Shade surfaces with a close approximation of their rendered appearance, allowing you to preview and edit the look of the rendered
scene.
Switch between wireframe and a render preview
Quickly create a ground shadow
- Choose WindowDisplay > Hardware Shade❒.
- In the option window, turn on the option.
- Among the new options now available, turn on .
- Click the button.
The model is shaded and ground shadows are displayed. The ground is located at Z = 0 (in a Z up coordinate system, or Y =
0 in a Y up coordinate system). By default, the shadow is projected from a light source located 45 degrees to the right and
above the model.
Note
Shadows are only displayed in the Perspective window.
You can also:
- Set to either DIRECTLY ABOVE, 45 DEGREES RIGHT, or 45 DEGREES LEFT to change the position of the default light source.
- Adjust the value of the slider (from 0.0, completely opaque, to 1.0, completely transparent).
The shadows update each time an option is modified.
- Adjust the value of to change the position of the ground plane on which the shadow is projected.
Create a shadow from a user-defined light source
- In the WindowDisplay > Hardware Shade option box, set to .
- Create a new spot light or directional light using Render > Create Lights > Spot or Render > Create Lights > Directional.
- Use the manipulator to position the light and adjust its direction.
The position and direction of the light is used to generate the ground shadow.
- Choose Render > Multi-lister to open the Light Editor.
- Double-click the light you just created to open the light parameter window.
- In the Parameter window, click thetab, then turn on in the Active Effects section.
Only the light currently being edited throws shadows. All other lights are turned off automatically.
- In the Shadow Parameters section, adjust the slider if needed, or click the color swatch to select a new color.
If you modify the orientation of the light source, the shadow updates interactively.
Reflect background environment
- Choose WindowDisplay > Hardware Shade❒.
- In the option window, turn on the option.
- Choose Render > Multi-listerto open the Shader Editor.
- Double-click theDefaultShader to open its parameter window.
- In the Parameter window, click thetab, and make sure that is turned on and is not 0.0.
- Do one of the following:
- Double-click a cube map environment at the top of the Visualize Control Panel. (This is any environment whose name does not
start with "Geo".)
- Use an existing cube map environment ( in Multi-lister).
- Create a cube map environment in the Multi-lister.
- Click the button in the Hardware Shade option box.
What if...?
- Some or all of my surfaces appear gray?
Alias uses VPro graphics capabilities to implement hardware-accelerated per-fragment lighting when the source option is .
This results in more realistic-looking depictions of Phong-shaded surfaces. Other shader types (Lambert and Blinn) appear matte gray.
To show a render preview of all shaders (not just Phong) on an Octane2 with VPro graphics, choose WindowDisplay > Hardware Shade❒, then click a option other than .
- The render preview is black or very dark?
Choose WindowDisplay > Hardware Shade❒.
The source option controls how the surfaces are lit.
- uses a default directional light and ambient light.
- uses any lights that are picked (up to 8).
- uses any lights in the scene (up to 8).
If is set to but no lights are picked, or if is set to but there are no lights in the scene, the surfaces are not lit and appear black. Switch to lighting or create/pick some lights in the scene.
- The render preview is not using the lights I set up?
Choose WindowDisplay > Hardware Shade❒.
The source option controls how the surfaces are lit.
- uses a default directional light and ambient light.
- uses any lights that are picked (up to 8).
- uses any lights in the scene (up to 8).
To use the lights you have set up the scene, set to , or pick the lights you want to use and set source to .