused (usually) by accumulated dirt and dust. This effect helps to simulate and create darkening cracks, corners and points of contact. Ambient Occlusion is a specific not-physically-accurate rendering trick. It basically samples a hemisphere around each point of the face, sees what proportion of the hemisphere is occluded by another geometry, and shades the pixel accordingly. It has nothing to do with lighting, it is simply a rendering trick that looks nice. This is because generally, in real life, surfaces that are close together (like small cracks) are darker than exposed surfaces, because of shadows, dirt, etc. The Ambient Occlusion process almost reaches real-life results, as it does not simulate light bouncing around or going through things. This is why Ambient Occlusion even works in scenes without lighting. Important: Only selected objects are calculated. All other visible objects in the scene are taken into account!
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Scene

Modules

Ambient Occlusion

Direct Illumination Shadow Quality: Defines the direct shadow quality of the Ambient Occlusion. A total of 6 presets are available: Low Quality Preview Quality High Quality Medium Quality Ultra High Quality Highest Quality Min. Distance: Sets the minimum distance of objects to be taken into account for Ambient Occlusion calculation. This value defines total black areas where full occlusion takes place. Max Distance: Sets the maximum distance of objects to be taken into account for Ambient Occlusion calculation.This value defines total white areas where no occlusion takes place. This value can also be seen as the maximum expansion of the virtual hemisphere. Clear: Deletes the Ambient Occlusion on the selected geometry. All numeric values represent mm as units. Important: The total calculation time depends on the complexity of the scene and of the chosen Shadow Quality Preset.

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Indirect Illumination The Indirect Illumination check box enables an additional calculation of indirect light bounces which increases the quality of the final result. Enable: Enables/disables the indirect illumination mode. Quality: Sets the quality of indirection. The higher the values,the better the results. Indirect Illumination A total of 5 presets are available: Preview Quality Low Quality Medium Quality High Quality Highest Quality Indirections: The number of indirections defines the number of calculated light bounces. The default value is one so only one light bounce is calculated. Color bleeding causes a white wall close to a red wall to appear pink because it receives red light from the red wall. Important: Higher values induce better quality but increase the calculation time.

Override Material Color: Overrides the material color of the occlusion. Enable Color Bleeding: Color bleeding enables the transfer of color between near-by objects, caused by the colored reflection of the indirect illumination option. Clear: Deletes the Indirect Illumination on the selected geometry.

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Scene
Subdivision

Modules

Ambient Occlusion

Enable: Enables/disables the subdivision mode.

Quality Enabling the subdivision check box causes geometries to be refined during the Ambient Occlusion calculation process. Additional vertices are inserted into the meshes. Thus it is possible to get much more smooth results on the geometry. A total of 3 Presets is available: Low Quality Medium Quality High Quality

Minimum Edge Length: Defines the threshold of the subdivision. If the length of an edge between two vertices is below the defined value, it wont be subdivided and no additional vertices will be added. Intensity Threshold: Sets the threshold of intensity values of two vertices, to force a subdivision of the triangle edge. Caution: Enabling this feature increases calculation time and also increases the polygon count of the scene.

Calculate: Starts the calculation. Cancel: Cancels the calculation.

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Examples Settings Shadow Quality: Preview Quality Min. Distance: 1 Max Distance: 3000 Indirect Illumination: No Color Bleeding: No Subdivision: No

Settings Shadow Quality: Medium Quality Min. Distance: 1 Max Distance: 3000 Indirect Illumination: No Color Bleeding: No Subdivision: No

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Scene

Modules

Ambient Occlusion

Settings Shadow Quality: Highest Quality Min. Distance: 1 Max Distance: 3000 Indirect Illumination: No Color Bleeding: No Subdivision: No

Settings Shadow Quality: Highest Quality Min. Distance: 1 Max Distance: 3000 Indirect Illumination:Yes Number of Indirections: 3 Color Bleeding:Yes Subdivision: No

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Modules

Scene

CameraEditor

Menu Scene CameraEditor Mode Projection Mode Perspective: Draws the current scene in perspective view. This mode is the most natural way of image reception. Orthographic: Draws the current scene in orthographic view. RenderWireframe: Renders the selected camera view in wireframe mode.

Viewing There are two ways of defining the view. On the one hand the view can be defined using the attributes From, At and Up. The other way is to define the view by the Centre of Interest, Distance, Height and Turntable Angle. Both define position and orientation. They are interdependent and influence each other. From:Sets the coordinates for the camera position. At: Sets the coordinates for the center of interest. Up: Sets the up coordinates for the grade. Update: Updates the render view to the entered values. Roll: Sets the roll angle for the current camera.
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Scene

Modules

CameraEditor

Distance: Sets the distance from the CoI. Height: Sets the height regarding CoI and distance. Turntable Angle: Defines the vertical angle related to the focus point. Distance to Center: Defines the distance to the midpoint of the bounding box of your currently selected object.

Lens Attributes Field of View Mode: Defines whether the Field of View is modified horizontally or vertically. Field of View: Sets the cameras vertical field of view angle measured in degrees. The Field of View parameter is directly connected to the focal length and sensor height parameter. Focal Length: Sets the virtual objectives focal length in millimeter value depend ing on the set sensor height and the de fined field of view.

Sensor Presets Values 1/3.6 (4.000 w, 1/3 (4.800 w, 1/2.5 (5.760 w, 1/2 (6.400 w, 1/1.7 (7.600 w, 1 (12.800 w,
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3.000 h) 3.600 h) 4.290 h) 4.800 h) 5.700 h) 9.600 h)

1/3.2 (4.536 w, 3.416 h) 1/2.7 (5.371 w, 4.035 h) 1/2.3 (6.160 w, 4.620 h) 1/1.8 (7.176 w, 5.319 h) 2/3 (8.800 w, 6.600 h) 4/3 (18.000 w, 13.500h)

1.8

(23.700 w, 15.700h)

35mm film (36.000 w, 24.000h)

Sensor Size: Sets the sensor width and height in millimeters. Aperture Diameter: Sets the aperture diameter in millimeters.

Use Depth Of Field Activates or deactivates the depth of field function. FStop Presets Values: f/1 f/1.4 f/4 f/5.6 f/16 f/22 f/64 f/90

f/2 f/8 f/32 f/128

f/2.8 f/11 f/45

FStop: Defines the FStop in f/x. Focus Distance: Sets the focus distance in millimeters. Use Motion Blur: In the motion blur tab all motion blur settings scan be defined. Presets:You can choose between a wide range of motion blur shutter presets.

Shutter

Values: 1/500 1/250 1/125 1/1000 1/60 1/3 1/15 1/4 1/2 1 2 4 8 16 32 64 Shutter Speed: Defines the shutter speed in 1/s.

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Scene

Modules

CameraEditor

Use Distortion Map: Activates or deactivates the distortion map. Left Eye Distortion Map: Defines the distortion map for the left eye. Right Exe Distortion Map: Defines the distortion map for the right eye.

Clipping Near Plane: Sets the near ClipPlane measured in millimeters. All objects closer to the camera than the near Clip Plane will not be rendered. Far Plane: Sets the far ClipPlane meas ured in millimeters. All objects further away from the camera than the far Clip Plane will not be rendered. Calculate: Sets the near plane to 10 mm and the far plane to 100000 mm.

Intrinsic Parameters Here you can change the intrinsic parameters. Principal Point Offset x-Offset: Sets the x-Offset. The view it self is not affected by this setting. y-Offset: Sets the y-Offset. The view it self is not affected by this setting. Skew Factor: Defines how much VRED skews the view.
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Animation Animation Camera Change: Turn on/off camera change animation. Animation Duration: Sets the animation duration in frames.

Manual Projection Use Manual Frustum: Activates/Deacti vates the custom frustum settings. Use Manual Projection Matrix: Acti vates/Deactivates the custom projec tion matrix.

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Scene

Modules

GeometryEditor

Menu Scene GeometryEditor Normals The Normals Tab contains functionalities to modify and correct geometries face and vertex normals. Normal Calculations Crease Angle: The Crease Angle sets the smoothness of all vertex normals of an object. The lowered the degree angle entered, the harder the vertex normals are set. A value of 0 degrees lets a geometry appear facetted. Tip: A value of 45 degrees let a geometry appear smooth. Length: Normalizes the length of face and vertex normals to a value of 1. This repre sents the length of the unit vector. Normal Consistency: Sometimes the geometries face and vertex normals are facing to different directions. This button sets face and vertex normals to one direction.

Flip Normals Face/Surface: Flips the direction of face/surface normals of the selected geometry. Vertex: Flips the direction of vertex normals of the selected geometry. Face and Vertex: Flips the direction of vertex and face normals of the selected geometry.

Mirrored Flip Normals Flip Mirrored: Flips the face- and vertex normals of instanced geometry.
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Flip Nonmirrored: Flips the face- and vertex normals of non-instanced geometry.

Adjacency Selection The crease angle value defines the maximum degree of face normals of a triangle. With this function, all triangles will be selected, which have a less tolerance to their neighbor triangles lower than the entered degree value. This function can be used to separate multiple merged component parts of one mesh. Crease angle: Sets the crease angle for the selection.

Separate Objects Separation Angle: Defines the angle between the vertex normals. Needed in case of merged objects for example. Tangents/Binormal Source, Tangent, Binormal: These functions calculate tangents and binormals based on the source and save them in the given texture coordinates.

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Scene
Geometry

Modules

GeometryEditor

Tesselation The Tessellation Tab provides the functionality for retessellation of surface (NURBS) data in the Scene. Tolerance: The tolerance value defines the maximum approximation for smoothness of tessellated geometry. The lower the value, the smoother the result and the higher the polygon count. Convert to Convex: Converts non-con vex primitives to convex primitives.

Decore The decore function removes redundant geometries inside other geometries, like screws and mountings inside a door covering. A virtual camera flies around the selected object, takes screenshots and removes any non-visible geometry. Quality Resolution: The resolution defines the resolution of the taken screenshots. The higher the value, the more precise the result. Quality steps: The steps define the number of screenshots. The higher the value, the more precise the result. Important: Changing the values may result in longer calculation times.

Correct wrong Normals: Corrects wrong normals. Faulty normals are corrected.

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Removal Disabled: Nothing will be removed. Object level: Hidden objects will be completely removed. Polygon level: Hidden polygons will be completely removed. Start decore: Starts the decore process.

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LightEditor

Menu Scene LightEditor The LightEditor provides all functionalities for creating and manipulating available light sources. The headlight is the only light source set by default. It will be automatically disabled if new light sources are created.

Three different light types are available: Directional Light A Directional Light has no origin. It is an infinite light with one direction. It is often used to simulate outdoor lighting like sunlight. Spotlight A Spot Light is the most common light source to light a scene. It is a directional light with an origin and a cone angle which defines hard lit areas and a penumbra angle which defines soft lit areas. Point Light A Point Light is a non-directional light with a point as an origin. Light is emitted to all directions.

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Properties Common parameters Name: Sets the name for the selected light. Type: Changes the light source type. Enabled: Enables or disables light sources. Local lighting: Activating this feature provides light sources to function as a local light. Only geometry inside the light source node will be lit. This enables the user to set a more sophisticated lighting of the scene. Ambient: Defines a lights ambient color. This is the color in dark areas of an object. This is usually the color where no light is received. Diffuse: Diffuse color is the color of light of a diffuse reflection (characteristic for light reflected from a dull, non-shiny surface). A diffuse color attribute specifies the color of the light diffusely reflected by the objects to which it is assigned. Specular: Specular color is the color of the light on shiny surfaces. Intensity: Changes the light intensity. Higher values result in brighter lighting. Use Temperature: Changes the color temperature.

Spotlight and Pointlight specific parameters Light Attenuation: Sets the falloff of the light intensity. Three values are available Off: Light intensity of light is constant in relation to the distance of light. Linear: Light intensity decreases linear in relation to the distance of light. Quadratic: Light intensity decreases quadratic in relation to the distance of light. Spotlight specific parameters Cone Angle: Light beams angle from one edge to the other measured in degrees. Penumbra Angle: Controls the light edges falloff in degrees. This can be a positive or negative value.
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In case of a positive value, the falloff occurs from the edge of the light determined by the cone angle, outward by the penumbra angle.Therefore, if the Cone Angle is set to 30 and the Penumbra Angle is set to 5, the light has a total angle of 40 (30 + 5 + 5, that is 5 degrees on each side). The beams falloff would begin at 30 degrees and would fall off to an intensity of 0 at 40 degrees.

Shadow Shadow Intensity: Changes the intensity of casted shadows. Shadow Map Resolution: Sets the quality for OpenGL shadow maps. Higher values increase the quality. Cast Shadow on ShadowMaterial: Enables/disables to casts a shadow on the special shadow material.

Area Light Enable: Enables/disables the area light. Shape: Defines the shape of an area light. Attenuation Mode: Sets the falloff of the light intensity. Primary Visibility: Sets the primary visibility to true or false. Visible in Reflections: Sets the visible Reflections to true or false. Interactive Quality: Interactive Quality sets the quality for Interactive Rendering. Still Frame Quality: Still Frame Quality sets the quality for Still Frame Rendering.

Light Profile IES light profiles are standardized light emission data sets with correct physical light attributes. Those profiles simulate correct light falloff and intensities. Use Light Profile: Activates/deactivates the light profile. IES Profile: Specifies the path to a IES profile.
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Set Profile Shape: Automatically sets the shape of the light geometry to the defined shape within the IES profile.

Visualisation Show All Lights: Unhides all available light source geometries in the scene for visual feedback and interactive transformation actions like scaling, rotation and translation. Hide All Lights: Hides all available light source geometries in the scene. Show Light: Unhides selected light source geometry in the scene. Hide Light: Hides selected light source geometry in the scene. Scale: Scales the light source geometry in the scene for better visual feedback.

Transform Position Get from Camera: Sets the light position and direction to the current camera posi tion and direction. Set Camera to: Sets light position to the desired position. Flush Matrix Flush: Resets light settings.

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Additional context menu (right mouse button in light sources stack): Right mouse context menu create Creates new light sources (directional, point and spot light). CTRL + R /Right mouse context menu rename Renames the currently selected light source. Del /Right mouse context menu delete Deletes the currently selected light source. CTRL + A / Right mouse context menu select all Selects all available light sources in the stack. CTRL + D / Right mouse context menu deselect all Removes the selection on all light sources. CTRL + I / Right mouse context menu invert selection Inverts the current selection. CTRL + F / Right mouse context menu find Opens a new window for searching specific light sources by name (REGEX are supported). CTRL + N / Right mouse context menu select node Selects the marked light source in the Scenegraph. Right mouse context menu scroll to selected Focuses the selected light source in the Scenegraph. Right mouse context menu switch on Enables selected light source.
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Right mouse context menu switch off Disables selected light source. CTRL + T / Right mouse context menu toggle Toggles the state of the selected light source (on/off). Right mouse context menu change type Changes the type of the selected light source. Right mouse context menu validate Validates all lights and updates all lights in the Scenegraph.

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MaterialEditor

Menu Scene MaterialEditor Materials Tab The Materials Tab lists all materials in the current file. Click Right Mouse button to open the MaterialEditor Menu. Select create to create new materials.

Hotkeys Find Select nodes Add nodes to selection Apply to selected nodes Add to material library Scroll to selected Copy Paste Paste clone Rename Delete Remove unused material Optimize material Optimize textures Lock Unlock
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CTRL + F CTRL + N CTRL + SHIFT + N CTRL + A CTRL + L CTRL + G CTRL + C CTRL + V CTRL + SHIFT + V CTRL + R DEL CTRL + U CTRL + O CTRL + SHIFT + O CTRL + L CTRL + SHIFT + L

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MaterialEditor

Menu Scene MATERIALEDITOR TruelightMaterials All functions described in the following are available in all TrueLightMaterials including the exact same features. Additionally, all materials are described individually in the following sub-chapters. Here you will find detailed information about any other functions included in each material.

Create TruelightMaterial: Creates a new TruelightMaterial.

Incandescence Settings The incandescence defines the shaders self-illumination behavior. Color: Sets the self-illumination colour. Intensity: Sets the self-illumination intensity. Use Texture: Loads an image texture, which defines the self-illumination area and intensity. Repeat mode: Sets the repeat mode of the texture.There are four modes, which can be set: Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with every repetition. Decal: The texture will not be repeated. Clamp: Repeats only the last pixel of the texture will be repeated. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs.
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Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Use as Light source (Raytracing only): If this option is turned on, geometry with the shader applied will act like a geometry light source. Cast Shadow on Shadow Material:You may disable shadows cast by the geometry light onto shadow materials. Shadow Intensity: Sets the intensity of shadows cast by the geometry light. Interactive Quality: Sets the light sampling quality during interactive rendering. Still Frame Quality: Sets the light sampling quality during still-frame rendering.

