Презентация на тему: " Copyright DASSAULT SYSTEMES 20021 Photo Studio CATIA Training Foils Version 5 Release 8 February 2002 EDU-CAT-E-PHS-FF-V5R8." — Транскрипт:
Copyright DASSAULT SYSTEMES Photo Studio CATIA Training Foils Version 5 Release 8 February 2002 EDU-CAT-E-PHS-FF-V5R8
Copyright DASSAULT SYSTEMES Course Presentation Objectives of the course In this course you will learn how to create a photo realistic image Targeted audience New CATIA V5 users Prerequisites CATIA V5 fundamentals 1 day
Copyright DASSAULT SYSTEMES Introduction to Photo Studiop.6 Workbench Presentationp.7 Accessing the workbenchp.8 User interfacep.9 General processp.15 Quick Startp Environment managementp.18 Creating a box environmentp.20 Positioning the environmentp21 Dimensioning the environmentp23 3. Camera managementp.26 Creating a camerap.27 Positioning a camerap.28 Defining the camera lensp 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 DASSAULT SYSTEMES Shooting managementp.39 Creating a shootingp.41 Defining the framep.42 Defining the quality parametersp.44 Computing the imagep Textures managementp.46 Applying texture to the environmentp.47 Editing the environment texture propertiesp.49 Applying material to a componentp.50 Editing a material propertiesp 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 Animation: Turntable managementp.64 Creating a turntablep.65 Defining the Turntable parametersp.66 Simulating an animationp.67 Computing an animationp.68 9.Animation: Animating scene elementsp.70 Creating an animationp.71 Adding elements to an animationp.72 Defining animated elements parametersp.73 Creating and modifying shotsp Using catalogsp.75 Table of Contents (3/3)
Copyright DASSAULT SYSTEMES 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 General Presentation User Interface: Photo Studio tools User Settings General Process Quick Start: using the Quick Render Additional Information...
Copyright DASSAULT SYSTEMES You will learn about the Photo Studio Workbench by Accessing the Workbench Exploring the User Interface Understanding General Process Photo Studio Workbench Presentation
Copyright DASSAULT SYSTEMES Accessing the Workbench
Copyright DASSAULT SYSTEMES Photo Studio tools... Product tree Standard tools User Interface: Photo Studio General Presentation Photo Studio features…
Copyright DASSAULT SYSTEMES Scene editor: Environment Light sources Camera User Interface: Photo Studio tools Animation tools Rendering: Image parameters Computation Apply material and stickers
Copyright DASSAULT SYSTEMES User Settings (1/4) 1. Select Tools / Options Define the location of the training material library according to the instructions of your instructor 2. Select Material Library Restart CATIA after modifying the parameters
Copyright DASSAULT SYSTEMES User Settings (2/4) Select Rendering Select Display Define the light source display mode Define the environment display mode Activate the environment reflections in the 3D viewer Define the environment reflections quality Restart CATIA after modifying the parameters
Copyright DASSAULT SYSTEMES User Settings (3/4) Select Rendering Select Output Define the Quick Render parameters Restart CATIA after modifying the parameters Define the file name management
Copyright DASSAULT SYSTEMES User Settings (4/4) Select Rendering Select Sticker Restart CATIA after modifying the parameters Define the stickers default image
Copyright DASSAULT SYSTEMES From a Product Create an environment Create a camera Create light sources Create a shooting Launch the computation General Process Define the components textures and stickers
Copyright DASSAULT SYSTEMES 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 Render. 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 Computation parameters: Default parameters have been predefined to help the user to get quickly a realistic image. If an active 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 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 the same part has different effects in the image, depending on its instance. Additional Information...
Copyright DASSAULT SYSTEMES Environment Management In this lesson you will learn how to manage the scene environment What about environment? Creating a box environment Positioning a box environment Dimensioning a box environment Additional Information...
Copyright DASSAULT SYSTEMES 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 object and will help you to create the context by applying textures to it. Which environments can I use? CATIA Photo Studio provides 3 different types of environment: A box A sphere A cylinder Depending the context you want to create, you will use one shape or another. For example, a spherical environment can be used to render a plane flying in the sky.
