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1、Copyright DASSAULT SYSTEMES 2002,1,Photo Studio,CATIA Training Foils,Version 5 Release 9June 2002 EDU-CAT-E-PHS-FF-V5R9,Copyright DASSAULT SYSTEMES 2002,2,Course Presentation,Objectives of the course In this course you will learn how to create a photo realistic image Targeted audience New CATIA V5 u

2、sers Prerequisites CATIA V5 fundamentals,0.5 day,Copyright DASSAULT SYSTEMES 2002,3,Introduction to Photo Studiop.6 Workbench Presentationp.7 Accessing the workbenchp.8 User interfacep.9 General processp.15 Quick Startp.16 Environment managementp.18 Creating a box environmentp.20 Positioning the env

3、ironmentp21 Dimensioning the environmentp23 Camera managementp.26 Creating a camerap.27 Positioning a camerap.28 Defining the camera lensp.30 Light sources managementp.31 Creating a spot lightp.33 Positioning a spot lightp.34 Defining the spot light parametersp.36,Table of Contents (1/3),Copyright D

4、ASSAULT SYSTEMES 2002,4,Shooting managementp.39 Creating a shootingp.41 Defining the framep.42 Defining the quality parametersp.44 Computing the imagep.45 Textures managementp.46 Applying texture to the environmentp.47 Editing the environment texture propertiesp.49 Applying material to a componentp.

5、50 Editing a material propertiesp.52 Stickers managementp.56 Creating a stickerp.57 Mapping a stickerp.58 Adjusting a stickerp.61 Defining a sticker texturep.62 Defining a sticker lighting parametersp.63,Table of Contents (2/3),Copyright DASSAULT SYSTEMES 2002,5,Animation: Turntable managementp.64 C

6、reating a turntablep.65 Defining the Turntable parametersp.66 Simulating an animationp.67 Computing an animationp.68 Animation: Animating scene elementsp.70 Creating an animationp.71 Adding elements to an animationp.72 Defining animated elements parametersp.73 Creating and modifying shotsp.74 Using

7、catalogsp.75,Table of Contents (3/3),Copyright DASSAULT SYSTEMES 2002,6,Introduction to Photo Studio,In this lesson you will see V5 Photo Studio user interface and compute your first basic realistic image Photo Studio Workbench Presentation Accessing the workbench User Interface: Photo Studio Genera

8、l Presentation User Interface: Photo Studio tools User Interface: Photo Studio tools User Settings General Process Quick Start: using the Quick Render Additional Information .,Copyright DASSAULT SYSTEMES 2002,7,You will learn about the Photo Studio Workbench by Accessing the Workbench Exploring the

9、User Interface Understanding General Process,Photo Studio Workbench Presentation,Copyright DASSAULT SYSTEMES 2002,8,Accessing the Workbench,Copyright DASSAULT SYSTEMES 2002,9,Photo Studio tools.,Product tree,Standard tools,User Interface: Photo Studio General Presentation,Photo Studio features,Copyr

10、ight DASSAULT SYSTEMES 2002,10,Scene editor: Environment Light sources Camera,User Interface: Photo Studio tools,Animation tools,Rendering: Image parameters Computation,Apply material and stickers,Copyright DASSAULT SYSTEMES 2002,11,User Settings (1/3),Select Photo Studio,Select Display,Define the l

11、ight source display mode,Define the environment display mode,Restart CATIA after modifying the parameters,Copyright DASSAULT SYSTEMES 2002,12,User Settings (2/3),Select Photo Studio,Select Output,Define the Quick Render parameters,Restart CATIA after modifying the parameters,Define the file name man

12、agement,Copyright DASSAULT SYSTEMES 2002,13,User Settings (3/3),Select Photo Studio,Select Sticker,Restart CATIA after modifying the parameters,Define the default stickers image,Copyright DASSAULT SYSTEMES 2002,14,From a Product,Create an environment,Create a camera,Create light sources,Create a sho