Transparency Settings See Through: Renders the shader transparent. Use Texture: Loads an image texture, which defines the self-illumination area and intensity. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Invert Texture: Inverts the texture.

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Truelightmaterials General Settings


Raytracing Settings These settings take effect in Raytracing rendering mode only. Material ID: Sets the material ID. Max Trace Depth: Sets how often a ray may get refracted or reflected. Override Illumination Mode There two settings with four quality modes. Interactive Mode: Sets the render quality mode and render quality level during Ren derview interaction. Precomputed Illumination: This mode is comparable to VRED OpenGL rendering mode. It uses precomputed Ambient Occlusion and indirect illumination for ren dering and calculates specular reflections and refractions and correct shadows from light sources. Precomputed + Shadows: This mode uses precomputed indirect illumination but doesnt use precomputed Ambient Occlusion values. Instead it calculates shadows based on the active environment. Precomputed + Indirect: This mode works comparable to the Precomputed + Shadows mode but calculates the indirect illumination. You may rarely want to use this mode since it often results in bad performance and less quality compared to a full global illumination rendering. Full Global Illumination: This mode doesnt use any precomputed values but accu rately samples everything in a physically based approach. Note that other features like Photon Mapping require the render mode to be set to Full Global Illumination. Still Frame Mode Illumination: This mode is comparable to VRED OpenGL rendering mode. It uses precomputed Ambient Occlusion and indirect illumination for ren dering and calculates specular reflections and refractions and correct shadows

Precomputed

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from light sources. Precomputed + Shadows: This mode uses precomputed indirect illumination but doesnt use precomputed Ambient Occlusion values. Instead it calculates shadows based on the active environment. Precomputed + Indirect: This mode works comparable to the Precomputed + Shadows mode but calculates the indirect illumination. You may rarely want to use this mode since it often results in bad performance and less quality compared to a full global illumination rendering. Full Global Illumination: This mode doesnt use any precomputed values but accu rately samples everything in a physically based approach. Note that other features like Photon Mapping require the render mode to be set to Full Global Illumination. Override Reflection Sampling Quality: If enabled, the setting overrides the global sampling quality for reflections/refractions. Interactive Quality: Sets the reflection/refraction sampling quality during interacti ve rendering. Still Frame Quality: Sets the reflection/refraction sampling quality during still-frame rendering. Override IBL Sampling Quality: If enabled, the setting overrides the global IBL Sampling quality for sampling the environment map. Interactive Quality: Sets the IBL sampling quality during interactive rendering Still Frame Quality: Sets the IBL sampling quality during still-frame rendering

Common Settings Occlusion Color: Sets the shaders pre-calculated ambient occlusion color. Read Modules Ambient Occlusion. Occlusion Intensity: Sets the shaders pre-calculated ambient occlusion intensity. Read Modules Ambient Occlusion.
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Glow Intensity: Sets the shaders glow intensity. Glow is a postprocessing effect. To render the glow effect, postprocessing rendering must be activated. Glow is supported in OpenGL rendering mode only. Read Modules Postprocessing Post FX.

Compress Textures (OpenGL): Compresses all used textures to reduce memory usage. Sort Key (OpenGL): Controls the order of drawing transparent surfaces. Environment: Click Right Mouse Button to select the HDR-Image to be used as light source. Read SphereEnvironmentMaterial. Lighting Mode: The Lighting Mode menu sets the light model to be used for the sha der. There are five different lighting models. IBL + Indirect + Direct Lights: The shader will be affected by the HDR-Image, by the pre-calculated or interactive Global Illumination rendering and by the direct light sources placed in the scene. IBL + Indirect: The shader will be affected by the HDR-Image and by the pre- calculated or interactive Global Illumination rendering. IBL + Direct Lights: The shader will be affected by the HDR-Image and the direct light sources placed in the scene. IBL: Only the HDR-Image affects the shader. Direct Lights: Only direct light sour ces placed in the scene affect the shader.

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MaterialEditor

TruelightMaterials Phong Material Creates a TrueLightPhongMaterial. The PhongMaterial uses the Phong shading algorithm which is an empirical model of local illumination. It describes the way a surface reflects light as a combination of the diffuse reflection of rough surfaces with the specular reflection of shiny surfaces. It is based on the fact that shiny surfaces have small intense specular highlights, while dull surfaces have large highlights that fall off more gradually. Material Settings Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts, when the light reflection of the surface is spread to a brought range of directions. Specular Color: Sets the shaders colour for glossy reflections. Glossy reflections result from irregularities of a surface at a microscopic level. Reflection behavior is described by the law of reflection which states that the direction of incoming light (incident ray) and the direction of outgoing light reflected (reflected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Roughness: The roughness parameter defines the number of diffuse reflections and
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its complement specular reflection. The higher the roughness value, the more dif fuse reflection will be rendered.

Color Texture Use Texture: Loads image textures for the diffuse color channel which will be used as a pattern on surfaces. Read MaterialEditor Textures for texture placement. Use Alpha Channel: Uses alpha channel of image texture (if alpha channel embedded). Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. 1 is lowest quality. 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Specular Texture Use Texture: Loads an image texture for the specular color channel. Uses the image as a pattern on the surfaces.
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Read MaterialEditor Textures for texture placement. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Bump Texture Use Structure: Activates a procedural bump structure. Use Texture: Loads an image texture for the bump channel. The image will be used as pattern on surfaces. Read MaterialEditor Textures for texture placement. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture.
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Clamp: Repeats

only the last pixel of the texture.

Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Parallax Intensity: Sets the parallax shift interpretation of the bump image texture. Bump Intensity: Sets the bump intensity interpretation of the bump image texture. Structure Size: Sets structure size when procedural bump structure is activated. Bump Type: Sets the bump type. In OpenGL mode bump mapping can be drawn as bump map or as displacement map. In Raytracing rendering mode only bump map ping is supported.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials UnicolorPaintMaterial Creates a TrueLight UnicolorPaintMaterial. The UnicolorPaintMaterial offers a shading model suited for unicolor painted surfaces.

Material Settings Base Color: Sets the diffuse reflection color of the UnicolorPaintMaterial. The shader adopts this color, when the sur- face is globally lit.

Clearcoat Settings Sets the clearcoat color. The clearcoat is a transparent, strongly reflective paint layer on the base paint layer. Clearcoat Color: Sets the clearcoat color. Reflectivity: Sets the clearcoat reflective intensity. Fresnel Term Quality: The Fresnel Term describes the intensity of a reflection based on the viewing angle. Its intensity at normal incidence is set by the materials reflectivity. Fast: Uses a fast but less accurate approximation to the Fresnel Term. Accurate: Uses a physically accurate approximation to the Fresnel Term.

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Truelightmaterials UNi Color Paint Material


Use Orange Peel: Activates a noisy bump structure in the shader. Orange Peel Frequency: Sets the bump structures noise frequency. Orange Peel Intensity: Sets the bump structures intensity.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials MetallicPaintMaterial Creates a TrueLight Metallic PaintMaterial. The MetallicPaintMaterial offers a shading model suited for metallic painted surfaces like metallic car paint.

Material Settings Base Color: Sets the diffuse reflection color of the UnicolorPaintMaterial. The shader adopts this color, when the sur- face is globally lit.

Flake Settings Describes the metallic flakes behavior, which are embedded in metallic paints. They have a strong specular light reflection and are layered on top of the base shading color. Flake Color: Sets the metallic shiny flakes base color. Roughness: Defines the amount of diffuse reflection and its complement specular reflection. The higher the roughness value, the more diffuse reflections will be ren dered. Flake Size: Sets the flakes size. Flake Intensity: Sets the flakes contrast value of each flakes normal direction.
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Truelightmaterials Metallic Paint Material


Clearcoat Settings Sets the clearcoat color.The clearcoat is a transparent, strongly reflective paint layer on the base paint layer. Clearcoat Color: Sets the clearcoat color. Reflectivity: Sets the clearcoat reflective intensity. Fresnel Term Quality: The Fresnel Term describes the intensity of a reflection based on the viewing angle. Its intensity at normal incidence is set by the materials reflectivity. Fast: Uses a fast but less accurate approximation to the Fresnel Term. Accurate: Uses a physically accurate approximation to the Fresnel Term.

Use Orange Peel: Activates a noisy bump structure in the shader. Orange Peel Frequency: Sets the bump structures noise frequency. Orange Peel Intensity: Sets the bump structures intensity.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials FlipFlopMaterial Creates a TrueLight Metallic PaintMaterial. The MetallicPaintMaterial offers a shading model suited for metallic painted surfaces like metallic car paint.

Material Settings Base Color: Sets the diffuse reflection color of the UnicolorPaintMaterial. The shader adopts this color, when the sur- face is globally lit.

Flake Settings Describes the metallic flakes behavior, which are embedded in metallic paints. They have a strong specular light reflection and are layered on top of the base shading color. Flake Color 1: Sets the metallic shiny flakes first color. It gets stronger and more brilliant the further the normal orientation points away from the camera. Flake Color 2: Sets the metallic shiny flakes second color. It gets stronger and more brilliant the further the normal orientation points towards the camera. Blending: Defines the mixture ratio of two colors. Drag the slider to the left to increase the intensity of color 1. Drag the slider to the right to increase the intensity of color 2.

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Truelightmaterials FlipFlop Material


Roughness: Defines the amount of diffuse reflection and its complement specular reflection. The higher the roughness value, the more diffuse reflections will be ren dered. Flake Size: Sets the flakes size. Flake Intensity: Sets the flakes contrast value of each flakes normal direction.

Clearcoat Settings Sets the clearcoat color.The clearcoat is a transparent, strongly reflective paint layer on the base paint layer. Clearcoat Color: Sets the clearcoat color. Reflectivity: Sets the clearcoat reflective intensity. Fresnel Term Quality: The Fresnel Term describes the intensity of a reflection based on the viewing angle. Its intensity at normal incidence is set by the materials reflectivity. Fast: Uses a fast but less accurate approximation to the Fresnel Term. Accurate: Uses a physically accurate approximation to the Fresnel Term.

Use Orange Peel: Activates a noisy bump structure in the shader. Orange Peel Frequency: Sets the bump structures noise frequency. Orange Peel Intensity: Sets the bump structures intensity.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials LineChromeMaterial Creates a TrueLight Metallic PaintMaterial. The MetallicPaintMaterial offers a shading model suited for metallic painted surfaces like metallic car paint.

Material Settings Reflection Color: Sets the chrome reflection color. Use Roughness: Activates diffuse chrome reflections. Roughness: Sets the diffuse chrome reflection amount. Line Width: Sets the thickness of the lines drawn.

For further information regarding Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials ChromeMaterial Creates a TrueLight ChromeMaterial. With the ChromeMaterial chromic and metallic surface behaviors can be simulated.

Material Settings Reflection Color: Sets the chrome re flection color. When the chrome reflec tion is colored, reflected objects will also be colored. Smear: Sets the reflections blur amount. Only supported in OpenGL rendering mode. Contrast: Sets the reflections contrast level. Saturation: Sets the reflections saturati on level. Type: 11 metal types are available (High reflective, Aluminium, Amorphous, Car bon, Silver, Gold, Cobalt, Copper, Chro mium, Lithium Mercury). Use Roughness: Activates roughness value. Roughness: Sets the diffuse chrome reflection amount. The higher the roughness value, the blurrier the reflection will be.

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Bump Texture Use Structure: Activates a procedural bump structure. Use Texture: Loads an image texture, which defines the self-illumination area and intensity. Read MaterialEditor Textures for texture placement Repeat mode: Sets the repeat mode of the texture.There are four modes, which can be set: Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with every repetition. Decal: The texture will not be repeated. Clamp: Repeats only the last pixel of the texture will be repeated. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Parallax Intensity: Sets the parallax shift interpretation of the bump image texture. Bump Intensity: Sets the bump intensity interpretation of the bump image texture. Bump Type: Sets the bump type.The bump mapping can be drawn as bump map or as pixel displacement map without self shadowing.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials BrushedMetalMaterial Creates a TrueLight BrushedMetalMaterial to simulate any type of metal surfaces.

Material Settings Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Specular Color: Sets the shaders color for glossy reflection. Reflection behavior is described by the law of re flection which states that the direction of incoming light (incident ray) and the direction of outgoing light reflected (reflected ray) form the same angle with respect to the surface normal. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Roughness U/V: The roughness param eter defines the amount of diffuse reflection and its complement specular reflection. The higher the roughness value, the more diffuse reflection will be rendered. On metallic surfaces the roughness can vary against the surface direction. Especially when the surface is finished. Due to this the roughness intensity can be separately set in U and V direction. Metal Type: The Metal Type attributes allows to choose between a wide range of
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metal material presets. Reflectivity: Sets the BrushedMetalMaterials reflective intensity.

Brush Orientation Brush Mapping: Allows to chose between a range of possible orientations. Size U: Defines the brushs size on the V-axis. Size V: Defines the brushs size on the V-axis. Triplanar Mapping Settings Rotate: Sets the projection planes rotation level on the X-axis. Y Rotate: Sets the projection planes rotation level on the Y-axis. Z Rotate: Sets the projection planes rotation level on the Z-axis.
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Color Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Read MaterialEditor Textures for texture placement. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture.

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Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Specular Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Read MaterialEditor Textures for texture placement. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

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Use Structure: Activates a procedural bump structure. Use Texture: Activates a Texture Menu. Loads an image texture for the bump channel. Uses the loaded image as a pattern on the surfaces. Read MaterialEditor Textures for texture placement. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Parallax Intensity: Sets the parallax shift interpretation of the bump image texture. Bump Intensity: Sets the bump intensity interpretation of the bump image texture. Bump Type: Sets the bump type.The bump mapping can be drawn as bump map or as pixel displacement map without self shadowing.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials PlasticMaterial Creates a TrueLight BrushedMetalMaterial to simulate any type of metal surfaces.

Material Settings Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Specular Color: Sets the shaders color for glossy reflection. Reflection behav ior is described by the law of reflection which states that the direction of incoming light (incident ray) and the di rection of outgoing light reflected (re flected ray) form the same angle with respect to the surface normal. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Roughness: The roughness parameter defines the microscopic roughness of a surface. The higher the roughness value, the more diffuse the glossy reflections will be rendered. Reflectivity: Sets the BrushedMetalMaterials reflective intensity.

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Color Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Read MaterialEditor Textures for texture placement. Use Alpha: Uses an alpha channel of the image texture if it has an alpha channel em bedded. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Glossy Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Read MaterialEditor Textures for texture placement.

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Use Alpha: Uses an alpha channel of the image texture if it has an alpha channel em bedded. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Bump Texture Use Structure: Activates a procedural bump structure. Use Texture: Activates a Texture Menu. Loads an image texture for the bump channel. Uses the loaded image as a pattern on the surfaces. Read MaterialEditor Textures for texture placement. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture.
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Clamp: Repeats

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only the last pixel of the texture.

Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Parallax Intensity: Sets the parallax shift interpretation of the bump image texture. Bump Intensity: Sets the bump intensity interpretation of the bump image texture. Bump Type: Sets the bump type.The bump mapping can be drawn as bump map or as pixel displacement map without self shadowing.

For further information regarding Incandescence-, Raytracing-, Transparencyand Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials ReflectivePlasticMaterial Creates a TrueLight ReflectivePlasticMaterial. The ReflectivePlasticMaterial is suitable to simulate shiny or glossy plastic surfaces.

Material Settings Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Specular Color: Sets the shaders color for glossy reflection. Reflection behav ior is described by the law of reflection which states that the direction of incoming light (incident ray) and the di rection of outgoing light reflected (re flected ray) form the same angle with respect to the surface normal. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Reflectivity: Sets the BrushedMetalMaterials reflective intensity. Accurate: Uses a fast but less accurate approximation to the Fresnel Term. Fast: Uses a physically accurate approximation to the Fresnel Term.

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Color Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Read MaterialEditor Textures for texture placement. Use Alpha: Uses an alpha channel of the image texture if it has an alpha channel em bedded. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Bump Texture Use Structure: Activates a procedural bump structure. Use Texture: Activates a Texture Menu. Loads an image texture for the bump channel. Uses the loaded image as a pattern on the surfaces. Read MaterialEditor Textures for texture placement.

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Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Decal: Does not repeat the texture. Clamp: Repeats only the last pixel of the texture. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offsets for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Parallax Intensity: Sets the parallax shift interpretation of the bump image texture. Bump Intensity: Sets the bump intensity interpretation of the bump image texture. Bump Type: Sets the bump type.The bump mapping can be drawn as bump map or as pixel displacement map without self shadowing.

For further information regarding Incandescence-, Raytracing-, Transparencyand Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials TriplanarMaterial Creates a TrueLight TriplanarMaterial to simulate diffuse plastic or leather surfaces. With the bump and texture channel many diffuse surface structures can be simulated.

Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Glossy Color: Sets the shaders color for glossy reflection. Reflection behav ior is described by the law of reflection which states that the direction of in coming light (incident ray) and the di rection of outgoing light reflected (re flected ray) form the same angle with respect to the surface normal. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Reflectivity: Sets the BrushedMetalMaterials reflective intensity.

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Triplanar Settings Triplanar settings define how a texture will be placed on the surface and how the planar projection will be blended at the edges. Edge Blend: Sets the range for overlapping areas of the planar projection. Texture Size X: Defines the textures size on the X-axis. Texture Size Y: Defines the textures size on the Y-axis. Uniform Repeat: Synchronizes the repetition value for all projection axes. X Repeat U, X Repeat V,Y Repeat U,Y Repeat V, Z Repeat U, Z Repeat V: Set the repetition value of the U and V-axis for each projection direction. X Rotate,Y Rotate, Z Rotate: Sets the projection orientation.

Color Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Read MaterialEditor Textures for texture placement. Use Alpha: Uses an alpha channel of the image texture if it has an alpha channel em bedded. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.
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Glossy Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Bump Texture Use Texture: Activates a Texture Menu. Loads an image texture for the bump channel. Uses the loaded image as a pattern on the surfaces. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Bump Intensity: Sets the bump intensity interpretation of the bump image texture.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.
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TruelightMaterials ReflectiveTriplanarMaterial Creates a TrueLight ReflectiveTriplanarMaterial to simulate shiny and glossy plastic and comparable surfaces. All surfaces finished with a clearcoat can be perfectly visualized with this shader.

Material Settings Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Specular Color: Sets the shaders colour for specular reflections. Specular reflec tion behavior is described by the law of reflection which states that the direc tion of incoming light (incident ray) and the direction of outgoing light reflected (reflected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Reflectivity: Sets the clearcoat reflection intensity. Fresnel Tem Quality: Sets the BrushedMetalMaterials reflective intensity. Accurate: Uses a fast but less accurate approximation to the Fresnel Term. Fast: Uses a physically accurate approximation to the Fresnel Term.
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Triplanar Settings The triplanar settings define the placement of the textures on the surface and the edge blending of the planar projection. Edge Blend: Sets the range how far the planar projection blends into each other. Texture Size X: Defines the textures size on the X-axis. Texture Size Y: Defines the textures size on the Y-axis. Uniform Repeat: Synchronizes the repetition value for all projection axes. X Repeat U, X Repeat V,Y Repeat U,Y Repeat V, Z Repeat U, Z Repeat V: Set the repetition value of the U and V-axis for each projection direction. X Rotate,Y Rotate, Z Rotate: Sets the projection orientation.

Color Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image as pattern on the surfaces. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Specular Texture Use Texture: Loads an image texture for the diffuse color channel. Uses the image
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as pattern on the surfaces. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Bump Texture Use Texture: Activates a Texture Menu. Loads an image texture for the bump channel. Uses the loaded image as a pattern on the surfaces. Repeat mode: Sets the repeat mode of the texture. There are four modes. Repeat: Repeats the texture in all directions. Repeat Mirror: Repeats and mirrors the texture on the x- and y-axis with each repetition. Anisotropy: Sets the texture filter quality for the image texture. Value 1 is lowest quality.Value 16 is highest quality. Bump Intensity: Sets the bump intensity interpretation of the bump image texture.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials CarbonMaterial Creates a TrueLight CarbonMaterial. The CarbonMaterial simulates carbon surfaces. Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Glossy Color: Sets the shaders color for glossy reflection. Reflection behav ior is described by the law of reflection which states that the direction of in coming light (incident ray) and the di rection of outgoing light reflected (re flected ray) form the same angle with respect to the surface normal. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Specular Color: Sets the shaders colour for specular reflections. Specular reflec tion behavior is described by the law of reflection which states that the direction of incoming light (incident ray) and the direction of outgoing light reflected (reflected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Roughness: The roughness parameter defines the microscopic roughness of a sur face. The higher the roughness value, the more diffuse the glossy reflections will be rendered.
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Reflectivity: Sets the BrushedMetalMaterials reflective intensity. Fresnel Tem Quality: Sets the BrushedMetalMaterials reflective intensity. Accurate: Uses a fast but less accurate approximation to the Fresnel Term. Fast: Uses a physically accurate approximation to the Fresnel Term.

Carbon Pattern Settings Defines the carbon pattern. Pattern Type: There are four different pattern types, according to the carbon structures usually sewed. 2 * 2: image_01-cabon.png 3 * 1 staircase: image_02-cabon.png 3 * 1 interleave: mage_03-cabon.png 5 * 1: image_04-cabon.png Pattern Size: Sets the carbon structure size. Pattern Intensity: Sets the fissure depth intensity. Pattern Orientation (Rotate X,Y, Z): Sets the pattern direction on x, y and z projection direction.

Bump Texture Use Structure: Activates a procedural bump structure. Bump intensity: Sets the bump intensity interpretation of the bump image texture. Structure Size: Sets the structure size when the procedural bump structure is activated.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials Carbon2DMaterial Creates a TrueLight Carbon2DMaterial. The Carbon2DMaterial simulates carbon surfaces.

Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Glossy Color: Sets the shaders color for glossy reflection. Reflection behav ior is described by the law of reflection which states that the direction of in coming light (incident ray) and the di rection of outgoing light reflected (re flected ray) form the same angle with respect to the surface normal. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Specular Color: Sets the shaders colour for specular reflections. Specular reflec tion behavior is described by the law of reflection which states that the direction of incoming light (incident ray) and the direction of outgoing light reflected (re flected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Roughness: The roughness parameter defines the microscopic roughness of a sur face. The higher the roughness value, the more diffuse the glossy reflections will be
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rendered. Reflectivity: Sets the BrushedMetalMaterials reflective intensity. Fresnel Tem Quality: Sets the BrushedMetalMaterials reflective intensity. Accurate: Uses a fast but less accurate approximation to the Fresnel Term. Fast: Uses a physically accurate approximation to the Fresnel Term.

Carbon Pattern Settings Defines the carbon pattern. Pattern Type: There are four different pattern types, according to the carbon structures usually sewed. 2 * 2: image_01-cabon.png 3 * 1 staircase: image_02-cabon.png 3 * 1 interleave: mage_03-cabon.png 5 * 1: image_04-cabon.png Pattern Size: Sets the carbon structure size. Pattern Intensity: Sets the fissure depth intensity. Pattern Orientation (Rotate X,Y, Z): Sets the pattern direction on x, y and z projection direction.

Bump Texture Use Structure: Activates a procedural bump structure. Bump intensity: Sets the bump intensity interpretation of the bump image texture. Structure Size: Sets the structure size when the procedural bump structure is activated.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.
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TruelightMaterials Tirematerial Creates a TrueLight TireMaterial to quickly texture tires and give them a rubber shading. Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader adopts when the light reflection of the surface is spread to many direc tions. Specular Color: Sets the shaders colour for specular reflections. Specular reflec tion behavior is described by the law of reflection which states that the direc tion of incoming light (incident ray) and the direction of outgoing light reflected (reflected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Roughness: The roughness parameter defines the microscopic roughness of a surface. The higher the roughness val ue, the more diffuse the glossy reflec tions will be rendered. Reflectivity: Sets the BrushedMetalMaterials reflective intensity.

Color Texture Use Marking: Loads an image texture to be applied to the tires sides for the diffuse
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color channel. The image will be used as a pattern on the surfaces sides. Use Profile: Loads an image texture to be applied as the tires profile for the diffuse color channel. The image will be used as a pattern on the surfaces middle. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Glossy Texture Use Marking: Loads an image texture to be applied to the tires sides for the diffuse color channel. The image will be used as a pattern on the surfaces sides. Use Profile: Loads an image texture to be applied as the tires profile for the diffuse color channel. The image will be used as a pattern on the surfaces middle. Input Gamma: Sets the texture image gamma correction. Use ICC Profile: If turned on, the textures colors will be interpreted based on an embedded color profile if present. If a color profile is missing, it is assumed that the colors are stored in sRGB.

Bump Texture Use Marking: Loads an image texture to be applied to the tires sides for the diffuse color channel. The image will be used as a pattern on the surfaces sides. Use Profile: Loads an image texture to be applied as the tires profile for the diffuse color channel. The image will be used as a pattern on the surfaces middle. Bump intensity: Sets the bump intensity interpretation of the bump image texture. Structure Size: Sets the structure size when the procedural bump structure is activated.

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Texture Settings Sets the texture projection position of the used textures. Rotation Axis: Select the rotation axis. Center: Sets the brush projection center. To center the projection pivot automatically, select an object and press Get From Object.The selected objects center will now be used as projection pivot. Repeat Profile U/V: Sets the U and v repetition of the profile texture. Scale Markings: Sets the textures scale value for the marking texture. Blendposition: Sets the marking and profile texture blendposition. Anisotropy: Sets the texture filter quality for the image texture.Value 1 is lowest quality.Value 16 is highest quality.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials GlassMaterial Creates a TrueLight GlassMaterial to simulate glass surface behaviors.

Material Settings Exterior Transparency: Sets the shaders diffuse reflection color. This is the color the shader adopts, when the light re flection of the surface is spread to many directions. A brighter diffuse reflection color induces a higher transparency of the material. Interior Transparency: Sets the shaders diffuse reflection color. This is the color the shader adopts, when the light reflec tion of the surface is spread to many di rections and the surface normals direc tion points away from camera. The brighter the diffuse reflection color, the more transparent the material becomes. Only supported in OpenGL rendering mode. Reflection Color: Sets the shaders col our for reflections. Reflectivity: Sets the BrushedMetalMaterials reflective intensity. Refraction Index: Sets the materials refraction index. Only supported in Raytracing rendering mode.

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Fresnel Tem Quality: The Fresnel Term describes the intensity of a reflection based on the viewing angle. Its intensity at normal incidence is set by the materials reflec tivity. Accurate: Uses a fast but less accurate approximation to the Fresnel Term. Fast: Uses a physically accurate approximation to the Fresnel Term. Solid Shadows (Cast Photon Caustics): If turned on, the GlassMaterial will cast a solid (black) shadow if a render mode is selected that can calculate caustic effects  due to refractions. Otherwise the color of the shadow will be calculated solely on the GlassMaterials color. Use Roughness: If turned on, the GlassMaterial will be handled as frosted glass with glossy reflections and refractions. Use Material Density: If turned on, ray-travelling through the glass gets attentuated based on the distance it travels inside the glass.

Texture Settings Texture settings define how a texture will be placed on the surface and how the planar projection will be blended at the edges. Texture Mode: Defines how a texture will be placed on the surface, whether uses UV Coordinates or triplanar projection. Edge Blend: Sets the range for overlapping areas of the planar projection. Texture Size X: Defines the textures size on the X-axis. Texture Size Y: Defines the textures size on the Y-axis. Uniform Repeat: Synchronizes the repetition value for all projection axes. X Repeat U, X Repeat V,Y Repeat U,Y Repeat V, Z Repeat U, Z Repeat V: Set the repetition value of the U and V-axis for each projection direction. X Offset U, X Offset V,Y Offset U,Y Offset V, Z Offset U, Z Offset V: Set the offset value of the U and V-axis for each projection direction. X Rotate,Y Rotate, Z Rotate: Sets the projection orientation.
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Bump Texture Use Structure: Activates a procedural bump structure. Use Texture: Activates a Texture Menu. Loads an image texture for the bump channel. Uses the loaded image as a pattern on the surfaces. Read MaterialEditor Textures for texture placement Repeat mode: Sets the repeat mode of the texture.There are four modes, which can be set. Repeat: Repeats the texture in all directions. Mirrored Repeat: Repeats and mirrors the texture on the x- and y-axis with each repetition. Repeat UV: Sets the number of repetitions for the UVs. Offset UV: Sets the offset for the UVs. Rotate: Rotates the UVs. Anisotropy: Sets the texture filter quality for the image texture.Value 1 is lowest quality.Value 16 is highest quality. Parallax Intensity: Sets the parallax shift interpretation of the bump image texture. Bump Intensity: Sets the bump intensity interpretation of the bump image texture. Structure Size: Sets the structure size when the procedural bump structure is acti vated. Bump Type: Sets the bump type.The bump mapping can be drawn as bump map or as pixel displacement map without self shadowing.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials MeasuredMaterial Creates a TrueLight MeasuredMaterial.

Material Settings Measurement: Loads a BTF measure ment file. Exposure: Controls the intensity of the measured colors. It should stay at 1.0.

Texture Settings Texture Mode: Controls how the BTF Material is applied to the object. UV Texture Settings Repeat U, Repeat V: Uses the UV tex ture coordinates to place the measu red data. Triplanar: Generates triplanar texture coodinates to place the measured data. Edge Blend: Sets the range for overlapping areas of the planar projection. Blend Mode: Sets the way how the areas overlap. Uniform Repeat: Synchronizes the repetition value for all projection axes. X Repeat U, X Repeat V,Y Repeat U,Y Repeat V, Z Repeat U, Z Repeat V: Sets the repetition value of the U and V-axis for each projection direction. X Rotate,Y Rotate, Z Rotate: Sets the projection orientation. For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials MeasureCarpaintdMaterial Creates a TrueLight MeasuredCarPaintMaterial.

Material Settings Measurement: Loads a BTF measure ment file. Fresnel IOR: Controls the refraction index of the clearcoat layer. When load ing a BTF measurement it is initialized to the refraction index. Triplanar Texture Settings Uniform Repeat: Synchronizes the rep etition value for all projection axes. X Repeat U, X Repeat V,Y Repeat U,Y Repeat V, Z Repeat U, Z Repeat V: Set s the repetition value of the U and V-axis for each projection direction. X Rotate,Y Rotate, Z Rotate: Sets the projection orientation.

For further information regarding Incandescence-, Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials ShadowMaterial Creates a TrueLight ShadowMaterial. The ShadowMaterial is a transparent material by default. It will only be shaded in areas of pre-calculated ambient occlusion shadows, shadows calculated by linear lights sources or global illumination light sources. It is also capable of receiving diffuse and glossy reflections to simulate wet or mirroring surfaces.

Material Settings Define the color and intensity of the shaded areas. Occlusion Color: Sets the color of the pre-calculated ambient occlusion shad ows. Shadow Color: Sets the shadow color of all light sources.

Opacity Mode Transparent: Renders the ShadowMaterial transparent by default. Solid: Renders the ShadowMaterial white by default. Sort Key: Sets the render priority of the ShadowMaterial. Only supported in OpenGL mode.

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Reflection Settings Reflection Mode: Offers three different reflection modes: Diffuse only: Shows only the diffuse reflections. Glossy only: Shows only the glossy reflections. Diffuse + Glossy: Shows the diffuse and glossy reflections. Diffuse Color: Sets the shaders diffuse reflection color. This is the color the shader takes on, when the light reflection of the surface is spread to many directions. Glossy Color: Sets the shaders colour for glossy reflections. Glossy reflections result from irregularities of a surface at a microscopic level. Reflection behavior is described by the law of reflection which states that the direction of incoming light (incident ray) and the direction of outgoing light reflected (reflected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Since a surface is usually not perfectly smooth, the orientation of the normals varies, thus creating a glossy reflection. Reflectivity: Sets the materials reflectivity intensity. Roughness: The roughness parameter defines the amount of diffuse reflection and its complement specular reflection.The higher the roughness value, the more diffuse reflections will be rendered.

For further information regarding Raytracing-, Transparency- and Common Settings please read Modules MaterialEditor TrueLightMaterials.

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TruelightMaterials MultipassMaterial Creates a bin shader, which can layer TrueLight materials. The first material in the list is the first rendered and the following shaders are rendered according to their position in list from top to bottom.

Sort key: Sets the render priority of the ShadowMaterial. Only supported in OpenGL mode. Transparency mode: Offers three differ ent transparency modes. Auto Detection: Set automatically the material order according to their transparency. Force Transparent: Draws all trans parent materials at last so that all transparent materials in the stack lays about the opaque materials. Force Opaque: Draws all opaque materials at last so that all opaque materials in the stack lays about the transparent materials.

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TruelightMaterials SwitchMaterial Creates a bin shader, which can layer TrueLight materials. The first material in the list is the first rendered and the following shaders are rendered according to their position in list from top to bottom.

Sort key: Sets the render priority of the ShadowMaterial. Only supported in OpenGL mode. Transparency mode: Offers three different transparency modes. Auto Detection: Set automatically the material order according to their transpar ency. Force Transparent: Draws all transparent materials at last so that all transparent materials in the stack lays about the opaque materials. Force Opaque: Draws all opaque materials at last so that all opaque materials in the stack lays about the transparent materials.

