Shade 12. Surface Attributes
From ShadeCamp
Contents |
Setting Surface Attributes
Setting from ShadeExplorer
1 Select the object or part for which surface attributes are to be set. Once you select a part, the same surface attributes are assumed by all the objects constituting that part.
2 Open ShadeExplorer and then select Surface from the browser area (1). Select the surface attribute from the preview area (2) and then click Open (3).
Setting from the Surface Window
1 Select the object or part for which the surface attributes are to be set.
2 Click the Create button of the Surface window and then create a surface attribute. The white-base basic surface attribute is set. Set it as required.
Setting Common Surface Attributes for Multiple Objects
Using a Master Surface, you can set the same surface attributes for multiple objects. When you change the master surface setting, the change is reflected on all the objects to which that setting applies.
Creating a New Master Surface
1 From Toolbox, select Create > Other > Master Surface.
2 Set the name of the master surface in the displayed Name dialog.
3 The master surface is created in Master Surface Part.
4 Set the surface attributes for the master surface in the Surface window.
Save Surface Attributes as a Master Surface
1 Select the object for which the surface attribute to be registered as the master surface is set, and then display the Surface window.
2 From the Surface window, click Register.
3 Enter a name and then register the surface attribute as the master surface.
Setting the Master Surface
1 Select the object for which the master surface is to be set.
2 From the Use popup menu of the Surface window, select and set the created master surface.
Surface Attribute Types
Basic Settings
You can set the basic settings and their values for surface attributes.
- Diffuse
Set the diffuse color and weight of an object.
Diffuse Color
Weight: 1.0, 0.6, and 0.3 from the left
- Specular 1 and Size, Specular 2 and Size
Set the specular color, intensity, and size.
Intensity: 0.0, 0.5, and 1.0 from the left
Size: 0.2, 0.5, and 0.8 from the left
- Reflection
Set the reflection intensities and colors from other objects and the background.
Reflection ratio: 0.1, 0.5, and 0.9 from the left
- Transparency
Set the transparency intensities and colors of objects.
Transparency: 0.2, 0.5, and 0.8 from the left
TIP
If you use Reflection and Transparency and if other items such as Diffuse are bright, highlight clipping may occur. You can easily distinguish the effect by adding the weights of Diffuse, Reflection, and Transparency so that the addition result is 1.0.
Transparency: 0.8
Diffuse: 1.0, 0.5, and 0.0 from the left
- Refraction
Set the refraction ratio by which an image or objects are visible through the object.
Diffuse Color: 0.0, Transparency: 0.8
Refraction: 1.02, 1.33, and 1.5 from the left
- Ambient
Set the color and intensity of the ambient light for each object.
0.25, 0.5, and 0.75 from the left
Effects
Set effect settings and values for the surface attributes.
- Roughness
Set the degree of surface roughness on the surface of the object for which reflection and transparency have been set. This setting item is valid for path tracing.
Roughness: 0.0, 0.5, and 1.0 from the left
- Anisotropic
Set the ratio of specular and roughness that stretch in a given direction. For PolygonMesh_Roughness, the direction changes according to the UV value assigned to UV1 (parameter UV).
Anisotropic: -1.0, -0.5, and 1.0 from the left
- Fresnel
Set the ratio by which the reflection ratio changes according to the viewing angle. This attibute is valid for an object for which transparency, reflection, and specular were set.
Reflection: 1.0
Fresnel: 0.6, 0.8, and 0.94 from the left
- Metallic
Set the intensity with which a pseudo metallic effect is applied.
Diffuse color: Dark gray
Metallic: 0.2, 0.5, and 1.0 from the left
- Glow
Set the intensity with which an object is irradiated.
Glow: 0.2, 0.5, and 1.0 from the left
- Soft Glow
Set the degree of blur of radiation.
Diffuse Color: 0.0, Transparency: 1.0, Glow: 1.0
Soft Glow: 0.1, 0.5, and 1.0 from the left
- Back Light
Set the intensity at which light from the rear is reflected by an object.
Point light in the center of the sphere, Transparency: 0.3
Back light: 0.2, 0.6, and 0.8 from the left
- Aberration
Set the intensity of any color aberration. This setting item is valid for an object for which transparency and refraction are set.