13、oting,Launch the computation,General Process,Define the components textures and stickers,Copyright DASSAULT SYSTEMES 2002,15,Quick Start: using the Quick Render,In this Quick Start you will discover thru a simple demonstration, the base of the creation of a photo realistic image using the Quick Rend

14、er. The objective is not to control all the parameters of the image, but to create quickly a realistic image from the 3D viewer display.,Copyright DASSAULT SYSTEMES 2002,16,Computation parameters: Default parameters have been predefined to help the user to get quickly a realistic image. If an active

15、 environment has been defined by the user, it will be taken into account by the Quick Render. If active lights exist in the session, they will be taken into account. If no light is active, a default light positioned at the current view point will be used. The image destination file can be defined in

16、 the settings. A precise size in pixels can be defined for the image in the settings. Applying material: If a material is applied to a part being instanced in the product, all the instances will have the same attributes. Ex: the buttons You can also apply the material to the instance itself so that

17、the same part has different effects in the image, depending on its instance.,Additional Information .,Copyright DASSAULT SYSTEMES 2002,17,Environment Management,In this lesson you will learn how to manage the scene environment What about environment? Creating a box environment Positioning a box envi

18、ronment Dimensioning a box environment Additional Information .,Copyright DASSAULT SYSTEMES 2002,18,What about environment?,What is an environment? To make your image more realistic, you need to place the object you want to render in context. The environment is a geometry which will surround your ob

19、ject and will help you to create the context by applying textures to it. Which environments can I use? CATIA Photo Studio provides 4 different types of environment: A box A sphere A cylinder Environment predefined using Realviz software Stitcher Depending the context you want to create, you will use

20、 one shape or another. For example, a spherical environment can be used to render a plane flying in the sky.,Copyright DASSAULT SYSTEMES 2002,19,A default box environment is created around the product Faces located between the view point and the product are automatically made transparent for the eye

21、, but they will be reflected by reflective objects.,Select the Create Box Environment icon,Creating a box environment,A new feature is added in the tree,Copyright DASSAULT SYSTEMES 2002,20,Modify the position of the environment using the standard tools of the compass,Position the compass on the envi

22、ronment,Positioning a box environment (1/2),Dynamically,Copyright DASSAULT SYSTEMES 2002,21,Select Properties in the environment contextual menu or double-click it,Select Position,Positioning a box environment (2/2),Using precise values,1,2,Define the coordinates of the box origin,Define the orienta

23、tion of the box origin,3,4,Copyright DASSAULT SYSTEMES 2002,22,Select an edge of the box and drag it. This will apply a scaling centered on the box center.,Select a wall of the box and drag it. This will translate the wall.,Dimensioning a box environment (1/2),Dynamically,Global scaling,Wall positio

24、ning,Copyright DASSAULT SYSTEMES 2002,23,Select Properties in the environment contextual menu or double-click it,Select Dimensions,Dimensioning a box environment (2/2),Using precise values,1,2,Define the dimensions of the box,3,Copyright DASSAULT SYSTEMES 2002,24,Additional Information.,Several envi

25、ronments can be defined in a session. An environment is activated using this option of its contextual menu,You can get the default geometry bounding box using this option of the environment contextual menu,Copyright DASSAULT SYSTEMES 2002,25,Camera Management,In this lesson you will learn how to man

26、age cameras Creating a camera Positioning a camera Defining the camera lens,Copyright DASSAULT SYSTEMES 2002,26,A camera is defined so that the resulting image corresponds to the current viewer view point,Select the Create Camera icon,Creating a camera,A new feature is added in the tree,Define a vie

27、w point using the mouse manipulation,1,2,Camera display when selected:,Standard Camera display:,Copyright DASSAULT SYSTEMES 2002,27,Green point moves the origin point in the screen plane,Positioning a camera (1/2),Dynamically,Green square translates the origin point,Green square translates the targe

28、t point,Green point moves the target point in the screen plane,Copyright DASSAULT SYSTEMES 2002,28,Select Properties in the environment contextual menu,Select Position,Positioning a camera (2/2),Using precise values,1,2,Define the coordinates of the camera origin,Define the coordinates of the camera