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TruelightMaterials GlowMaterial The GlowMaterial allows to apply a glow effect to specific geometry parts.

Inner Color: Specifies an inner color of the glowing part (e.g. the inner color of a flame is orange and white). Outer Color: Specifies the outer color of the glowing part (e.g. the outer color of a flame would be close to white with a reddish touch). Intensity: Specifies the glows intensity. Falloff: Specifies the glows falloff value. Sort key: Sets the render priority of the ShadowMaterial. Only supported in OpenGL mode.

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TruelightMaterials SPhereenvironmentMaterial Creates a SphereEnvironmentMaterial. SphereEnvironmentMaterials are required by every TrueLightMaterial. They deliver the IBL lighting model for any True Light Material they are assigned to. The lighting of a TrueLight Material can be adjusted with the settings of the SphereEnvironmentMaterial. Each SphereEnvironmentMaterial can be assigned as an input node of each TrueLight Material in the Environment Tab. The SphereEnvironmentMaterial is a single sided shader in OpenGL rendering mode.

Material Settings Environment: Loads the HDR image to be used as light source. The HDR image will also be used as environment, which will be reflected on reflective surfaces in OpenGL rendering. In raytraced rendering the 3D space will be reflected in the sur faces. Create Lightsource: Creates light sources according to light spots in the HDR-Image. The light sources will be positioned inside the projection sphere of the SphereEnvi ronment Material. They will be orientated to its center position. The light sources will be created based on the HDR image examination. The brightest pixels intensity,
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color, orientation and position are evaluated to create new light sources. Flip Inside Out: Flips the normals of the Environment Sphere. Emit Caustics: Allows the HDR to emit caustics. Only supported in FullGI illumination mode with caustics. Is Visible: Sets the light source to on by default. Use as Lightsource: Uses the HDR as light source. Only supported in FullGI illumination mode with caustics. Use as Default Environment: Selects current environment as default.

Color Correction Exposure: Sets the HDR-Images exposure level. The higher the exposure level, the longer will be the series of shutter cycles which will be used to calculate the images light intensity. Whitepoint: Defines the exact value between displaying white color and light-emis sive image data. Whitebalance: Sets the whitepoint value in kelvin. Gamma: Encodes the linear luminance values into digital image file values. Gamma encoding helps to map data (both analog and digital) into a more perceptually uni form domain. Hue -Shift: Shifts all colors in the HDR-Image uniformly through the hue color range. Contrast: Separates the light and dark color values further from each other. Brightness: Raises the color value of the whole HDR-Image. Saturation: Sets the HDR-Images saturation. Reflected Saturation: Sets the HDR-Images saturation when the HDR-Image reflects in any surface.

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Transformation With transformation parameters the source of spherical projection of the SphereEnvironment Material can be set. Environment Size: Sets the SphereEnvironment Materials projection sphere. All objects that are outside of the projection sphere using a Truelight Material with this SphereEnvironment Material as input channel, will not be rendered properly. The size defines the radius of the projection sphere. The projection sphere must enclose all objects using a material, with this SpehereEnvironment Material as environment shader assigned. Center: Defines the projection spheres center position. Get from Object: Sets the projection spheres center. To center the projection pivot automatically, select an object and press Get Center. The selected objects center will now be used as projection spheres pivot. Rotate X,Y, Z: Sets the SphereEnvironment Materials orientation. Scale X, Y, Z: Sets the SphereEnvironment Materials size. With the scale value the image projection can be stretched and squashed on any axis.

Raytracing Settings These settings take effect in Raytracing Mode only. Material ID: Sets the id of the material. Illumination: Upper Hemisphere: Emits light only from the top half of the sphere. Full Sphere: Emits light from the whole sphere. Override IBL Sampling Quality: If enabled, the setting overrides the global IBL Sampling quality for sampling the environment map. Interactive Quality: Sets the IBL sampling quality during interactive rendering. Still Frame Quality: Sets the IBL sampling quality during Still Frame rendering.

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TruelightMaterials EnvironmentswitchMaterial Creates a bin shader, in which SphereEnvironmentMaterials can be stored and selectively addressed. The EnvironmentSwitchMaterial can be assigned as a standard SphereEnvironmentMaterial to any TrueLight Material.

Use as Default Environment: Sets the EnvironmentSwitchMaterial as default Environ ment. Choice: Sets the SphereEnvironmentMaterials ID to be used. By changing the Sphere-Environment SwitchMaterials Choice ID different SphereEnvironment Materials can be connected instantly to all Truelight Materials. Right Mouse Click to list all existing SphereEnvironmentMaterials. Select any Sphere EnvironmentMaterial to be connected to the EnvironmentSwitchMaterial. All connected SphereEnvironmentMaterials are listed in the EnvironmentSwitch Material.

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MaterialEditor OpenGL Materials The following chapter provides information about the Standard OpenGL shaders available in VRED Professional. Right Mouse Click: Create Material

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OPENGL Materials SimpleMaterial


OpenGL Materials SimpleMaterial Creates a SimpleMaterial, a simple shading model, which does not support HDRI lighting. It is only visible, when it is lit by standard light sources. Front Ambient: Sets the SimpleMaterials am bient light reflection color. Diffuse: Sets the shaders diffuse re flection color. This is the color the sha der adopts, when the light reflection of the surface is spread to many directions. Specular: Sets the shaders color for specular reflection. Specular reflection behavior is described by the law of re flection which states that the direction of incoming light (incident ray) and the direction of outgoing light reflected (re flected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Emission: Sets the shaders illumination color and intensity. Shininess: Sets the surfaces specular spread. Transparent: Sets the surfaces transparency. ColorMat: Sets which materials characteristics influences the color. Sort key: Sets the time for rendering. This function is important for transparent materials that are arranged on top of each other. It automatically sets a material to be transparent or opaque or forces it to be either of them. Lit: Sets a material to be lit or not. Transparency mode: Offers a total of three transparency modes.
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Modules

OpenGL Materials ChunkMaterial


OpenGL Materials Chunk Material Creates a Chunk Material node. The Chunk Material node is an empty material bin node, which can be customized by adding additional chunk attributes. Sort key: Sets the time for rendering. This function is important for transpar ent materials that are arranged on top of each other. It automatically sets a material to be transparent or opaque or forces it to be either of them. Transparency mode: Offers a total of three transparency modes. It sets a material to be transparent or opaque.

Modules

OpenGL Materials CGFX Material Creates a CGFXMaterial node. CGFX scripts can be loaded into the CGFXMaterial node. Effect: Loads a CGFX script. Technique: Defines the technique to be used, e.g. multipass.

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OpenGL Materials PhongMaterial


OpenGL Materials Phong Material The PhongMaterial is a simple phong shading model, which does not support any HDRI lighting. The simple material is only visible, when it is light by standard light sources. Front Ambient: Sets the SimpleMaterials am bient light reflection color. Diffuse: Sets the shaders diffuse re flection color. This is the color the sha der adopts, when the light reflection of the surface is spread to many directions. Specular: Sets the shaders color for specular reflection. Specular reflection behavior is described by the law of re flection which states that the direction of incoming light (incident ray) and the direction of outgoing light reflected (reflected ray) form the same angle with respect to the surface normal, thus the angle of incidence equals the angle of reflection. Emission: Sets the shaders illumination color and intensity. Shininess: Sets the surfaces specular spread. Transparent: Sets the surfaces transparency. ColorMat: Sets which materials characteristics influences the color. Sort key: Sets the time for rendering. This function is important for transparent materials that are arranged on top of each other. It automatically sets a material to be transparent or opaque or forces it to be either of them. Lit: Sets a material to be lit or not. Transparency mode: Offers a total of three transparency modes.
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Modules

OpenGL Materials Multipass & Switch Material


OpenGL Materials Multipass Material Creates a bin shader, in which TrueLight Materials can be layered. The first material in the list is the first rendered and the following shaders are rendered according to their position in the list from top to bottom. Sort key: Sets the time for rendering. This function is important for transparent materials that are arranged on top of each other. It automatically sets a material to be transparent or opaque orforces it to be either of them. Transparency mode: Offers a total of three transparency modes. It sets a material to be transparent or opaque.

Modules

OpenGL Materials MergeMaterial The MergeMaterial allows to combine different shaders into one single combined shader.

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OpenGL Materials Switch Material


OpenGL Materials Switch Material Creates a bin shader, in which materials can be stored and selectively addressed.

Modules

Choice: Sets the SwitchMaterials ID to be used. By changing the SwitchMaterials choice ID the user can switch the material assignment instantly. With the MaterialEditors copy and paste function materials can be added.

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MaterialEditor

Modules

EDit

MaterialEditor MAterials Edit Right-click on a material and choose Edit. Copy: Caches the selected material or chunk. Paste: Pastes the currently cached material or chunk. Paste Clone: Pastes the currently cached material or chunk as a referenced node. Rename: Renames the selected node. Delete: Deletes the selected node. Only nodes which are unused (not assigned to any object) can be deleted. Duplicate: Duplicates the selected material or chunk. Unshare: Deletes material references. Remove duplicated materials: Deletes all duplicated materials, not assigned to any object or connected to any material bin. Remove unused materials: Deletes all unused materials, not assigned to any object or connected to any material bin. Reference unused materials: References unused materials to reduce memory usage. Optimize materials: Deletes all unused materials, references unused materials and optimizes textures. Optimize textures: Converts all RGB textures connected to channels, where only grayscale textures are needed to grayscale textures. Lock: Lock selected material settings. Unlock: Unlocks selected material settings.

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MaterialEditor COnvert
MaterialEditor MAterials Convert Right-click on a material and choose Convert. To Truelight Material: Converts selected material to chosen TrueLightMaterial. All to Phong Truelight Material: Converts all materials to TruelightPhongMaterials. Compress all textures: Compresses loaded textures. Uncompress all textures: Uncompresses loaded textures.

Modules

217

MaterialEditor
MaterialEditor Materials Additional Options Right-click on a material Find: Opens a dialog box. The find function scans the MaterialEditor to find a speci fied node. The node can be searched by using regular expression rules. Select nodes: Selects all geometry nodes with the selected material assigned. Add Nodes to selection: Adds all geometry nodes with the selected material assig ned to the current objects selected. Apply to selected nodes: Assigns selected material to the currently selected objects. Add to material library: Adds the selected material to the currently selected material library group. Apply environment to all materials: Selects a SphereEnvironmentMaterial or an EnvironmentSwitchMaterial. A dialog box opens. If no name is entered, the selec ted SphereEnvironmentMaterial or EnvironmentSwitchMaterial will be connec ted to all TrueLightMaterials in the scene. Entering a SphereEnvironmentMaterials or an EnvironmentSwitchMaterials name, the selected SphereEnvironment or Envi ronmentSwitchMaterial will be connected to all TrueLightMaterials that are currently connected to the entered SphereEnvironment or SwitchEnvironmentMaterial. Scroll to selected: Centers the selected material in the MaterialEditors material list. Filter The filter function displays the filtered node type in the MaterialEditors material list. Off: Deactivates any filtering. Environment Material: Lists all Environment Materials. BRDFMaterial: Lists all BRDF Materials. EnvironmenSwitchMaterial: Lists all EnvironmentSwitch Materials. ChunkMaterial: Lists all ChunkMaterials. SimpleMaterial: Lists all SimpleMaterials. PhongMaterial: Lists all PhongMaterials.

Modules

218

Materials Additional Options


SwitchMaterial: Lists all Switch Materials. MultipassMaterial: Lists all MultipassMaterials. PhongMaterial: Lists all PhongMaterials. CGFXMaterial: Lists all CGFXMaterials.

Statistic A dialog box opens. A brief MaterialEditor summery is listed. Number of materials: Displays the amount of materials used in the scene. Number of textures: Displays the amount of textures used in the scene. Texture memory: Displays the amount of memory used for all textures.

Import MaterialLibrary Imports a material library. The material library must be saved as an osb or vpb file. Update Updates the MaterialEditors material list. All materials are listed alphabetically from top to bottom.

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Scene

Modules

Environments

MaterialEditor Environments Lists all SphereEnvironmentMaterials existing in the scene. Environments enable to add realistic reflections and light sources to the scene. Environments can be loaded and modified regarding the way they are displayed and how they affect the scene.

Material Settings Environment: Loads the HDR image to be used as light source. The HDR image will also be used as environment, which will be reflected on reflective surfaces in OpenGL rendering. In raytraced rendering the 3D space will be reflected in the surfaces. Create Lightsource: Creates light sources according to light spots in the HDR-Image. The light sources will be positioned inside the projection sphere of the SphereEnvi ronment Material. They will be orientated to its center position. The light sources will be created based on the HDR image examination. The brightest pixels intensity, color, orientation and position are evaluated to create new light sources. Flip Inside Out: Flips the normals of the Environment Sphere. Emit Caustics: Is Visible: Defines whether the environment is visible or not. Use as Lightsource: Use as default environment: Marks the environment as default, when checked. Color Correction Exposure: Sets the light exposure in the whole scene. Whitepoint: Sets the whitepoint value. Whitebalance: Sets the whitepoint value in kelvin.
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MaterialEditor
Gamma: Sets the gamma value. Hue-Shift: Sets a hue shift. The whole scene will be color shifted. Contrast: Sets the contrast value. Brightness: Sets the brightness. Saturation: Sets the saturation of the environment. This has no influence on reflec- tions. Reflected Saturation:The reflected saturation value has direct influence on reflecting geometry in the scene.

Transformation Environment Size: Sets the size of the projection sphere of the environment. Center (x,y,z): Sets the center of the projection sphere of the environment. Get from Object: Calculates the center of the environment geometry. Rotate (x,y,z): Sets the rotation of the projection sphere of the environment. Scale (x,y,z): Sets the scaling of the projection sphere of the environment.

Raytracing Settings Material ID: Sets an id for the material. Illumination Full Sphere: The whole sphere illuminates the scene. Upper Hemisphere: Only the upper hemisphere illuminates the scene. Override IBL Sampling quality: Check to override the IBL sampling quality for still frame and interactive quality.

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Scene

Modules

Textures

MaterialEditor Textures In the Textures Tab material textures can be positioned on selected objects. By default VRED uses the UV layout any imported object already has. Textures and texture attributes used by a selected material are listed in the texture window. Caution: Changes made in the TextureEditor induce a full replacement of the previous UV layout by a planar projection.

Edit Texture Projection Enables the texture projection feature. Mode: Offers different modes for texture projection. Show Support Geometry: Shows a support geometry. Visibility: Sets the planar projection planes visibility. Distance: Sets the planar projection planes distance.

Place Texture 3D Projection Center: Offers two ways for defining the projection center.You can either pick the center manually or use the objectss center. Centre X,Y,Z: Sets the custom coordinates for the center of the projection. Rotation: Sets the textures orientation. The rotation value defines the angle the texture is rotated away from the projection planes orientation.

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MaterialEditor
Place Texture 2D Keep aspect ratio: Keeps the aspect ratio of the texture when projecting. Scale: Offers to scaling-modes. Fit scale only Fit scale and Centre Repeat: Sets the textures repetition on x- and y-axis. Offset: Sets the textures offset value. The offset X(Y and Z) defines how far the texture is shifted from the projections centre position on the x-, y- or z-axis. Rotation: Sets the textures orientation. The rotation value defines the angle the texture is rotated away from the projection planes orientation.

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Scene
MaterialEditor Library In the Textures Tab material textures can be positioned on selected objects. By default VRED uses the UV layout any imported object already has. Textures and texture attributes used by a selected material are listed in the texture window. Caution: Changes made in the TextureEditor induce a full replacement of the previous UV layout by a planar projection.

Modules

Library

Add Current Material: Adds the currently selected material to the selected library. Create Library: Creates a new library. Library groups can be added to the library. All created libraries will be available on startup. Create Group: Creates a library group. All library materials can be grouped and sorted comfortably.This makes it easier for the user to quickly find specific materials. Remove: Deletes selected library or library group. Save: Saves selected library or library group. Import library: Imports an external library to the scene Apply to scene: Applies selected material to the scene. Rebuild images: Rebuilds last images. Update: Updates the material librarys Scenegraph.

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MaterialEditor
Right Mouse Click on a material in the right library window. Apply to selected node: Applies selected material to selected nodes. Apply to scene: Applies selected material to the scene. Apply whole group to scene: Applies whole group to the scene. Rename: Allows to rename the selected material. Remove: Deletes selected material from current library.

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Scene

Modules

NodeEditor

MODULES Scene NodeEditor The NodeEditor provides all information about any node type in a scene. It offers the possibility to view detailed information about selected nodes, changing values and attach custom attributes to nodes.

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Scene

Modules

Variants

MODULES Scene Variants VRED offers the functionality to switch between different types of variants.

