Note: This article is a translation of the original originally published in Japanese.
You can download sample files at the bottom of the page to try out some of the things you can do.
It's an assembly file, so you need to upload it to your project before using it.
■ Apply appearances all at once
Typically, appearances are applied by dragging them from the library onto the body/component or face to which you want to apply. If you have multiple bodies to which you want to apply an appearance, you can select multiple bodies from the browser and then drag them to apply them all at once.
■ Relief Pattern (BumpMap texture)
Right-click Appearance > Edit > Advanced to open the Material Editor and enable Relief Pattern to take advantage of bump maps.
For rendering purposes, you can create a mesh or tiled appearance without modeling complex shapes. Bump maps are a common technique in CG, so texture material can be purchased from external sites.
■ Rendering transparent materials
If you render a model with liquid in the glass, you may see streaks at the borders. Also, if the faces of the model stick together perfectly, the depiction will be wrong. By offsetting them so that they overlap on purpose, you can get a clean render as shown in the third image.
■ Rendering liquid with ice
Designs that contain transparent appearances, such as liquids with ice, may obscure the transparent body when rendered.
You can go into editing the appearance and set the index of refraction to match the material, or deliberately differentiate the index of refraction, to make the rendering more realistic, as in the third image.
■ Set lighting effects
Emissive Appearances can be found under Other > Emissive Lights. The default light color is white, but you can override it with the filter color under Advanced > Emissivity. Please note that changing the color of the normal appearance does not change.
You can only see the effect of the emission by performing a render. Adjust it as necessary by darkening the environment.
■ Application: Make your own lighting
By preparing your own walls to block light, windows to allow light to pass through, and lights to serve as light sources, you can achieve more flexibility in expression.
The file you can download at the bottom of this article is an example of using@NahoUsuki's light source. Please refer to it.
■ Use of custom environment (HDR)
The reflection on the model is affected by the ambient settings applied in Scene Settings > Environment Library. You can apply any environment image from Attach Custom Environment.
You can create more freedom by using images taken with a 360° camera or by using environmental materials sold on external sites.
■ texture map controls
When using appearances that use textured images, such as Wood > Cherry, surface connections may look unnatural.
You can control the flow of the texture by selecting the one that fits the shape (in the example below, cylindrical) with the Texture Map Controls.
Note: This article is a translation of the original originally published in Japanese.
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