Real Time Rendering
Real Time Rendering
Preface
Conventions
What's New?
Getting Started
Applying Materials
Modifying Mapped Material
Basic Tasks
Materials
Applying a Material
Modifying Material Lighting Properties
Modifying Material Texture Properties
Copying Material Rendering Parameters
Replacing a Material Link
Finding Materials
Using Paste Special... for Materials
Using Knowledge Advisor
Defining Reflection Settings
Activating/Deactivating Material Reflections
Setting Priority Between Part and Product
Cameras
Creating a Camera
Using Knowledgeware Parameters
Using the Camera Commands Toolbar
Viewing Objects
Editing the View Angle
Creating a Multi-View Configuration
Light Sources
Creating a Light Source
Adjusting Light Source Parameters
Creating Real Time Shadows
Creating Object-to-Object Shadows
Using the Light Commands Toolbar
Stickers
Applying Stickers
Modifying Stickers
Animations
Creating a Turntable
Creating a Simulation
Animating Scene Elements in a Simulation
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Using the Player
Generating a Video
Environments
Creating a Standard Environment
Creating a One-Face Sphere Environment
Managing Environment Walls
Defining the Wallpaper
Generating an Environment Image from an Environment
Displaying Environment Reflections
Importing an Environment
Scene Catalog
Advanced Tasks
Before You Start
Opening the Workbench
Creating a Material Library
Interoperability with V4 Textures
Sorting Materials
Sending Material Texture Images
ClearCoat 360 Textures
Using ClearCoat 360 Textures
Generating ClearCoat 360 Textures
Advanced Materials
Using the Car Paint Material
Using OpenGL Materials
Using Virtual Reality
Working with ENOVIA LCA: Optimal CATIA PLM Usability
Saving RTR Objects in ENOVIA LCA Using the DMU Review
Workbench Description
Real Time Rendering 1
Menu Bar
Material Library Toolbar
Quick Reference Card
Real Time Rendering 2
Menu Bar
Scene Editor Toolbar
Animation Toolbar
Apply Material Toolbar
Viewpoint Toolbar
Light Commands Toolbar
Camera Commands Toolbar
Quick Reference Card
Material Sample Library
Customizing
Material Library
Material
Real Time Rendering
Display
General
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Stickers
Frequently Asked Questions
Glossary
Index
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Overview
Welcome to the Real Time Rendering User's Guide. This guide is intended for users who need to become quickly
familiar with the Real Time Rendering products.
Real Time Rendering 1 (RT1) allows you to define material specifications that will be shared across your
entire product development process as well as map materials onto parts and products to produce realistic
renderings.
● Physical and mechanical properties (Youngs modulus, density, thermal expansion, and so forth.)
● 3D representation: textures on geometry
● 2D representation: patterns for drafting purposes.
Other Version 5 products such as Analysis, Generative Drafting and Knowledge Advisor share the material
specifications defined using Real Time Rendering 1.
Materials are organized and managed in libraries. A default material library is provided with Real Time
Rendering.
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Real Time Rendering 2 (RTR) is a product allowing designers to interactively create realistic and
dynamic renderings and animations in real-time, by extensively using all the hardware features available. Users
can dynamically create and manipulate materials, lights and environments and immediately view the result of
any modification. RTR provides some specific key functionalities like:
● advanced reflection settings like non-linear reflections and the ability to define one environment image per
material
● embedded environment image generator
● new manual adaptative mapping operator
● ability to copy material parameters from an existing material
● simple and powerful animation capabilities.
When mapping materials, Real Time Rendering products are available in conjunction with .CATPart and
.CATProduct document types. Users can apply materials in Part Design, Shape Design, Assembly Design,
FreeStyle Shaper, FreeStyle Optimizer, and FreeStyle Profiler workbenches as well as in all DMU products.
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We therefore recommend that you read the Infrastructure User's Guide that describes generic capabilities
common to all Version 5 products.
● The Advanced Tasks section of this guide. This steps you through how to organize and manage your own
collections of materials.
The Workbench Description section, which describes the RT1 and RT2 workbenches, and the Customizing
section, which explains how to set up the options, will also certainly prove useful.
For information on automation capabilities, see Real Time Rendering on the Automation Documentation Home
Page.
Navigating in the Split View mode is recommended. This mode offers a framed layout allowing direct access
from the table of contents to the information.
For more information about this, refer to Accessing Sample Documents in the Infrastructure User's Guide.
Conventions
Certain conventions are used in CATIA, ENOVIA & DELMIA documentation to help you recognize and understand
important concepts and specifications.
Graphic Conventions
The three categories of graphic conventions used are as follows:
a target of a task
the prerequisites
a tip
a warning
information
basic concepts
methodology
reference information
Site Map
What's New?
Overview
Getting Started
Basic Tasks
Workbench Description
Customizing
Reference
Methodology
Glossary
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Index
Text Conventions
The following text conventions are used:
● The titles of CATIA, ENOVIA and DELMIA documents appear in this manner throughout the text.
● File -> New identifies the commands to be used.
● Enhancements are identified by a blue-colored background on the text.
Use this
mouse button... Whenever you read...
● Drag
● Move
What's New?
New Functionalities
Real Time Rendering 2
Enhanced Functionalities
Real Time Rendering 1
Applying a Material
The default material catalog provides two new families and new materials have been added to the
already existing families.
Materials
When working with materials, you sometimes need to use the File Selection dialog box to select a
material texture or a user-defined material catalog, for instance. The File Selection dialog box now lets
you access documents stored in the document environments you defined in the Tools->Options-
>General->Document tab. This new functionality is available when applying a material, modifying the
material texture and defining reflection settings.
Environment Wallpaper
When working with environments, you sometimes need to use the File Selection dialog box to select an
image for an environment wall. The File Selection dialog box now lets you access documents stored in
the document environments you defined in the Tools->Options->General->Document tab.
Environments are now supported in scenes created using the DMU Navigator product.
Light Sources
A new manipulator lets you position the light direction.
Light sources are now supported in presentations created using the DMU Navigator product.
Stickers
Ability to zoom the sticker image using the transparency viewer.
A new symbol in the specification tree identifies stickers with no texture image.
Working with ENOVIA LCA: Optimal CATIA PLM Usability
The Sticker command is not grayed out anymore when working in Explode mode. In addition to that,
you can now save cameras, environments, shootings and light sources provided that a DMU Review has
been created and activated.
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Customizing Settings
Material
The File Selection dialog box enabling you to select the material catalog to be used or an environment
image now lets you access documents stored in the environments you defined in the Tools->Options-
>General->Document tab.
General
Ability to select the view mode to be used by default when entering the Real Time Rendering workbench.
You can also activate or deactivate automatically the material display when entering the Real Time
Rendering workbench.
Display
You can now use the Show normal option to display the normal when using the Position along Normal
and Position Specular commands.
Sticker
A new option lets you activate or deactivate the real time representation of stickers.
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Getting Started
This section will guide you step-by-step through your first rendering session. You are going to apply pre-
defined materials (pink marble then blue onyx) to a part and then edit the last material mapped.
You should be familiar with basic concepts such as document windows, standard and view toolbars as
well as the 3D compass.
Applying Materials
Modifying Mapped Material
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Applying Materials
This task shows you how to apply pre-defined materials. In this example, you will map "Aluminium" then
"Honeycomb" onto a part.
1. Click the + sign next to "Part (Part.2)" then next to "Part" to select "Body.2" in the specification
tree.
The Library dialog box opens, containing sample materials from which to choose:
4. Select Aluminium.
To visualize the applied material, select the Shading with Material icon from the View Toolbar.
6. Click OK.
The material is mapped onto the selected part and is identified in the specification tree.
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7. Repeat steps 1 and 2 then click the Fabric tab and change the material to Honeycomb.
Honeycomb is now mapped and the specification tree is updated to include the material you just
applied.
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1. Right-click the mapped material (Honeycomb) in the specification tree and select the Properties
Note: The mapping support (in this case a box support) appears in the geometry area. This
will assist you later when you interactively position the material.
2. Under the Rendering tab, click the Lighting tab if not already active.
● Click [...] opposite Color besides the Ambient, Diffuse, and Specular parameters.
6. Right-click the mapped material in the specification tree and select the Properties item from the
For instance, you can change the material size (in the Rendering tab of the Properties dialog box)
Now that you have finished, let's go to taking a closer look at the Real Time Rendering
application!
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Basic Tasks
The Basic Tasks section shows how to use Real Time Rendering products and is intended for the end-user.
Materials
Cameras
Viewing Objects
Light Sources
Stickers
Animations
Environments
Scene Catalog
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Materials
Applying a Material
Modifying Material Lighting Properties
Modifying Material Texture Properties
Copying Material Rendering Parameters
Replacing Material Rendering Parameters
Finding Materials
Using Paste Special... for Materials
Using Knowledge Advisor
Defining Reflection Settings
Activating/Deactivating Material Reflections
Setting Priority Between a Part and a Product
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Applying a Material
This task explains how to apply a pre-defined material as well as to interactively re-position the mapped
material.
Materials applied to .CATPart, .CATProduct and .cgr documents can be saved in ENOVIAVPM.
For detailed information on ENOVIAVPM, refer to the ENOVIAVPM User's Guide.
Within a CATProduct, you should not apply different materials to different instances of a same Part
because a material is part of the specific physical characteristics of a Part. Therefore, this could lead to
inconsistencies.
To visualize the applied material, select the Shading with Material icon from the View Toolbar.
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If you want to apply a material simultaneously to several elements, simply select the desired
elements (using either the pointer or the traps) before applying the material.
The Library dialog box opens. It contains several pages of sample materials from which to
choose.
From V5R14 onwards, two new families are provided with the default material library: Painting
and Shape Review. In addition to these two new families, more materials have been added to
the already existing families. For instance, when working with the Wood family you can now
choose the Mahogany type, the Cedar type, the Kingwood type, etc.
For a complete description of the families provided with the default material library, refer to
"Material Sample Library" in this guide.
Each page is identified by a material family name on its tab (each material being identified by
an icon) if you select the Display icons mode...
...or each page is identified by a material family name in a pulldown list if you select the Display
list mode:
Clicking the Open a material library icon opens the File Selection dialog box which lets
you navigate through the file tree to your own material libraries.
You can, of course, use the default library (see What You Should Know Before You Start in this
guide) by choosing "Default Material Catalog".
The pulldown list will display the list of previously opened material libraries.
Note: when you reopen the dialog box, the last chosen material library will be placed on top of
the list and used by default unless you select another one.
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Depending on the document environments (i.e. the method to be used to access your
documents) you allowed in the Tools->Options->General->Document tab, an additional window
such as the one displayed below may appear simultaneously to the File Selection dialog box to
let you access your documents using an alternate method:
In our example, four document environments have been allowed among which the DLName
environment. If you want to access your texture files using DLNames, for instance, just click
the Logical File System button: this will open a specific dialog box dedicated to the DLName
environment.
For detailed information on this dialog box, refer to Opening Existing Documents Using the
Browse Window.
Once a material is selected, you can drag and drop or copy/paste it onto the desired element
directly from the material library.
You can also double-click a material or click it once then select the Properties contextual menu
to display its properties for analysis purposes.
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4. Click the Link to file checkbox if you want to map the selected material as a linked object and have
it automatically updated to reflect any changes to the original material in the library.
Two different icons (one with a white arrow and one without ) identify linked and non-
linked materials respectively in the specification tree.
Note: You can edit linked materials. Doing so will modify the original material in the library. If
you want to save changes made to the original material, use the File->Save All command.
When no object is selected in the specification tree, you can select the Edit->Links...
command to identify the library containing the original material. You can then open this library
in the Material Library workbench if desired.
You can also use the Paste Special... command to paste material as a linked object. You can
copy both unlinked and linked materials. You can, for example, paste a linked material on a
different element in the same document as well as on an element in a different document. For
more information, see Copying & Pasting Using Paste Special... in this guide.
The selected material is mapped onto the element and the specification tree is updated. In our
example, the material was not mapped as a linked object.
A yellow symbol may be displayed to indicate the material inheritance mode. For more
information, refer to Setting Priority between Part and Product in this guide.
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Material specifications are managed in the specification tree: all mapped materials are
identified. To edit materials (for more information, see Modifying Materials), simply right-click
the material and select Properties from the contextual menu or double-click the material. You
can also run searches to find a specific material in a large assembly (for more information, see
Finding Materials in this guide) as well as use copy & paste or drag & drop capabilities.
Unless you select in the specification tree the desired location onto which the material should be
mapped, dragging & dropping a material applies it onto the lowest hierarchical level (for
instance, dragging and dropping onto a part will apply the material onto the body and not onto
However, note that a material applied onto a body has no impact on the calculation of the part
physical properties (mass, density, etc.) since only the physical properties of the part, and not
Note: applying materials to elements affects the physical and mechanical properties, for
example the density, of elements.
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7. Right-click the material just mapped in the specification tree and choose the Properties item.
8. Choose the Rendering tab to edit the rendering properties you applied on the element.
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9. If necessary; change the material size to adjust the scale of the material relative to the element.
10. Click OK in the Properties dialog box, when you are satisfied with the material mapping on the
element.
Note: Appropriate licenses are required to use the Analysis and Drafting tabs.
If you are working in "Materials" visualization mode (i.e. the "Materials" option is checked in the
Custom View Modes dialog box) with no material applied to your object, this object will be
visualized using default parameters which only take into account the color defined in the object
graphic properties.
As a consequence, an object with no mapped material will appear as if made of matte plastic,
non-transparent and without any relief.
Note that material positioning with the 3D compass is only possible in the Rendering, Product
Structure, Part Design and DMU Navigator workbenches.
The compass is automatically snapped and the mapping support (in this case, a
cylinder) appears, showing the texture in transparency.
If necessary, zoom in and out to visualize the mapping support which reflects the
material size.
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● Pan and rotate the material until satisfied with the result. You can:
❍ Pan along the direction of any axis (x, y or z) of the compass (drag any compass axis)
❍ Rotate in a plane (drag an arc on the compass)
❍ Pan in a plane (drag a plane on the compass)
❍ Rotate freely about a point on the compass (drag the free rotation handle at the top of
the compass):
● Use the mapping support handles to stretch the material texture along u- and v- axes (as
you can do it with the slider in the Scale U, V fields displayed in the Texture tab):
For more information on manipulating objects using the 3D compass, refer to the Version 5
Infrastructure User's Guide.
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Contrary to materials with no texture (such as "Gold"), materials with a texture (such as "Teak") are
applied with an external link to their texture image. Therefore, this link is displayed when using the File-
>Desk, Edit->Links... or File->Send To command.