Geometry Variants To access a Geometry Variant drag a Geometry switch from the Scenegraph into the empty left area of the geometry Variants Tab. On the right side several options appear: !All: Shows all available objects in the GeometrySwitch in the Renderview. !Next: Jumps to the next item in the GeometrySwitch until the last item. !Next(Loop): Jumps to the next item in the GeometrySwitch. After the last item it jumps back to the first item. !Previous: Jumps to the previous item in the GeometrySwitch until the first item. !Previous(Loop): Jumps to the previous item in the GeometrySwitch. After the first item it jumps back to the last item. Direct click on the name shows the geometry in the Renderview. CTRL + N / Right mouse context menu Create all: Puts all available Geometry Switches into the Geometry Variants. CTRL + R / Right mouse context menu Rename: Renames a Geometry Variant. Del / Right mouse context menu Delete: Deletes selected Geometry Variant. Right mouse context menu Clear: Deletes all Geometry Variants Right mouse context menu Show geometry: Shows activated geometry in Renderview. Right mouse context menu hide geometry: Hides selected geometry in the
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Scene

Modules

Material Variants

Renderview. Right mouse context menu Select Nodes: Selects nodes in the Scenegraph.

Material Variants Material Variants are only available for Material Switches.To access a Material Variant, drag a material switch into the empty left area of the Material Variants. On the right side several options appear: !Next: Jumps to the next item in the geometry switch until the last item. !Next(Loop): Jumps to the next item in the material switch. After the last item it jumps back to the first item. !Previous: Jumps to the previous item in the material switch until the first item. !Previous(Loop): Jumps to the previous item in the material switch. After the first item it jumps back to the last item.

Direct click on the name activates the material on the geometry. CTRL + N /Right mouse context menu Create All: Puts all available material switches into the Material Variants. CTRL + R / Right mouse context menu Rename: Renames a Material Variant. Del / Right mouse context menu Delete: Deletes selected Material Variant. Right mouse context menu Clear: Deletes all Material Variants. Right mouse context menu Show geometry: Shows assigned geometry in the Renderview. Right mouse context menu Hide geometry: Hides assigned geometry in the Renderview. Right mouse context menu Select Nodes: Select material switch in the Material Editor.
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Scene

Modules

Light Variants

Light Variants To access a Material Variant, drag a light source from the Scenegraph into the empty left area of the Light Variants. On the right side several options appear: !Disable: Disables the selected light. !Enable: Enables the selected light !Toggle: Toggles between the available lights. CTRL + N / Right mouse context menu Create All: Puts all available lights into the Lights Variants. CTRL + R /Right mouse context menu Rename: Renames a Light Variant. Del / Right mouse context menu Delete: Deletes selected light. Right mouse context menu Clear: Deletes all lights.

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Scene

Modules

VariantSets

Modules Scene VariantSets VRED provides the possibility to set up different scenarios by using the VariantSets Module. All available variants can be combined in one scene. For configurators logical connections can be generated.

CTRL + N / Right mouse context menu New Set: Creates a new VariantSet. Right mouse context menu New Group: Creates a new folder for VariantSets. Right mouse context menu Clear: Removes all VariantSets and groups. Right mouse context menu Dissection Mode: Disables rendering and switches to analyzing mode. Right mouse context menu Verify All: Possibility to load a csv file with embedded logics.

General Hotkey: For each VariantSet a hotkey can be assigned. Comment: Adds a custom comment to each VariantSet. Screenshot: Creates a screenshot of the current scene.

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Scene VariantSets: Geometry, Material & Light


Geometry Multiple Geometry Variants can be combined together in one Geometry VariantSet by dragging the desired Geometry Variants from the Variants Tab to the Geometry Tab of the VariantSets. Make sure that at least one VariantSet is created. Each Geometry Variant can have different states. They will be activated by double clicking on the VariantSet.

Modules

Material Multiple Material Variants can be combined together in one Material VariantSet, by dragging the desired Material Variants from the Variants Tab to the Material Tab of the VariantSets. Make sure, that at least one VariantSet is created. Each Material Variant can have different states. They will be activated by double clicking on the Variant Set.

Light Multiple Light Variants can be combined together in one Light VariantSet, by dragging the desired Light Variants from the Variants Tab into the Lights Tab of the VariantSets. Make sure that at least one VariantSet is created. Each Light Variant Set can have different states. They will be activated by double clicking on the VariantSet.
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Scene VariantSets: View, Animation & Script


View Multiple viewpoints can be added in this tab.

Modules

Animation Multiple initial animations can be added in this tab.

Script Multiple Python Scripts can be added in this tab.

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Scene VariantSets:Values & Show/Hide


Values Custom Values can be added in this tab.

Modules

Show/Hide

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Animation
Modules Animation

Modules

Animation

The Animation Module lists all animations imported via VRML file format. They can be executed initially, adjusted and connected to sensors or scripts. Sensor nodes connect animations to other nodes. Using sensors, animations can be executed by selecting a node connected with the sensor in Renderview. Animations created in FBX-data are files are maintained in animation blocks during import, so that they can be arranged directly in the ClipMaker. Copy and paste of animation blocks onto different objects is possible.

Right Mouse Click into the Animation Scenegraph to open the Animation Module Menu.

Modules Animation Animation Animation Menu Start: Starts selected animation. Animations can also be executed by a double click on the animations name. Pause/Continue: Pauses or continues selected animation. Reset: Resets selected animation to its start position. Select Nodes: Selects all nodes connected to the animation. Delete: Deletes animation.

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Refresh: Refreshes the Animation Modules Scenegraph. Clear: Clears the Animation Modules Scenegraph.

Properties Comment: Offers the possibility to enter a comment for the selected animation.

Hotkeys Allows to assign a hotkey to an animation (e.g. to start and (Un)pause animation).

Animation Cycle interval: Sets the animation cycle interval in seconds.

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Animation

Modules

CurveEditor

Modules Animation CurveEditor The CurveEditor allows the user to create and modify animations. Select the object to be animated. Whe scrubbing through the CurveEditors timeline the Renderwiew will render the playback settings defined in advanced in the CurveEditor, including Motion Blur settings, FOV and others. Key All: Creates a key at the current frame for all object attributes listed in the Curve Editors Scenegraph. Key Sel: Creates a key at the current frame for the selected attributes in the Curve Editors Scenegraph. Block: A Block is a bin which can store animations. The animation can be accessed and edited at any later time. Blocks can be used in the ClipEditor to arrange more complex animations. Objects have an unlimited amount of Blocks. Each Blocks length is individually starting from the first keyframe position to the last keyframe position. When a Block is selected, the keyed animation curves will be drawn. To create an Animation Block press the Block button. Convert: Creates a keyframe for all parameters at the time position with the existing spline values. Caution: Only one of the following modes (Move, Ins or Del) can be active at a time! Move: Left mouse drag to move selected keys. Keys can be moved in horizontal and vertical direction. CTRL + Y: Locks the key movement to the vertical axis. Moving a key on the verti236

cal axis changes the attributes value. CTRL + X: Locks the key movement to the horizontal axis. Moving a key on the horizontal axis changes the keys frame time. Ins: Inserts a key at a specific position and value.To insert a key, press left mouse but ton. Keys can be inserted selecting only a single parameter. Del: Deletes a key. To delete keys, press left mouse button. Curve Tangents describe the entry and exit of a keys curve segments. This menu operates on the shape of curve segments around selected keys. Constant: Specifying a stepped tangent creates an animation curve whose out tangent is a flat curve.The curve segment is flat (horizontal), so the value changes at the key without gradation. Linear: Specifying a linear tangent creates an animation curve as a straight line join ing two keys. A linear in and out tangent results in a straight line bfeore and behind the curve segment. Flat: Sets in and out tangents of the key to horizontal with a slope of 0 degrees. (Scenario: When a ball reaches its ascent, it hangs in the air for a brief time before starting its descent.You can create this effect by using a flat tangent). Hermite: Specifying a hermite tangent creates a smooth animation curve between the key before and the key after the selected key. The tangents of then curves are co-linear (both with the same angle). This ensures that the animation curve smoothly enters and exits the key. Follow: Specify a flow tangent to create an animation curve that is smooth be tween the key before and the key after the selected key. The tangents of the curve are co-linear (both at the same angle). This ensures that the animation curve smoothly enters and exits the key. Show: Shows key tangents. When key tangents are visible they can be adjusted. Left mouse drag on the tangents ends to adjust tangents. Break: Breaks the in and out tangent linking.
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Animation

Modules

CurveEditor

SnapX: Snaps the key on every frame. SnapY: Locks the x-achsis so keys can only be adjusted on the y-achsis. Centre: Frames all selected parameters animation curves.

CurveEditor Scenegraph The CurveEditor Scenegraph lists all keyable attributes of a selected object and its attached blocks. Right Mouse Click to open the Scenegraph Menu. Key All: Creates a key at the current frame for all object attributes listed in the CurveEditor Scenegraph. Key Selected: Creates a key at the current frame for the selected attributes in the CurveEditor Scenegraph. Create Block: Block is a bin which can store animations. The animation can be ac cessed and edited at any later time. Blocks can be used in the ClipEditor to arrange more complex animations. Objects have an unlimited amount of Blocks. Each Blocks length is individually starting from the first keyframe position to the last ke frame position. When a Block is selected, the keyed animation curves will be drawn. Lock selected: Locks selected attribute. Unlock: Unlocks selected attribute. Play: Plays selected animation block. Reset: Resets settings. Duplicate: Duplicates selected block. Flip: Reverses selected animation blocks animation direction. Copy: Copies selected block. Paste: Pastes copied block to selected positioin. Delete: Deletes selected block. Create/Convert to Transform3D: Creates a Transform3D node or converts an exist ing node to a Transform3D node.

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Animation Blocks Lists all animation blocks in the scene. Select an animation block to show its animation curves. Checklist: The checklist allows you to simply de/-activate certain features for any animation block, such as: (A): Activating or deactivating the object. (M): Activating or deactivating Motion Blur for this object. (R): Infinite repetition of the animation node. (F): Flipping the animation. Load Selected: Enables multiple node selections by selecting multiple nodes in the Scenegraph. Lock List: Locks the current CurveEditor Scenegraph. Frame: Shows the current frame of the selected keyframe. Changing the values moves the keyframe to a new position. Value: Shows the current value of the selected keyframe. Changing the values moves the keyframe to a new position.

Navigating in the CurvesGraph Middle Mouse drag Pan the CurvesGraph Right Mouse drag vertical Zoom in x-axis Right Mouse drag horizontal Zoom in y-axis. CTRL + Left Mouse drag Zoom to selection frame. Left Mouse Click + drag on a key Move key SHIFT + Left Mouse click Select a key SHIFT + CTRL + Left Mouse Click Add a key to the current selection SHIFT + Left Mouse Drag Select keys with a frame selection SHIFT + CTRL + Left Mouse drag Add a key with a frame selection to the cur rent selection
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Animation CurveEditor: Hotkeys


SHIFT + Right Mouse Click SHIFT + CTRL + Right Mouse click SHIFT + Left Mouse drag SHIFT + CTRL + Left Mouse Drag Deselect a key Remove a key from the selection Deselect keys with a frame selection Remove a key with a frame selection from the current selection

Modules

CurveEditor Hotkeys frame curves pan view zoom y zoom x set focus center select key/curve deselect key/curve frame selection frame deselect deselect all move key/curve move tangent if isolated curve view: insert key if isolated curve view: del key if isolated curve view: del key

double left click middle mouse button + drag right mouse button + drag up and down right mouse button + drag left and right double right click SHIFT + left click SHIFT + right click SHIFT + left drag SHIFT +right drag ALT + right click SHIFT + middle drag CTRL + middle drag CTRL + left click on curve CTRL + right click on curve CTRL + right click on curve

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Animation

Modules

ClipMaker

Modules Animation ClipMaker The ClipMaker allows to rearrange, retime and group Animation Blocks to set up more complex animations. Moving the slider through the ClipMakers timeline, the Renderview renders the playback settings defined in the ClipMaker including motion blur settings, FOV and others.

New Clip: Creates a new clip. Animation blocks can be dragged into the clip. Delete Clip: Deletes selected clip. Sequence: Adds a sequence. Offers a submenu for more detailed settings. Grid Snap: Snaps the slider on every frame. Center: Frames the timeline for a better overview.

ClipMaker Scenegraph The Scenegraph lists all created clips and used block animations. Right Mouse Click to open the Scenegraph Menu. New SubClip: Creates a subclip structure to faciliate grouping of used animation blocks in the clip. Delete: Deletes a clip or subclip node. Duplicate: Duplicates a clip or subclip node. Show Curves: Shows all curves of the selected clip in the CurveEditor. Rename: Renames a clip, subclip or animation block node.

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Animation CLIPMAKER: Hotkeys


ClipMaker Hotkeys pan view zoom set focus center move clip middle mouse button + drag right mouse button + drag up and down double right click left mouse drag

Modules

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Animation

Modules

TimeLine

Modules Animation TimeLine

Animation TimeLine 13 11 12

14 15 16

10

8 7654 3 2 1

1 = Framerate per seconds. 2 = Enables/disables the loop mode. 3 = Sets the timesilder to the end frame position. 4 = Sets the timeslider to the next keyframe. 5 = Plays the selected animation forward. 6 = Plays the selected clip backwards. 7 = Sets the timeslider to the previous keyframe. 8 = Sets the timeslider to the start frame position. 9 = Defines the current frame. 10 = Gives visual feedback about used keyframes. 11 = Sets the start frame of the timeline. 12 = Sets the start frame of the working area. 13 = Sets the position of the working area. 14 = Sets the end frame of the working area. 15 = Sets the end frame of the timeline. 16 = Activates/deactivates all block animations.

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Animation

Modules

SAnimation

Modules Animation Sanimation Play: Plays an Animation Reverse Play: Reverse plays an anima tion. Pause: Pause the playback of an anima tion.

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Interaction

Modules

Annotation

Modules Interaction Annotation The Annotation Module enables you to create annotations anywhere in the scene.

Annotation The annotation list gives an overview of all used annotations in the scene. Right mouse click to open the list menu. Add: Creates a new annotation. Remove: Removes selected annotation. Pick Position: Allows to pick a new position for the annotation. Zoom in: Zooms to the annotation. Load Annotations: Loads an external annotations xml file. Save Annotations: Saves all annotations in a xml file. Remove All: Removes all created annotations.

Discriptions Defines the text of the shown annotation in the renderview.

Appearance Show annotations: Turns on/off the annotations in the scene. Label color: Defines the label color of the annotations.Values are: Orange, red, green and blue. Label size: Defines the label size.Values are: Large, medium and small. Scaling: Sets the scaling to: Off, near or far.
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Interaction

Modules

Clipping

Modules Interaction Clipping Opens the Clipping Module. With the Clipping Module, objects can be clipped for construction evaluation purposes. The Clipping Module offers a variety of clipping tools.

Clipping Plane Enable Clipping: Enables/disables the clipping feature. Position: Shows the current position of the clipping plane. Pick: Allows to pick a new position for the clipping plane. Center: Positions the manipulator in the center of the screen. Align: Aligns the clipping plane parallel to the camera. Direction X: Sets the direction on the x-axis. Y: Sets the direction on the y-axis. Z: Sets the direction on the z-axis. Invert direction: Inverts the direction. Hide scene: Hides the whole scene. Shows only the contours of the clipped objects on the clipping plane. Show Plane: Shows the ClipPlane. Show manipulator: Shows/hides the manipulator.

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Visualization Show Clipping Plane: Shows/hides the clipping plane. Plane Color: Defines the color of the clipping plane. Show Grid: Shows/hides the grid. Grid Color: Defines the color of the grid. Clipping contour Show contour: Shows/hides the contours. Contour Width: Defines the thickness of the contours. Contour Color: Defines the color of the contour. Clone Contour: Clones the contour.

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Interaction Measurement
Modules Interaction Measurement The Measurement Module measures the following distances: Point-to-Point Point-to-Object Object-to-Object Line-to-Object The gap between geometries

Modules

Right click offers the following options: Add Point to Point Measurement: Mea- sures the distance between two points. Add Point to Object Measurement: Measures the distance between a point and an object. Add Object to Object Measurement: Measures the distance between two objects. Add Line to Object Measurement: Measures the distance between a line and an object. Add Gap Measurement: Measures the gap between two objects. Remove Measurement: Removes a measurement. Update Measurement: Updates a measurement (e.g. after moving an object). Zoom in: Zooms in to a specific measurement. Load measurements: Loads measurements from a specified xml file. Save measurements: Saves measurements in an xml file. Remove all measurements: Removes all measurements.

