Category
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New Users
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Time Required
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20 minutes |
Tutorial File Used
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vacuum_part5.wire (completed in the Finish the model lesson)
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Once the vacuum is fully modeled, it can be rendered with realistic shaders and lighting to show how it would look when produced.
This lesson focuses on shading and lighting your model realistically, and producing image output to share the visuals.
Objectives
- Create and assign shaders
- Set rendering options
- Save images
Prerequisites
- You have completed the Finish the model lesson.
Watch video
Create symmetric geometry
The model has been created as one half of a symmetric design, and the other half of the model must "exist" for data sharing.
- The layers topsurfaces, handlesurfaces, frontsurfaces, motorsurfaces, and button should be visible and have Symmetry on.
- Hold the + -click to select the symmetric layers.
- Choose .
This converts the symmetric display geometry into real geometry and disables layer symmetry.
Note This new geometry does not have Construction History or any link to the symmetric originals, so only use on a file with symmetric modeling complete.
- the model as vacuum_visualize.wire to avoid overwriting the modeling geometry file.
Shade the model with hardware shading
Interactive hardware shading can produce stunning visual results with the correct settings.
- In the Control Panel, switch the workspace to the Visualize panel.
- Choose and open the option box.
- Click the Shade On button in the option box.
How your objects are shaded depends on the last settings in your Hardware Shade dialog.
- Click the button.
- Use Ctrl-Shift-RMB + + to see the Display marking menu, and select .
The marking menu entry is a preset toggle, and changes the hardware shade options to reflect a fast rendering type.
- From the Display marking menu, select twice (it toggles shading).
Compare both how the model looks and what options have changed in the dialog.
Your interactive performance in hardware shade is dependent on your video card and drivers. If you experience lags or problems,
check the system requirements.
- Near the top of Control Panel is the .
The number of tabs visible depends on the size of the user interface.
- Click the tab to see its contents.
- Double-click the environment.
Only one environment preset can be active in the scene at a time, so double-clicking an environment replaces the current one
entirely.
- In the Hardware Shade option box, check the option, and click the Shade On button.
- Choose to hide the wireframe but continue showing the shaded surfaces.
- Choose and open the option box.
- Set the to Medium and to 8x.
NoteNot all video cards support setting Hardware Anti-Aliasing levels from inside individual applications. Check your video card
driver settings.
The display is visually smoother, but interactive performance could be reduced. Toggle off if the screen refresh is too slow.
- In the Hardware Shade options dialog, check the option for , and click the button.
- Close the Hardware Shade option box.
- the model as vacuum_visualize.wire.
The current Hardware Shade options are saved with the file. However, when starting a new session of Alias these options return to their defaults. To return to the file-specific settings, check at the top of the Hardware Shade option box.
Add Ambient Occlusion shading
Ambient Occlusion is a form of shading that adds depth to a model by simulating the shadows from light that surrounds the
objects. Ambient Occlusion in Alias is "baked" to the geometry as textures, so it can be used in hardware and software rendering with no performance difference.
- Choose and open the option box.
- Set the to .
- Click to begin the process. The first step is to check and unify surface normals.
The shading changes to a blue and yellow "surface normals" display.
NoteAny visible exterior surfaces that are yellow (facing away from the camera) have occlusion applied as if they are facing inward
(all black).
- -click a yellow surface to reverse its direction to face the camera.
- Tumble the model, and a selection box around multiple surfaces to set them all to face the camera.
Continue to zoom and tumble to examine the model for yellow surfaces facing outward.
- When all outward-facing surfaces are blue, click the button.
- to exit the tool and see the shaded model.
- the model as vacuum_visualize.wire.
Edit the background and lighting
- In the section of the Control Panel, double-click the scene Environment (the first shader icon).
The Environment editor opens.
- In the section of the Environment editor, click the button.
- In the section, click the shader button.
A procedural Ramp shader is applied to the visible background, and the Ramp editor opens.
- In the visual display of the ramp, -click the check box to the right of the red ramp color section to delete this color.
- Click the disc to the left of the blue ramp color section to edit it.
- Click the swatch to open the color picker.
- Change the color to be white.
- Following the same steps, change the black ramp color at the bottom to be a medium grey.
- Close the color picker and the Ramp editor.
- Choose to see the editable lights in the scene.
NoteDefault ambient and directional lights are created when you first choose higher quality hardware shading methods.
- Double-click the icon with a black background and white light glow to edit the light properties.
- In the Light editor, check the option.
- Close the light editor.
- In the Multi-lister, click the button and change the listed objects to .
- Click theexpand arrow to the right of the Environment shader.
The Ramp shader that is a component of the Environment becomes hidden.