Copyright DASSAULT SYSTEMES 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, 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 Modify the position of the environment using the standard tools of the compass Position the compass on the environment Positioning a box environment (1/2) Dynamically
Copyright DASSAULT SYSTEMES Select Properties in the environment contextual menu or double-click it Select Position Positioning a box environment (2/2) 1 2 Define the coordinates of the box origin Define the orientation of the box origin 3 4 Using precise values
Copyright DASSAULT SYSTEMES 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) Global scaling Wall positioning Dynamically
Copyright DASSAULT SYSTEMES Select Properties in the environment contextual menu or double-click it Select Dimensions Dimensioning a box environment (2/2) 1 2 Define the dimensions of the box 3 Using precise values
Copyright DASSAULT SYSTEMES Additional Information... Several environments 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 Camera Management In this lesson you will learn how to manage cameras Creating a camera Positioning a camera Defining the camera lens
Copyright DASSAULT SYSTEMES 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 view point using the mouse manipulation 1 2 Camera display when selected: Standard Camera display:
Copyright DASSAULT SYSTEMES Green point moves the origin point in the screen plane Positioning a camera (1/2) Green square translates the origin point Green square translates the target point Green point moves the target point in the screen plane Dynamically
Copyright DASSAULT SYSTEMES Select Properties in the environment contextual menu Select Position Positioning a camera (2/2) 1 2 Define the coordinates of the camera origin Define the coordinates of the camera target 3 4 Using precise values
Copyright DASSAULT SYSTEMES 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 the 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 DASSAULT SYSTEMES 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 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 Studio? 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 directions 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 generating 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 neon's ramp
Copyright DASSAULT SYSTEMES Select the Create Spot Light icon Creating a spot light 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 Green point moves the origin point in the screen plane Choose a view point using the mouse manipulation tools Positioning a spot light (1/2) 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. Dynamically
Copyright DASSAULT SYSTEMES Select Properties in the environment contextual menu or double-click it Select Position Positioning the spot light (2/2) 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 Using precise values
Copyright DASSAULT SYSTEMES Select one solid edge of the spot light cone and drag it to define the cone angle Defining the spot light parameters (1/2) Select one solid edge of the spot light extremity and drag it to define the cone end. Outside the cone, no light is diffused. Dynamically
Copyright DASSAULT SYSTEMES Select Properties in the environment contextual menu or double-click it Select Lighting Defining a spot light parameters (2/2) 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 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 Using precise values
Copyright DASSAULT SYSTEMES Select Properties in the environment contextual menu or double-click it Select Area Defining a surfacic light parameters 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 surfacic light source 3
Copyright DASSAULT SYSTEMES Additional Information... Computation result with a punctual spot light Computation result with a surfacic disk area light
Copyright DASSAULT SYSTEMES Shooting Management In this lesson you will learn how to define all the image parameters What about shooting? Creating a shooting Defining the frame Additional Information... Defining the quality parameters Computing the image
Copyright DASSAULT SYSTEMES What about shooting? CATIA Photo Studio shooting defines all the parameters that will be used for the computation of a specific 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 parameters 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. These parameters will be detailed in the next chapter.
Copyright DASSAULT SYSTEMES Select the Create shooting icon Creating a shooting A new feature is added in the tree
Copyright DASSAULT SYSTEMES Define the camera you want to use for the computation You can use the current view point 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 deformed 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 Additional Information... What is ray tracing? Ray tracing is a standard imagery mode. It is used by CATIA Photo Studio to create 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 are 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 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 Maximum number of reflections 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 computation 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 Additional Information... What is final gathering? Final Gathering helps 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 points 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 factor. 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 final 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 radius reduces the computation time, but can create artefacts due to the interpolation process.
Copyright DASSAULT SYSTEMES Additional Information... Computation result without activating the final gathering Computation result with activation of the final gathering
Copyright DASSAULT SYSTEMES Select Indirect Illumination Defining the indirect illumination parameters Activate the use of the final gathering for the image computation Define the number of rays emitted by each object point. Define the maximum radius value. If set to 0, this value is automatically computed according to the scene size. Define the minimum radius value. If set to 0, this value is automatically tuned to 10% of the maximum radius.
Copyright DASSAULT SYSTEMES Computing the image Select the Render Shooting icon Launch the computation Using the contextual menu Using the computation icon Select the Shooting to render in the tree Launch the computation Select the Redo Render icon to recompute the last rendered shooting
Copyright DASSAULT SYSTEMES Textures Management In this lesson you will learn how to handle textures Applying textures to the environment Editing environments textures Applying material to a component Editing materials
Copyright DASSAULT SYSTEMES Select the wall in the tree 1 Select a texture file. Applying textures to the environment (1/2) 2 Scale the image so that it does fit on the entire wall or repeat it to cover the entire wall 3 Flip the texture image in the U and V directions if necessary 2
Copyright DASSAULT SYSTEMES Applying textures to the environment (2/2) Select the wall in the tree Select the Apply Material icon 2 1 Select the Marble Paving material 3
Copyright DASSAULT SYSTEMES Select the wall in the tree Editing environments textures Define a scale factor for the texture in both directions. The ratio between the two values can be maintained constant. Translate the texture in both directions You can rotate the texture
Copyright DASSAULT SYSTEMES Select the component in the tree 1 Select Apply material icon Applying material to a component (1/2) 2 If you apply the material to the part, the material will be applied to all the instances of this part (ex: the keyboard buttons) You can also apply the material to the instance of the part to create different effects on each instance.
Copyright DASSAULT SYSTEMES Select a family of material 3 Applying material to a component (2/2) Select a material 4 The material appears in the tree, attached to the part
Copyright DASSAULT SYSTEMES Select the material in the tree 1 Editing materials (1/5) 2 Define the ambient color of the material Define the diffuse color of the material. Shiny material will need low value. Select Lighting 4 Define the specular color of the material. Shiny material will need high value. Select Rendering 3 Define the dullness of the material. High value will create large specular spots on the part..