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Properties Shows different properties depending on the selected measurement. Point Distance: Shows the distance between two points. First Position: Shows the coordinates of the first position. Second Position: Shows the coordinates of the second position. Object Distance: Shows the distance between two objects. First Node: Shows the first selected node. Second Node: Shows the second selected node. Line Line: Shows the selected line. Object: Shows the coordinates of the first position. Avg. Dist.: Calculates the average distance. Min. Dist.: Shows the minimum distance. Max. Dist.: Shows the maximum distance. Gap 1st Object: Shows the first selected node. 2nd Object: Shows the second selected node. Avg. Dist.: Calculates the average distance. Min. Dist.: Shows the minimum distance. Max. Dist.: Shows the maximum distance Visualization Show Measurements: Enables/Disables the measurements in the scene. Color scheme: Defines the display color of the measurements. Values are: Orange, red, green and blue. Measurement Precision: Sets the decimal measurement precision
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Interaction

Modules

Sequencer

Modules Interaction Sequencer The Sequencer Module allows to set up command sequences. The sequences are executed in a batch process from top to bottom. They can be executed initially by the user, or by other actions in the application which can be set by the user. All entries are case sensitive.

Create Sequence: Creates a sequence node in which actions can be queued. Create Action: Actions are function sets, which can be used to activate and edit settings in VRED. setEnvironmentVariable: Sets the projects environment variables. Name: Sets the variables name. Value: Sets the variables value. Enable Simulation: Sets the simulation state. The simulation state defines whether animation can be executed or not. State: Sets the simulation state. State values: True/ false. UpdateRender: Enforces a rendering refresh. SelectCamera: Selects a camera. Show InitialView: Activates the InitialView position. JumpViewpoint: Sets the camera to a Viewpoints position.Viewpoints can be set in the Viewpoints Module.
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Name: Sets

the Viewpoints name.

Enable ViewPointsAnimation: Starts a Viewpoint animation. A Viewpoint animation is an animation that runs through all Viewpoints created with the Viewpoints speed settings. State: Sets the Viewpoints Animation state. State values: True/ false. setActiveSnapshotMovieRenderPasses: Activates render passes for image rendering. false diffuse_ibl_pass: true/ false diffuse_light_pass: true/ false glossy_ibl_pass: true/ false glossy_light_pass: true/ false specular_ibl_pass: true/ false specular_light_pass: true/ false incandescence_pass: true/ false indirect_pass: true/ false occlusion_pass: true/ false normal_pass: true/ false depth_pass: true/ false
beauty_pass: true/

resetActiveSnapshotMovieRenderPasses: Deactivates rendering the image with render-passes.

Create Snapshot Renders a single image. Filename: Sets the target directory and the image filename. Width: Sets the image width resolution in pixel.
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Sequencer

Height: Sets the image height resolution in pixels. Supersampling: Sets the sampling quality. states: 0 no sampling, 1 low sampling, 2 medium sampling, 3 high sampling alpha: Sets the state of alpha rendering. renders alpha channel, false renders no alpha channel. alpha RED/GREEN/BLUE: Sets the alpha color. dpi: Sets the dots per inch resolution embedded in the rendered image. overwrite: Allows to overwrite an existing file with the same name. false showImage: Opens the image file after rendering is completed. false alpha premultiply: Multiplies the alpha and the color channel in the resulting image. false

state: true

states: true/

states: true/

states: true/

Create Movie Filename: Sets the target directory and the movie filename. Width: Sets the image width resolution in pixel. Height: Sets the image height resolution in pixels. fps: Sets the frames to be rendered per each movie second. startFrame: Sets the movies start frame. stopFrame: Sets the movies end frame. supersampling: Sets the sampling quality. states: 0 no sampling, 1 low sampling, 2 medium sampling, 3 high sampling

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alpha: Sets the state of alpha rendering. state: true renders alpha channel, false renders no alpha channel. alpha RED/GREEN/BLUE: Sets the alpha color. dpi: Sets the dots per inch resolution embedded in the rendered image. Overwrite: Allows to overwrite an existing file with the same name. states: true/ false ShowImage: Opens the image file after rendering is completed. states: true/ false alpha premultiply: Multiplies the alpha and the color channel in the resulting image. states: true/ false

CreateCubeImages: node_name: Sets the nodes name in the Scenegrpah. type: resolution: Sets the quadratic resolution for plane. supersampling: Defines the level of antialiasing. filename: Defines the files name. Set SwitchMaterialChoice: Sets a material switch selection ID. the Switch Materials name. Choice: Sets the Switch Materials selection ID.
Name: Sets

SetMaterialImage: SetBackplate: Activates/deactivates a backplate.


state: true/false

Filename: Sets

CreateBackplate: Creates a new backplate. the backplate name to be created.

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Modules

Sequencer

DeleteBackplate: Deletes the backplate selectVariantSet: Activates a Variant Set. Name: Sets the Variants Sets name to be activated. startAnimation: Starts an animation node in the Animation Module. the animation name to be started. stopAnimation: Stops an animation node in the Animation Module. the animation name to be stopped. pauseAnimation: Pauses an animation node in the Animation Module. the animation name to pause. continueAnimation: Continues an animation node in the Animation Module. the animation name to continue. resetAnimation: Resets an animation node in the Animation Module. the animation name to be reset. startSAnimation: startReverseSAnimation: Revers an animation node in the Animation Module. the animation name to be reversed. playCanimation: Starts an animation clip. the animation clips name to be executed. pauseCanimation: Pauses an animation clip. the animation clips name to be paused.

name: Sets

name: Sets

name: Sets

name: Sets

name: Sets

name: Sets

name: Sets

name: Sets

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resetCAnimation: Resets an animation clip. name: Sets the animation clips name to be reset. set VRMLViewpontsEnable: Activates or deactivates VRML Viewpoints.VRML View points are camera animations imported via a vrml file from third party software. state: true/false setVRMLcurrentViewpoint: Sets the VRML Viewpoint to be activated. the VRML viewpoint name to activate.

name: Sets

resetRenderlayers: Resets all RenderLayer settings. activateRenderlayer: Activates a RenderLayer. name: Sets the name of the RenderLayer to be activated. setStillDOF: Activates or deactivates depth of field rendering.
state: true/false radius: Sets focal

the DOF blur amount. distance: Sets the focus distance in millimeters.

set RenderQuality: Sets the image render quality and image render mode. Available modes: VR_QUALITY_ANALYTIC_HIGH VR_QUALITY_ANALYTIC_LOW VR_QUALITY_REALISTIC_HIGH VR_QUALITY_REALISTIC_LOW VR_QUALITY_RAYTRACING

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Modules

Sequencer

set RaytracingImageSamples: Sets the minimum amount of initial antialiasing samples for Raytracing rendering. samples: Sets the minimum amount of samples for Raytracing rendering. set RaytracingAAadaptiveSamples: Sets the minimum amount of adaptive samples for Raytracing rendering. samples: Sets the minimum amount of samples for Raytracing rendering. set RayatrcingAAtresholdQuality: Sets the raytracing attributes threshold quality. set RaytracingAAimageFilter: Sets the image filter algorithm for Raytracing render ing. loadCluster: Loads a cluster startCluster: Starts a cluster. stopCluster: Stops a cluster. Duplicate: Duplicates the selected sequence or action. Rename: Renames the selected sequence or action. Delete: Deletes the selected sequence or action. Active: Sets the selected sequence to active. Activated sequences can be executed. Move Up: Shifts the selected actions position one step up in the process queue. Move Down: Shifts the selected actions position one step down in the process queue. Run: Executes selected sequence. Run All: Executes all sequences, that have an active state.

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Sequencer Hotkeys Rename Delete Active Move up Move down CTRL + R DEL CTRL + A CTRL + up CTRL + down

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InteractionTouchSensor
Modules Interaction TouchSensor The TouchSensor allows you to switch variants or play animations by a single click. You can define a new node by simply dragging a node from the Scenegraph into the TouchSensor module.

Modules

Add Node: Adds a node to the Touch Sensor. Add Variant: Adds a variant to the TouchSensor. Remove: Removes an object from the TouchSensor.

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Interaction

Modules

TRACKING

Modules Interaction TRACKING Provides all information about the tracking capabilities in VRED Professional.

TRACKING Devices The first and most important tab of the tracking module within VRED is dedicated to the tracking devices and their sensors. Each tracking device represents a complete tracking system consisting of a tracking space, a coordinate system and one or more sensors. This tab allows you to define VPRN devices. VRPN provides the connection support between the application and all kinds of devices using the appropriate class-ofservice for each type of device sharing this link. These devices may be tracker, button devices, haptic devices, analog inputs or sound.

Right click in the window to see submenu: Add device: Adds a new VRPN device. Remove device: Removes a VRPN device. Reset device: Resets the selected device. Edit calibration: Edits the calibration of the selected device. Reset calibration: Resets the calibration data to standard values.
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Interaction Tracking: Devices


Calibrate: Calibrates the selected device Clear config: Clears the complete configuration. Caution: All presets will be deleted! Load config: Loads configuration data from an xml-file. Save config: Saves configuration data to an xml-file. You can add a new tracking system by using the context menu in the device list.You have to enter its name (in the form trackername@computername) and then a con nection to that VRPN server will be established.Then you can start or stop the com plete tracking process by clicking on the checkbox Enable Tracking left of the device list. By using the last two columns in the device list you can rotate the coordinate system (Z-Up) and enable or disable the complete device (On). You can also calibrate the coordinate system as described above. A calibration needs one sensor that describes the new coordinate systems, both its new origin and its new orientation.You can also edit the calibration matrix directly, but it is discouraged to use this method. When a device is created and selected, sensors can be added to the device. Unfortunately VRPN does not tell which sensors are connected, so you have to en ter them manually in the sensor list. You can also name each sensor for accessing these via Python-scripts the name has no other function. The following sensor types are supported:
Buttons Dials

Modules

Analogs Bodies

Bodies probably are the most interesting sensor, as these are the only sensors that have a position and orientation in space. Thus these are also the only sensors that can be calibrated or connected to a node. Connecting a body to a node is an important task that will update a transform nodes matrix with the values coming from the corresponding sensor. In order to connect a sensor with a node (only transform nodes are supported), sim260

ply enter the name of the node in the field Target of the sensor.There are three spe cial targets that connect a sensor to the camera instead of a node. These are as follows: powerwall. This special target enables headtracking as needed for powerwall pro. jections. In order to make this mode work, you either have to use a render cluster or enable the powerwall viewing mode from the main menu bar in VRED. hmd. The HMD mode is for head mounted displays. camera.The camera mode is a very special mode that simply tracks the position of a sensor but does not track its orientation. In addition to these special targets you can also enable or disable the absolute tracking mode as described above by clicking the checkbox in the last column of the sensor list. Unchecking the absolute tracking mode will enable a tracking mode that transforms the target relative to the camera position. Using the context menu you can also calibrate any sensor of type body, as described above. The calibration will reset the position and orientation of the node that is connected to the body.

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Interaction Tracking: Servers


Tracking Servers The second tab of the tracking module contains a list of VRPN servers which are controlled by the cluster service. You can add new servers by using the context menu and entering their network adrdess. All servers in this list can be started and stopped using the context menu. Note that the cluster service must be running on the remote machine to be usable with this list. Right click in the window to see submenu: Add server: Adds a new tracking server. Remove server: Removes the selected tracking server. Start server: Starts the selected tracking server . Stop server: Stops the selected tracking server. Refresh servers: Refreshes all tracking servers defined.

Modules

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Interaction TRACKING: Navigation


Tracking Navigation Navigation Type None Scene Move Point fly Calibrated Cart

Modules

Navigation Configuration Navigation Tracker: Please select a navi gation tracker device. Navigation Button: Please select a navi gation button device. Horizontal Analog: Please select a horizontal navigation tracker device. Vertical Analog: Please select a vertical analog navigation tracker device.

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Interaction Tracking: Calibration


Tracking Calibration Calibration Tracker: Select the Calibration Tracker from the dropdown menu. Offset Transform Node: Sets the offset transform node. Use Cart Calibration: Please check whether you want to use cart calibration or not.

Modules

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Interaction

Modules

Transform

Modules Interaction Transform The Transform Tool allows to transform geometry in any way. You can move geometry, resize it, rotate it and redefine the pivot. The Transform Tool provides full control over all elements in the scene. Moves the rotation pivot point to the center of the objects bounding box. Moves the scaling pivot point to the center of the objects bounding box. Moves the object to the current camera position.

Moves the object to its place of origin.

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Interaction Transform: Transform


Transform Transform Translation Coordinate System: Translate (x,y,z): Moves the object on the x,y or z-axis. Move to Camera: Moves the object to the location of the camera. Move to Origin: Moves the object to its origin.

Modules

Rotation Rotate (x,y,z): Rotates the object on the x,y or z-axis. Pick axis (x,y,z): Pick the x,y or z-axis. Defines the rotation axis for the object. Show axis: Displays the axis. Pick Mode: Allows to select two or three points for defining the rotation axis.

Scaling Scale (x,y,z): Scale the object on x,y or z-axis. Uniform Scaling: Connects x,y and z axis and keys the same value to all of them.

Rotation Pivot Coordinate System: Defines the values of the coordinate system.The coordinate sys tem values can be defined depending on the world (fix values) or related to the object. For example: The object is positioned at<<10,10,10>>. The pivot of the object is po sitioned at <<0,0,0>> in local mode and at the same time at<<10,10,10>> in the world coordinate system. Position (x,y,z): Moves the rotation pivot point on the x, y or z-axis.
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Orientation (x,y,z): Rotates the rotation pivot point on the x, y or z-axis. Move to Object Center: Moves the rotation pivot point to the center of the objects bounding box. Move to World Center: Moves the rotation pivot point to the center of the world.

Scaling Pivot Coordinate System: Defines the values of the coordinate system.The coordinate sys tem values can be defined depending on the world (fix values) or related to the object. For example: The object is positioned at<<10,10,10>>. The pivot of the object is po sitioned at <<0,0,0>> in local mode and at the same time at<<10,10,10>> in the world coordinate system. Position (x,y,z): Moves the scaling pivot point on the x, y or z-axis. Move to Object Center: Moves the scaling pivot point to the center of the objects bounding box. Move to World Center: Moves the scaling pivot point to the center of the world.

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Interaction Transform: Advanced


Transform Advanced Bounding Box Bounding Box Center: Returns the co ordinates of the Bounding Boxs center. Create Bounding Box Center Transform: Creates a transform node with trans form of the selected bounding box center. Create Bounding Box Center Inverse Transform: Creates a transform node with inverse transform of the selected bounding box center.

Modules

Shearing shearXY: Shears the object on the x and y-axis. shearXZ: Shears the object on the x and z-axis. shearYZ: Shears the object on the y and z-axis.

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Rendering

Modules

Cluster

Modules Rendering Cluster Provides all information about the clustering capabilities in VRED Professional.

Rendering Cluster Projection Projection Defines the way to project the scene.

Cluster Mode Powerwall Settings Servers: Defines the servers to be used to render the scene. (Default: local host) Columns:Defines the amount of columns of the powerwall. Rows: Defines the amount of rows of the powerwall. Stereo Mode: Defines whether to ren der in stereo mode or not. Values: Mono, Passive Stereo, Active Ste reo, Passive Stereo (dual port) Pipe resolution: Defines the resolution of one pipe (e.g. one display). Pipe overlap: Defines the overlap of one pipe to another. Pipe offset: Defines the offset of one pipe.

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Rendering Cluster: Projection


Custom Projection Settings You can define separate pipes for the scene.We recommend using the wizard to create new pipes and viewports. Add pipe: Adds a new pipe. Delete pipe: Deletes the selected object. Clear all pipes: Clears all pipes and viewports. Add Viewport: Adds a new viewport. Clone Viewport: Clones the selected viewport. Number of rows: Specifies the number of rows. Wizard: Starts the wizard which guides you through the process of defining a new pipe.

Modules

Raytracing Cluster Settings Servers Here you define your clustering slaves. Hostnames as well as IPs can be used to access the slaves. Important: All slaves need the same VRED version to work together properly. After connecting to the renderslaves please use the License check feature to make sure all slaves have the same version installed. Compression: Turns on/off compression mode of the data stream between all slaves. Mosaic Tile Size: Defines the mosaic tile size in pixels. Parallel channels: Switch to OpenGL rendering mode after cluster exit:

Advanced License check: Checks if all defined cluster slaves have a compatible VRED version installed.
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Network Settings Connection type: Defines the connection type. Values are: Unicast, pipeline, multicast Connection params: Defines specific connection parameters. Default is TTL=8 Service address: Multicast group: Network card ip: Direct connection: Defines the port you may want to connect to. Network test: Starts the network connection test Get network hostIDs: Collects all Network HostIDs.

