Shade 12. Shade Experience Tour
From ShadeCamp
Shade Experience Tour
Follow the Shade Experience Tour to experience 3D modeling, animating and rendering using Shade.
1. Starting Shade
1 Start Shade as described below.
- Windows
Double-click the Shade 12 shortcut icon created on the desktop. Alternatively, from the Start menu of Windows, select Programs > e frontier > Shade 12 > Shade 12.
- Mac
Double-click the Shade 12 icon in the Shade 12 folder of the Application folder.
2 Shade starts.
2. Inserting Material Data into a Scene
First, you must read the material data you wish to use into the current scene.
1 Click Layout of Workspace Bar in the upper part of the screen.
2 The screen display changes and ShadeExplorer appears at the bottom of the screen. From here, you open the material data to be used.
3 Click to the left of Preset in the ShadeExplorer browser area to open the hidden part (1). Click + to the left of the displayed Documentation to open the hidden part (2) and then click and select Shade 12 Manual (3). From the preview area to the right of ShadeExplorer, click tour_data.shd for selection (4) and then click the Insert button in the upper part of ShadeExplorer (5).
4 The selected material data is inserted into the current scene of Shade.
3. Using Cameras
You can change the screen display to that as viewed from the camera. Then, by operating the camera, you can display the object for the inserted robot or car from various angles.
1 First, change the screen to enlarge the Viewport. Click Modeling of Workspace Bar. The screen display changes to that showing only Perspective View, as viewed from the camera.
2 From Aggregate in the lower-right corner of the screen, click the Camera button to display the Camera window (1). From the Camera window, click the camera selection popup menu (2) and then select Screen View Camera from the displayed popup menu (3).
3 Move the camera by using the Move, Rotate, and Zoom icons of the Navigation Tool in the upper-right corner of the screen. When you click and drag each icon with the mouse, the camera moves and the display changes. Let's take a look at the car and robot from various angles.
This scene provides Robot View Camera to view the robot, Car View Camera to view the car, and Rendering View Camera for rendering. You can change these cameras as desired by following the procedure given in step 2.
4 To return a camera to its previous state, click the << (return) button in the Camera window. Every time you click, the camera is restored, step-by-step, to their previous states.
4. Setting a Background
You can set a background for a scene by using ShadeExplorer. This time, display ShadeExplorer from Control Bar in the upper part of the screen.
1 Select the ShadeExplorer button on the Control Bar. ShadeExplorer will appear.
2 From the browser area of ShadeExplorer, click and select Shade 12 Manual (1). From the preview area on the right, click tour_background.shdbgr for selection (2) and then click the Insert button (3).
3 Click the Background button of Aggregate to switch to the Background window (1). The background selected in ShadeExplorer is displayed. You can confirm that the background has been configured (2).
5. Rendering
Lets' render the scenes created so far.
1 First, switch the camera to Rendering View Camera. Click the Camera button of Aggregate to display the Camera window (1). From the camera selection popup menu, select Rendering View Camera (2).
2 From the Rendering menu, select Render All. The Image Window appears to start rendering.
3 Once rendering is complete, the image rendered in the form of Ray Tracing is displayed.
6. Switching to Split View
You can change the screen display to Split View, which is convenient for understanding an object.
1 Click Split View of Workspace Bar.
2 The following four Viewports are displayed: Top, Front, and Right and the Perspective View viewed from the camera.
7. Including Objects within the View
The current scene contains an arrangement of one robot, one car, and one floor. However, the objects are not included in the Viewport since the zoom rate for the Viewport is high. Adjust the zoom rate of the Viewport so that the objects are entirely included in the Viewport.
1 From Browser in the upper-right corner of the screen, click Root Part to select all the objects.
2 From the navigation tool in the upper-right corner of Top View (upper-left Viewport), click the View Operations icon (1) and then select Fit to Selection from the displayed popup menu (2). The entire object is included in the Viewport (except in the Perspective View).
3 The entire object, including the floor, is displayed. However, the zoom rate of the Viewport is too low. So, click the [+] icon of the navigation tool to slightly enlarge the Viewport. If you accidentally enlarge the Viewport too much, click the [-] icon to reduce it.