Transparency: 1.0
Aberration: 0.2, 0.5, and 1.0 from the left
Volume Setting
You can use the volume options to set up textures of the object interior with volumetric properties. Use Volume Rendering to represent a translucent body, meaning that the object is textured with a semi solid set of attributes. Subsurface Scattering is used to simulate how light is scattered on an object surface or perceptually right below the initial surface. This item enables a soft texture on a surface to be represented. All of the settings are common to Volume Rendering and Subsurface Scattering of Type. However, Volume is supported only by the Professional and Standard versions. Moreover, Subsurface Scattering is supported only by the Professional version.
- Type
As the type, you can select from Volume Rendering, Subsurface Scattering and None. The result of volume rendering depends on whether the object to be configured is a transparent or opaque body. For a transparent body, the volume rendering calculation result is multiplied by the transparent color. The refraction ratio and the color of the object inside the volume are also reflected. For a opaque body, the volume rendering results are added as is. The refraction ratio and any object inside the volume are not reflected.
- Decay Distance
Set the density for the volume. The brightness falls to 0 when light enters an object and travels for this distance.
- Scattering
Set the volume color and weight.
- Transparency
Use the color of the part that becomes translucent, as well as the color of the shadow cast by the volume. Decay distance varies with the color.
- Glow
Set the glow color and weight of the volume.
For Volume Rendering (Shade Standard and Professional)
- Decay Distance (opaque)
Basic setting Transparency: 0.0
Volume setting Transparency color: None Glow: None Decay distance: 1000, 2000, and 3000 from the left
- Decay Distance (transparent)
Basic setting Transparency: 1.0
Volume setting Transparency color: None Glow: None Decay distance: 1000, 2000, and 3000 from the left
- Scattering (opaque)
Basic setting Transparency: 0.0
Volume setting Decay distance: 2500 Scattering (color): R255, G128, and B255 Transparency color: None Glow: None Scattering (weight): 0.25, 0.5, and 0.75 from the left
- Scattering (transparent)
Basic setting Transparency: 0.0
Volume setting Decay distance: 2500 Scattering (color): R255, G128, and B255 Transparency color: None Glow: None Scattering (weight): 0.25, 0.5, and 0.75 from the left
- Transparency (opaque)
Basic setting Transparency: 0.0
Volume setting Decay distance: 2500 Scattering: None Transparency (color): R255, G128, and B0 Glow: None Transparency (weight): 0.25, 0.5, and 0.75 from the left
- Transparency (transparency)
Basic setting Transparency: 1.0
Volume setting Decay distance: 2500 Scattering: None Transparency (color): R255, G128, and B0 Glow: None Transparency (weight): 0.25, 0.5, and 0.75 from the left
- Glow (opaque)
Basic setting Transparency: 1.0
Volume setting Decay distance: 2500 Scattering: None Transparency color: None Glow (color): R255, G255, and B0 Glow (weight): 0.25, 0.5, and 0.75 from the left
- Glow (transparency)
Basic setting Transparency: 1.0
Volume setting Decay distance: 2500 Scattering: None Transparency color: None Glow (color): R255, G255, and B0 Glow (weight): 0.25, 0.5, and 0.75 from the left
You can control the parameters used for volume rendering by using mapping. From the Attribute popup menu of the Mapping group in the surface attribute window, select and set the associated parameters.
- Spotted + Volume Decay Distance
Left: opaque body, right: transparent body
- Spotted + Volume Color
Left: opaque body, right: transparent body
- Spotted + Volume Transparency
Left: opaque body, right: transparent body
- Spotted + Volume Glow
Left: opaque body, right: transparent body
For Subsurface Scattering (Shade Professional)
- Decay Distance (opaque)
Basic setting Transparency: 0.0
Volume setting Transparency color: None Glow: None Decay distance: 1000, 2000, and 3000 from the left
- Decay Distance (transparent)
Basic setting Transparency: 1.0
Volume setting Transparency color: None Glow: None Decay distance: 1000, 2000, and 3000 from the left
- Scattering (opaque)
Basic setting Transparency: 0.0
Volume setting Decay distance: 500 Scattering (color): R255, G128, and B255 Transparency color: None Glow: None Scattering (weight): 0.25, 0.5, and 0.75 from the left
- Scattering (transparent)
Basic setting Transparency: 0.0
Volume setting Decay distance: 500 Scattering (color): R255, G128, and B255 Transparency color: None Glow: None Scattering (weight): 0.25, 0.5, and 0.75 from the left
- Transparency (opaque)
Basic setting Transparency: 0.0
Volume setting Decay distance: 500 Scattering: None Transparency (color): R255, G128, and B0 Glow: None Transparency (weight): 0.25, 0.5, and 0.75 from the left
- Transparency (transparency)
Basic setting Transparency: 1.0
Volume setting Decay distance: 500 Scattering: None Transparency (color): R255, G128, and B0 Glow: None Transparency (weight): 0.25, 0.5, and 0.75 from the left
- Glow (opaque)
Basic setting Transparency: 1.0
Volume setting Decay distance: 500 Scattering: None Transparency color: None Glow (color): R255, G255, and B0 Glow (weight): 0.25, 0.5, and 0.75 from the left
- Glow (transparency)
Basic setting Transparency: 1.0
Volume setting Decay distance: 500 Scattering: None Transparency color: None Glow (color): R255, G255, and B0 Glow (weight): 0.25, 0.5, and 0.75 from the left
Mapping
You can set the mapping settings and values of surface attributes. This section introduces the application results with regard to Pattern (1), Attribute (2), Projection (3) as images.