In the example below, "Italian Marble" has been applied onto Chess.CATPart and the link to the
corresponding .jpg image appears when displaying the Links dialog box:
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You can change the material size and mapping type as well as edit material specifications (lighting and
texture parameters) of both linked and unlinked materials.
Notes:
● Editing materials linked to libraries will modify the original material in the library. If you want to
save changes made to the original material, use the File->Save All command
● Editing linked materials on parts in the same document or on parts in different documents will
change all linked materials.
2. Select the Edit->Properties command (or use the ALT+ENTER keyboard shortcut) to access
material properties.
Note: you can also right-click and select Properties from the contextual menu, or
Note: the material properties can also be accessed by right-clicking the object onto which the
material has been applied, then selecting the Material->Edit Material contextual commands.
This avoids selecting the material in the specification tree and is especially useful when
working in Full Screen mode, for instance.
Using this dialog box, you can edit the lighting and texture parameters of the material you are
currently editing.
Material specifications defined using Real Time Rendering are shared with other Version 5
products. For information on Drafting and Analysis tabs, see the Version 5 - Generative
Drafting Version 5 and the Version 5 - Generative Part Stress Analysis user guides,
respectively.
4. Modify the Lighting parameters: ambient, diffuse, specular, roughness, transparency, reflectivity
and refraction. You can either use the slider or enter the desired value directly in the field.
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5. By default, the Ambient, Diffuse, Specular and Transparency colors are set to the basic color. You
can, however, click [...] opposite Color and choose the color to be used for the material texture.
The Transparency color is relevant for software rendering only (i.e. Photo Studio product).
The Color dialog box is displayed allowing you to choose the exact color you wish to define as
a material texture:
You can click in the preview area to choose the color, or even key in the exact value of the
desired color. You can enter a value comprised between 0 and 255 for any of these fields.
As you can see it in the above picture, two color system models are used:
● HLS (Hue, Saturation, Luminance) model is an intuitive, easy to use tool for describing
or modifying a color.
Hue is the "color" of the color. It is the name by which the color is designated and is used
to define the desired color.
Saturation is the intensity of the color. The higher the number, the more intense the
color. It is used to tune the purity of the color.
Luminance is the brightness of the color, i.e. the degree to which the pure color is diluted
by white or black. The larger the number, the lighter the color. It is used to adjust
intensity
● RGB (Red, Green, Blue) model is a more physical model. It is based on the tri-stimulus
theory of the human perception system. This model is usually used to define, with a high
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precision, the three primary components of the color.
When satisfied, simply click OK, and the color is applied to the shape in the Properties
preview.
When setting the Reflectivity parameter, you can also set advanced reflection settings if you wish
to use a customized environment image for environment reflections. For more information, refer
to Defining Reflection Settings in this guide.
A reflecting material lets you visualize the environment image it reflects. As you can use images
of various origins for your environment, here is the priority order in which they are seen:
1. material reflectivity image defined in the Advanced Reflection Settings dialog box
(for Real Time Rendering 2 users only)
All values can be defined either using the scroll bar, the arrows or directly in the value field.
If several values are to be modified, better skip from each value field to another using the
tabulation key: in this case, the preview icon will be updated only once.
This tasks explains how to edit the material texture parameters of both linked and unlinked materials.
2. Select the Edit->Properties command (or use the ALT+ENTER keyboard shortcut).
You can also right-click and select Properties from the contextual menu to open the
Note: the material properties can also be accessed by right-clicking the object onto which the
material has been applied, then selecting the Material->Edit Material contextual command.
This avoids selecting the material in the specification tree and is especially useful when
working in Full Screen mode, for instance.
4. In the Image Name field, navigate to locate the desired image, and click OK to map it onto the
In the example, we choose the italian_marble.jpg image available with the default catalog.
The following image formats can be used:
Depending on the document environments (i.e. the method to be used to access your
documents) you allowed in the Document settings, an additional window may appear
simultaneously to the File Selection dialog box to let you access your documents using an
alternate method:
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In our example, four document environments have been allowed among which the DLName
environment. If you want to access your texture files using DLNames, just click the Logical
File System button: this will open a specific dialog box dedicated to the DLName
environment.
For detailed information on this dialog box, refer to Opening Existing Documents Using the
Browse Window.
● Image: identifies materials with a texture. In that case, the corresponding image name is
displayed in the Image Name field
● None: identifies materials with no texture such as metals.
A preview area, in which different mapping types can be visualized, is also available:
These different mapping types are available to let you select the most appropriate mapping for
the shape of the geometry:
● Planar Mapping is similar to a slide projector (a picture on a wall, for instance). You can
use it for textures with two privileged directions such as Chessboard or Wall of Bricks
● Spherical Mapping is similar to a painted light bulb. You can use it for textures that do not
have a privileged direction such as stone or raw metal
● Cylindrical Mapping is similar to placing a label on a can of food. You can use it for textures
having a privileged direction such as shiny metal or marble
● Cubical Mapping is similar to wrapping a box
● Adaptive Mapping lets you choose between two mapping types: Automatic or Manual.
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"Manual" adaptive mapping gathers together faces which have close normal
vectors. For each group of faces, a unique planar mapping is applied. The precision
value defined using the slider modifies the tolerance used during the grouping
process: the lower the precision, the more faces with greatly different normal
vectors will be gathered together. This "Manual" mapping enables textures to cross
slightly sharpen edges, thus providing higher visual quality.
This mapping type is especially relevant for materials with no specific orientation
such as leather or wood for example.
Note: as "Manual" adaptive mapping is available for Real Time Rendering 2 users
only, it will automatically change to "Automatic" adaptive mapping for Real Time
Rendering 1 and Photo Studio users.
Manipulations are available within the preview area: zooming in and out, rotating the support,
translating it. Use the icon to reframe the support within the preview area.
You can also manipulate the object (i.e. zooming in/out, etc.) directly in the geometry area
while displaying the Properties dialog box either by double-clicking the material in the
specification tree or by selecting Object->Definition... from the contextual menu.
5. If necessary, change the Material size to adjust the scale of the material relative to the part.
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6. Define the image repetition along U and V, as well as its scale, its position and its orientation:
● Repeat U, V: lets you specify whether or not you want the texture repeated ad infinitum
along u- and v-axes
● Scale U, V: determines how the texture is stretched along u- and v-axes
● Position U, V: determines the position of the texture along u- and v-axes. By default, the
image is centered
● Orientation: defines the rotation of the texture on surfaces.
7. Use the Flip U, V checkboxes to invert the material texture along U and V axes.
You can click the Link U and V scales icon to resize U and V proportionally. This is
especially useful for square shapes, the Floor material for instance.
Note that when this option is on, the Scale V field is grayed and the icon changes to .
The Inheritance tab displays information about the material inheritance mode and the
checkboxes are grayed until a material is applied.
8. Click the Analysis tab if you wish to edit the material physical properties, such as the density and
so on. These data will be used for calculation purposes in the Version 5 - Generative Structural
9. Click the Drafting tab if you wish to set the pattern used for creating section views or section
cuts:
When a material is applied onto a product, the pattern information will be used only for the
For more information, refer to the Version 5 - Generative Drafting User's Guide.
10. Click OK (or Apply then OK) to validate the material texture definition.
11. Position the material interactively using the 3D compass as explained in Applying a Material.
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This tasks explains how to copy the rendering parameters (i.e. lighting and texture parameters) from one material to another.
The material name will remain the same as well as the other material parameters such as Analysis, Drafting and so on.
2. Right-click then select the Copy Rendering Data... contextual command to open the Copy Parameters dialog box.
Note: the Copy Parameters dialog box can also be accessed by right-clicking the object onto which the material has
been applied, then selecting the Material->Copy Rendering Data... contextual command:
This avoids selecting the material in the specification tree and is especially useful when working in Full Screen mode, for
instance.
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3. Select a material from the list. By default, all materials are displayed.
However, you can use the pulldown list to sort the materials by family before selecting the desired material.
4. Click OK to validate.
The rendering parameters (i.e. lighting and texture parameters) have been replaced on the selected material.
In our example, we chose the "Italian Marble" material from the "Stone" family:
The material name displayed in the specification tree is identical but the lighting and texture properties of "Gold" have
been replaced by the lighting and texture properties of "Italian Marble":
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Before After
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This tasks explains how to replace the link to a material with a link to another material.
The same material ("Gold") has been applied onto each part:
You can also see that two of the three materials have been applied with a link to the material catalog:
2. Right-click it then select the Properties contextual command to display the material properties:
3. Click Close.
4. Right-click the first "Gold" material (which is a linked material) in the specification tree then
select the Replace Material Link... contextual command to open the Replace Link dialog box.
Note: the Replace Link dialog box can also be accessed by right-clicking the object onto which
the material has been applied, then selecting the Material->Replace Material Link...
contextual command:
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This avoids selecting the material in the specification tree and is especially useful when
working in Full Screen mode, for instance.
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The Replace Link dialog box always opens the default material catalog, whether it is the one
provided by Dassault Systèmes or a user-defined catalog.
5. Select a material from the list. By default, all materials are displayed.
However, you can use the pulldown list to sort the materials by family before selecting the
desired material.
6. Click OK to validate.
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7. A message displays to ask you whether the replacement should be propagated to all the
● click Yes to replace all the occurrences of the selected material in all the
● click No if you want to replace the selected material on the current product only.
The two "Gold" materials applied with a link are replaced with the "Floor" material and the
product now looks like this:
Moreover, when looking at the specification tree you will see that only the linked materials
have been replaced, the "Gold" material applied without link is still applied onto one of the
parts.
8. Now, access the material symbol in the specification tree. You can see that it has changed from
to .
The new material has also been applied with a link to the material catalog.
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9. Right-click the Floor material in the specification tree then select the Properties command:
The properties now displayed are those of the "Floor" material and not those of the "Gold"
material anymore.
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Finding Materials
This task explains how to use the search for materials in documents.
This is useful in large assemblies where you will be able to rapidly identify materials of interest. You can
then, if desired, individually edit selected materials.
For more information on the Search command, see the Using the Search... command (General Mode) task
in the Version 5 Infrastructure User's Guide.
You can also perform advanced queries and save your favorite queries using the Advanced and Favorites
tab. For more information, refer to the Using the Search... command (Advanced and Favorites Mode) task
in the Version 5 Infrastructure User`s Guide.
1. Select the Edit -> Search... command to open the Search dialog box.
5. Ensure the Look box is set to "Everywhere" to search the whole product structure.
The search results are listed in the area in the lower half of the Search dialog box.
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7. Click Select to select found items and then OK to exit the dialog box.
8. Expand all entries in the specification tree to see that all mapped materials have been selected.
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The Properties dialog box appears letting you edit the properties of selected materials. Click the
Current selection drop-down list box and select the materials in turn to edit them. For more
information on editing materials, see Modifying Material Lighting and Texture Properties.
To edit other materials in your document, de-select the first material in the specification tree
then select the Edit -> Properties command again.
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When you use the Paste Special... command, material is pasted as a linked object. You can copy a:
● Material from a library:
The part will be automatically updated to reflect any changes to the original material in the library. This is also useful in large
assemblies if you have material specifications that may change and that you use in more than one place.
Materials can also be mapped as linked objects from libraries using the Link to file checkbox in the Library
dialog box.
● Paste the material on a different part in the same document:
The link is made from the second part to the first part. Editing the material on either part will automatically update the material on the
other part
● Paste the material on parts in different documents:
Editing the material on any part will automatically update all linked materials on all parts in all documents. You can in this way change
the material specifications in all places where they appear without having to edit each individual occurrence.
This tasks explains how to copy and paste materials using the Paste Special... command.
1. Select the material you want to copy from the EditMaterial library.
3. Select the part onto which you want to map the material (Part2 in our example)
The material is mapped onto the selected part and the specification tree updated.
Note: You cannot change the material name in the Feature Properties tab of the Properties dialog box.
For detailed information about the Paste Special... command, refer to Using the Paste Special... command.
Simple copy and paste as well as drag and drop operations can also be performed. In both cases, the mapped material is not
linked.
Open the EditMaterial1.CATMaterial and Pad.CATProduct documents and select the Shading with Material icon from the View toolbar.
1. Select the Edit->Links command from the main menu to open the Links... dialog box:
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2. Close the Links dialog box then move the document EditMaterial1.CATMaterial to another folder.
The Open dialog box appears, explaining that the document EditMaterial1.CATMaterial could not be found:
There are several reasons why a link with a material may no longer work:
● the material has been deleted. In that case, the link cannot be restored since the material has
been definitely lost
● the material has been moved or renamed which means that it exists but it is different from
the file pointed to. In that case, the pointed document will be searched in:
❍ the current session
❍ the directory of the loaded document
❍ the default material library. This library is defined in the CATStartupPath variable or in the Material Libray subcategory
(under the Tools->Options...->Infrastructure->Material Library category).
When a link to a material is broken, the material icon is not displayed anymore in the specification tree. However, the link can
still be seen when selecting the Edit->Links... or the File->Desk command and you can then restore the link manually. To do
so, follow the steps below.
This activates the Find button and provides you with the path and name of the document pointed to in the session.
6. Click the Find button to open the File Selection dialog box, explore your file system to find the corresponding missing file, select
Once the material has been found, the broken link icon is replaced with the linked material icon in the specification tree.
The File Selection dialog box can be directly accessed from the Open dialog box (introduced in Step 3) either by double-clicking
the file path inside the field or by clicking the Desk button.
In both cases, the Desk opens and you just have to select the CATMaterial before choosing the Find... contextual which opens
the File Selection dialog box.
8. If you now select the Edit->Links... command with the EditMaterial1.CATMaterial document active, the Links dialog box will
indicate that the right material library has been found and loaded.
For more information on managing document links, refer to the Version 5 Infrastructure User`s Guide.
Use the Send To->Mail/Directory command from the File menu when you want to send a document to another person. This
command enables you to check the various links existing between your documents and thus, to avoid broken links.
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Material specifications defined using Real Time Rendering are shared with Knowledge Advisor. This is illustrated in the
two tasks below.
In our examples, you will change the material mapped onto a part or a product directly in the knowledgeware Formulas
dialog box as well as write a rule using material as a parameter to, for example, change the mapped material as a
function of hole diameter.
For more information on Knowledge Advisor, see the Version 5 - Knowledge Advisor User's Guide. Note that to use this
product you need the appropriate license.
This tasks explains how to change the material mapped onto a part or a product directly in the knowledgeware
Formulas dialog box.
The Formulas dialog box appears listing all the part parameters.
3. Enter another material, Gold for example, directly in the value field
The dialog box, part itself and specification tree are all updated. You have changed the material mapped
onto the part directly in the dialog box.
