Shade 12. Figure Window
From ShadeCamp
Contents |
Changing Display Options
Changing the Workspace
You can change the workspace presets according to the usage. Clicking the buttons of Workspace Bar causes the workspace to switch.
Layout Displays the Perspective View and ShadeExplorer.
Modeling Mainly displays the Perspective View.
Split View Splits the view into four parts.
UV Edit Displays the UV and Perspective View.
Animation Displays the top view on the left, the Perspective View on the right, and the Motion window at the bottom.
Rendering Displays the rendering preview on the left and the Camera View on the right.
TIP
You can modify a workspace part or change its size by dragging the window name.
TIP
You can add a workspace that you have created by using the + button of the Workspace Bar.
Changing the View Display
The View Display popup menu in the upper-right side of each Viewport is used to change the display style of objects in Viewports.
Use the View Display popup menu to change the list style.
Wireframe The object is displayed in wireframe format. This list style offers the highest display speed.
Hidden Wireframe The object is displayed in wireframe format. All lines that would be hidden from sight are hidden.
Shading The object is displayed by adding shadow in which distant light is reflected in the diffuse color of the object.
Shading and Wireframe The object is displayed by superimposing the Wireframe (Remove Hidden Lines) display on the coloring uv display.
Texture The object is displayed by superimposing Texture on the coloring uv display.
Texture and Wireframe The object is displayed by superimposing Texture and Wireframe (Remove Hidden Lines) on the coloring uv display.
Preview Rendering The object is displayed as an image that closely resembles the rendering result.
Changing Workspace Illumination
From the View Display popup menu, you can adjust the display of lighting within the Viewport. This function is valid for list styles other than wireframe and preview rendering.
From the View Display popup menu, you can change the lighting mode.
Default Light The object is displayed using the first position of the distant light as the light source. The brightness and color of the first position of the actual distant light are not reflected. This is the standard list style.
Modeling Light The object is displayed as if the light always exists in front of the object, as viewed from the Viewport. The light is virtual and does not actually exist.
Use All Lights The object is displayed with the brightness and colors of all lights in the scene reflected. This sample data shows that the yellow and brightness (0.7) set for the distant light, the green point light located at the front-right side, and the red point light located at the inner-left side are being reflected.
Switching Views in a Viewport
From the View Type popup menu in the upper-left side of each Viewport, you can change the view to be displayed for that Viewport.
From the View Type popup menu, you can change the view to be displayed.
Meta Camera
Displays the view as seen from meta camera for the scene.
Camera
Displays the view as seen from the camera object created in the scene.
Pers View Displays the view as seen from the camera selected in the Camera window, regardless of the meta camera or camera object.
Top View Displays the view as seen from just above.
Bottom View Displays the view as seen from just below.
Right View Displays the view as seen from the right.
Left View Displays the view as seen from the left.
Front View Displays the view as seen from the front.
Back View Displays the view as seen from the back.
UV Displays UV for the object.
Scene Objects Arrangement in Viewport
You can increase or decrease the zoom of the Viewport, so that the object you have selected or all the objects in the scene are displayed. This function is valid for views other than the Perspective and Camera Views.
Select Fit to Selection from the View Operations popup menu.
The object you have selected is enlarged or reduced so that it is contained within the Viewport.
Similarly, if you select Fit to Window, all the objects in the scene are enlarged or reduced so that they are contained within the Viewport.
TIP
To turn the camera towards the object you have selected, click the Object button of Target in the Set & Link group in the Camera window.
You can scroll, rotate, or zoom the Viewport by dragging or clicking each icon in Navigation Tool in the upper-right corner of the screen.
Scroll
The Viewport is scrolled in the drag direction. The camera moves when in the Perspective View.
Rotate
The Viewport is rotated in the drag direction. The eye of the camera rotates when in the Perspective View. Moreover, in any view other than the Perspective View, clicking the icon resets the rotation.
Zoom
You can zoom the Viewport in or out by clicking the [+] or [-] icon or by dragging the Zoom icon up and down. In the Perspective View, you can zoom the Viewport in or out while moving the eye of the camera forward and backward.
Performing Work on Working Planes
You can create a local axis to as the working plane. So, you can easily create an object on any face.
1 Select the face for polygon mesh or vertexes and the edges of three control points.
2 From Work Plane Controller, select Create local axis.
3 The local axis is displayed and the working plane corresponding to the selected face appears in the Perspective View.
4 When performing the work in this status, you can create and edit the object along the working plane.
TIP To cancel the local axis mode, switch to the global axis mode.








































