Shade 12. New Functions
From ShadeCamp
Contents |
Stereo Function
This function creates stereo images by combining the images captured by multiple cameras with different eye points.
To create a stereo image, first enable the stereo camera function by checking the Stereo Camera checkbox in the Stereo Settings group of the Camera window.
Stereo Settings
- Stereo Camera
When this checkbox is checked, a stereo image will be formed when you perform rendering. Moreover, you can select a stereo method from the popup menu.
- Views
You can set the number of views.
- Camera Type
You can set different camera arrangements. To obtain stable results, select Parallel. To obtain stronger stereoscopic effects, select Convergence.
- Monitor Setting
You can set the physical size and resolution of the display equipment.
- Profile
You can adjust the stereoscopic effects. You can also perform custom adjustment by numerical input, in addition to preset for automatically setting values according to the monitor setting.
Switching the Stereo Images
Once you perform rendering with the stereo function, you can change the image arrangement from the Stereo Settings popup menu at the bottom of the Image Window without having to perform rendering again.
Moreover, you can perform the work with the Viewport displayed in stereo mode, by turning on the Switch Stereo button on the Control Bar. The default is the anaglyph display seen through the bluish red glasses. When using the NVIDIA 3D VISION PRO, however, the work can be done in full-color stereo mode. (This mode is supported only by the Windows versions.)
Stereo: Off
Stereo: On (anaglyph display)
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When using NVIDIA 3D VISION PRO, it is necessary to update settings on the NVIDIA control panel. Moreover, settings are required for some 3D glasses and displays. The contents of individual settings may differ. Refer to the manual for each piece of machinery.
Volume Rendering
Standard and Professional Only
Volume Rendering represents the texture of an object interior. This function can represent a translucent body having thick particles such as smoke or cream. Volume Rendering is only available in Shade Standard and Professional.
1 Select the object for which volume rendering is to be set.
2 From the Type popup menu in the Volume group of the Surface window, select Volume Rendering and then set Decay Distance, Transparency, Transparency color, and so on.
3 Once you perform rendering, the texture of the object interior will be represented with volume rendering.
4 You can also represent clouds, sponges, and the like by setting Volume Decay Distance or other options from the Attribute popup menu of the Mapping group.
Subsurface Scattering
Professional Only
Subsurface Scattering can be used to represent the effect whereby light that enters an object is diffused. This function can be used to represent complicated hues and shadows such as those associated with jade, marble, plastics, and human skin. Subsurface Scattering is only available in Shade Professional.
1 Select the object for which subsurface scattering is to be set applied.
2 From the Type popup menu in the Volume group of the Surface window, select Subsurface Scattering and then set Decay Distance, Transparency, and so on. Here, let's set the following for the objects for four horses: Surface Setting (1)
Surface Setting (2)
Surface Setting (3)
Surface Setting (4)
3 When the objects are rendered, the diffused reflection inside the objects is represented with subsurface scattering.
Displacement Mapping
Standard and Professional Only
Displacement Mapping uses texture maps to represent the unevenness of an object. Unlike bump mapping or a normal map, this function does not use pseudo mode to represent unevenness by changing the slant of the object surface (normal line direction). It actually deforms the object. For this reason, unevenness is reproduced using shadow shapes. Moreover, this function can save a displaced version as an actual object. Displacement Mapping is only available in Shade Standard and Professional.
Setting the Displacement Map
1 Select the object for which the displacement map is to be set.
2 Set the pattern in the Mapping group of the Surface window and then set the Displacement in the Attribute popup menu (1). According to the object fineness or mapping pattern fineness, set the fineness of the displacement from the Displace div. popup menu (2). Here, Fine has been set.
3 Once you perform rendering, the density of the pattern is represented as being uneven.
Conversion to an Actual Object
1 Select the object for which the displacement map is set and then from Tool Parameters, click Convert to Polygon Mesh.
2 From the displayed dialog, check the Bake Displacement Mapping checkbox.
3 A confirmation dialog is displayed. Click Yes.
4 Conversion is performed to convert the displacement map to an actual object.
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In comparison with the bump mapping and normal mapping, a displacement map consumes much more memory during rendering, thus resulting in a long ren-dering time.
Normal Mapping
Professional Only
Normal Mapping uses an RGB based image to produce distorted surfaces on 3D faces or surface normals to enhance details on otherwise low polygon models. This feature is only available in Shade Professional.
1 Select the object for which the normal map is to be set.
2 From the Mapping group of the Surface window, set Image from the Pattern popup menu and Normal from the Attribute popup menu (1). Set the RGB image drawn with the normal lines, in Image (2). If necessary, set the pattern repetition count (3). Here, let's set the horizontal direction of Repeat to 10 and the vertical direction to 4.
3 When you render, the RGB image will give the appearance of distortion.



