4 All the objects are perfectly contained within the view.
8. Copying Objects
You can copy a robot object and place it in the scene.
1 From Browser, click and select Robot Part.
2 From Toolbox on the left of the screen, click and select Create (1). Next, click and select Copy under the Move/Copy group (2) and then click the displayed Translate (3).
3 On Top view (upper-left view), drag the selected robot to the right side of the car. The robot is copied and placed in the position to which it has been dragged.
9. Rotating an Object to Face the Camera
You can rotate a copied robot so that it faces the camera.
1 On Top view, position the cursor to the green arc of Universal Manipulator displayed for the copied robot (1). The arc will change to the circle (2).
2 Drag the circle counterclockwise (3) so that the robot faces the camera in the Perspective View (4).
10. Setting Surface Attributes
1 Confirm that the copied robot is in the selected state.
2 Select the ShadeExplorer button on the Control Bar to open ShadeExplorer.
3 From the browser area of ShadeExplorer, click and select Surface (1). In the preview area on the right, click and select metl_015.shdsfc (2) and then click the Open button (3). The surface attribute is set for the copied robot.
4 Click the Surface option of Aggregate to display the Surface tab. You can confirm that the selected surface attribute has been set for the robot.
5 Confirm the surface attribute you have set, using Preview Rendering where you can immediately check the edited contents through the rendering result. From the View Display popup menu of Perspective View (1), select Preview Rendering (2). The preview rendering result is displayed and the inner robot appears with its surface attribute configured.
TIP
You can also confirm the result of preview rendering by switching to the Rendering workspace.
6 Set the surface attribute for the first robot. From Browser, click and select the upper Robot Part (1) and then repeat the setting procedure, starting from step 2. This time, set glss_044.shdsfc as the surface attribute (2).
11. Changing Split Views
To enlarge the Perspective View, change the split views.
1 On the Control Bar, click the Split View button (1). View Switcher is displayed. Click the upper-right part (2).
2 The display changes to that showing only the Perspective View.
12. Moving the Robot
To move the robot, you can operate the joints such that the object moves. The robot object has joints set for its body and right arm.
1 From Browser, click and select Body Rotate Joint in the upper Robot Part.
2 Click the Info button of Aggregate to display the Object Info window (1). If you drag the Rotation slider of the Rotator Joint Attribute group right and left (2), the upper half of the body of the robot rotates right and left (3).
3 Next, you can operate the joint of the right arm. From Browser, select Arm Swing Rotate Joint in the upper Robot Part and then drag the Rotation slider of the Object Info window to the right and left. The right arm of the robot rotates forward and backwards.
4 Operate the joints of two robots to set a pose.
13. IBL Rendering
To complete the work, you can change the rendering options and perform rendering that uses Image-Based Lighting (IBL). IBL rendering can obtain a photorealistic image by using the brightness of the background image as the light source.
1 Click the BG button of Aggregate to display the Background window (1). Set Lighting Factor to [1.4] (2).
2 Next, set the distant light. Click the Light button of Aggregate to display the Distant Light window (1).
IBL rendering is generally performed with only the brightness of the background images, set Intensity to 0. In the current example, shadow are difficult to render accurately when only the brightness of the background image is used. As a result, the rendering result may be unnatural. Should this occur, set a weak distant light so that shadows are rendered accurately. Set the following: Set Brightness to 0.1 (2). In the right hemisphere of Set Light Direction, click the upper-left part to set the shadow direction (3). Set Softness of the Misc. group to 0.2 to soften the shadow (4).
3 From the Rendering menu, select Rendering Settings. Image Window is displayed and Rendering Options opens.
4 From the Method popup menu, select Path Tracing (1). Click the G.I. tab to change the display (2) and then select Path Tracing from the Global Illumination popup menu (3).
5 From the Rendering menu, select Render All and perform IBL rendering. 3DCG creation is complete once rendering ends.











