Render Options Eye Separation: Defines the eye separation in millimeters. Zero Parallax Distance: Specifies the distance from viewer to the surface of the dis play. Antialiasing mode: Hardware sync: Enable Edge Blending: Turns on/off edge blending. Please define the values comma separated like the following (Gamma) r, g, b Gamma (r, g, b): Hide Taskbar: Hides the taskbar. Add Settings: Adds a new clustering preset to the scene. Load Settings: Loads your presets for clustering from an xml-file. Save Settings: Saves the current definitions into an xml-file. Start Cluster: Starts the clustering service. Stop Cluster: Stops the clustering service.

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Rendering

Modules

Cluster: Servers

Rendering Cluster Servers Servers Servers Checks the state of the servers installed.

Cluster Service Settings Cluster server autostart: Starts aut omatically the cluster server. Show state: Checks the states of the servers installed. Terminate cluster server: Terminates all cluster servers.

Add Settings: Adds a new clustering pre set to the scene. Load Settings: Loads your presets for clustering from an xml-file. Save Settings: Saves the current definitions into an xml-file. Start Cluster: Starts the clustering service. Stop Cluster: Stops the clustering service.

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Rendering

Modules

FinalRenderPass

Modules Rendering FinalRenderPass Enable final render pass: Turns the Final RenderPass on or off. Config file: Defines the path to the con fig file. Use on: Defines where to use the Final RenderPass. Values: Localhost, Cluster, Localhost and Cluster.

Left eye / Right eye Textures: Defines the textures used for the final renderpass used in the scene. Add: Adds a texture to be used in the final renderpass. Remove: Removes a texture. Edit: Edits a texture.

Shader Vertex shader: Defines the path to a vertex shader. Fragment shader: Defines the path to a fragment shader. Parameters:You can create specific parameters. The Types can be: Int, Real, Vec2f, Vec3f, Vec4f, Matrix Load: Loads settings from a preset stored in an xml-file. Save: Saves settings into a preset stored in an xml-file. Apply: Applies your current settings.

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Rendering PostProcessing Image Processing


Modules Rendering PostProcessing Offers an interactive image manipulation like tonemapping, color correction and analyzing features.

Modules

Postprocessing Image Processing Tonemapping: Tonemapping offers the possibility to adjust image values like Exposure, Whitepoint and Gamma Cor rection. Exposure: Defines the exposure value that affects the image in the post pro cessing procedure. Whitepoint: Defines the whitepoint va lue that affects the image in the post processing procedure. Whitebalance: Defines the whitebalance value that affects the image in the post pro cessing procedure. Dynamic Tonemapping: Turns on/off dynamic tonemapping in the post processing procedure.

Display Settings Display Colorspace: Simple Gamma, sRGB IEC 61966-21, A.RGB98, Monitor ICC Profile

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Rendering PostProcessing Color COrrection


Postprocessing Color Correction Color Correction offers the possibility to adjust values like Hue, Saturation, Brightness and Contrast. Hue-Shift: Defines the hue-shift value. Saturation: Sets the color saturation. Contrast: Sets the overall contrast. Brightness: Sets the overall brightness.

Modules

Histogram The Histogram shows the relative color distribution of the rendered image.This tool is very useful to detect overbright areas of light. Different modes are available. Logarithmic and linear display scale. Show Histogramm (Each color distribution can be viewed separately): Red Green Blue

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Rendering Post Processing Post FX


Postprocessing Post FX Important: Post Effects are only available in OpenGL mode. Glow Use Glow: Enables/disables glow. Size: The glow size determines the sur rounding glow size of an object. Intensity: The glow intensity determines the brightness of the glow. See Material Attributes Glow to ad just the glow intensitiy individually for each material.

Modules

Glare Use Glare: Enables/disables glare. Size: Determines the Glare Size Threshold: Determines the threshold of the brightness of a pixel where the glare effect starts. Intensity: The glare intensity determines the brightness of the glare. Streaks: Streaks determine the maximum count of streaks. Higher values appear like stars. Rotation: Streaks can be rotated in a specified angle.

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Rendering

Modules

RenderLAyer

Modules Rendering RenderLayer The RenderLayer Module offers features to set special attributes to objects. Layer: Sets the name of the layer. Visible: Sets the attributes for color and Alpha Channel. Setting this attribute to OFF objects wont be rendered at all. VisibleInAlpha: Sets attributes for the Alpha Channel. Setting this attribute to OFF objects wont be rendered in the Alpha Channel. This is the way to produce cutouts. PrimaryVisibility: Sets the attribute for the Color Channel. Setting this attribute to OFF objects wont be rendered in the Color Channel. VisibleInReflections: Sets the attributes for reflection. Setting this attribute to OFF objects wont be visible in reflections. VisibleInRefractions: Sets the attribute for refractions. Setting this attribute to OFF objects wont be visible in refractions. CastShadows: Sets the attribute for casting shadows. Setting this attribute to OFF objects wont cast shadows. ReceiveShadows: DoubleSided: Using RenderLayer: Right mouse context menu Create Layer Creates a new empty RenderLayer. Right mouse context menu rename Renames RenderLayer. Right mouse context menu Delete Deletes RenderLayer. Right mouse context menu Move Up Moves a RenderLayer one position up in the stack.
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Rendering

Modules

RenderLayer

Right mouse context menu Move Down Moves a RenderLayer one position down in the stack. Right mouse context menu Apply Attributes to All Sets RenderLayer attributes to all objects in one layer. Right mouse context menu Add selected Nodes Adds selected objects from the Scenegraph to selected RenderLayer. Right mouse context menu Cleanup Removes non existing objects from RenderLayers.

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Rendering Rendersettings File Output


Modules Rendering RenderSettings Includes the following tabs: File Output, Antialiasing Quality and Raytracing Quality settings.

Modules

RenderSettings File Output Image Camera: Sets the camera for the ren dering. The default setting is Perspective camera. Quick Filename: Sets the position whe re the rendering will be saved. Resolution: Sets the image diameter in pixels in width and height. Dpi: Dots per inch. Defines the em bedded image resolution in dots per inch. Calculates the resulting image size in mm depending on the dpi and pixel resolution. Supersampling: Activates/Deactivates supersampling for the rendering. The default setting is On Background Color: Defines the alpha channel color. Export image with alpha channel: Acti vates alpha channel rendering.The alpha channel will be embedded into the resulting image, if the file type supports alpha channels. The alpha channel color can be selec ted separately.
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Rendering Rendersettings FIle Output


Premultiply Alpha: Renders the alpha channel premultiplied. ICC Profile: Sets the ICC Profile for the rendering. The default setting is Current Settings.

Modules

Renderpasses Export Renderpasses: Activates rendering with render passes. All activated Render passes will be rendered and saved at a time.

Animation Render Animation: Enables to render the animation. Type: Sets the type of animation. Animation Clip: Selects the clip which will be rendered Format: Sets the format of the animation. Use Clip Range: Enables to use the range of the selected clip. Sets automatically the start and stop frame of the clip. Start frame: Sets the start frame of the sequence to be rendered. Stop frame: Sets the end frame of the sequence to be rendered. Frames per second: Sets the frame rate for the image sequence.

Cluster Enable Cluster: Enables the cluster. Hostname: Defines the clustering slaves. Hostnames as well as IPs can be used to access the slaves.

Visual Support Show Snapshot Frame: Draws a yellow frame into Renderview, indicating the target image to be rendered.
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Show Rule of Thirds Guide: Draws orange guide lines into Renderview, allowing to use the rule of thirds. Show Inner Frame: Draws an orange frame into Renderview, indicating the area where text or graphics show neatly. Unit: Defines the distance unit of the inner frame. Left - Right: Sets the distance of the left and right side. Top - Bottom: Sets the distance of the top and bottom side.

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Rendering Rendersettings Antialiasing Quality


RenderSettings Antialiasing Quality The antialiasing settings control the number of samples taken during stillframe antialiasing. These are the primary controls that influence the quality of the rendered image.

Modules

Anitaliasing Settings Image Samples: Sets the number of samples taken during stillframe antialias ing. Higher values produce a cleaner re sult while lower values reduce the ren der time. A value of 128 is recommend ed as starting point in general but may be too low for interior scenes with full global illumination. Adaptive Sampling: Adaptive sampling allows the raytracer to skip regions that are already smooth and focus the processing power on regions that are still noisy. The various quality settings control a threshold for a region to be considered as smooth. Setting the control to Off disables adap tive antialiasing and always samples each pixel with the number of image samples specified. While this gives the highest render quality it may waste processing power on regions that are already smooth. Preview Quality: Sets the sampling quality to a very low level, resulting in preview render quality and very short render times. Low Quality: Sets the sampling quality to low level, resulting in average render quality and short render times.

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Medium quality: Sets the sampling quality to medium level, resulting in good render quality and medium render times. High Quality: Sets the sampling quality to high quality level. Ultra High Quality: Sets sampling quality to a production quality level. Use Clamping: Sometimes sampling may result in single very bright pixels that are hard to antialiase. There are two options to get rid of these samples: Tracing many more image samples: Clamping the image values to a specified maxi mum value. Be aware that the results may look dull if the clamping value is set too low. Caution: Activating clamping and reducing the multiplier will reduce the maximum resulting image color range.

Pixel Filter A pixel filter weights the image samples taken per pixel and therefore controls the antialiasing quality of the rendering. High image filter sizes may result in blurry image results. Size: The pixel filter size defines the number of neighboring pixels will be taken in account to for sampling. There are 10 different pixel filter available in VRED: Box Filter: The box filter is the simplest pixel filter. It weights each image sample equally. A size of 0.5 should be used for this pixel filter. Triangle Filter :The triangle filter linearly distributes the samples between the various pixels. It gives decent results and is therefore the default pixel filter in VRED. It should be used with a size of 1.0 independent of screen resolution. Gaussian Filter: The gaussian filter uses a gaussian function to weight the samples. Samples near the center of a pixel receive a larger weight compared to samples that are further away from the pixel center. It gives slightly better results compared to the triangle filter in some situations. A size of 1.0 to 1.2 is recommended.
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Rendering Rendersettings Antialiasing Quality


Mitchell Netravali: The mitchell netravali filter prevents blurring that may occur when using box, triangle, gaussian, or bspline filter by sharpening the image. It gives the highest quality result but may suffer from ringing on hard contrast edges. A size of 2.2 is recommended. Lanczos Filter: The lanczos filter is a sinc-based filter that does an optimal recon- struction of the image. It delivers very sharp high quality results but may suffer from ringing. A size of 2.5 is recommended. Bspline Filter:The bspline filter uses a bspline function to weight the samples. It gives results comparable to gaussian filtering but suffers less from blurring. A value of 1.3 to 1.5 is recommended. Catmull Rom: The catmull rom filter creates sharp images but may suffer from ring ing, just like the lanczos and mitchell netravalli filter. A size of 2.5 is recommended. Sharp Triangle Filter: In this triangle filter variant one sample effects only one pixel. This way the first impression of the image looks sharper and the image noise is high frequent. Sharp Gauss Filter: In this Gauss filter variant one sample effects only one pixel. This way the first impression of the image looks sharper and the image noise is high frequent. Sharp BSpline Filter: In this BSpline filter variant one sample effects only one pixel. This way the first impression of the image looks sharper and the image noise is high frequent.

Modules

Options You may enable or disable certain rendering features globally. Enable Motion Blur: Enables the calculation of motion blur. The active camera needs to have motion blur activated as well. Be aware that motion blur calculation may need more images samples to achieve a perfectly smoothed image result. Enable Depth of Field: Enables the calculation of depth of field effects. The active camera needs to have depth of field activated as well. Be aware that depth of field

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calculation may needs more images samples to achieve a perfectly smoothed image result. Optimize for many light sources: In scenes with many light sources or geometry light sources rendering may slow down. Activating this flag allows the renderer to opti mize the light calculation by reducing the quality slightly which significantly speeds up rendering. While you dont recognize the quality loss in most situations, there may be scenes that may suffer from heavy noise when this feature is turned on. In such scenes you may need to disable the optimization to get a clean render result. Raytracing Cores: Sometimes you may want to limit the number of raytracing cores VRED uses to have some processing power left for other applications. This settings is a runtime only setting and it doesnt influence any cluster machines.

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Rendering Rendersettings Raytracing Quality


RenderSettings Raytracing Quality The antialiasing settings control the number of samples taken during stillframe antialiasing. These are the primary controls that influence the quality of the rendered image.

Modules

Illumination Mode VRED has various illumination modes for rendering in raytracing. You may choose different illumination modes for interactive rendering and still frame rendering. This allows to work in a precomputed mode for fast interaction with the scene and automatically switching to full global illumination for still frame rendering. Four modes are available: Precomputed Illumination: The precomputed illumination mode is comparable to VRED OpenGL rendering mode. It uses precomputed ambient occlusion and indirect illumination for rendering and calculates specular reflections and refractions and correct shadows from lightsources. Sample directional light: Calculates directional light samples. Sample indirectional light: Calculates indirectional light samples. Full global illumination: Both light sample types, directional and indirectional, are calculated.

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Photon Tracing Photon Tracing provides an approach to calculate the global illumination in a scene. The default full global illumination mode in VRED provides high quality results but may require longer calculation times. Photon Tracing can reduce the time required to render a clean image by a larger margin, especially in indoor scenarios like car interiors or architectural indoor scenes. Photon Mode:VRED provides different Photon mapping modes. Off: Disables Photon Tracing and uses the default full global illumination algorithm in VRED. Indirect Only: Uses photon tracing to calculate the indirect illumination in a scene. This is the most common mode. Caustics + Indirect: Uses Photon Tracing to calculate indirect illumination and caus tics due to specular materials in a scene. Interactive and Still Frame Count: The two photon count values specify the num ber of photons being sent into the scene for each image sample. Specifying a photon count of 100000 photons while having set the image samples set to 256 will result in 25.600.000 photons send into the scene for a frame. More photons result in smooth er results. Lookup Radius: The lookup radius specifies the radius around a sceness hitpoint used by the raytracer to find photons around the hitpoint. A larger radius allows the raytracer to find more photons but may result in slower lookup times. Final Gather Quality: Setting the Final Gather Quality to 1 or higher, the update frequency of the Photon Map may be set. By default the Photon Maps are updated for each image sample, sending a large number of photons into the scene. While this is necessary if final gather quality is set to 0 it is often sufficient to update the Photon Map only once per frame and use it for each image sample to reduce the render times. Final Gather Refresh: There are two ways to use the photon map.The first approach is always used for caustic photons. It gathers photons around a hitpoint to calculate the incoming illumination. This approach gives very fast interactive performance and is capable to calculate all light paths in a scene, but it may require a very high
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Rendering Rendersettings Raytracing Quality


photon count to get a clean image. The other approach is to use final gathering. In final gathering a one bounce indirect illumination is performed before evaluating the Photon Maps. This is the default Photon Tracing approach in VRED since it generates high quality images in a very short time. Setting the final gather quality to 0 enables the first approach while setting it to any other value uses the second approach. On Each Sample: This updates the Photon Map for each image sample. This is the default setting since it also works for scenes with animated objects that may cause flickering otherwise. On Scene Change: The Photon Map is updated once per frame only unless motion blur is activated. Since caustics require many photons, the Caustic Map will still be updated for each sample while the indirect illumination Photon Map will only be up dated once.This setting often results in the best rendering performance but requires a much higher photon count to receive artefact-free results, particularly when ren dering scenes with animated objects, the result may flicker in regions with a low pho ton count.This is why this mode should only be used for scenes with static geometry and materials.

Modules

IBL Sampling Quality Interactive Quality: Sets the interactive IBL sampling quality. Still Frame Quality: Sets the still frame IBL sampling quality.

Reflection/Refraction Sampling Quality Interactive Quality: Sets the interactive sampling quality of reflections and refrac tions. Still Frame Quality: Sets the still frame sampling quality of reflections and refractions.

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Trace Depth Settings Max Trace Depth: Sets the maximum amount of reflection and refraction each ray may encounter. Max Shadow Depth: Sets the maximum amount of shadow samples.

Photon Tracing Notes and Tips Photon Tracing has its main advantages in interior scenes. In exterior scenes most of the light illuminates the scene directly, the default full global illumination mode in VRED shows the best performance in this case. Be aware that the number of photons emitted doesnt resemble the number of photons actually stored. If a photon misses the scene it will not be stored. A photon bouncing several times in a scene might be stored more than once. To keep the number of emitted photons as low as possible, place any light emitters in a way that most photons will hit the scene. When using Final Gathering scenes may suffer from light leaks if the photon radius is set too large. Light leaks mainly result from bad geometry in architectural scene. An example would be an interior of a room illuminated through a window, the walls being modelled as simple planes. Any geometry near the wall would get light from outside the room since there is no actual thickness of the wall. The solution would be to actually model the outer walls as well. Reducing the lookup radius may also fix the problem but may require shooting more photons into the scene. Final gathering may also show problems in scenes with very strong indirections where the scene is primarily illuminated by light resulting from reflections of a wall. In these situations disabling final gathering may give you a cleaner result.

