Shade 12. Surface Attributes

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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).

Shade12 user guide0607.png

Shade12 user guide0608.png

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.

Shade12 user guide0609.png

Shade12 user guide0610.png

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.

Shade12 user guide0611.png

2 Set the name of the master surface in the displayed Name dialog.

Shade12 user guide0612.png

3 The master surface is created in Master Surface Part.

Shade12 user guide0613.png

4 Set the surface attributes for the master surface in the Surface window.

Shade12 user guide0614.png

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.

Shade12 user guide0615.png

3 Enter a name and then register the surface attribute as the master surface.

Shade12 user guide0616.png

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.

Shade12 user guide0617.png

Surface Attribute Types

Basic Settings

You can set the basic settings and their values for surface attributes.

Shade12 user guide0618.png

  • Diffuse

Set the diffuse color and weight of an object.

Shade12 user guide0619.png

Diffuse Color

Shade12 user guide0620.png

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.

Shade12 user guide0621.png

Intensity: 0.0, 0.5, and 1.0 from the left

Shade12 user guide0622.png

Size: 0.2, 0.5, and 0.8 from the left

  • Reflection

Set the reflection intensities and colors from other objects and the background.

Shade12 user guide0623.png

Reflection ratio: 0.1, 0.5, and 0.9 from the left

  • Transparency

Set the transparency intensities and colors of objects.

Shade12 user guide0624.png

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.

Shade12 user guide0625.png

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.

Shade12 user guide0626.png

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.

Shade12 user guide0627.png

0.25, 0.5, and 0.75 from the left

Effects

Set effect settings and values for the surface attributes.

Shade12 user guide0628.png

  • 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.

Shade12 user guide0629.png

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).

Shade12 user guide0630.png

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.

Shade12 user guide0631.png

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.

Shade12 user guide0632.png

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.

Shade12 user guide0633.png

Glow: 0.2, 0.5, and 1.0 from the left

  • Soft Glow

Set the degree of blur of radiation.

Shade12 user guide0634.png

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.

Shade12 user guide0635.png

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.

Shade12 user guide0636.png

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.

Shade12 user guide0637.png

  • 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

Shade12 user guide0638.png

  • Decay Distance (transparent)

Basic setting Transparency: 1.0

Volume setting Transparency color: None Glow: None Decay distance: 1000, 2000, and 3000 from the left

Shade12 user guide0639.png

  • 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

Shade12 user guide0640.png

  • 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

Shade12 user guide0641.png

  • 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

Shade12 user guide0642.png

  • 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

Shade12 user guide0643.png

  • 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

Shade12 user guide0644.png

  • 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

Shade12 user guide0645.png

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

Shade12 user guide0646.png

Left: opaque body, right: transparent body

  • Spotted + Volume Color

Shade12 user guide0647.png

Left: opaque body, right: transparent body

  • Spotted + Volume Transparency

Shade12 user guide0648.png

Left: opaque body, right: transparent body

  • Spotted + Volume Glow

Shade12 user guide0649.png

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

Shade12 user guide0650.png

  • Decay Distance (transparent)

Basic setting Transparency: 1.0

Volume setting Transparency color: None Glow: None Decay distance: 1000, 2000, and 3000 from the left

Shade12 user guide0651.png

  • 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

Shade12 user guide0652.png

  • 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

Shade12 user guide0653.png

  • 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

Shade12 user guide0654.png

  • 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

Shade12 user guide0655.png

  • 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

Shade12 user guide0656.png

  • 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

Shade12 user guide0657.png

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.

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  • Pattern

You can set patterns such as stripes and checks.

Shade12 user guide0659.png Striped

Shade12 user guide0660.png Marble

Shade12 user guide0661.png Wave

Shade12 user guide0662.png Checked

Shade12 user guide0663.png Wood

Shade12 user guide0664.png Ocean

Shade12 user guide0665.png Spotted

Shade12 user guide0666.png Log

Shade12 user guide0667.png Cloud

Shade12 user guide0668.png

Image (the right image is actually a mapped one.)

  • Attribute

Set a pattern attribute. The following shows the attributes set with the stripe pattern:

Shade12 user guide0669.png Diffuse

Shade12 user guide0670.png Transparency

Shade12 user guide0671.png Glow

Shade12 user guide0672.png Refraction

Shade12 user guide0673.png Specular 1 and Specular 2

Shade12 user guide0674.png Mask

Shade12 user guide0675.png Back Light

Shade12 user guide0676.png Roughness

Shade12 user guide0677.png Reflection

Shade12 user guide0678.png Environment

Shade12 user guide0679.png Weight

Shade12 user guide0680.png Anisotropic

Shade12 user guide0681.png Fresnel

Shade12 user guide0682.png Aberration

Shade12 user guide0683.png Ambient Light

Shade12 user guide0684.png Bump

Shade12 user guide0685.png Normal

Shade12 user guide0686.png Displacement

Shade12 user guide0687.png Volume Decay Distance

Shade12 user guide0688.png Volume Scattering

Shade12 user guide0689.png Volume Transparency

Shade12 user guide0690.png Volume Glow

  • 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.

Shade12 user guide0691.png

(Left: edit screen, right: rendering result)

Y

Mapping is projected in parallel from the Y direction.

Shade12 user guide0692.png

Z

Mapping is projected in parallel from the Z direction.

Shade12 user guide0693.png

Wrap

Mapping is projected while the four corners of an object and those of the image match.

Shade12 user guide0694.png

Cylinder

Mapping is projected in parallel through 360 degrees from the central axis.

Shade12 user guide0695.png

Sphere

Mapping is projected vertically and horizontally through 360 degrees from the central axis.

Shade12 user guide0696.png

Box

Mapping is projected in parallel from all three directions, X, Y, and Z.

Shade12 user guide0697.png

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.

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2 The mapping image is displayed on the Viewport.

Shade12 user guide0699.png

3 Drag the manipulator to set the image position and size.

Shade12 user guide0700.png

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....

Shade12 user guide0701.png

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.

Shade12 user guide0702.png

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.

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2 Render the scene to confirm that it looks like this.

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3 Create a new layer.

Shade12 user guide0706.png

4 Set the Mapping Layer to 2, and the layer option to Bump. Load the image map.

Shade12 user guide0707.png

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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.

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6 Create a new layer as layer 3, set the layer option to Reflection and import the image. (Basic setting reflection: 0.16)

Shade12 user guide0709.png

Shade12 user guide0710.png

7 The following is the rendering image obtained by overlapping and setting three layers. Only the blue-painted parts reflect the background.

Shade12 user guide0711.png

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.

Shade12 user guide0712.png

2 From the Object Info window, open the Face Group options, and then click the Add button to add a new Face Group.

Shade12 user guide0713.png

Shade12 user guide0714.png

3 From the selector, select a previously added master surface to assign it to the Face Group.

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4 Repeat steps 1 to 3 to individually set master surfaces on multiple faces.

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