You can only change materials mapped in the Formulas dialog box to those available in the default
material library.
Any material changed in this way will be mapped as linked objects and will be automatically updated to
reflect any changes to the original material in the library.
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Note: The material icon in the specification tree appears with a link to indicate that the material gold is
mapped as a linked object.
Writing a Rule
This task explains how to write a rule using material as a parameter to, for example, change the mapped material
as a function of hole diameter.
Make sure that the Shading with Material icon has been selected from the View toolbar.
1. Select Tools -> Options.... In the Infrastructure category, select the Part Infrastructure subcategory
then click the Relations checkbox in the Display tab to display relations in the specification tree.
The Rule Editor : Rule 1 dialog box is displayed. You can now write your rule.
For detailed information on the Knowledge Advisor rules, refer to "Using Rules" in the Version 5 -
Knowledge Advisor User's Guide.
The system checks that your syntax is valid. If it is not, you are prompted to correct it.
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You cannot edit or apply materials that have been incorporated as parameters into rules.
8. Select Part Design from the Start -> Mechanical Design menu
9. Right-click the hole and select Hole1.Object -> Edit Parameters from the contextual menu
10. Double-click the hole diameter and enter a new value in the Constraint Edition dialog box, for example 70,
Before: After:
Note: Materials incorporated as parameters into rules are mapped as linked objects. Linked materials
are identified in the specification tree by a material icon with a white arrow symbolizing the link.
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This tasks explains how to define advanced reflection settings for a material in case you do not intend to
use the default environment reflections.
2. Click the ... button beside the Reflectivity field to open the Advanced Reflection Settings dialog
box:
This displays the default environment provided which can be seen on the teapot you opened a
few steps before. However, as this image will be used for reflection purposes only, you will not
be able to visualize the environment reflections on the object unless you set the Reflectivity
parameter to the a non-zero value (provided that the object itself is reflecting).
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3. Use the Environment Image field to define another texture image. You can either enter a file name
directly in the field or click the ... button to navigate to the desired file using the File Selection
dialog box.
Note: the button lets you reset the environment image to the default image.
Depending on the document environments (i.e. the method to be used to access your
documents) you allowed in the Document settings, an additional window may appear
simultaneously to the File Selection dialog box to let you access your documents using an
alternate method:
In our example, four document environments have been allowed among which the DLName
environment. If you want to access your texture files using DLNames, for instance, just click
the Logical File System button: this will open a specific dialog box dedicated to the DLName
environment.
For detailed information on this dialog box, refer to Opening Existing Documents Using the
Browse Window.
4. If you wish to create your own environment image, click the icon to open the Environment
Image Generator dialog box:
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5. In the upper part of the dialog box, just click each environment wall (i.e. "Up", "Back", etc.) then
navigate to the desired image using the File Selection dialog box.
The resulting environment will be displayed on the environment map as shown below:
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6. The Image Size pulldown list lets you choose a Small, Medium or Large size for your environment
image.
7. Enter the name and path of the generated image in the "Save as" field or click the icon to
open the File Selection dialog box which lets you browse your folders to the desired location.
8. Click OK to validate and go back to the Advanced Reflection Settings dialog box.
9. Choose the environment Reflection Type: Chroma, Paint, Matte Metal, Bright Plastic or Custom.
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Selecting "Custom" activates the Transparency Width and Transparency Height fields to let you
specify the desired ratios (values comprised between 0 and 1) for the transparency filter.
This image supersedes the environment image you may have chosen in the Environment Image
File field in the Material General Settings tab.
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In this scenario, you will learn how to the reflections displayed on your materials, whether they are emitted from
the default environment or from a customized environment image.
As you can see it in the picture below, an environment image (the default one, in our example) is reflected on the
teapot:
2. Under Categories, select "All Commands" then in the Commands list to the right, select
Activate/Deactivate Reflections.
3. Drag the command from the command list to the toolbar to which you want to add the command.
In our scenario, the icon for the Activate/Deactivate Reflections command has been added to the
The reflections are no longer displayed and you can compare the two different results below:
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Activation Deactivation
6. To re-activate the material reflections, click the Activate/Deactivate Reflections icon again.
The Activate/Deactivate Reflections icon lets you switch from one display mode to another.
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The document contains a Part, a Part instance and a Product onto which three different materials have
been applied. By default, the material mapped onto the Product is displayed, having precedence over
any other element into the document.
Therefore, in our example, the Alpine Fir material is visible:
1. Right-click the Alpine Fir material in the specification tree and using the Properties contextual
The element visualization is instantly modified, and you can now visualize the material mapped
4. Click OK.
If you had selected the "Force material and do not accept material from father" option, the
geometry would have looked like this:
To be able to visualize the material mapped onto the lowest element in the specification tree
(the Part here) you only need to force the material on this element.
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Cameras
Creating a Camera
Using the Camera Commands Toolbar
Using Knowledgeware Parameters
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Creating a Camera
The camera enables you to specify a viewpoint from which a photorealistic image will be computed. This task
will show you how to create a camera and manage its specifications.
Note that some of the adjustments detailed in this scenario can also be performed using the Camera
Commands toolbar.
1. Click the Create Camera icon . The camera is created at the current viewpoint.
2. Click the Camera item in the specification tree and rotate the model to see the camera symbol:
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In case you wish to hide the camera representation, click the camera in the specification tree then
select the Camera object->Hide/Show Representation contextual command. Inversely, this
command lets you show a hidden representation.
You can create several cameras at different locations to have different viewpoints.
The camera which is taken into account to render a given image is said to be active. Any other
camera is inactive.
3. Use the two spheres and the two squares displayed in green on the 3D representation to interactively
This visualization is affected by changes of view scale (zoom) and is activated when selecting a
camera in the scene or in the specification tree. Otherwise, all elements are set to the standard
visualization.
● the source point (1) rotates the camera around its target point
● the target point (2) rotates the camera around its source point
● the source green square translates and rotates the camera around its target point
● the target green square translates and rotates the camera around its source point.
Cameras are needed to render and view a scene. "An image is worth a thousand words": the better
the camera is positioned, the more accurate the saying is.
4. Select the camera in the specification tree then right-click and select the Properties command. The
5. In the Lens tab, select the lens Type: Perspective or Parallel, i.e. to obtain a conical or a cylindrical
projection. The Preview area shows the result of your selection accordingly.
Parallel lines in the camera line of view appear to intersect at the same point.
Perspective cameras are used in most cases since they are close to the human vision.
6. Specify the Focal Length, which determines the field of view, in millimeters.
The focal length is the distance between the camera origin and the viewing plane.
In a cylindrical projection, the focal length is replaced by a zoom factor which determines the scale of
view (i.e. "Scale" appears instead of "Focal Length" in the dialog box).
You can also specify the camera view directly inside the preview window by zooming, rotating or
panning the view.
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7. Click the Position tab to define the target and origin position.
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You can define the Origin and the Target position in millimeters along the X, Y and Z axes.
If you are not satisfied with the values you defined, you can click the button next to the desired
parameter to reset its value.
The Feature Properties tab provides general information on the currently selected camera, e.g. its
name, its creation date, etc.
Snapping the compass to the camera lets you modify the camera position and orientation very easily
simply by dragging the arcs of the compass as shown below:
For detailed information about compass manipulation, refer to Moving Objects Using the 3D Compass
in the Infrastructure User`s Guide.
8. Check the Update camera from View option if you wish to adjust (i.e. center) automatically the camera
Picture 1 - Camera with starting viewpoint Picture 2 - Camera after viewpoint modification
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This avoids selecting the Update from View contextual command each time a viewpoint modification
is done.
10. In case you want to position yourself behind the camera and observe the captured image, select the
Window -> Camera Window->Camera x command: a new window displaying the camera viewpoint
is opened.
When you manipulate the handler in this window, the camera is simultaneously positioned in the main
window.
Note: You can choose three arrangements for the opened windows, i.e. horizontal, vertical and
To close the camera window, you can either click the cross in the top-right corner of the window or
reselect the Window -> Camera Window->Camera x command.
You can double-click the Camera item in the specification tree to position the camera from the
You can also select the camera in the specification tree then the Update from View contextual
The camera shows you how to control camera parameters using Knowledgeware tools. This enables you to link parameters
to constraints like formulas in order to, for instance, automatically update the camera position whenever the object is
moved.
1. Create a camera by clicking the Create Camera icon . The camera is created at the current viewpoint.
2. Make sure that the camera is selected either in the geometry area or in the specification tree then click the
Formula icon from the Knowledge toolbar to open the f(x) dialog box:
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● KweType: controls the lens type of the camera. This parameter is an integer and you can choose between
"0" for perspective or "1" for parallel. The default value is "0"
● KweViewAngle: controls the view angle of the camera. The default value is "15°"
● KweFocus: controls the focal length (i.e. the field of view) for perspective cameras. The default value is
"420mm"
● KweZoom: controls the zoom factor (i.e. the field of view) for parallel cameras. The default value is "1"
● KweVisuMode: controls the representation of the camera, i.e. whether the camera is displayed in the
geometry area or not. The default value is "1" which means that the camera is displayed
● KweUpdateFromView: controls the update mode of the camera. You can choose between "0" to indicate
that the camera should not be updated when the viewpoint is modified and "1" to indicate that the camera
should be updated. The default value is "0"
● KweOriginX: controls the position of the camera origin along the X axis (in mm)
● KweOriginY: controls the position of the camera origin along the Y axis (in mm)
● KweOriginZ: controls the position of the camera origin along the Z axis (in mm)
● KweTargetX: controls the position of the camera target along the X axis (in mm)
● KweTargetY: controls the position of the camera target along the Y axis (in mm)
● KweTargetZ: controls the position of the camera target along the Z axis (in mm)
● KweZenithX: controls the rotation of the camera around the X axis
● KweZenithY: controls the rotation of the camera around the Y axis
● KweZenithZ: controls the rotation of the camera around the Z axis.
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3. To edit a parameter, select it from the list: the selected parameter appears in the "Edit name of the value of the
current parameter" field along with the corresponding value in the field to the right.
4. Enter the "1" in the field displayed to the right to indicate that the camera should be updated according to the
viewpoint.
For detailed information on how to use the other fields available from this dialog box, refer to Getting Familiar
With the f(x) Dialog Box.
6. Modify the viewpoint (by rotating the object, for instance) and check the result: the camera is updated accordingly
as shown below:
Picture 1 - Camera with original viewpoint Picture 2 - Camera after viewpoint modification
You can also create formulas to constrain the parameters of your choice. For instance, you could associate the
center of a part to the camera target so that the camera position changes according to the the object position.
For detailed information on how to create and use formulas, refer to Formulas.
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This task aims at showing how to use the Camera Commands toolbar to manipulate cameras more easily.
This scenario assumes that at least one camera has been created as explained in Creating a Camera.
The Camera Commands toolbar is displayed by default under the Menu bar when accessing the Real Time Rendering 2
workbench:
Some of the commands available in this toolbar can also be accessed from the menu bar or by right-clicking the
camera in the specification tree then selecting the corresponding contextual command:
1. Select a camera in the pulldown list (where you see "None" right now) which contains all the cameras you may
Note that if the camera you selected is a cylindrical camera (i.e. the lens type is "parallel"), only the first two
commands will be activated because the Manipulate Focal command only applies to conical cameras (i.e.
with a "perspective" lens).
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2. If you want to position yourself behind the camera and observe the captured image, click the Camera Window
icon: a new window displaying the camera viewpoint is opened. When you manipulate the handler in this
window, the camera is simultaneously positioned in the main window.
You can choose three arrangements for the opened windows, i.e. horizontal, vertical and cascading by
Once the Camera Window command is activated, the icon turns from to .
To deactivate the command and close the camera window, you can either click the cross in the top-right
corner of the window or reselect the Window -> Camera Window->Camera x command.
3. To adjust (i.e. center) the camera when the viewpoint is modified, click the Update from View icon.
Do not forget that each time the viewpoint is modified, you need to click the Update from View icon to re-
Picture 1 - Camera with starting viewpoint Picture 2 - Camera after viewpoint modification
If you want the camera to be adjusted automatically each time the viewpoint is changed, double-click the
Update from View icon (which turns ). To go back to the standard update mode, just click the icon
again.
Another method to adjust automatically the camera is to access the camera properties then check the
4. Click the Manipulate Focal icon to modify the focal length (i.e. the distance between the camera origin
and the viewing plane) directly in the 3D viewer.
A green circle appears with an arrow indicating the current focal length in millimeters as shown below:
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You can then drag the green arrow clockwise to increase the focal length or anticlockwise to decrease it.
When you drag the arrow, the value in millimeters is updated and the focal length changes accordingly.
The position of the camera origin is also modified simultaneously (the camera moves backward or forward)
so that the model always fits into the camera field of view. Therefore, the perspective is modified without
having to zoom in or out afterwards.
The focal length can also be defined via the camera properties in the Lens tab. If you access the Properties
dialog box, you will see that the value displayed in the viewer matches the one displayed in the Focal Length
field.
Activating the Manipulate Focal command also keeps the Update from View command activated (the icon
turns ): this means that the camera will be automatically updated each time the viewpoint is modified.
There is no need to click the Update from View icon after each modification of the viewpoint.
Viewing Objects
This task explains edit interactively the view angle. The view angle sets the angle of the pyramid-like
shape with which you look at the geometry (available in perspective views only):
1. Select the View->Commands List... command then choose "View Angle" from the list or enter
The View Render Style dialog box prompts you to choose the desired view mode: either
"Perspective" or "Parallel".
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2. Select "Perspective".
A green circle appears with an arrow indicating the current view angle as shown below:
Note that the current view angle is identical to the view angle you define in the Camera
properties when working with user-defined views.
3. Drag the green arrow (which turns red) to change the view angle. Bear in mind that the angle
At this step, you can click Cancel to close the View Render Style dialog box and go back to the
current view angle.
4. When you are happy with the result, click OK to close the View Render Style dialog box and apply
Automatic Configuration
Manual Configuration
Standard View Customization
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The multi-view mode is a brand new capability allowing you to customize the multi-view configuration within a 3D viewer.
The automatic configuration is defined in the Automatic tab of the Views and Layout dialog box.
For detailed information on the other tabs provided in this dialog box, refer to Creating a Multi-View: Manual Configuration
and Creating a Multi-View: Standard View Customization.
In order to take full advantage of this scenario, you need to be familiar with the basic vocabulary:
Bear in mind that the multi-view configuration remains active throughout the whole Version 5 session but it is not saved
when using the Save As... command. For instance, if you apply a multi-view configuration then save and close your
document before reopening it, this document will be displayed in a single-view configuration using the last active view
before the save.
