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Create an empty environment (either box, cylindrical or
spherical).
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Choose the
point of view you want to use then click Create Camera
.
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Click Create Spot Light
to define a conical light source then orientate the light as you wish
with the help of the light preview on the environment walls.
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Set the
lighting attenuation in order that it does not end before the
environment, otherwise the environment will be almost entirely
shadowed. |
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Click Quick Render
to check the result. Perform as many modifications as necessary and make
sure that what you get is really what you want to lit.
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Apply a
texture on your environment and your part(s) by clicking Apply
Material
and check the result by creating a quick render:
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| Once you are satisfied, you can create a shooting
to have a finer result. To do so: |
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Click
Create Shooting
to define the
shooting parameters.
|
We advise you not to modify the default shooting
parameters except those concerning accuracy. When the accuracy
parameters is set beneath the mid value, you should obtain a result
nearly as identical as the quick render. |
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Click
Render Shooting
then the Render Single Frame button to check the result. Go
back to the material properties to correct the parameter definition if
necessary.
Here are a few tips for
lighting parameters:
- Ambient: use very carefully this parameter ("good"
values are around 10%) to avoid final color saturation
- Diffuse: start by setting the Diffuse parameter to
the minimum intensity: when you define the material lighting, the
sum of all parameters (except Shininess) should be roughly equal
to 1 to render the material with realism, but nothing forbids you
to choose higher or lower sum values to achieve special effects:
they may simply be harder to control
- Reflectivity/Specular: set the Reflectivity
and the Specular parameters simultaneously
- Transparency: if the material is transparent,
define a Transparency value.
We recommend you to define this parameter at the end.
|
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When the result is satisfactory, adjust the shooting
parameters to refine the result such as the reflection number, the
anti-aliasing, etc. in the Shooting Definition dialog box.
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Click OK when finished.
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