29、 target,3,4,Copyright DASSAULT SYSTEMES 2002,29,Select Properties in the environment contextual menu,Select Lens,Defining the camera lens,1,2,Define the projection type. Perspective projection provides more realistic results.,Define the focal length. You should avoid small values as it will deform t

30、he object on the image. You should better take the camera away from the object.,3,4,This viewer can be used to define the position of the camera with the mouse manipulation tools. You can get the same view in the 3D viewer by double clicking the camera in the tree or in the viewer.,Copyright DASSAUL

31、T SYSTEMES 2002,30,Light Sources Management,In this lesson you will learn how to handle light sources What about light sources? Creating a spot light Positioning a spot light Defining a spot light parameters Defining a surfacic light parameters Additional information,Copyright DASSAULT SYSTEMES 2002

32、,31,What about light sources?,Light sources are not just used to light up the environment and make object visible. By generating shadows and illumination variations on the object surface, they give the image its effect of relief and make it more realistic. Which light sources can I use in Photo Stud

33、io? “Ponctual” light sources: A Spot light:It projects a cone of light from a given point to a given direction. It is the only type of light source which concentrates lights rays on a specific part of the scene. It is thus very useful to highlight details. A Point light:It scatters light in all dire

34、ctions from a given point like an electric lamp. A Directional light:The light reaches the scene in the form of parallel rays as if it had been emitted by a plane. It simulates light emitted by a very distant source such as the sun. Surfacic light sources, creating more realistic images by generatin

35、g soft shadows: A disk area light to simulate spot light A sphere area light to simulate light bulb A rectangular area light that can simulate a distant light source A cylinder area light to simulate neons ramp,Copyright DASSAULT SYSTEMES 2002,32,Select the Create Spot Light icon,Creating a spot lig

36、ht,A new feature is added in the tree,Spot light display when selected:,Standard Spot light display:,The spot light effect is visualized in the 3D viewer,Copyright DASSAULT SYSTEMES 2002,33,Green point moves the origin point in the screen plane,Choose a view point using the mouse manipulation tools,

37、Positioning a spot light (1/2),Dynamically,Green square translates the origin point,Green square translates the target point,Green point moves the target point in the screen plane,Compute the spot light position using this option. Only the origin coordinates will be modified.,Copyright DASSAULT SYST

38、EMES 2002,34,Select Properties in the environment contextual menu or double-click it,Select Position,Positioning a spot light (2/2),Using precise values,1,2,Define the coordinates of the spot origin,Define the coordinates of the spot target After the target point, the spot is completely dark,3,4,Cop

39、yright DASSAULT SYSTEMES 2002,35,Select one solid edge of the spot light cone and drag it to define the cone angle,Defining a spot light parameter (1/2),Dynamically,Select one solid edge of the spot light extremity and drag it to define the cone end. Outside the cone, no light is diffused.,Copyright

40、 DASSAULT SYSTEMES 2002,36,Select Properties in the environment contextual menu or double-click it,Select Lighting,Defining a spot light parameter (2/2),Using precise values,1,2,Define the intensity and the color of the spot light,Define the angle of the spot light,5,4,Define the length of the spot

41、light ray. This moves the target point in the spot direction.,6,Define the linear attenuation,7,Define the angular attenuation,8,Activate the shadow generation at rendering time,9,Define the type of “ponctual” light source,3,Copyright DASSAULT SYSTEMES 2002,37,Select Properties in the environment co

42、ntextual menu or double-click it,Select Area,Defining a surfacic light parameter,1,2,Define the U and V samples The higher the values are, the less grainy the lighting will be. Computation time increases with the samples values.,Define the light source surface dimensions,5,4,Define the type of surfa

43、cic light source,3,Copyright DASSAULT SYSTEMES 2002,38,Additional Information .,Computation result with a “punctual” spot light,Computation result with a surfacic disk area light,Copyright DASSAULT SYSTEMES 2002,39,Shooting Management,In this lesson you will learn how to define all the image paramet

