Generating ClearCoat 360 Textures

This task explains how to generate a ClearCoat 360 texture based on 6 images you select representing a cubical scene.
ClearCoat 360 technology is available for IRIX (SGI only).
To be able to use ClearCoat 360 technology, download the ClearCoat 360 runtime library (named "libcc360.so") from the following site:

http://www.sgi.com/software/clearcoat

This library must be installed in the Version 5 filetree containing runtime code (...code/bin).

To create ClearCoat files, use the Sphere Maps generator SMGen. SMGen ordering instructions are available from the following site:

http://www.sgi.com/software/clearcoat

  1. Open your document then access the material texture properties.

  2. Select ClearCoat 360 from the Type list as shown below:

  3. Click the button to open the ClearCoat 360 Texture Generator dialog box:

    This dialog box lets you choose the type of ClearCoat 360 texture you want to generate. The tabs displayed below are accessible according to the type you select, except Quality which is common to all texture types.
  4. To create your own environment image, just click each environment wall (i.e. "Up", "Back", etc.).

    In the upper part of the dialog box then navigate to the desired image using the File Selection dialog box. 
    Note that only rbg and tif formats are supported.
  5. Select the type of texture to be generated from the Texture Type list:

    • Multi-layer Paint: produces a realistic multi-layer paint. This type lets you access the Quality, ClearCoat Layer and Substrate Layer tabs
    • Mirror: produces a perfect BRDF mirror (for Bidirectional Reflection Distribution Function). This type lets you access the Quality tab
    • Spherical mirror: produces a perfect normal reflector. This type lets you access the Quality tab
    • Phong effect: creates a Phong-type render. This type lets you access the Quality and Phong Parameters tabs.
    Only .tif images of type "float" can be used to generate Phong-type textures. To convert your .tif images to this format, you can use a SGI utility which lets you open then re-save your images in TIF float format.
    The number of tabs you can access varies according to the texture type you select, here is a description of each tab:
  6. Use the Quality tab to define the following parameters:

    • Super Sampling: corresponds to the sampling number
    • Number of Rays: sets the number of rays to be sent
    • Image Size: sets the texture resolution (either Large, Medium or Small)
    • Viewpoint Precision: defines the viewpoint repartition which is divided into three layers: top, middle and bottom of an icohedron, "0" representing the level of the icohedron. Each value higher than "0" adds a subdivision to the icohedron.
  7. Use the ClearCoat Layer tab to define the following parameters:

    • Particle Shape: defines the shape of ClearCoat 360 particles. It can be either spherical, the shape of a round platelet or the shape of a square platelet
    • Particle Size: defines the size of the particles in millimeters
    • Particle Density: defines the number of particles per square millimeters
    • Layer Depth: defines the depth of the layer in millimeters
    • Particle Color: lets you define the color luminosity using the slider or the box. You can also click to choose another color for particles (the default color is white). 
    • Particle Refraction: defines the refraction coefficient for particles, i.e. the degree of light passing through particles. You can enter a value comprised between 1 and 2. If set to 1, there is no light distortion
    • Layer Refraction: defines the refraction coefficient for the layer, i.e. the degree of light passing through the layer.
  8. Use the Substrate Layer tab to define the following parameters:

    These parameters are identical to those displayed in the ClearCoat Layer tab. Refer to previous step for detailed information.
  9. Use the Phong Parameters tab to define the following parameters:

    • Ambient: defines the intensity of light diffused in any direction by the object, even if not lit by any light source. You can enter a value comprised between 0 and 1 for this coefficient
    • Diffuse: defines the intensity of light diffused by the object when lit by light sources. You can enter a value comprised between 0 and 1
    • Specular: defines the intensity and color of light reflected in one particular direction (highlights)
      Typically, a polished object would have a high value for the specular reflectance coefficient, while a more mat surface would have a lower one
    • Roughness: defines the dullness of the object, i.e. the size of the reflecting zone. 
      Set the value to a minimum to generate very sharp highlights on very shiny surfaces. Set the shininess to a higher value to generate large specular spots creating a duller effect on rougher surfaces
    • Refraction: defines the degree of light refraction passing through the object. You can enter a value comprised between 1 and 2
    • Light Color: use the slider or the box to modify the light luminosity, then click if you want to choose another color (the default color is white)
    • Light Direction: defines the light direction along X, Y and Z axes to specify the point at which the light source points.
  10. Once the parameters have been defined, indicate the name and location of the texture to be generated in the Save As box.

    You can also click the button then navigate to the desired location.

  11. Click OK to validate.

    A window opens to inform you that the texture computation starts:
 

Once the texture is computed, its name is automatically displayed in the Image Name box in the material texture properties.