However, the configuration is stored in the CATSettings directory and therefore, you can reuse it from one session to
another by clicking the Create Multi-View icon. If no customization has been defined, the default configuration is
applied.
1. Select the View->Navigation Mode-> Multi-View Customization... command to open the Views and Layout
● View Selection lets you select a group of views as well as their location and orientation
● Viewpoint Manipulation lets you manipulate the viewpoint using the following options:
❍ Rotation Lock: locks the viewpoint rotation
❍ Translation Lock: locks the viewpoint translation
❍ Viewpoint Synchronization: imposes a synchronization between the views when a viewpoint
transformation (rotation, translation or zoom) is made in one of them. Note that you cannot activate
both Translation Lock and Viewpoint Synchronization
For any 3D object, there are six standard views according to the coordinate system of the object. These views
mapped onto a cube, each face of this cube being perpendicular to one of the directions of the 3D axis.
Whatever the orientation of the cube, the observer can see three faces (i.e. three standard views) as shown
below:
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An isometric view can be added to these views. The direction of this isometric view starts from the vertex
formed by the three faces towards the center of the cube.
The View Selection area represents the unfolded cube of standard views: each square represents a standard
view and the one placed at the center is the base view around which adjacent views will be automatically
generated.
In the default configuration displayed below, the base view is the standard "Left View":
TP = Top View
BK = Back View
LF = Left View
FR = Front View
BM = Bottom View
2. Select the standard view to be used as base view using one of these two methods:
● select directly in the View Selection area the view to be set as the base view: the selected view will be
placed at the center and all the adjacent views will be regenerated accordingly.
In the example below, the Back View is selected:
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● click the right translation arrow to shift the Back View to the center (or any other translation arrow
depending on the standard view you want to set as base view).
Clicking a translation arrow shifts the views in the arrow's direction.
3. Click Apply to apply the configuration to the current 3D viewer and keep the Views and Layout dialog box
displayed:
As soon as you apply a configuration to the current viewer, the Create Multi-View icon in the View
When you manipulate a viewpoint in one of the four views, the other three viewpoints are not modified and you
can manipulate them independently:
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4. Select a group of views by clicking an Isometric View in one of the four corners of the View Selection area.
This amounts to selecting a vertex of the cube and the user will then see the three adjacent faces.
The selected Isometric View will be computed from its three adjacent views and the four views (Isometric +
Another example when the Isometric View in the top-right corner is selected:
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The View Selection area also contains four rotation arrows (such as ) enabling you to change the orientation
of the current base view: one click on an arrow rotates the base view by 90 degrees in the arrow's direction.
When the base view is rotated, all the adjacent views as well as the isometric view are recalculated.
5. Click the arrow repeatedly and check the result in the View Selection area. Below is an example with starting
position displayed to the left:
● Rotation Lock locks the rotation in all the views, except the Isometric View
● Translation Lock locks the translation in all the views, except the Isometric View.
7. Activate the Viewpoint Synchronization option then click Apply if you want the other three viewpoints to be
8. When satisfied with your configuration, click OK (or Apply then OK) to validate and close the Views and Layout
dialog box.
To go back to the standard viewer, just click the Create Multi-View icon from the View toolbar.
Note that when you reselect the View->Navigation Mode-> Multi-View Customization... command, the
Views and Layout dialog box the last used tab is activated with the last applied configuration.
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The multi-view mode is a brand new capability allowing you to customize your multi-view configuration within a 3D viewer.
The manual configuration is defined in the Manual tab of the Views and Layout dialog box.
For detailed information on the other tabs provided in this dialog box, refer to Creating a Multi-View: Automatic Configuration
and Creating a Multi-View: Standard View Customization.
In order to take full advantage of this scenario, you need to be familiar with the basic vocabulary:
Bear in mind that the multi-view configuration remains active throughout the whole Version 5 session but it is not saved when
using the Save As... command. For instance, if you apply a multi-view configuration then save and close your document before
reopening it, this document will be displayed in a single-view configuration using the last active view before the save.
However, the configuration is stored in the CATSettings directory and therefore, you can reuse it from one session to another
by clicking the Create Multi-View icon. If no customization has been defined, the default configuration is applied.
1. Select the View->Navigation Mode-> Multi-View Customization... command to open the Views and Layout dialog
● Configuration Selection lets you select a predefined multi-view configuration from the pulldown list
● View Selection lets you set the current view as well as the orientation of the selected viewpoint
● Viewpoint Manipulation lets you manipulate the viewpoint using the following options:
❍ Rotation Lock: locks the viewpoint rotation
❍ Translation Lock: locks the viewpoint translation
❍ Viewpoint Synchronization: imposes a synchronization between the views when a viewpoint transformation
(rotation, translation or zoom) is made in one of them. Note that you cannot activate both Translation Lock
and Viewpoint Synchronization
● Standard Views icons let you set the desired standard view as the current view. The standard views displayed in
the left part of the dialog box are identical to the one of the Quick View toolbar
● Confirmation: lets you validate or cancel the configuration.
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2. In the Configuration Selection area, select the desired configuration from the pulldown list of predefined configuration.
As soon as a configuration is selected, the four views displayed in the View Selection area are automatically updated
accordingly.
Each view composing the configuration represents a standard view and the current view is identified by a lighter
color.
You can choose among the following configurations: Four-View, Main view to the right or Main view on top:
● Four-View
In this configuration, the viewer is divided into four equal views, each of them being identified as follows:
RI = Right View
TP = Top View
FR = Front View
In this configuration, the viewer is divided into two parts. The main view is displayed to the right and three auxiliary
views are displayed to the left:
RI = Right View
TP = Top View
FR = Front View
In this configuration, the viewer is divided into two parts. The main view is displayed on top and three auxiliary views
are displayed at the bottom:
RI = Right View
TP = Top View
FR = Front View
3. Click Apply to apply the selected configuration to the current 3D viewer and keep the Views and Layout dialog box
displayed:
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As soon as you apply a configuration to the current viewer, the Create Multi-View icon in the View toolbar
When you manipulate a viewpoint in one of the four views, the other three viewpoints are not modified and you can
manipulate them independently:
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4. To set a view as the current view, simply click it in the View Selection area. In the example below, the isometric view
5. Select one of the standard views displayed to the left to apply it to the current view: for instance, click the Back View
icon to set the Back View as the current view as shown below:
When you click Apply, the selected standard view is applied to the corresponding view you in the viewer.
Another way to apply a standard view in the viewer is to select in the viewer the view you want to modify (in that
case, the compass is displayed in the top-right corner of the selected view) then select a standard view from the
Quick View toolbar.
However, do not forget that if you do not also change the corresponding view in the View Selection area, the
modification you made in the viewer will not be kept when clicking Apply.
The View Selection area also contains four rotation arrows (such as ) enabling you to change the orientation of
the current base view: one click on an arrow rotates the base view by 90 degrees in the arrow's direction.
6. Click the arrow repeatedly and check the result in the View Selection area. Below is an example with starting
position displayed to the left:
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Note that if the current view is an isometric view, the rotation step will be 60 degrees and not 90 degrees:
You also have the ability to use the four view selectors (such as ) to change the view direction by predetermined
increments.
7. Click the arrow repeatedly and check the result in the View Selection area. Below is an example with a Back View as
the current view and the starting position displayed to the left:
● If the current view is an isometric view: clicking one of the four selectors makes the view direction change to one
of the eight possible isometric views by predetermined increments.
Note that the view direction for an isometric view is always the direction from the eye point (= the location of the
viewer's eye within the 3D scene) to the axis origin.
The picture below illustrates the eight eye points for the different isometric views:
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Therefore the result will be as follows when clicking the arrow repeatedly for an isometric view:
● Rotation Lock locks the rotation in the view you select (i.e. the current view)
● Translation Lock locks the translation in the view you select (i.e. the current view).
Note: Rotation/Translation Lock and Viewpoint Synchronization cannot be activated simultaneously. Activating
Rotation Lock or Translation Lock automatically deactivates Viewpoint Synchronization, and inversely.
9. Activate the Viewpoint Synchronization option then click Apply if you want the other three viewpoints to be modified
In the example below, the main viewpoint has been modified and the three others have been updated accordingly:
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10. When satisfied with your configuration, click OK (or Apply then OK) to validate and close the Views and Layout dialog
box.
Note that when you reselect the View->Navigation Mode-> Multi-View Customization... command, the Views
and Layout dialog box the last used tab is activated with the last applied configuration.
To go back to the standard viewer, just click the Create Multi-View icon from the View toolbar.
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The multi-view mode is a brand new capability allowing you to customize the default standard views within a 3D viewer.
This customization is defined in the Standard Views tab of the Views and Layout dialog box.
For detailed information on the other tabs provided in this dialog box, refer to Creating a Multi-View: Manual Configuration and
Creating a Multi-View: Automatic Configuration.
In order to take full advantage of this scenario, you need to be familiar with the basic vocabulary:
Bear in mind that the configuration remains active throughout the whole Version 5 session but it is not saved when using the
Save As... command. For instance, if you apply a specific configuration then save and close your document before reopening it,
this document will be displayed using the last active view before the save.
However, the view direction and orientation you define in this tab are stored in the CATSettings directory and therefore, you can
reuse your customization from one session to another by clicking the Create Multi-View icon. If no customization has
been defined for a standard view, the default standard view is applied.
1. Select the View->Navigation Mode-> Multi-View Customization... command to open the Views and Layout dialog
Note that you can also access the Standard Views tab by selecting the View->Named Views... command then
choosing a view from the list before clicking the Properties button.
● Standard Views icons let you select the standard view to be customized
● View Selection lets you modify the direction and orientation of the selected standard view
● View Direction lets you manipulate the viewpoint
● Apply to axis lets you specify the axis to which the modification will be applied
● Reset All lets you restore all the standard views to their original default direction and orientation
● Confirmation: lets you validate or cancel the configuration.
2. Select a standard view to customize by clicking one of the icons displayed to the left. By default, the Front View is
The standard views displayed in this dialog box are identical to those available in the Quick View toolbar:
Isometric View
Front View
Back View
Left View
Right View
Top View
Bottom View
3. Click Apply then OK to apply the Back View to the current viewer:
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4. Re-select the View->Navigation Mode-> Multi-View Customization... command to re-open the Views and Layout
dialog box: the Back View icon is still selected and we can now start customizing it.
5. Use the four translation arrows (such as ) to shift the selected standard view by 90 degrees in the arrow's direction.
Below is an example of the result you can obtain when clicking repeatedly the arrow with the Back View as the
selected view and starting position displayed to the left:
Note that if the current standard view is an isometric view, the isometric view's direction changes to one of the eight
possible isometric views using predetermined increments.
Below is an example using repeatedly the arrow with starting position displayed to the left:
6. Use the four rotation arrows (such as ) to change the orientation of the current view: one click on an arrow rotates
the view by 90 degrees in the arrow's direction.
Below is an example using repeatedly the arrow with starting position displayed to the left:
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Note that if the current standard view is an isometric view, the view will be rotated by 60 degrees:
7. Use the three fields displayed in the View Direction area to change the direction of the current view.
This area indicates the direction of the selected standard view along the X, Y and Z axis (as shown below):
To change the direction, you can enter one of these three values in the desired field: -1, 0 or 1 before clicking Apply.
Note that if the selected view is not an isometric view, you can enter a value only in one of the tree fields: as soon as
a value is entered in a field, the other two are automatically filled with the value "0". On the contrary, if the selected
view is an isometric view, you can enter a value in the three fields.
If you enter a positive value other than "1", it will be changed to "1" and if you enter a negative value other than "-
1", it will be changed to "-1".
For instance, entering "-1" instead of "1" in the first field to the left will invert the view direction along the X axis:
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8. Use the Apply to axis area to position the selected standard view according to the local axis or to the axis you select:
● when "Use local axis" is displayed, it means that the standard view will be positioned according to the active (i.e.
current) local axis. If no local axis is active, the standard view will be positioned according to the global axis
To set an axis as current, just right-click it in the specification tree or in the geometry area then select the xxx
● checking the Select axis option lets you position the standard view according to a specific axis: to select the axis
to be used, first select the text "No Selection" then click the axis to be used in the geometry area. The name of
The directions of the selected axis will be saved in the CATSettings directory and will be applied to the standard view.
Note that the Select axis option remains activated even if you select another standard view. Therefore, do not forget
to deactivate the option if you want to use the local axis.
In case your current axis sytem is left-handed, the standard views will be positioned according to the global axis
system.
For detailed information about defining a three-axis system locally, refer to Axis System.
If you want to restore all the standard views to their original direction and orientation, click the Reset All button.
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9. When satisfied with your configuration, click OK (or Apply then OK) to validate and close the Views and Layout dialog
box.
10. In the View toolbar, click the icon of the standard view you have just customized (Back View in our example).
The modified standard view is applied to the current viewer and you see that the result is totally different from the
one in step 3 where the original standard Back View has been applied:
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Light Sources
This task shows you how to create a light source. Lights let you illuminate the objects to be rendered as
you wish for example, by highlighting a specific element in your scene, thus focusing the viewer's
attention.
You can choose between three different types of light sources: spot, point and directional.
1. Click the Create Spot Light icon to create a light source with a conical shape:
Note that the representation of the light source displayed above corresponds to the default
representation mode (i.e. "wireframe display). You can choose to display the light source in
shading mode by checking the corresponding option in the Tools->Options->Infrastructure-
>Rendering->Display tab.
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This light source is located at a given place, emitting the light isotropically inside a cone of
influence determined by the privileged direction of illumination (forming the axis of revolution)
and the angle that the edge of the cone forms with this axis.
Spot light sources are mainly used to simulate spot light (the most frequently used lights) and
... to create a light source situated at a given point, emitting light isotropically, i.e. in all
directions. This light source type is mainly used to simulate light bulb, for instance.
... to create a light source coming from a given direction, generating constant intensity parallel
lighting. This light source type is mainly used to simulate a global lighting as the sun does.
Note: you can click anywhere in the geometry area to see the light symbol:
Direction vector represents the privileged direction of illumination of the source for spot and
directional light sources. It is visualized by an arrow whose origin is the anchoring point of the
source.
Anchoring point is the position of the light source and is represented by a small star. When the
source is characterized by a direction, the anchoring point coincides with the origin of the
arrow.
In the case of a spot or punctual light source, the anchoring point physically localizes the
source. In the case of a directional light source, it can be used (with the target point) to define
the illumination direction.
