Create an empty environment (either box, cylindrical or
point of view you want to use then click Create Camera
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.
lighting attenuation in order that it does not end before the
environment, otherwise the environment will be almost entirely
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.
texture on your environment and your part(s) by clicking Apply
and check the result by creating a quick render:
|Once you are satisfied, you can create a shooting
to have a finer result. To do so:
to define the
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.
then the Render Single Frame button to check the result. Go
back to the material properties to correct the parameter definition if
|Here are a few tips for
- 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.
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.
Click OK when finished.