Part 6: Visualize the Design
 
 
 
Category New Users
Time Required 20 minutes
Tutorial File Used vacuum_part5.wire (completed in the Finish the model lesson)

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

Prerequisites

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.

  1. The layers topsurfaces, handlesurfaces, frontsurfaces, motorsurfaces, and button should be visible and have Symmetry on.
  2. Hold the + -click to select the symmetric layers.
  3. Choose LayersSymmetryCreate Geometry.

    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 Create Geometry on a file with symmetric modeling complete.
  4. FileSave 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.

  1. In the Control Panel, switch the workspace to the Visualize panel.
  2. Choose Window DisplayHardware Shade and open the option box.
  3. Click the Shade On button in the option box.

    How your objects are shaded depends on the last settings in your Hardware Shade dialog.

  4. Click the Shade Off button.
  5. Use Ctrl-Shift-RMB + + to see the Display marking menu, and select Shade (Fast).

    The marking menu entry is a preset toggle, and changes the hardware shade options to reflect a fast rendering type.

  6. From the Display marking menu, select Shade (Quality) 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.

  7. Near the top of Control Panel is the Shader Library.

    The number of tabs visible depends on the size of the user interface.

  8. Click the environments tab to see its contents.
  9. Double-click the Hall environment.

    Only one environment preset can be active in the scene at a time, so double-clicking an environment replaces the current one entirely.

  10. In the Hardware Shade option box, check the Ground Plane option, and click the Shade On button.
  11. Choose Window DisplayTogglesWindow Display Window DisplayModel to hide the wireframe but continue showing the shaded surfaces.
  12. Choose Window DisplayAnti-AliasShaded Anti-Alias and open the option box.
  13. Set the Software Anti-Alias to Medium and Hardware Anti-Alias 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 Shaded Anti-Alias off if the screen refresh is too slow.

  14. In the Hardware Shade options dialog, check the option for Show Background, and click the Shade On button.
  15. Close the Hardware Shade option box.
  16. FileSave 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 Use Embedded File Settings 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.

  1. Choose RenderAmbient OcclusionCompute and open the option box.
  2. Set the Scope to All Objects.
  3. Click Go 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).
  4. -click a yellow surface to reverse its direction to face the camera.
  5. 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.

  6. When all outward-facing surfaces are blue, click the Compute Occlusion button.
  7. Pick Object to exit the Ambient Occlusion tool and see the shaded model.
  8. FileSave the model as vacuum_visualize.wire.

Edit the background and lighting

  1. In the Resident Shaders section of the Control Panel, double-click the scene Environment (the first shader icon).

    The Environment editor opens.

  2. In the Background section of the Environment editor, click the Map button.
  3. In the Texture ProceduresSurface section, click the Ramp shader button.

    A procedural Ramp shader is applied to the visible background, and the Ramp editor opens.

  4. In the visual display of the ramp, -click the check box to the right of the red ramp color section to delete this color.
  5. Click the disc to the left of the blue ramp color section to edit it.
  6. Click the Ramp Color swatch to open the color picker.
  7. Change the color to be white.
  8. Following the same steps, change the black ramp color at the bottom to be a medium grey.
  9. Close the color picker and the Ramp editor.
  10. Choose RenderMulti-listerLights to see the editable lights in the scene.
    NoteDefault ambient and directional lights are created when you first choose higher quality hardware shading methods.
  11. Double-click the icon with a black background and white light glow to edit the light properties.
  12. In the Light editor, check the Cast Shadows option.
  13. Close the light editor.
  14. In the Multi-lister, click the List button and change the listed objects to Shaders.
  15. Click theexpand arrow to the right of the Environment shader.

    The Ramp shader that is a component of the Environment becomes hidden.

  16. Double-click the Environment shader icon to edit it.
  17. In the Ground Plane section, set the Shadow Position to User Defined.

    The hardware ground plane shadow links to the direction of the lights in the scene.

  18. Set both Shadow Blur and Shadow Transparency to 0.400 .
  19. Close the Environment editor and the Multi-lister.
  20. FileSave 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.