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CAD Converter CLI

CAD Converter CLI


CAD Converter CLI Please note: These commands do work in Command Line Interface mode only. Usage vCAD.exe -i <in-file> [-if <format>][-iProEpath <path>][-ao][-v][-vv][-log][-meta][-rep][-o <outfile>][-oPath <output-path>][-of <format>][-minAcis <minor>][-notFlatten][-curves][-filter <filter>] [-childColors][-sew][-nurbs][-bin][-ascii][-surtol <stol>][-nortol <ntol>] [-tq <tessqual>][-maxEL <mel>][-locale]

Help/ Information h hh v vv log meta rep

print help for standard usage print comprehensive help verbose ververbose write log file write meta-information file write a report file with a compilation of generated errors and warnings

I/O format properties i <in-file> input CAD file. Supported formats (extensions) are:

ACIS CATIAV4 CATIAV5 IGES Pro/E

.sat, .sab .model, .session, .exp .CATPart:, .CATProduct, .CATShape .igs, .iges .prt, .asm, .xpr, .xas
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CAD Converter CLI



STEP VDA-FS SolidWorks Inventor

.stp, .step .vda .sldprt, .prt, .sldasm .ipt, .iam

if <format> input CAD format (Acis, CATIAV4, CATIAV5, IGES, ProE, STEP, VDA); needs to be set, if the CAD file extension is not a default extension; o <out-file> output file name; default name is <in-file>.<output format extension>

of <format> output formats (default is OpenInventor): OpenSG 1.8 .OSG, .osg, .OSB, .osb VRML2.0 .VRML, .vrml, .VRML2, .vrml2, .WRL, .wrl ACIS .ACIS, .Acis, .acis, .sat CATIA V4 .CATIAV4, .catiav4, .V4, .v4, .model STEP AP214 STEP, .Step, .step, .STP, .stp IGES .IGES, .Iges, .iges, .IGS, .igs VDA .VDA, .vda OpenInventor 2.0 .OIV, .Oiv, .oiv, .IV, .iv oPath <output-path> output path; default is directory, where the input file is located minAcis <minor> iProEpath <path>
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input minor version of ACIS to be exported, it should be an integer; path to the part files *.prt* of a ProE assemply *.asm*; default is the directory path of the assembly file;

notFlatten ao

if the single parts are in a different directory, -iProEpath needs to be set. specifies the type of output; if this option is not set, assembly structures in the output file are flattened writes the assembly structure in a XML-file; no geometry will be converted;

locale if set, locale settings are used; otherwise are english (United States) settings used filter <filter> if set, abstract nodes like a layer filter in CATIA V4 models are used to filter the geometry contained in the given CAD mo del; CATIA V4 models, for instance, always contain the standard layer filters ALL and LAYCUR; if the specified filter is not present in the model, all contained geometry is translated instead

Translation properties ascii write output file in ASCII format; default is -bin; set to ASCII, if output format is VRML2 or OSG; set to ASCII, if output format is STEP, IGES, or VDAFS; bin write binary output file; set by default, if -ascii is not used; ignored, if output format is VRML2.0, OSG, STEP, IGES, or VDA; set to binary, if output format is CATIAV4;

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nurbs write geometry as trimmed nurbs; if set, all tessellation parameters are ignored; if not set, output is tessellated geometry using the tessellation parameters; is ignored, if output format is VRML;

curves translate free space curves; if not set, space curves are ignored childColors if set, the lowest color in the CAD model hierarchy is used; example is to use face colors instead of layer colors (CATIA V4); if not set, the first color found in the CAD hierarchy is used; sew if set, adjacent sheet surfaces will be detected and sewed to gether; sewing works with a tolerance dynamically adopted to the gi ven geometry; if two adjacent surfaces have different orienta tion, one will be reversed to both have the same orientation; sewing works with -nurbs and when tessellating the geometry, in the later case ensuring the adjacent surfaces are equally tessellated along the common edge; tq <tessqual> defines default tessellation quality levels (tessqual=1,..,4): the tolerances surtol and nortol are always ensured; the tes sellation quality level, improves the quality of the triangulation in terms of regularity of the triangles and approximation to geometric details; a higher level typically also increases the number of triangles; default is tessqual=2

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surtol <stol> surface tolerance: stol > 0.0: max. tessellation error is stol model units; stol = 0.0: surface tolerance is ignored for tessellation; stol < 0.0: => stol = |stol|*1/500*diag(bounding box(model)); default is stol=-1 nortol <ntol> normal tolerance:. max angle between two adjacent triangles of a tessellated sur face; default is ntol=30 maxEL <mel> specifies the maximum edge length of a facet (triangle); default is mel=0.0 (to ignore max. edge length);

adjust <amode> OBSOLATE: this parameter has no effect on the conversion; AF_ADJUST NONE is always used, because other options breaks tolerance contracts and causes other defects;

Comprehensive Help Usage: vCAD.exe -i <in-file> [-if <format>][-of <format>][-ao][-notFlatten][-minAcis <minor>][-opt <options-file>][-v][-vv][-log][-meta][-rep][-ses][-o <out-file>] [-oPath <output-path>] [-iProEpath <path>][-filter <filter>] [-childColors][-sew][-nurbs][-curves][-bin][-ascii] [-surtol <stol>] [-nortol <ntol>][-tq <tessqual>][-gridMode <gmode>][-triMode <tmode>] [-maxEL <mel>][-edgeSagTol <frac>][-maxGL <mgl>][-edgeQLevel <eq>] [-chk_gen_pcurves][-narrow_reg_repair][-minUGL <mugl>][ -minVGL <mvgl>][-aspectRatio <ar>][-locale]

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CAD Converter CLI


Help/ Information h hh v vv log meta rep

print help for standard usage print comprehensive help verbose ververbose write log file write meta-information file write a report file with a compilation of generated errors and warnings

I/O format properties i <in-file>


input CAD file. Supported formats (extensions) are: .sat, .sab .model, .session, .exp .CATPart:, .CATProduct, .CATShape .igs, .iges .prt, .asm, .xpr, .xas .stp, .step .vda .sldprt, .prt, .sldasm .ipt, .iam

ACIS CATIAV4 CATIAV5 IGES Pro/E STEP VDA-FS SolidWorks Inventor

if <format> input CAD format (Acis, CATIAV4, CATIAV5, IGES, ProE, STEP, VDA); needs to be set, if the CAD file extension is not a de fault extension; o <out-file>
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output file name; default name is <in-file>.<output format extension>

of <format>

output formats (default is OpenInventor (x86) and VRML (x64)):

OpenSG 1.8 .OSG, .osg, .OSB, .osb VRML2.0 .VRML, .vrml, .VRML2, .vrml2, .WRL, .wrl ACIS .ACIS, .Acis, .acis, .sat CATIA V4 .CATIAV4, .catiav4, .V4, .v4, .model STEP AP214 STEP, .Step, .step, .STP, .stp IGES .IGES, .Iges, .iges, .IGS, .igs VDA .VDA, .vda OpenInventor 2.0 .OIV, .Oiv, .oiv, .IV, .iv available for x86 systems only

oPath <output-path> output path; default is directory, where the input file is located minAcis <minor> iProEpath <path> notFlatten ao input minor version of ACIS to be exported, it should be an integer; path to the part files *.prt* of a ProE assemply *.asm*; default is the directory path of the assembly file; if the single parts are in a different directory, -iProEpath needs to be set. specifies the type of output; if this option is not set, assembly structures in the output file are flattened writes the assembly structure in a XML-file; no geometry will be converted;

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CAD Converter CLI


locale if set, locale settings are used; otherwise are english (United States) settings used filter <filter> if set, abstract nodes like a layer filter in CATIA V4 models are used to filter the geometry contained in the given CAD model; CATIA V4 models, for instance, always contain the standard layer filters ALL and LAYCUR; if the specified filter is not present in the model, all contained geometry is translated instead

Translation properties ascii write output file in ASCII format; default is -bin; set to ASCII, if output format is VRML2 or OSG; set to ASCII, if output format is STEP, IGES, or VDAFS; bin write binary output file; set by default, if -ascii is not used; ignored, if output format is VRML2.0, OSG, STEP, IGES, or VDA; set to binary, if output format is CATIAV4; nurbs curves childColors
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write geometry as trimmed nurbs; if set, all tessellation parameters are ignored; if not set, output is tessellated geometry using the tessellation parameters; is ignored, if output format is VRML; translate free space curves; if not set, space curves are ignored if set, the lowest color in the CAD model hierarchy is used; example is to use face colors instead of layer colors (CATIA

V4); if not set, the first color found in the CAD hierarchy is used; sew tq <tessqual> if set, adjacent sheet surfaces will be detected and sewed together; sewing works with a tolerance dynamically adopted to the given geometry; if two adjacent surfaces have different orientation, one will be reversed to both have the same orientation; sewing works with -nurbs and when tessellating the geometry, in the later case ensuring the adjacent surfaces are equally tessellated along the common edge; defines default tessellation quality levels (tessqual=0,..,4): the tolerances surtol and nortol are always ensured; the tessellation quality level, improves the quality of the triangulation in terms of regularity of the triangles and approximation to geometric details; a higher level typically also increases the number of triangles;

use tessellation parameters -gridMode -triMode -edgeQLevel tessqual=0 -chk_gen_pcurves -narrow_reg_repair -edgeSagTol as set or their defaults; tessqual=1 gridMode=AF_GRID_NONE; triMode=AF_TRIANGLES_ ON_FRINGE_ONLY; edgeQLevel=_MEDIUM, chk_gen_ pcurves=1; narrow_reg_repair=1; -edgeSagTol=0.5; tessqual=2 gridMode=AF_GRID_TO_EDGES; triMode=AF_TRIANG LES_ON_FRINGE_ONLY; edgeQLevel=_MEDIUM; chk_gen_ pcurves=1; narrow_reg_repair=1; -edgeSagTol=1.0; tessqual=3 gridMode=AF_GRID_TO_EDGES; triMode=AF_ALL_TRI ANGLES; edgeQLevel=_Better; chk_gen_pcurves=1; narrow_ reg_repair=1; -edgeSagTol=1.0;

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CAD Converter CLI


tessqual=4 gridMode=AF_GRID_TO_EDGES; triMode=AF_ALL_TRI ANGLES; edgeQLevel=_BEST; chk_gen_pcurves=1; narrow_ reg_repair=1; -edgeSagTol=1.0; default is tessqual=2 surtol <stol> stol > 0.0: stol = 0.0: stol < 0.0: default is stol=-1 nortol <ntol> maxEL <mel> surface tolerance: max. tessellation error is stol model units; surface tolerance is ignored for tessellation; => stol = |stol|*1/500*diag(bounding box(model));

normal tolerance:. max angle between two adjacent triangles of a tessellated surface; default is ntol=30 specifies the maximum edge length of a facet (triangle); default is mel=0.0 (to ignore max. edge length);

triMode <tMode> specifies where to triangulate the grid (further subdivision of the grid cells): AF_NO_TRIANGLES_QUAD_TREE the mesh should contain no triangles; AF_NO_TRIANGLES_FULL_GRID the mesh should contain no triangles and the grid should be extended to face edges; AF_TRIANGLES_ON_FRINGE_ONLY the mesh should have triangles only on its fringe; AF_ALL_TRIANGLES the mesh should consists of triangles only; default is tMode=AF_ALL_TRIANGLES

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chk_gen_pcurves narrow_reg_repair

check and generate pcurves: performance cost, but improves robustness against overly loose pcurves; specifies whether the faceter is allowed to generate new bs2_curves for use in faceting if the pcurves are not tight enough; narrow region repair: the repair procedure consists of hueristics to detect when edges are close enough for the facet edges to clash; the repair aligns nearby edges facets; this reduces the frequency of clock wise and upside down facets, but has a performance penalty;

edgeQLevel <eq> edge quality level: _MEDIUM edges are to be faceted to a tolerance equal to the surface tolerance; _BETTER edges are to be faceted to a tolerance equal to half the surface tolerance; -BEST edges are to be faceted to a tolerance equal to one quarter the surface tolerance; default is eq=_MEDIUM gridMode <gMode> specifies grid mode for tessellation: AF_GRID_NONE no grid is applied; tessellation depends just on -surtol and -nortol; a grid is applied for tessellation; intersec AF_GRID_TO_EDGES tions between grid lines and surface are in serted as vertices; default is gmode=AF_GRID_NONE

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CAD Converter CLI


edgeSagTol <frac> edge sag tolerance as fraction of surface: sets the ratio be tween face surface/normal tolerance and edge surface/normal tolerance; default is frac=0.5; maxGL <mgl> minUGL <mugl> minVGL <mvgl> aspectRatio <ar> specifies maximum number of grid line (limitation of grid subdivision); default is mgl=512 specifies minimum number of grid line in the u direction of the parametric surface; default is mugl=0.0 (to ignore max. number of grid lines in u direction) specifies minimum number of grid line in the v direction of the parametric surface; default is mvgl=0.0 (to ignore max. number of grid lines in v direction) specifies the intended maximum aspect ratio of a quad facet in 3D space; the minimum value is 2; it is not always possible to attain user-specified aspect ratio; default is ar=0.0 (to ignore the aspect ratio)

adjust <amode> OBSOLATE: this parameter has no effect on the conversion; AF_ADJUST NONE is always used, because other options breaks tolerance contracts and causes other defects;

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Hotkeys

Overview
VRED Professional Hotkeys Hotkeys Scenegraph: Rename Ctrl + R Delete del Copy Ctrl + C Cut Ctrl + X Paste Ctrl + V Paste Clone Ctrl + Shift + V Merge Geometry Ctrl + M Split Geometry into Triangles Ctrl + T Unsplit Geometry with one Triangle Ctrl + Shift + T Group Selection Ctrl + Shift + G Optimize Ctrl + O Optimze Execute Ctrl +Shift + O Hide Ctrl + H Show Ctrl + J Hide All Ctrl + Shift + H Show All Ctrl + Shift + J Select All Ctrl + A Deselect All Ctrl + Shift + A Invert Selection Ctrl + I Find... Ctrl + F Scroll to selected Ctrl + G Go to parent node Left Arrow Go to child node Right Arrow Go to previous node Up Arrow Go to following node Down Arrow Render Window: Delete del
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Hotkeys

Overview
Copy Ctrl + C Cut Ctrl + X Paste Ctrl + V Merge Geometry Ctrl + M Split Geometry into Triangles Ctrl + T Unsplit Geometry with one Triangle Ctrl + Shift + T Go to parent node Left Arrow Go to child node Right Arrow Go to previous node Up Arrow Go to following node Down Arrow Select node Shift + left mouse button on node Add node to selection Shift + Ctrl + left mouse button on node Remove node from selection Shift + Ctrl + right mouse button on node Clear selection Shift + right mouse button into empty space Change camera Ctrl + space CurveEditor frame curves double left click pan view middle mouse button + drag zoom y right mouse button + drag up and down zoom x right mouse button + drag left and right set focus center double right click select key/curve Shift + left click deselect key/curve Shift + right click frame selection Shif t+ left drag frame deselect Shift + right drag deselect all Alt + right click move key/curve Shift + middle drag move tangent Ctrl + middle drag if isolated curve view: insert key Ctrl + left click on curve
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Hotkeys

if isolated curve view: del key Ctrl + right click on curve if isolated curve view: del key Ctrl + right click on curve ClipMaker pan view middle mouse button + drag zoom right mouse button + drag up and down set focus center double right click move clip left mouse + drag MaterialEditor/Materials Find Ctrl + F Select nodes Ctrl + N Add nodes to selection Ctrl + Shift + N Apply to selected nodes Ctrl + A Add to material library Ctrl + L scroll to selected Ctrl + G Copy Ctrl + C Paste Ctrl + V Paste clone Ctrl +Shift + V Rename Ctrl + R Delete del remove unused material Ctrl + U Optimize material Ctrl + O optimize textures Ctrl + Shift + O Lock Ctrl + L Unlock Ctrl+Shift + L MaterialEditor/Library Update F5

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Overview
Variants/Geometry Variants, Material Variants & Light Variants Create All Ctrl + N Rename Ctrl + R delete del Sequencer Rename Ctrl + R Delete del Active Ctrl + A Move up Ctrl + up Move down Ctrl + down LightEditor Rename Delete Select all Deselect all Invert Selection Find Select nodes Toggle VariantSets New Set New Group

Hotkeys

Ctrl + R del Ctrl + A Ctrl + D Ctrl + I Ctrl + F Ctrl + N Ctrl + T

Ctrl + N Ctrl + G

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