● the source point (1) rotates the spot around its target point
● the target point (2) rotates the spot around its source point
● the upper green manipulator translates and rotates the spot around its target point
● the lower green manipulator translates and rotates the spot around its source point. It
also lets you modify the attenuation end.
3. To activate a light source, simply select it in the specification tree then check the Light On option
Inversely, to deactivate a light source, simply select it in the specification tree then uncheck the
Light sources illuminating the scene are said to be active (On). Otherwise, they are inactive
Due to OpenGL limitations, some active lights may not be seen in the 3D window though they
are defined as being "active". In that case, a warning sign identifies the light in the
specification tree.
On most platforms, up to 8 lights can be seen at the same time, however this number may be
higher depending on the graphics card.
Light sources created in the Real Time Rendering workbench are supported in:
● reviews created using DMU Navigator. Refer to the "DMU Review" section in the Version 5 - DMU
Navigator User's Guide to for detailed information
● presentations created using DMU Navigator. Refer to the "DMU Presentation" section in the Version 5
- DMU Navigator User's Guide.
Automation
Macros are provided to automate the activation/deactivation of light sources. Refer to the "Use Cases"
section in the Real Time Rendering Automation documentation for detailed information.
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This task aims at showing how to adjust an existing light source so that it best suits your needs.
Note that some of the adjustments detailed in this scenario can also be performed using the Light Commands toolbar.
This scenario assumes that a light source has been created as explained in Defining a Light Source.
1. Select the light then the Edit->Properties command (or use the ALT+ENTER keyboard shortcut) to access the
You can also select the light in the specification tree then the Properties or the Light object->Definition...
command from the contextual menu also opens the Properties dialog box:
The Type field lets you modify the source type by selecting a new type from the pulldown list: Spot, Point or
Directional.
2. Use the slider to modify the color intensity, then click the button if you want to choose another color (the default
color is white):
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You can enter a value comprised between 0 and 255 for any of these fields.
The overall color of a light source is composed of three independent colors: diffuse, ambient an specular. The
values of these colors are given in RGB mode or in HLS mode by three real positive values:
● HLS (Hue, Saturation, Luminance) model is an intuitive, easy to use tool for describing or
modifying a color.
Hue is the "color" of the color. It is the name by which the color is designated and is used to
define the desired color.
Saturation is the intensity of the color. The higher the number, the more intense the color.
It is used to tune the purity of the color.
Luminance is the brightness of the color, i.e. the degree to which the pure color is diluted by
white or black. The larger the number, the lighter the color. It is used to adjust intensity
● RGB (Red, Green, Blue) model is a more physical model. It is based on the tri-stimulus theory
of the human perception system. This model is usually used to define, with a high precision, the
three primary components of the color.
4. Define the light Intensity using the slider or the value-entry field.
The intensity of a light source is the maximal lightness value of three colors (ambient, diffuse and specular).
The light color will be computed by multiplying the Red, Green and Blue values you defined in previous step by the
intensity value. Therefore, this parameter allows you to adjust the luminosity of the light source, while preserving
You can enter values comprised between 0 and 4: the higher the value, the more saturated (i.e. the whiter) the
light. More precisely, as soon as the intensity value exceeds 1, the color starts saturating.
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Here are two examples comparing 2 different sets of RGB values with 3 different intensities.
In the first example, all color components (R, G and B) are multiplied by intensity:
In the second example, when the intensity is greater than 1, R and B are the only components to be multiplied
since G is already saturated:
5. To define more precisely the light intensity, click the button which opens the Intensity dialog box:
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This dialog box lets you define three coefficents using the slider or by entering a value directly in the corresponding
field:
● Ambient: defines the intensity of light emitted in any direction by the object, even if not lit by any light source
● Diffuse: defines the intensity of light diffused by the object when lit by a light source
● Specular: defines the intensity and color of light reflected in one particular direction. This coefficient affects the
highlight on shiny surfaces.
Ambient, Diffuse and Specular coefficients only impact the material aspect. They are identical to those used to
define material lighting properties (and are used in combination with them) but have no influence on the material
definition.
Example of use: when visualizing a model on screens with different characteristics (e.g. LRT screen versus LCD
screen), you can recalibrate the screen simply by modifying the light intensity using these three coefficients. You do
not need to modify all the materials.
The following images show how Ambient, Diffuse and Specular coefficients impact the material aspect:
6. The Falloff field lets you define the light energy attenuation (which is set to None by default):
● None: no lighting end which means that the light energy will be constant and infinite. The cone limits, however,
are kept
● Linear: light energy decreases linearly with a 1/r ratio ("r" = distance to light origin) and stops at attenuation
end. For instance, if the energy received at a distance of 10 mm from the light origin will be equal to 1/10th of
the light energy at light origin
● Realistic: light energy decreases with a 1/r2 ratio and becomes negligible at attenuation end. A realistic falloff
requires a high value when distant objects are to be illuminated.
The following picture illustrates the three different types of light energy attenuation:
● Source Angle
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Enables you to define the half-angle of the cone, that is the angle between the axis of revolution and the cone edge
(for spot light sources only).
The angle is a value between 0 and 90 degrees. This means that a value of 90 degrees would generate a light
source equivalent to a punctual light source.
● Attenuation End
Defines in millimeters the maximum distance for light attenuation (i.e. the distance to the center from which the
light source does not illuminate).
Defines as a ratio the minimum distance for light attenuation. For example:
0 corresponds to an attenuation starting from the center
0.5 corresponds to an attenuation starting from the middle
1 corresponds to an attenuation starting from the end, i.e. a null attenuation.
Defines as a fraction of the light angle the angle to the light axis from which the light starts to attenuate. For
example:
0 corresponds to an attenuation starting from the axis
0.5 corresponds to an attenuation starting from the half-angle
1 corresponds to an attenuation starting from the end, i.e. a null attenuation.
Note that you also position your pointer over the one of the side lines then click and drag the segment to modify
the attenuation angle ratio.
The Ray Traced option available in the Shadows tab is relevant for software rendering only (i.e. Photo Studio
products).
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8. Click the Position tab to define the light source anchoring point and the point to which the source is directed,
You can define this position in millimeters along the X, Y and Z axes.
Note that you can click the button at anytime to reset the light source to the default position.
9. The Reference Axis area lets you define the light source position relative to the Model axis or to the Viewpoint
● Model
By default, any light source you create is positioned relative to the model and thus, moving the viewpoint
moves the light source along the model.
Click the thumbnail below to see the corresponding animation:
● Viewpoint
Attaching a light source to the viewpoint means that moving the viewpoint only moves the model; the light
source keeps the same position in the window.
Click the thumbnail below to see the corresponding animation:
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When a light source is attached to the viewpoint, it is identified by an anchor symbol in the specification
tree as shown below for Light 1:
Note that you can also attach a light source to the viewpoint by right-clicking it in the specification then selecting
Attach to View. Inversely, once a light source is attached to the viewpoint, you can re-attach it to the model by
unchecking Attach to View.
The Feature Properties tab provides general information on the currently selected light source, e.g. its name, its
creation date, etc.
11. If you want to display the light source viewpoint (to visualize the object as if you were positioned behind the light
source), right-click the light item in the specification tree then select the Light View contextual command:
To go back to the original view, select the View->Modify->Previous View commands or click the Previous View
icon from the Viewpoint toolbar. Then, you can switch again to the light view by clicking the Next View
icon.
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Right-clicking the light item in the specification tree also lets you select the Update from View contextual
command to adjust (i.e. center) the light source when the viewpoint is modified as shown below:
12. If you want to position the light source along a perpendicular to the point you click on the object.
To do so:
● right-click the light source item in the specification tree (or the light symbol in the geometry area) and select
then
● place your pointer over any point of the object and click: the light source is positioned along the normal to the
selected point.
Note that as long as the Position along Normal command is active, you can hold down the left-mouse button and
keep on moving the cursor to find the best position: when satisfied, release the mouse button to position the light
source.
When satisfied with the result, deactivate the Position along Normal command by selecting any other command
in the workbench or by pressing the Esc key.
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13. You can also adjust the specular effect of your light source.
To do so:
● right-click the light source item in the specification tree (or the light symbol in the geometry area) and select
then
● place your pointer over any point of the object and click: the specular spot is positioned at the selected point.
Note that as long as the Position Specular command is active, you can hold down the left-mouse button and keep
on moving the cursor to find the best position for the specular spot: when satisfied, release the mouse button to
position the specular effect.
When satisfied with the result, deactivate the Position Specular command by selecting any other command in the
workbench or by pressing the Esc key.
14. You can position the direction of the light source by right-clicking the light source in the specification tree (or in the
This command lets you manipulate in a very precise way your light source along predefined circles that are
When you click the icon, the light symbol is replaced with the following symbol representing the light manipulator in
3D, the red arrow representing the light direction (i.e. the target):
When you point at an arrow, a predefined dotted circle is displayed like this:
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If you drag your mouse along that circle, the light source is rotated along its axis.
Now if you position your mouse over an arc, a predefined dotted circle will also appear.
If you drag your mouse along that circle, this will change the position of the light origin along the selected arc:
Note that you can move the light position step-by-step by pressing the Ctrl key then dragging your mouse
simultaneously. By default, the light source is rotated 10 degrees by 10 degrees but you can modify this value if
needed via the Direction dialog box.
You can also perform the following actions when right-clicking then selecting one of these contextual commands:
This dialog box lets you edit the light direction, the rotation step as well as the quick orientation:
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● Direction: the three spin boxes displayed let you define the position of the direction vector along the X, Y and
Z directions. The direction vector represents the privileged direction of illumination of the source and is
visualized by the red arrow whose origin is the light source origin.
As soon as you modify a value, the light source is updated simultaneously in the geometry area.
● Step-by-Step Rotation: this area lets you define the rotation angle in degrees. The default value is 10.00 but
you can enter your own value if needed using the spin box.
When the rotation angle has been defined, click the desired button to start rotating your light source around the
corresponding axis by the angle you specified.
For instance, clicking X+ means that the light source will be rotated by the specified angle positive (i.e.
clockwise) around the X axis whereas clicking -X will rotate the light source by the specified angle negative (i.e.
anticlockwise) around the X axis:
Note that using these buttons amounts to manipulating the light source directly in the geometry area
using the Ctrl key.
● Quick Orientation: this area lets you position the light source parallel to the absolute axis system.
For instance, clicking Y will modify the light origin in order to position the light source parallel to the Y axis.
Inversely, clicking -Y will invert the position of the light source along the Y axis:
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● Compass: this button lets you position the light source according to the compass orientation.
Selecting this command opens the Properties dialog box (detailed above in this scenario) which lets you modify the
light source parameters as needed.
If you want to use afterwards one of the light positions you saved, just re-select the Save Light Direction
contextual command then double-click the desired position: the light position will be updated accordingly in the
geometry area.
Rotation
The rotation commands let you rotate the light source around the absolute axis system:
● by default, the Free Rotation contextual command is activated and lets you rotate freely your light source
around the X, Y or Z axis using the two green manipulators
● if you activate the Rotate around X command, you will be able to rotate up or down your light source around
the X axis only
● if you activate the Rotate around Y command, you will be able to rotate up or down your light source around
the Y axis only
● if you activate the Rotate around Z command, you will be able to rotate up or down your light source around
the Z axis only.
When you select the rotation around the X, Y or Z axis, the green manipulators are hidden and only the light target
is displayed:
Lock Manipulator
When you point at one of the two green manipulators then right-click, you can also lock the selected manipulator
using the Lock Manipulator contextual command. This command applies to the local X and Y axes of the light
source.
Locking a manipulator means that the rotation in the plane defined by the selected manipulator will be locked: the
locked manipulator is hidden and you will only be able to move your light source around the unlocked axis of the
light source which means that the mouse will move only up or down.
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Once a manipulator is locked, you can also click anywhere in the geometry area then press the space bar to hide
the manipulator symbol.
This is especially useful when working with big models because you can still change the light position by pointing at
the hidden manipulator (in that case, the cursor shape changes) without being bothered by the display of this
manipulator on your model.
This is illustrated by the example below in three steps (from left to right):
To redisplay the manipulator, you just need to press the space bar again.
When satisfied with the direction position, press the Esc key to exit the Position Direction command.
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In this task, you will learn how to create real time ground shadows to simulate in a very realistic way the
reflections of an object on its environment walls.
1. Create a directional light source by selecting the Create Directional Light icon.
Only directional light sources can cast real time ground shadows.
2. Create an environment (you can also apply textures on the walls). The model should look
Note: in case no environment exists, a default environment (very big and with transparent
walls) will be created.
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3. In the specification tree, select the Bottom wall and display its lighting properties by selecting the
Properties... contextual command then the Lighting tab to make sure that the Shadows option is
"On".
4. Access the lighting Properties dialog box (by selecting the light in the specification tree then the
Properties or the Light object->Definition... contextual command), select the Shadows tab
5. Set the following parameters using the corresponding slider or enter directly a value in the
corresponding field:
● Smoothing: defines the shadow attenuation, i.e. the limit between light and shadow. The
higher the value, the more attenuated the limit. For instance, "0" means a clear break with
no attenuation
at all
● Color: lets you define the color of the shadow by clicking the button to select the
desired
color. The slider sets the color intensity
● Transparency: sets the opacity of the shadow. The higher the value, the less opaque the
shadow.
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The shadow of the lamp now appears on the bottom wall as shown below:
You can move the created shadow simply by dragging and dropping the compass onto it.
Automation
Macros are provided to automate the activation/deactivation real time shadows. Refer to the "Use Cases"
section in the Real Time Rendering Automation documentation for detailed information.
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1. Create a spot light source by selecting the Create Spot Light icon.
2. Access the Lighting properties dialog box by right-clicking the light in the specification tree then selecting
Properties.
3. Click the Shadows tab and check the On objects option to activate shadow casting between objects:
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Only one light source can cast shadows at a time. As a consequence, when the On objects option is
activated, other light sources you may have previously created (as well as the standard light sources
defined using the View->Lighting... command) are deactivated and identified by a specific symbol in
the specification tree.
In the following example, Light 3 cast shadows on objects and Light 1 and 2 are deactivated:
Moreover, note that creating a new light source automatically switches shadows off for the other light
sources.
To switch shadows from one light source to another, access the light source properties then check the
On objects option: a warning window will appear to prompt you to confirm your choice.
When the On objects option is activated, the light source angle cannot exceed 45°.
Inversely, defining a light source with an angle greater than 45° prevents you from creating shadows
between objects.
4. Use the Map Precision pulldown list to define the size of the shadow map:
● Small
● Medium
● Large.
A shadow map is a kind of map identifying illuminated points in the scene with respect to a given light
source. This ray-tracing technique relies on a precomputed depth map attached to the light source.
