Better modeling viewport rendering

Better modeling viewport rendering

maruska
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Message 1 of 24

Better modeling viewport rendering

maruska
Advocate
Advocate

I recently stumbled on this post. It gets at an issue that has bugged me for a while. 

 

https://forums.autodesk.com/t5/fusion-360-design-validate/appearance-question/td-p/10551699

 

Fusion 360's modeling viewport is a pretty capable realtime renderer, but the way it's been executed results in models that are dull and beige. I like to be able to take quick screen shots of models to share with clients. Not a full ray-traced renderings;  just work-in-progress, or something to sketch over.

 

I was also involved in the development of the IBL (image-based-lighting) workflow of Alias's viewport several years ago - so I figured I would dig into Fusion's underpinnings and see what's up.

 

I knew that these directories existed and had played with modifying the files, but had mixed results - until by accident I figured out how they work. On the Mac (I'll follow-up with PC instructions at some point when I get my hands on a windows machine), you can dig into the Fusion app directory like so:

 

/Users/$HOME/Library/Application Support/Autodesk/webdeploy/production/cdedd4b05efae2d277df7be3d315d4ccce03a01d/Autodesk Fusion 360.app/Contents/Libraries/Neutron/Neutron/Server/Scene/Resources/Environments

 

In that Environments directory are the sub-directories that hold all the assets for the viewport environments. Here is what the Dark Sky environment looks like:

 

Screen Shot 2021-08-21 at 12.17.58 PM.png

 

The EXR file is the main reflection map. Just modifying it will change the look of 100% glossy surfaces, but nothing else. I knew updating the .dds files were the trick for updating the look of non-glossy surfaces (any material with a roughness greater than zero). Any attempt I made to bring the .dds files into an image editor yielded poor results, if any. Then by accident I discovered that Fusion generates the .dds files from the EXR at runtime - so just deleting the .dds files after you update the EXR allows you to easily update the image based lighting. So you can find an HDRI image you like, name it accordingly (DarkSky-Reflection-dwab.exr for instance). delete the .dds files, run Fusion and everything updates at launch.

 

The XML file has a line of code at allows you the change the brightness of the HDRI image after the fact, tuning the look/exposure of the reflection maps; with zero being no adjustment.

 

 

<ToneMapping ExposureBase="0" />

 

 

Lastly, here are some examples of my new viewports before and after...

 

Dark Sky BeforeDark Sky BeforeDark Sky AfterDark Sky AfterGrey Room BeforeGrey Room BeforeGrey Room AfterGrey Room AfterInfinity Pool BeforeInfinity Pool BeforeInfinity Pool AfterInfinity Pool AfterPhoto Booth BeforePhoto Booth BeforePhoto Booth AfterPhoto Booth AfterTranquility Blue BeforeTranquility Blue BeforeTranquility Blue AfterTranquility Blue After

 

For me, I wanted viewport rendering that was both higher contrast and properly white balanced, with exposure adjustments that ensured "white" looks white (but not too white, or specular highlights won't show up). But with the ability to tweak at will, you can get the look you are after fairly easily. 

 

Not sure what warranties this voids, or how Autodesk would respond to encouraging modifying the software. I also don't know what happens when an update is pushed. I'll keep a back-up of my new IBL's for sure. Happy tweaking...

 

J.

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Message 21 of 24

TrippyLighting
Consultant
Consultant

@karina.harper Thanks for the heads up! That does look better.

It must be noted, however, that this isn't what @maruska has been requesting.  It would be nice if we could use external HDRI's, rotate them and adjust the tone mapping ourselves 😉


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Message 22 of 24

TrippyLighting
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Consultant

@aleksei_ovsienko wrote:

...
To be honest I don't get the concept of Environment Dome at all. What would people normally use it for? 


Please read the entire thread. It should become clear than what it is used for 😉


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Message 23 of 24

farzad_taba
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you can achieve the same result without having to edit any files by increasing the "Exposure" setting under "material" in the preferences menu.

Message 24 of 24

TrippyLighting
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Consultant

@farzad_taba wrote:

you can achieve the same result without having to edit any files by increasing the "Exposure" setting under "material" in the preferences menu.


Yep, that functionality exists since only the last update.

I would like to believe that one reason it was implemented is, because I specifically pointed this thread out to the development team 😉

While we can now change the exposure, I believe we are still limited to the baked-in HDRI (for viewport retendering).


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