Use these controls to adjust background properties of your environment, such as scale and vertical offset.
NoteRay tracing derives reflection properties from the scene background. When you make changes to background properties, ray tracing
reflections change accordingly. Hardware rendering reflections, on the other hand, remain the same. In this case, you may
end up with some disparity between ray tracing and hardware rendering reflection appearance.
- Use separate image for background
-
Select this if you are happy with your environment lighting but what to change the background image of your scene. Use the
browse controls provided to find a new file. Autodesk recommends using an HDR file, but most image types are supported.
- Background brightness
-
If after making adjustments to camera properties and environment lighting you still find your background does not still have
the right illumination, you can change it here. However, Autodesk does not recommend this method, because you might get different
results in ray tracing than in hardware rendering (reflections might be darker). Only use this if camera properties and environment
lighting cannot be used to get the look you want.
This control has no effect if there is no background in the environment.
- Reload
-
Click to refresh the viewport if you make changes to the HDR image.
Controls for Infinite Background environments
These controls appear when working with Infinite Background environments.
- Mapping
-
Select an appropriate mapping option for your background.
If you are using the same image for your background as you are for lighting (the typical case), this type will be Latlong.
Showcase only supports Latlong images for environment lighting.
If you are using a different image for your background (for example, by selecting one under near the top of the window), available types depend on the image being used.
- : Maps any 2D image to a plane that is infinitely distant and always facing the camera. Useful for positioning objects against
a photograph of a scene.
- : Similar to an unfolded cube, where each face is a rectilinear view of the cardinal directions (up, down, front, back). Useful for placing objects inside a panoramic scene.
- : similar to a world map, where the sphere is mapped to a 2:1 ratio with the poles at the top and bottom edges. This can reduce the "pinching" effect at the top and bottom (poles) of the environments.
- On window resizing the background
-
Determines how an infinite environment image is resized when the main window is resized.
- : The image resizes to fit the window's horizontal dimension. The image may be cropped vertically, or there may be a blue
band at the top or bottom edges.
- : The image resizes to fit the window's vertical dimension. The image may be cropped (or there may be a blue band) at the
side edges.
- : The image resizes to fit the window's vertical dimension. The image may be cropped (or there may be a blue band) at the
side edges.
- Scale
-
Scales the image to better fit the objects in the scene. Move the slider or type a value to resize the image.
- Background rotation offset
-
Unlike in the Lighting tab, where the environment and lighting is affected, this just rotates the background.
- Vertical offset
-
With a Planar environment, offsets the image up or down. With a 3D environment, moves the panorama up or down along the vertical
axis of the camera.
Controls for Geometry Background environments
These controls appear when working with Geometry Background environments.
- Show more details: Colorize
-
Adds a uniform color to the image, but preserves the brightness based on the tone of the color. Using a grayscale color will
desaturate the image.
- Show more details: Saturation
-
Sets the overall saturation of the scene. More saturation will result in a more “colored” environment lighting, while less
will result in a more “neutral” lighting.
- Show more details: Texture Position
-
The material applied to each part of the environment APF can be mapped like any other image texture. The controls for mapping
environment materials are identical to mapping images on any other object in Showcase.
Specify the mapping type, tiling, transforms, or interactively move the texture on the visible environment.
Note
Deselect all other objects and grips in the scene before moving the environment texture.
For more information on positioning maps with these controls, see the topic Move image maps and its section Move image maps with parametric (UV) mapping and Move image maps with projection mapping.
- Ground Image: Use separate image for ground
-
Select this if you are happy with your environment lighting and background but what to change the ground image of your scene.
Use the browse controls provided to find a new file. Autodesk recommends using an HDR file, but most image types are supported.
The visible environment in the scene is mapped to geometry. This geometry is defined by an APF file with multiple parts and
texture coordinates. Using an appropriate size, position, and environment shape will greatly enhance the realism of the visible
environment.
- Shape and Position: Shape
-
Specify the APF file geometry for the entire environment. Preset shapes are included with the installation, and can be found
in the application install location.
- Shape and Position: Size
-
Scale the environment around the objects in your scene by a scale factor. This scale is applied to this individual environment.
To scale all environments in the scene, use .
- Shape and Position: Background rotation offset
-
Unlike in the Lighting tab, where the environment and lighting is affected, this just rotates the background.
- Shape and Position: Move environment
-
Opens the Transform dialog box for the environment geometry. Position and rotation can be set for this individual environment.
Set the following preference if you are using ray tracing in your scene.
- Use reflection lighting map
-
All reflections of the environment will be based off of the IBL or Light maps. The geometry of the environment will be ignored.
Note
If this is checked, the shadows they cast on the ground and the shape of the environment geometry will have no effect on reflections.
- Use environment shape
-
all reflections of the environment will be based off of the environment geometry and any textures applied to it. The IBL
or Light maps will be ignored. For best environment reflection results with this option, use an HDR image for the environment
geometry texture.
Note
When using this option, environment reflections will differ between Hardware rendering and Ray Tracing. Reflections may be
dull (if the environment geometry is not textured with an HDR image), and will “shift” compared to Hardware rendering.