Copyright DASSAULT SYSTEMES Editing materials (2/5) Define the transparency of the material. This parameter should be defined at the end. Define the reflectivity of the material. Preview of the result Define the refraction parameter of a transparent material. Define the transparency clor of the material.
Copyright DASSAULT SYSTEMES Select the material in the tree 1 Editing materials (3/5) 2 Define the material size. It helps to make global scaling of the texture. It is combined to the Scale U and Scale V parameters. Define the way the texture will be projected on the component. 5 modes are available: Planar Spherical Cylindrical Cubical Adaptative Select Rendering 3 Select the texture file. Select Texture 4
Copyright DASSAULT SYSTEMES Editing materials (4/5) Scale the texture in both directions Translate the texture in both directions Define the orientation of the texture By default, the texture is repeated until it covers te full component. You can decide to use the texture only on time in one or both directions. Using the texture only once in both directions can be used to simulate a sticker on a face
Copyright DASSAULT SYSTEMES Editing materials (5/5) Modify the position of the texture using the compass Modify the texture scale using the corners Select the material in the tree
Copyright DASSAULT SYSTEMES Stickers Management In this lesson you will learn how to handle stickers Creating a sticker Adjusting a sticker Defining a sticker lighting parameters
Copyright DASSAULT SYSTEMES The sticker appears in the product tree Creating a sticker (1/2) Select the sticker creation icon
Copyright DASSAULT SYSTEMES Creating a sticker (2/2) Unlock the geometry selection, then select the geometry to use for the sticker mapping. Multi-selection proces is available Define the texture file Define a transparency color if needed Define the sticker texture scale Define the sticker texture position
Copyright DASSAULT SYSTEMES Adjusting a sticker Position the sticker using the compass Select the sticker in the tree Define the sticker scale using the corners
Copyright DASSAULT SYSTEMES Select the sticker in the tree Defining a sticker lighting parameters 1 Select lighting 4 Select Rendering 3 Define the lighting parameters as for any other material 5 2
Copyright DASSAULT SYSTEMES Animation: Turntable Management In this lesson you will learn how to create a simple animation by using a turntable Creating a turntable Defining the turntable parameters Simulating the animation Computing the animation
Copyright DASSAULT SYSTEMES Select the Create Turntable icon Creating a turntable A new feature is added in the tree The turntable is represented in the 3D viewer by an arc.
Copyright DASSAULT SYSTEMES You can define the turntable parameters at its creation or by double-clicking its axis in the tree. Defining the turntable parameters Position the rotation axis using the standard tools of the compass Define the start and end rotation angle. Start angle to 0 means that the animation starts with the position the object has in the 3D viewer Reverse the rotation direction if necessary
Copyright DASSAULT SYSTEMES Select the Play Simulation icon Simulating the animation Select the animation to simulate Play the simulation
Copyright DASSAULT SYSTEMES Edit the shooting parameters by double- clicking it Computing the animation (1/2) Select Animation Select the turntable you want to render with this shooting Define the number of frames you want in your animation Define the frames you want to compute 5 The output format for the animation is defined in the Frame tab of the dialog box
Copyright DASSAULT SYSTEMES Computing the animation (2/2) Select the Render Shooting icon Select the Render Animation option 6 5
Copyright DASSAULT SYSTEMES Animation: animating scene elements In this lesson you will learn how to create a simple animation of elements of your scene, for example a light Creating an animation Adding elements to an animation Defining animated elements parameters Creating and modifying a shot
Copyright DASSAULT SYSTEMES Define the element parameters at the animation beginning Select the element to animate in the tree Creating an animation A new feature is added in the tree Select the animation creation icon
Copyright DASSAULT SYSTEMES Edit the animation by double clicking it in the tree Adding elements to an animation Select the animation object edition button Select Add Select the object to add in the list of available elements
Copyright DASSAULT SYSTEMES Dynamically define the object parameters if the element offers this possibility Defining animated elements parameters Select the animation object edition button if the element can be defined thru dialog boxes only Select the object to edit in the list of animated elements Select the Edit button
Copyright DASSAULT SYSTEMES Define the element parameters at the shot position as mentioned previously Creating and modifying a shot Select the Insert button to create a new shot in the animation Select the Modify button to take into account the new element parameters in the current shot Current shot number
Copyright DASSAULT SYSTEMES Using catalogs In this lesson you will learn how to use catalogs to define all the parameters of the image. Using catalogs
Copyright DASSAULT SYSTEMES Using catalogs You have the possibility to use predefined elements stored in catalogs (environments, cameras, lights, etc.): Select the catalog icon Open the catalog containing the elements you want to use for the image definition Select the element you need and confirm
Copyright DASSAULT SYSTEMES To Sum Up... In this Course you have seen: How to create a photo realistic image How to create an animation by rotating the object How to create an animation by modifying the scene elements