The higher the map precision, the more accurate the shadows but bear in mind that there is a price to
5. Define the shadow Quality which enables you to optimize the performance by selecting a value from the
list:
● Standard: this is the default value. In that case, the shadow map is not
recomputed at each interaction
● Good: the shadow map is recomputed at each interaction, which provides a
more accurate shadow but affects performance.
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We recommend that you start with a low precision with a standard quality then, when satisfied with
your lighting parameters, increase Map Precision and Quality.
6. Select the Near Plane mode: either Automatic or Manual. The field is activated as soon as you move the
The Near Plane corresponds to the minimum distance from the light origin and is represented by a
The near plane distance is used when you want to focus on a specific part of the scene as if viewed
from behind the light source.
Each part of the scene positioned between the near and far distance will be taken into account to
compute the shadow.
Near and far plane distances have an impact on the shadow map quality: the greater the distance, the
less accurate the details of the object.
● Automatic: this is the default mode which means that the near plane is
automatically adjusted according to the current viewpoint and the bounding box.
This bounding box is not the box that usually appears around the selected object but corresponds
to the sum of all the bounding boxes around all the objects in the scene.
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As you can see it in the above scheme, any object located above the near plane will be
illuminated.
● Manual: this mode lets you define the desired distance for the near plane by dragging the green
arrow to manipulate the near plane. However, do not forget that the minimum distance
from the light origin cannot be overridden.
Note: Be careful not to position the light source too close to the illuminated object, otherwise the
near plane is set to a minimum value and illuminated zones appear in the scene.
The following are sample images showing shadows between objects On and Off:
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Note that when the On objects option is activated, shadows are cast on the environment as well (if
there is one) even if the On Environment option is off.
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This task aims at showing how to use the Light Commands toolbar to manipulate light sources more easily.
This scenario assumes that at least one light source has been created as explained in Defining a Light Source.
The Light Commands toolbar is displayed by default under the Menu bar when accessing the Real Time Rendering 2
workbench:
Note that all the commands available in this toolbar can also be accessed by right-clicking the light source in the specification
tree then selecting the corresponding contextual command:
1. Select a light source in the pulldown list (where you see "None" right now) which contains all the light sources you
According to the light source you select, the look of the Turn Light On/Off icon will change to reflect the status of
the light source: indicates that the selected light is active and indicates that the selected light is inactive.
2. To activate a light source, select it in the pulldown list then click the icon.
Inversely, to deactivate a light source, select it in the pulldown list then click the icon.
Light sources illuminating the scene are said to be active (On). Otherwise, they are inactive (Off) and do not cast
any light.
3. Click the Light View icon to display the light source viewpoint, i.e. to visualize the object as if you were
positioned behind the light source:
To go back to the original view, select the View->Modify->Previous View commands or click the Previous view
icon from the Viewpoint toolbar. Then, you can switch again to the light view by clicking the Next View
icon.
4. Click the Update from View icon to adjust (i.e. center) the light source when the viewpoint is modified as
shown below:
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5. Use the Toggle Light Attachment icon to attach the light source to the model or to the viewpoint.
By default, any light source you create is positioned relative to the model and is identified by the icon in the
Light Commands toolbar. This means that moving the viewpoint moves the light source along the model.
To attach the light source to the viewpoint, click the Toggle Light Attachment icon which will turn .
Attaching a light source to the viewpoint means that moving the viewpoint will only move the model; the light
source will keep the same position in the window.
Click the thumbnail below to see the corresponding animation:
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6. Click the Position along Normal icon to position the light source along a perpendicular to the point you click on
the object in the geometry area.
As long as the Position along Normal mode is active (i.e. when the icon looks like this ), you can hold down the
left-mouse button and keep on moving the cursor to find the best position: when satisfied, release the mouse
button to position the light source.
When you hold down the left-mouse button, the representation of the light source is hidden but reappears when
you release the button.
Note that instead of holding down then releasing the left-mouse button, you can also click a point on the object to
position the light source then move your cursor over another point and click again, etc. until you are satisfied with
the result.
When satisfied with the light source position, click the icon to exit the Position along Normal mode.
7. Click the Position Specular icon then the object in the geometry to position the specular spot as desired.
This capability helps you to tune the specular effect and can also be used to analyze surfaces (curves).
As long as the Position Specular mode is active (i.e. when the icon looks like this ), you can hold down the left-
mouse button and keep on moving the cursor to find the best position for the specular spot: when satisfied, release
the mouse button to position the specular effect.
When you hold down the left-mouse button, the representation of the light source is hidden but reappears when
you release the button.
Note that instead of holding down then releasing the left-mouse button, you can also click a point on the object to
position the specular spot then move your cursor over another point and click again, etc. until you are satisfied with
the result.
When satisfied with the light source position, click the icon to exit the Position Specular mode.
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8. To position quickly the light direction, click the Position Direction icon.
This command lets you manipulate in a very precise way your light source along predefined circles that are
When you click the icon, the light symbol is replaced with the following symbol representing the light manipulator in
3D, the red arrow representing the light direction (i.e. the target):
When you point at an arrow, a predefined dotted circle is displayed like this:
If you drag your mouse along that circle, the light source is rotated along its axis.
Now if you position your mouse over an arc, a predefined dotted circle will also appear.
If you drag your mouse along that circle, this will change the position of the light origin along the selected arc:
Note that you can move the light position step-by-step by pressing the Ctrl key then dragging your mouse
simultaneously. By default, the light source is rotated 10 degrees by 10 degrees but you can modify this value if
needed via the Direction dialog box.
You can also perform the following actions when right-clicking then selecting one of these contextual commands:
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This dialog box lets you edit the light direction, the rotation step as well as the quick orientation:
● Direction: the three spin boxes displayed let you define the position of the direction vector along the X, Y and
Z directions. The direction vector represents the privileged direction of illumination of the source and is
visualized by the red arrow whose origin is the light source origin.
As soon as you modify a value, the light source is updated simultaneously in the geometry area.
● Step-by-Step Rotation: this area lets you define the rotation angle in degrees. The default value is 10.00 but
you can enter your own value if needed using the spin box.
When the rotation angle has been defined, click the desired button to start rotating your light source around the
corresponding axis by the angle you specified.
For instance, clicking X+ means that the light source will be rotated by the specified angle positive (i.e.
clockwise) around the X axis whereas clicking -X will rotate the light source by the specified angle negative (i.e.
anticlockwise) around the X axis:
Note that using these buttons amounts to manipulating the light source directly in the geometry area
using the Ctrl key.
● Quick Orientation: this area lets you position the light source parallel to the absolute axis system.
For instance, clicking Y will modify the light origin in order to position the light source parallel to the Y axis.
Inversely, clicking -Y will invert the position of the light source along the Y axis:
● Compass: this button lets you position the light source according to the compass orientation.
Selecting this command opens the Properties dialog box which lets you modify the light source parameters as
needed. For detailed information on this dialog box, refer to Adjusting Light Source Parameters.
Once you are satisfied with the position of your light source, click the Save button to store the light position.
Each light position is saved under the following name: Direction.n, for instance "Direction.1" for the first position,
"n" being incremented by one for each new position you save.
You can save as many positions as necessary but keep in mind that you are not allowed to modify the position
name.
If you want to use afterwards one of the light positions you saved, just re-select the Save Light Direction
contextual command then double-click the desired position: the light position will be updated accordingly in the
geometry area.
Rotation
The rotation commands let you rotate the light source around the absolute axis system:
● by default, the Free Rotation contextual command is activated and lets you rotate freely your light source
around the X, Y or Z axis using the two green manipulators
● if you activate the Rotate around X command, you will be able to rotate up or down your light source around
the X axis only
● if you activate the Rotate around Y command, you will be able to rotate up or down your light source around
the Y axis only
● if you activate the Rotate around Z command, you will be able to rotate up or down your light source around
the Z axis only.
When you select the rotation around the X, Y or Z axis, the green manipulators are hidden and only the light target
is displayed:
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Lock Manipulator
When you point at one of the two green manipulators then right-click, you can also lock the selected manipulator
using the Lock Manipulator contextual command. This command applies to the local X and Y axes of the light
source.
Locking a manipulator means that the rotation in the plane defined by the selected manipulator will be locked: the
locked manipulator is hidden and you will only be able to move your light source around the unlocked axis of the
light source which means that the mouse will move only up or down.
Once a manipulator is locked, you can also click anywhere in the geometry area then press the space bar to hide
the manipulator symbol.
This is especially useful when working with big models because you can still change the light position by pointing at
the hidden manipulator (in that case, the cursor shape changes) without being bothered by the display of this
manipulator on your model.
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This is illustrated by the example below in three steps (from left to right):
To redisplay the manipulator, you just need to press the space bar again.
When satisfied with the direction position, click the icon to exit the Position Direction mode.
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Stickers
Applying Stickers
Modifying Stickers
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Applying Stickers
This task explains how to apply a sticker on a digital mockup (i.e. CATProducts, CATParts, cgr and
MultiCAD files).
Select the Tools->Options->General->Display commands then check the Highlight faces and edges
option in the Navigation tab. This option enables to highlight the sticked face.
Select also the Shading with Material icon from the View toolbar.
1. Click the Apply Sticker icon to open the Sticker dialog box:
Note: You can also select directly in the geometry area the element onto which the sticker
should be applied then click the Apply Sticker icon. If you do so, you can skip step 2 and
jump to step 3.
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2. Select the 3D geometry location where you want to apply the sticker:
● for a V5 model, you can either select one or multiple elements using the multi-selection in
the 3D window or select the desired element(s) in the specification tree
● for a V4 model, you can select a face or the entire product as well either in the 3D window
or in the specification tree
● for cgr and MultiCAD files, you can select either a face or the entire product in the 3D
window or in the specification tree. As far as cgr files are concerned, the sticker will be
applied onto the entire product.
However, note that applying a sticker onto the entire product will result in a longer response
time when manipulating geometry.
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Depending on the location where you click, the sticker is applied the following way:
● if you click an object in the specification tree, the sticker's manipulator is centered by
default on the selected object and its size is proportional to the size of this object
● if you click an object in the geometry area, the manipulator is centered by default on the
point you clicked and is positioned along the normal to this point.
3. Click the button to choose the type of mapping: either Planar, Spherical or Cylindrical.
These different mapping types are available to let you select the most appropriate mapping for
the shape of the geometry:
● Planar Mapping is similar to a slide projector (a picture on a wall, for instance). You can
use it for stickers with two privileged directions such as a picture of a chessboard or a wall
of bricks
● Spherical Mapping is similar to a painted light bulb. You can use it for stickers that do not
have a privileged direction
● Cylindrical Mapping is similar to placing a label on a can of food. You can use it for stickers
having a privileged direction such as a picture of marble.
When a sticker is created and applied onto geometry, it is placed under a node named Stickers
which is located under the current active product:
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In our example, the symbol identifying the sticker means that the sticker has been applied
onto an element and has a texture image.
The sticker is applied tangent to the surface with a visualization in transparency and a default
image.
The shape of the manipulator reflects the mapping type selected in step 3 ("Planar" in our
example):
You can assign a new default image to the sticker using the Tools->Options->Infrastructure-
>Real Time Rendering->Sticker tab.
4. Use the manipulator handles to adjust the texture scale as shown below:
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When the sticker is selected, the compass is automatically snapped to it to let you position the
sticker as you wish in the geometry:
However, as soon as you access the Sticker dialog box, the compass disappears.
For detailed information on object manipulation with the compass, refer to Manipulating
Objects Using the Mouse and Compass.
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You can also use the Texture tab's sliders in the Sticker dialog box:
You can click the icon to resize U and V proportionally. This is especially useful for square
shapes such as the Floor material.
When this option is on, the Scale V field is grayed and the icon changes to .
When the lock is green, clicking an highlighted element automatically removes the sticker
applied onto it. Just click the green lock so that it turns orange in order to lock the selection
and prevent any removal.
6. Use the Color slider to set the sticker color or click [...] opposite Color then choose the color to
be used for the material texture. The Color dialog box is displayed allowing you to select the
You can click in the preview area to choose the color, or even key in the exact value of the
desired color. You can enter a value comprised between 0 and 255 for any of these fields.
When finished, click OK (or Apply then OK) to validate and close the Color dialog box.
● Luminosity: determines the intensity of light diffused in any direction by the object, even
if not lit by any light source
● Contrast: the intensity of light diffused by the object when lit by light sources
● Shininess: intensity and color of light reflected in one particular direction (highlights)
● Transparency: determines the degree of transparency of an object. The higher the value,
the more transparent the object.
You can create as many stickers as you wish on the same geometry and make them overlap
each other, the last sticker created being placed on top.
Modifying Stickers
This task explains how to modify the sticker properties such as the lighting or the projected image, for
instance.
1. Select the sticker in the specification tree then choose Properties from the contextual menu (or
You can also double-click the Sticker icon or select the Sticker object->Definition...
command to open the Sticker dialog box which lets you modify the sticker properties as well.
Note: the Properties dialog box does not allow you to perform geometry modifications on a
sticker that is already sticked. To do so, access the Sticker dialog box using the Sticker object-
>Definition... command.
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The Feature Properties tab provides general information on the currently selected sticker, e.g.
its name, its creation date, etc.
The Rendering tab enables you to modify the Texture and Lighting parameters:
The Texture and Lighting parameters displayed in this dialog box are identical to those
contained in the Stick dialog box, except that you can not manipulate the viewpoint
interactively.
2. If you want to define a texture image for the sticker, click the ... button to open the File Selection
dialog box.
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● .bmp
● .rgb
● .jpg
● .tif (this format supports transparency so that you can see the underlying stickers and
The name, the path and the graphical representation of the chosen image are displayed in the
Image field:
Whatever image format you choose, you can access the Lighting tab to check the "Use
Transparent Color" option then click the icon to open the transparency viewer (the default
transparent color is Black):
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Note: the Transparent Color results from a comparison between pure color components. There
is no tolerancy which implies that some aliasing artifacts may appear.
This dialog box lets you select the color onto which the transparency will be applied after
clicking OK.
You can now zoom the sticker image to be used in the Pick Transparent Color dialog box. This is
especially useful for choosing the pixel to be used as a color reference for transparency.
To do so, press and hold down the middle mouse button, then click the left (or right) mouse
button and drag (still holding the middle mouse button down) upwards to zoom in or
downwards to zoom out.
For instance, the image below has been zoomed out:
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To reframe automatically the image, you can click the Fit All In button anytime.