  1. In the Shader Library, under the Plastics tab, the Plastic_Smooth_Red shader to add it to the Resident Shaders list.
  2. 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.

  3. In the Control Panel, under the Shader Parameters, change the Eccentricity to 0.150 and the Reflection to 0.300.

    The effects are immediately apparent in the shaded view.

  4. From the Shader Library Plastic tab, add the shader Plastic_Dark_Grey_Textured_Fine to the Resident Shaders list.
  5. From the Metal_Aluminum tab, add the shader Aluminum_Satin to the Resident Shaders list.

    With these shaders in the Resident Shader list, we can start applying them.

  6. In the Resident Shaders list, select the Aluminum_Satin shader.
  7. Choose RenderApply Shaders.

    The mouse buttons now support the Apply Shaders tool, and the cursor changes to describe the current action.

  8. -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.

  9. -click the motorbox to apply the shader to it.

    This Shader Assignment affects all surfaces in the layer motorsurfaces.

  10. Change the Reflectivity of Aluminum_Satin shader to 0.050 and the Eccentricity to 0.500.
  11. Select the resident shader Plastic_Dark_Grey_Textured_Fine.
  12. Zoom and tumble to the power button, and -click to assign the Grey_Textured shader to it.
  13. -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.

  14. -click the button geometry to open the editor for the Plastic_Dark_Grey_Textured_Fine shader.
  15. Change the Specular Rolloff and Eccentricity to 0.050 each.
  16. -click in the workspace to bring up the Shader Tool hotspot, and drag down to select Duplicate Shader.
  17. -click the button geometry to copy the Plastic_Dark_Grey_Textured_Fine shader.

    The Shader editor window opens for the duplicated shader.

  18. Change the Color to a darker red.
  19. -click and drag up to change the Shader Assign mode to Assign by Component.
  20. -click the inner handle-grip surfaces on both sides of the vacuum.
  21. Pick Object to end the Apply Shader tool.
  22. FileSave 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.

  1. In the Perspective view, hold down the navigation hotkeys and (or and on the Mac), to show the NavBar under the ViewCube.
  2. With and (also and on the Mac) still held down, find the Bookmarks section at the bottom of the NavBar.
  3. Choose Add from the NavBar bookmarks menu.

    A new bookmark appears in the bookmarks list at the bottom NavBar bookmarks menu.

  4. Move the camera to a new view on the model.
  5. Choose Add again.

    A second bookmark appears in the bookmark list.

  6. Select the menu item for the first bookmark, then the second.

    The view switches back and forth between the two bookmarked views.

  7. Continue adding bookmarked views of the model.
  8. Choose WindowsBookmark Lister.

    The Bookmark Lister window appears.

    Note the tool buttons in the Bookmark Lister window:

    • The Delete button removes the selected bookmarks (white outline) from the list.
    • The New button adds a bookmark of the current view. Using this button is the same as choosing Add in the NavBar.
    • The Prev and Next buttons change the view to the bookmark that precedes or follows the highlighted bookmark (green outline).
    • The Toggle Camera Only Mode button displays bookmarks either with the camera view only, or with both the view and display attributes (default).
    • The Cycle button displays the bookmarked views in a slideshow fashion.
    • The Publish 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 NavBar.
    • Clicking the in an empty part of the Bookmark Lister, and choosing New shelf from the drop down menu creates a shelf.

  9. Hold down the (Windows) or (Mac) key and double-click the first bookmark icon in the Bookmark Lister.

    A dialog box appears.

  10. Type a new name for the bookmark, then click OK.
  11. (Windows) or (Mac) double-click and rename any other bookmarks.
  12. Double-click the Publish button.
  13. In the Publish Bookmark options window, choose to publish the Selected bookmark as a jpeg.
  14. Check to Specify Image Size and Maintain Aspect Ratio and enter the pixel dimensions you wish to render to.
  15. Click Go and specify a name and location to save your rendered image. It appears just as you see the scene on screen.
  16. Close the Publish Bookmark options window and the Bookmark Lister.
  17. FileSave the model as vacuum_visualize.wire.