- Pattern
You can set patterns such as stripes and checks.
Image (the right image is actually a mapped one.)
- Attribute
Set a pattern attribute. The following shows the attributes set with the stripe pattern:
- Normal is supported only by Shade Professional.
- Displacement, Volume Decay Distance, Volume Scattering, Volume Transparency, and Volume Glow are supported only by Shade Standard and Professional.
- Projection
Set how to project mapping onto an object. The availability of the projection methods depends on the pattern.
X
Mapping is projected in parallel from the X direction.
(Left: edit screen, right: rendering result)
Y
Mapping is projected in parallel from the Y direction.
Z
Mapping is projected in parallel from the Z direction.
Wrap
Mapping is projected while the four corners of an object and those of the image match.
Cylinder
Mapping is projected in parallel through 360 degrees from the central axis.
Sphere
Mapping is projected vertically and horizontally through 360 degrees from the central axis.
Box
Mapping is projected in parallel from all three directions, X, Y, and Z.
Setting the Size and Position of an Image
You can set the image application size and the position at which the image starts.
1 From the Surface window, check the Modify checkbox in the Mapping group.
2 The mapping image is displayed on the Viewport.
3 Drag the manipulator to set the image position and size.
TIP
For the projection mapping for the X, Y, and Z axes and Cylinder and Box mappings, you can adjust the image size from the Position and Size tab of the Surface win-dow. Specification of actual sizes is supported only in Shade Standard and Professional.
Trimming an Image
You can modify the area over which an image set in the pattern is used.
1 From the Surface window, select Mapping group > Edit image > Set Crop Area....
2 In the Crop Area Setting... dialog, enter a numerical value in the text box, or drag the trimming handle to set the range to be used.
TIP
If you set a range larger than the image in the text box, the image will have margins. For a 500 x 500 image, if you set top to -10, bottom to 510, left to -10, and right to 510, a 10 margin is added to the top, bottom, left, and right sides.
Overlapping Multiple Maps
You can overlap map layers and set complicated surface attributes. This set of steps demonstrates overlapping two images using three layers.
1 Set the Mapping Layer to 1, and the layer option to Diffuse. Load the image map.
2 Render the scene to confirm that it looks like this.
3 Create a new layer.
4 Set the Mapping Layer to 2, and the layer option to Bump. Load the image map.
5 The following is the rendering image obtained by overlapping and setting two layers. The rusty parts appear as dents while the blue-painted parts protrude.
6 Create a new layer as layer 3, set the layer option to Reflection and import the image. (Basic setting reflection: 0.16)
7 The following is the rendering image obtained by overlapping and setting three layers. Only the blue-painted parts reflect the background.
Setting Surface Attributes Individually on Polygon Mesh Faces
You can set the master surface of a selected face of a polygon mesh. This allows you to set multiple surface attributes on a single polygon mesh.
1 Select the face of a polygon mesh.
2 From the Object Info window, open the Face Group options, and then click the Add button to add a new Face Group.
3 From the selector, select a previously added master surface to assign it to the Face Group.
4 Repeat steps 1 to 3 to individually set master surfaces on multiple faces.















































































