● for a sticker that is applied onto geometry and for which a texture image has been defined
● for a sticker that is not applied onto geometry (typically, when you select the Sticker command
without having previously selected the element onto which the sticker should be applied)
● for a sticker that is applied onto geometry but for which no texture image has been defined.
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Animations
Creating a Turntable
Creating a Simulation
Animating Scene Elements in a Simulation
Using the Player
Generating a Video
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Creating a Turntable
This task explains how to create a turntable which is the preliminary step before running a simulation.
A turntable lets you generate a movie of your model, permitting a better analysis of the design quality.
It is a set of successive images. The movie generated consists in a rotation of the active camera around
an axis.
1. Click the Create Turntable icon to open the Turntable dialog box.
You can now define the model rotation axis. The entire product geometry will be able to rotate
around that axis.
2. Position the turntable along the x, y, and z axes by dragging it to the desired location using the
compass:
4. In the Turntable dialog box, indicate the rotation Start and End angles in degrees.
By definition, the turntable is a simple rotation animation. The rotation can be limited to less
Note: you can change the rotation direction by clicking the Reverse Direction button.
5. Click OK.
You can select the turntable axis in the specification tree then Axis object -> Definition...
from the contextual menu to edit the turntable rotation axis.
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Creating a Simulation
This task shows you how to animate a product in a simulation once you have created the turntable.
2. Click the Simulation icon. The Edit Simulation dialog box appears:
Note: In case you have not previously selected the element to animate, the Select dialog box
will open to let you select the desired element.
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4. Click the Insert button to record the desired shots in your animation.
As soon as you insert your first keyframe, the dialog box buttons are activated to let you
Modify, Delete or Skip the current shot by clicking the appropriate button.
For more information on animating in a simulation and using the Manipulation toolbar, refer to
5. Keep on inserting keyframes then preview the animation by clicking the Play forward
button and with the "Animate viewpoint" option checked.
When you run the simulation, the animated object rotates around the turntable axis. Just click
the picture below to run the animation:
Notes:
● you cannot add objects to a simulation based on a turntable (even if the "Edit simulation
objects" button is available)
● you can press the Edit analysis button at any time to open the Edit Analysis in Simulation
dialog box which lets you edit the interferences you may have previously defined. In case
no interference has been defined, the dialog box is empty.
Whenever you wish to modify the simulation, just double-click it in the specification tree to re-
open the Edit Simulation dialog box.
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This task shows you how to animate the various elements composing the scene, i.e. cameras, lights,
environments and materials.
The Light 1 object will be taken as a simulation example to illustrate this task but bear in mind that the
method is identical whether you animate a camera, a light, an environment or a material.
Open the Lamp.CATProduct documentthen create a spot light source by clicking the Create Spot Light
icon .
2. Select the object to be animated (Light 1 in our example) then click OK to validate.
If you first select the element to be animated in the specification tree, then click the
Simulation icon afterwards, the Select dialog will not be displayed.
As you can see it below, running the Simulation command snaps the compass to the element
to be animated, enabling you to manipulate it very easily:
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5. Click the Insert button to record the desired keyframe and insert it into your simulation
scenario.
As you insert your first keyframe, the dialog box buttons are activated to let you Modify,
The initial position is automatically recorded. If you need to reposition your object, just delete
its first position or modify it.
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6. Select the interpolation which defines the number of steps between the shots you have recorded.
Note: the interpolation is used for preview only and does not affect the rendered animation.
7. Use the other VCR buttons to play backward, step forward, modify the speed, etc.
Note that you can press the Edit analysis button at any time to open the Edit Analysis in
Simulation dialog box which lets you edit the interferences you may have previously defined.
In case no interference has been defined, the dialog box is empty.
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9. Click the Edit simulation objects button to edit objects in your simulation. This opens the
10. Select the simulation object to edit from the proposed list then click the Edit... button to open
11. Modify the object parameters as desired then click the OK button twice to close the Properties
If you wish to animate more elements in your simulation, click the Add... button. This opens
the Select dialog box and enables you to select additional objects:
12. Modify the parameters and the object position to change the viewpoint as often as necessary,
13. Replay your simulation with the "Animate viewpoint" option checked:
The simulation is replayed and shows the viewpoint changes you recorded. Click the picture
below to run the simulation:
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Note: this option can be activated whenever you want, either before recording the simulation
or after.
You can activate the "Automatic insert" at any time. This option records the shots
automatically as you move the object as often as necessary.
Your simulation is identified in the specification tree along with the simulation track displayed
in the geometry area:
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Whenever you wish to modify the simulation, just double-click its track or its name in the
specification tree to re-open the Edit Simulation dialog box.
Note: you can also record a fitting track using lights and environments. For detailed
information on tracks, refer to Using Tracks in the Version 5 - DMU Fitting Simulation
documentation.
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This task shows you how to use the Player which is available every time you create a simulation.
2. In the specification tree, select the simulation to be replayed to activate the toolbar which now
Note: you can dock the Player toolbar at any time by clicking the cross in the upper right.
You can replay either track simulations (provided that you created a track using the Version 5
DMU Fitting Simulator product) or turntable simulations.
When simulating a track created using the DMU Fitting Simulator product, you can select one
of these parameter units using the drop-down list:
For detailed information on simulating a track, refer to "DMU Player" in the Version 5 - DMU
Fitting Simulator User's Guide.
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3. Select the desired loop mode among the three modes available:
5. Use either the VCR buttons or the slider to run the simulation:
● skip to beginning
● step backward
● play backward
● stop
● play forward
● step forward
● skip to end.
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Note: you can also use the following shortcuts to run your simulation, which is especially
useful when working in Full Screen mode (since the Player toolbar is not accessible):
Use... To...
6. Click the Parameters icon to access the Player Parameters dialog box:
7. Enter the Sampling Step value. The sampling step corresponds to the sampling step value in
By default, six values are available in the pulldown list, but feel free to enter your own value
Once all these parameters have been set, you can replay your simulation.
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Generating a Video
This task shows you how to generate a video file.
2. In the specification tree, select the simulation to be recorded to display the Video Generation
dialog box:
3. In the Video Generation dialog box, select the video format. The video formats supported vary
If you install the appropriate CODEC for the MPEG format, you will be able to generate MPEG
format files on Windows (you can download video CODECs from the Microsoft Support Internet
site).
If you choose "Still Image Capture", each step of the track will be captured as a single image
and saved in the folder you specified. Thus there will be as many captured images as recorded
track steps.
4. Click the Setup button to set up your video compression/decompression parameters in the
This dialog box allows you to choose a CODEC from the list of CODECs installed on your
computer, then configure it. The role of the CODEC is to compress your video files.
Installing Version 5 does NOT install CODECs on your computer. The list of CODECs differs
from one platform to another. For information about how to configure the CODEC, refer to the
CODEC supplier's documentation.
On Windows, the Compressor list contains the option: Full Frames (Uncompressed). Selecting
this option prior to recording has the following effects:
Note that if you installed DirectShow on your machine, you will be able to use all CODECs and
compression options provided by the DirectShow multimedia architecture. Therefore,
additional CODECs will be available in the Compressor list.
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The video is replayed and recorded. A progress bar appears in the Video Generation dialog
box:
Note: you can use the Player toolbar at any time to modify the simulation.
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Environments
An environment is a simplified simulation of a landscape surrounding your model and directly reflected by
your model. It is an efficient way to get a very quick feedback of the illumination behavior of your model
and check its integration in its final environment. For example, placing neon lights as a 3D-texture on the
ceiling will be used for car body design, while referring to a picture of a Norvegian forest for the walls will
produce an impressive marketing image of a newly designed chainsaw.
1. Click the Create Box Environment icon if you want to create an environment with a
rectangular shape (to represent a room for example).
2. Zoom out then click anywhere in the geometry area to deselect the environment.
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The Box environment is taken as an example in this scenario but you can also:
This type of environment is a very efficient tool for design study of very close reflection, for
instance, reflection of rows of neon lights on a car body.
Their size can be set and they can be positioned at a desired location.
They are always visible and will appear as other geometrical elements of the model at their
defined location.
Sky-ground environments (spherical shape) will be used to simulate the reflections of a "real
world" onto the geometry. Texture simulating grounds or skies will provide good results. They
totally surround the model.
As soon as you create an environment, it becomes the active one. Any previously created
environment is deactivated in the specification tree, only one active environment being taken
into account at rendering time.
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3. Position your pointer over the edges then use the green segments displayed to
resize the environment walls:
● click and drag a segment to resize the walls according to the edges
● shift-click and drag a segment to resize the walls according to the center.
4. Select the environment in the specification tree then right-click the Edit -> Properties contextual
5. Click the Dimensions tab to define the environment size. In our example, specify the Length, Width
The Feature Properties tab provides general information on the currently selected environment,
e.g. its name, its creation date, etc.
You can also interactively position your environment by dragging the compass and dropping it
onto the environment.
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This task will show you how to create a sphere environment with one face. One-face sphere environments
lets you have an image mapped continuously and thus, avoid the need to make manual adjustments for
each wall as you would do with a standard spherical shape.
1. Click the Create Sphere Environment icon to create an environment being a non-
dimensional sphere with two hemispheres: Top and Bottom.
2. Zoom out then click anywhere in the geometry area to deselect the environment.
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3. Select the environment in the specification tree then right-click the Edit -> Properties contextual
4. Click the Dimensions tab which enables you to define the environment size as well as the
geometry type:
5. In the Geometry area, select the "1 Face" option then click OK (or Apply then OK) to validate.
As the environment is changed into a one-face environment, the Top wall is extended to the
whole sphere and the bottom wall disappears as indicated by the specification tree:
7. Apply a texture, for instance, by clicking the Apply Material icon then selecting a texture from the
material catalog.
Note that you can map either a default or a custom texture image. For detailed information on
how to map images onto an environment wall, refer to Defining the Wallpaper.
8. Click OK to validate.
The texture image you selected is mapped continuously onto the whole environment as shown
below:
As for a standard environment, you can resize the one-face environment and modify its position
and dimensions.
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9. Whenever you wish to switch from one to two faces, re-access the environment properties (by
selecting the environment in the specification tree then right-clicking the Edit -> Properties
In that case, the Bottom wall appears as it was before switching to "1 Face". In our example,
no texture image has been applied to Bottom wall before and thus, the environment looks like
this:
Note that when the On Environment option is activated, shadows are cast on the environment
as well.
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1. In the specification tree, select an environment wall (or select it directly in the 3D window).
2. Right-click to display the contextual menu then uncheck the Wall Active option. The selected
wall is grayed in the specification tree and is not taken into account at rendering time, as shown
Only the edges of the deactivated wall are displayed in the environment representation except
if you have specified to display inactive environments (select the Tools->Options->Product
commands then the Rendering tab).
Note: the geometry shadows are projected onto environment flat walls.
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This task will show you how to associate images to your environment walls either using the default
textures provided in the default material library or custom textures.
1. Select any wall of the environment for which the wallpaper should be defined.
Note: As far as showroom environments are concerned, you can apply a different texture to
each wall of the environment.
The material to be applied onto the wall must have a texture, otherwise an error message will
be displayed.
5. Click Apply Material to map the image texture of the material onto the selected wall.
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6. Repeat these steps as many times as necessary for the other walls.
Instead of clicking Apply, you can also use the contextual menu then copy the material before
pasting it or drag and drop the material directly onto the wall.
7. Select the Shading with Material icon from the View toolbar.
In the above example, we have applied the following materials: Summer Sky and Wood Floor.
8. To modify the mapped texture properties, right-click the corresponding environment wall in the
specification tree then select the Properties or the object->Definition... contextual command.
The Texture tab lets you modify the Image Name as well as the material Scale, Position and
Orientation.
Note: the Image Name field lets you modify the mapped texture either by choosing another
texture from the default material library or by choosing a custom texture.
9. The Flip U,V checkboxes lets you invert the material texture along U and V axes.
Check the Lock Texture Fit option if you want to prevent texture fit alteration when modifying
the environment size.
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10. Define the image repetititon along U and V, as well as its scale, its position and its orientation:
● Repeat U, V: lets you specify whether or not you want the texture repeated ad infinitum
along u- and v-axes
● Scale U, V: determines how the texture is stretched along u- and v-axes
● Position U, V: determines the position of the texture along u- and v-axes. By default, the
image is centered
● Orientation: defines the rotation of the texture on surfaces.
You can click the Link U and V scales icon to resize U and V proportionally. This is
especially useful for square shapes, the Floor material for instance.
Note that when this option is on, the Scale V field is grayed and the icon changes to .
Use the Fit All in Wall option to automatically scale the texture in order to fit it in the wall.
11. Click the Lighting tab and check the "Shadows" option if you want to enable shadow casting on
the wall.
When the option is off, the wall is visible even if not illuminated.
12. Click OK or Apply + OK to validate and close the Properties dialog box.
1. Select any wall of the environment onto which the wallpaper should be applied.
2. Right-click then select Properties or the object->Definition... command from the contextual
3. Enter the name of the texture to be mapped directly in the Image Name field or click the ...
Depending on the document environments (i.e. the method to be used to access your
documents) you allowed in the Document settings, an additional window may appear
simultaneously to the File Selection dialog box to let you access your documents using an
alternate method:
In our example, four document environments have been allowed among which the DLName
environment. If you want to access your texture files using DLNames, for instance, just click
the Logical File System button: this will open a specific dialog box dedicated to the DLName
environment.
For detailed information on this dialog box, refer to Opening Existing Documents Using the
Browse Window.
4. Click OK to validate.
Once a file name has been entered in the Image Name field, the other fields are grayed out to
let you modify the texture properties. To do so, repeat steps 9 to 12 detailed above.
This task will show you how to generate automatically an environment image to be used for reflection
purposes.
Open the Lamp.CATProduct document then create an environment with wallpapers as explained in
Defining the Wallpaper.
The map of the environment you created in the previous tasks is displayed in the
previsualization window. This previsualization is automatically updated whenever you modify
the point of view.
3. Use the Image Size pulldown list to choose a Small, Medium or Large size for your environment
image.
4. Enter the name and path of the generated image in the "Save as" field or click the icon to
open the File Selection dialog box which lets you browse your folders to the desired location.
This image can be re-used as many times as you wish, for instance when defining advanced
reflection settings.
As this image will be used for reflection purposes only, you will not be able to visualize the
environment reflections on the objects unless you set the Reflectivity parameter to the a non-
zero value (provided that the object itself is reflecting).
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This task will show you how to preview the environment reflections.
Open the Lamp.CATProduct document then create an environment with wallpapers as explained in
Defining the Wallpaper.
3. Click the Real Time Rendering subcategory. The Display tab opens:
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6. Check the "Update reflections when viewpoint is changed" option to update environment
reflections on reflecting objects when the viewpoint is modified beyond a predefined threshold.