- Double-click the Environment shader icon to edit it.
- In the section, set the to User Defined.
The hardware ground plane shadow links to the direction of the lights in the scene.
- Set both and to 0.400 .
- Close the Environment editor and the Multi-lister.
- the model as vacuum_visualize.wire.
Apply preset and custom shaders
Theses steps shade the model for final presentation. After following the steps below to learn how to apply and modify shaders,
you can use any colors or materials desired.
- In the Shader Library, under the tab, the Plastic_Smooth_Red shader to add it to the Resident Shaders list.
- With the , click-drag the Plastic_Smooth_Red shader onto the vacuum model in the scene window.
This method of applying shaders replaces the target shader on every surface it is applied to in the scene. The entire vacuum had the Default shader applied, so all
surfaces are replaced with the red plastic.
- In the Control Panel, under the , change the to 0.150 and the to 0.300.
The effects are immediately apparent in the shaded view.
- From the Shader Library tab, add the shader Plastic_Dark_Grey_Textured_Fine to the Resident Shaders list.
- From the tab, add the shader Aluminum_Satin to the Resident Shaders list.
With these shaders in the Resident Shader list, we can start applying them.
- In the Resident Shaders list, select the Aluminum_Satin shader.
- Choose .
The mouse buttons now support the tool, and the cursor changes to describe the current action.
- -click in the workspace to bring up the Shader Assign hotspot, and drag to the left to select Assign by Layer.
The cursor changes to the Assign Shader paint bucket with the layers symbol above it.
- -click the motorbox to apply the shader to it.
This Shader Assignment affects all surfaces in the layer motorsurfaces.
- Change the of Aluminum_Satin shader to 0.050 and the to 0.500.
- Select the resident shader Plastic_Dark_Grey_Textured_Fine.
- Zoom and tumble to the power button, and -click to assign the Grey_Textured shader to it.
- -click in the workspace to bring up the Shader Tool hotspot, and drag to the right to select Open Shader Editor.
The cursor changes to the Open Shader Editor cursor.
- -click the button geometry to open the editor for the Plastic_Dark_Grey_Textured_Fine shader.
- Change the and to 0.050 each.
- -click in the workspace to bring up the Shader Tool hotspot, and drag down to select Duplicate Shader.
- -click the button geometry to copy the Plastic_Dark_Grey_Textured_Fine shader.
The Shader editor window opens for the duplicated shader.
- Change the to a darker red.
- -click and drag up to change the Shader Assign mode to Assign by Component.
- -click the inner handle-grip surfaces on both sides of the vacuum.
- to end the tool.
- the model as vacuum_visualize.wire.
Set and publish bookmarks of camera views
Bookmarks save the current camera position and center-of-interest, as well as the viewing options (shaded view, model visible,
etc.) for quick access later on. Bookmarks can also be published to render images of your scene to disk.
- In the Perspective view, hold down the navigation hotkeys and (or and on the Mac), to show the under the ViewCube.
- With and (also and on the Mac) still held down, find the section at the bottom of the .
- Choose from the NavBar bookmarks menu.
A new bookmark appears in the bookmarks list at the bottom NavBar bookmarks menu.
- Move the camera to a new view on the model.
- Choose again.
A second bookmark appears in the bookmark list.
- Select the menu item for the first bookmark, then the second.
The view switches back and forth between the two bookmarked views.
- Continue adding bookmarked views of the model.
- Choose .
The window appears.
Note the tool buttons in the window:
- The button removes the selected bookmarks (white outline) from the list.
- The button adds a bookmark of the current view. Using this button is the same as choosing in the NavBar.
- The and buttons change the view to the bookmark that precedes or follows the highlighted bookmark (green outline).
- The button displays bookmarks either with the camera view only, or with both the view and display attributes (default).
- The button displays the bookmarked views in a slideshow fashion.
- The button saves the selected bookmarks, current shelf bookmarks, or all bookmark(s) as image files on your disk.
- Clicking on a bookmark icon changes the view to that bookmark. Using this icon is the same as choosing a bookmark in the .
- Clicking the in an empty part of the, and choosing from the drop down menu creates a shelf.
- Hold down the (Windows) or (Mac) key and double-click the first bookmark icon in the Bookmark Lister.
A dialog box appears.
- Type a new name for the bookmark, then click OK.
- (Windows) or (Mac) double-click and rename any other bookmarks.
- Double-click the button.
- In the options window, choose to publish the bookmark as a .
- Check to and and enter the pixel dimensions you wish to render to.
- Click and specify a name and location to save your rendered image. It appears just as you see the scene on screen.
- Close the options window and the .
- the model as vacuum_visualize.wire.