44、ers What about shooting? Creating a shooting Defining the frame Additional Information . Defining the quality parameters Computing the image,Copyright DASSAULT SYSTEMES 2002,40,What about shooting?,CATIA Photo Studio shooting defines all the parameters that will be used for the computation of a spec

45、ific image from a given product. The parameters are sorted in 4 categories: The Frame parameters:You will define the scene (which environment, which camera, which light sources), the resulting image size and location. The Quality parameters:You will define the rendering quality parameters. These par

46、ameters will have a big influence on the computation time required for your image. The indirect illumination parameter:You will activate the use of the final gathering algorithm and define its parameters. The Animation parameters:You will define the number of images you want to use for the animation

47、. These parameters will be detailed in the next chapter.,Copyright DASSAULT SYSTEMES 2002,41,Select the Create shooting icon,Creating a shooting,A new feature is added in the tree,Copyright DASSAULT SYSTEMES 2002,42,Define the camera you want to use for the computation You can use the current view p

48、oint of 3D viewer,Defining the frame,Define the environment you want to see on the image,Define the light sources you want to be used in the image,Define the destination and the format of the computation result,Define the image size The image is computed using the 3D viewer ratio. It is then deforme

49、d to fit into the defined size. To avoid this deformation, define the ratio of the image size equal to the 3D viewer ration.,Select Frame,Copyright DASSAULT SYSTEMES 2002,43,Additional Information .,What is ray tracing? Ray tracing is a standard imagery mode. It is used by CATIA Photo Studio to crea

50、te realistic images. How does it work? The image is divided in squares of pixels. The size of the squares is defined by the user. Ray tracing consists in calculating the color at each corner of each square of the image, considering a light ray from that corner in the direction in which the objects a

51、re viewed (camera viewing direction), following that ray until it hits an object. If that object is reflective, the reflected ray is traced until it hits another object, and so on. The maximum number of reflections for a ray is one of the quality parameters. If the object is transparent, the ray is

52、traced as it crosses the object. Each time the ray meets an object, the characteristics of the object are read at the point of incidence (color, reflection mode, transparency, etc.) in order to deduce the color of the corner of the pixel where the ray came from.,Copyright DASSAULT SYSTEMES 2002,44,M

53、aximum number of reflections and refractions for a ray. Increasing this parameter will increase the computation time.,Defining the quality parameters,Activate the use of the objects textures for the image computation,Define the rendering accuracy using predefined sets of values,Activate the shadow c

54、omputation,Select Quality,Activate the anti-aliasing,Define a customized division of the image,Define a criteria for automatic subdivision of the squares,Define the maximum number of subdivisions,Copyright DASSAULT SYSTEMES 2002,45,Additional Information .,What is final gathering? Final Gathering he

55、lps to create very realistic imaging by creating very soft shadows. The general principal is that the light striking the object is not only computed from the light sources but also from the other elements composing the scene, as in real life! How does it work? Light rays are sent from the objects po

56、ints and, as the light bounces from one object to another, the light energy is computed on any surfaces surrounding the object. This is what is called indirect illumination. The user has to define the number of rays that will be sent at random from each pixel to calculate the indirect illumination f

57、actor. It will be multiplied by the material diffuse parameter coefficient.As a consequence, no indirect illumination will be computed for materials with a null diffuse value. To improve performances, the user can use an interpolation algorithm from one pixel to another instead of computing real fin

58、al gathering for each point.Maximum radius parameter defines the maximum distance between a point having a real final gathering computation result and an interpolated one.Minimum radius defines the minimum distance between two points having a real final gathering computation.Increasing the maximum r

59、adius reduces the computation time, but can create artefacts due to the interpolation process.,Copyright DASSAULT SYSTEMES 2002,46,Additional Information .,Computation result without activating the final gathering,Computation result with activation of the final gathering,Copyright DASSAULT SYSTEMES 2002,47,Select Indirect Illumination,Defining the indirect illumination parameters,Activate the use of the final gathering for the imag

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