Otherwise, the reflection update only occurs when you are working with a new or modified
In order to see environment reflections, an object must be reflecting and thus having a non-
zero reflectivity coefficient.
7. Indicate the texture Quality when the viewpoint is moved (e.g during a zoom, a translation, etc.).
8. Specify the texture update threshold in degrees when the viewpoint is rotated in the "Update
threshold" field.
9. Indicate the number of texture Computation passes, that is to say in how many passes the
Importing an Environment
This task will show you how to generate an environment based on stitched images computed by Realviz
Stitcher® from a series of pictures. The generated files to be imported in Photo Studio are of type .cam.
1. Click the Import an Environment icon from the Scene Editor toolbar to open the File Selection
dialog box.
The file is imported and directly mapped onto an environment (either cubical, cylindrical or
spherical), the convenient shape being automatically detected:
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In this task you will learn how to browse the Scene catalog and instantiate its components.
Would you need further information about catalogs (creation, preview, query, and so on), please refer to
the Version 5 - Component Catalog Editor User's Guide.
downloaddirectory/OS/startup/components/Rendering/Scene.catalog
1. Open the Catalog browser dialog box by clicking the Catalog Browser icon. The Scene
catalog opens:
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4. Click the Table>> button to show/hide the catalog descriptions and keywords. By default, the
table is hidden.
The button lets you perform a query on multiple levels in your catalog.
For detailed information on these two capabilities, refer to the "Making a Smart Query in a
Catalog" in the Version 5 - Component Catalog Editor User's Guide.
Then you just have to adapt the instantiated element to your product:
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You can also Copy->Paste or drag and drop the element directly onto the product in the
specification tree.
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Advanced Tasks
The Advanced Tasks section shows you how to organize and manage materials in libraries. It is intended for the
administrator.
The Real Time Rendering product lets you define material specifications that will be shared across your entire
development process.
Material specifications define the characteristics of materials:
● Physical and mechanical properties (Youngs modulus, density, thermal expansion, and so forth.)
● 3D representation: textures on geometry
● 2D representation: patterns for drafting purposes.
Note: For languages other than English, a folder identified by the appropriate language contains the Catalog.CATMaterial.
Would you need to open a specific library, you can do so interactively using the Library dialog box. See Applying a Material.
The environment variable CATStartupPath concatenates start-up directories. When applying a material, the library is looked for
according to the user-defined path, and if no specific path has been indicated, the first occurrence of the Catalog.CATMaterial found
in the directories listed in the variable is loaded.
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This tasks explains how to load the Material Workbench and open a CATMaterial document.
By default a family and a material are in the document, ready to be renamed and edited.
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This tasks shows you how to add materials to a family, and create more families for your material libraries.
1. Click the Rename Family icon to give an explicit name to the default tab.
2. Key in the new name for the family, and click OK.
4. Repeat step 2 and 3 to create more families such as "Metal", "Stone", "Cloth" and so forth.
7. Click the Rename Material icon to rename the material via the New Name dialog box.
You can add, and rename the Beech, Cork, Wild Cherry types of wood for example, and many more.
Now that your library is defined, you will need to modify each material to give it specific material
properties. For more information on how to do so, see Modifying a Material.
You can also remove a family or a material, simply by selecting the object then clicking on the
Remove Family or Remove Material(s) icon respectively.
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Before you start converting V4 2D textures into a V5 material, you should be aware that you might not be able
to see the V4 texture in the V4 template, even though it is present in the .model. This is the case when:
● the V4 texture is smaller than the face onto which it has originally been applied
● the V4 texture has been defined, but not applied to any face in the V4 model.
In both cases, though not visible, the V4 texture exists and can be converted to a V5 material as described
below.
This functionality is also available for Real Time Rendering 1 users (P2 only) but a V4I licence is required to copy
a V4 texture.
3. Click on the name of the texture you want to copy. In our example, we will copy "V4 TEXTURE
EARTH":
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4. Copy the texture by selecting Edit -> Copy in the menu bar or by right-clicking and selecting
5. Open a material library, using the Start -> Infrastructure -> Material Library menu item for
a new library, and paste the new texture in the family on which you want to create a material
based on it.
A message warns you that no image is associated to the texture (identified by a broken link
symbol) and that you have to edit the material properties in order to solve this.
When you double-click on the applied texture, you can display properties:
● if you are working with UNIX, the right path is immediately displayed.
The texture is displayed in the dialog box
● if you are working on Windows, a UNIX path is displayed and you must change it into a
Windows path.
In the example below, the path has been changed to reference an image entitled
"EARTH001.gif" delivered in the samples folder:
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The materials are automatically arranged in ascending alphabetical order, from left to right and
top to bottom:
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2. Click the Sort Materials (Z->A) icon to reverse the sort order of materials:
You are not obliged to sort materials alphabetically. Simply click on one or more materials and
drag them to their new location if you wish to set them in a specific order. You can do this
material by material, or use the multi-selection capabilities (Shift and Ctrl keys).
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In the upper part of the dialog box you can see a list of all the different documents linked to
the document you selected for the send operation. The four columns provide information
about the file name, the file type, the location and whether or not the file was found.
2. Select the files in the upper list individually and transfer them to the lower list using the icon
.
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If you want to select the files by type, place the cursor inside the list and right-click to display
the list of file types and then select the appropriate type. (Selecting by type in this way
operates of course in the lower list as well.)
The OK button may be grayed out. This means that problems shown in the Problem column
have not been resolved.
3. Click OK. You will now be prompted to give the name of your e-mail system.
For detailed information on using the Send To Directory command, refer to the Version
Infrastructure User's Guide - Transferring Version 5 Data To Another Directory.
In the upper part of the dialog box you can see a list of all the different documents linked to
the document you selected for the copy operation.
The four columns provide information about the file name, the file type, the location and
whether or not the file was found.
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2. Select the files in the upper list individually and use the icon to transfer them to the lower
list
If you want to select the files by type, place the cursor inside the list and right-click to display
the list of file types and then select the appropriate type. (Selecting by type in this way
It might be useful, especially if copying files to a diskette, to know the size of the documents
to be copied. You will find this just above the Copy to: field.
The OK button may, as in the case shown above, be grayed out. This means that problems
shown in the Problem column have not been resolved.
3. Enter the path of the target directory in the Copy to: field using the Browse button if necessary
This field is in fact a list and contains the nine destinations last used.
4. Click OK.
A progress box appears as each file is copied and when the copy has been performed, the Files
Copied dialog box appears telling you the number, size and type of the files copied.
For detailed information on using the Send To Mail command, refer to the Version
Infrastructure User`s Guide - Sending Version 5 Data in the Mail.
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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).
2. Select ClearCoat 360 from the Type pulldown list as shown below:
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3. In the Image Name field, indicate the name of the ClearCoat 360 texture to be applied or click the
The following picture illustrates the result you can obtain when applying ClearCoat 360 textures:
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If you do not have any ClearCoat 360 texture to apply, you can generate one by yourself. Refer to
Generating ClearCoat 360 Textures for detailed information.
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This tasks explains how to generate a ClearCoat™ 360 texture based on 6 images you select
representing a cubical scene.
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
2. Select ClearCoat 360 from the Type pulldown list as shown below:
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This dialog box lets you choose the type of ClearCoat 360 texture you want to generate. The
tabs displayed below will be 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.
5. Choose the type of texture to be generated from the Texture Type pulldown list:
Note that 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.
As 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 lets you define the following parameters:
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● 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.
● Particle Shape
Defines the shape of the ClearCoat 360 particles. It can be either spherical, the 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 value-entry field. You can also
click the button 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 for the Substrate Layer:
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These parameters are identical to those displayed under the ClearCoat Layer. Refer to
previous step for detailed information.
Use the slider or the value-entry field to modify the light luminosity, then click the
button 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
You can also click the icon then navigate to the desired location.
Once the texture is computed, its name is automatically displayed in the Image Name field in
the material texture properties.
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Advanced Materials
This tasks explains how to use the Car Paint material which lets you apply a metallic texture with
reflective-particle effects. This advanced material is hard-coded and delivered with your Version 5
product.
To be able to use this advanced material, you need to download the OpenGL Shader™ development kit.
To do so:
● if you are working on IRIX, browse the following site:
http://www.sgi.com/software/shader/downloads.html
http://www.sgi.com/industries/manufacturing/partners/catia/
then send an e-mail to the Strategic Partner Manager (click its name on the page) to ask for the
required elements.
3. Select the Edit->Properties command or right-click and select Properties from the
The material properties can also be accessed by right-clicking the object onto which the
material has been applied, then selecting the Material->Edit Material contextual commands.
This avoids selecting the material in the specification tree and is especially useful when working
You can also manipulate the object (i.e. zooming in/out, etc.) directly in the geometry area
while displaying the Properties dialog box either by double-clicking the material in the
specification tree or by selecting Object->Definition... from the contextual menu.
The Car Paint advanced material supports standard light sources (defined via the View-
>Lighting... command) as well as spot and directional light sources defined in the Real Time
Rendering workbench.
When using the above-mentioned light sources, you can modify the specular, ambient and
diffuse coefficients as needed.
4. Click the Texture tab then select "Car Paint" from the Type pulldown list:
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5. Use the Paint Color field to define the color of the texture either using the slider or the value-
entry field.
You can also click the ... button to define more precisely the color to be applied. This opens the
Color chooser:
Click in the preview area to choose the color, or even key in the exact value of the desired
color. You can enter a value comprised between 0 and 255 for any of these fields.
As you can see it in the above picture, two color system models are used:
● HLS (Hue, Saturation, Luminance) model is an intuitive, easy to use tool for describing
or modifying a color.
Hue is the "color" of the color. It is the name by which the color is designated and is used to
define the desired color.
Saturation is the intensity of the color. The higher the number, the more intense the
color. It is used to tune the purity of the color.
Luminance is the brightness of the color, i.e. the degree to which the pure color is diluted by
white or black. The larger the number, the lighter the color. It is used to adjust intensity.
● RGB (Red, Green, Blue) model is a more physical model. It is based on the tri-stimulus
theory of the human perception system. This model is usually used to define, with a high
precision, the three primary components of the color.
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Once satisfied with the color, click OK to validate and go back to the Properties dialog box.
6. The Particle Brightness field lets you define the contrast, i.e. the intensity of light diffused by
For instance, "0" means that there will be no particles at all as shown below:
7. Use the Particle Density field to set the size of the particles. The higher the value, the smaller
the particles.
8. The Reflectivity field enables you to define the degree of reflectivity of the particles. The higher
the value, the more reflective the particles. You can enter a value comprised between 0 and 1.
When setting the Reflectivity parameter, you can also click the ... button to set advanced
reflection settings if you wish to use a customized environment image for environment
reflections:
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For more information, refer to Defining Reflection Settings in this guide. Note that, when using
the Car Paint shader, the Advanced Reflection Settings dialog box slightly differs from the usual
one (the Reflection Type, Transparency Width and Transparency Height fields are not displayed)
but works the same way.
When finished, click OK to validate and go back to the Properties dialog box.
9. Use the Roughness field to set the size of the specular spot.
Set the value to a maximum to generate very sharp highlights on very shiny surfaces. Set the
roughness to a lower value to generate large specular spots creating a duller effect.
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10. Click OK or Apply + OK to validate your parameters and close the Properties dialog box.
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In this task, you will learn how to apply a specific OpenGL material and modify the associated .isl file containing the
material parameters. OpenGL materials lets you create textures such as paint, wood or marble.
Some .isl file samples are delivered with their associated image files in your Version 5 but do not forget that you
can use and edit your own files to address your needs.
OpenGL shaders are available on Windows and SGI only. Morevoer, note that there is a price to pay in memory
usage and 128 MB of RAM is the minimum recommended amount of memory when working on SGI.
You must also bear in mind that this shader is not taken into account when computing rendered images.
To be able to use this advanced material, you need to download the OpenGL Shader™ development kit. To do so:
http://www.sgi.com/software/shader/downloads.html
http://www.sgi.com/industries/manufacturing/partners/catia/
then send an e-mail to the Strategic Partner Manager (click its name on the page) to ask for the required
elements.
3. Select the Edit -> Properties command or right-click and select Properties from the contextual
The material properties can also be accessed by right-clicking the object onto which the material has
This avoids selecting the material in the specification tree and is especially useful when working in Full
You can also manipulate the object (i.e. zooming in/out, etc.) directly in the geometry area while
displaying the Properties dialog box either by double-clicking the material in the specification tree or by
selecting Object->Definition... from the contextual menu.
OpenGL advanced materials support standard light sources (defined via the View->Lighting... command)
as well as spot and directional light sources defined in the Real Time Rendering workbench.
When using the above-mentioned light sources, you can modify the specular, ambient and diffuse
coefficients as needed.
4. Click the Texture tab then select "OpenGL Shader" from the Type pulldown list:
5. Click the icon which lets you browse your file tree to select a .isl file then click Open.
This displays the parameters declared in the .isl file, each field corresponding to one parameter.
In our example, we use one of the sample files named "shiny_wood.isl" provided in
$CATStartupPath\startup\materials\shaders:
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6. Adjust the parameters displayed as desired. The modifications you made are automatically applied to your
In our example, we can modify how the texture is stretched along u-, v- and w- axes by changing the
7. Click OK or Apply then OK to validate your parameters and close the Properties dialog box.
The parameters will be stored in the model with the material and not in the .isl file.
If you edit the material parameters using a non-Version 5 application then re-access the material
properties in Version 5, a warning window pops up to inform you that the parameters declared in the .isl
file supersede any other data you may have stored in the material (and thus, these data will be lost).
8. If you want to modify the parameters declared in the .isl file, just open this file in any text editor such as
You can then edit the text as you wish to modify existing parameters or create new ones.
Making complex modifications implies that you are familiar with the SGI language.
If this is not the case, you can still make basic changes which do not require particular knowledge of the
SGI language.
For instance, you could change the texture associated to this shader by replacing the file "wood.rgb" with
the texture file of your choice.
9. Save your .isl file when finished then go back to your Version 5 session to apply this shader to your object.
It is recommended that for the sake of convenience you save your texture file and your .isl file in the
same location.
Below is an example of what you can get using the Car Paint shader. Click the thumbnail to see the full-
size picture:
The following are samples of the various .isl files provided. Just click the desired thumbnail to display it in
full-size:
Shiny Wood Wood Tile Mat Brushed Metal Shiny Brushed Metal
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Clicking and dragging your way through a 3D graphics application may be interactive, but it's not
virtual reality. It's not Virtual Reality because it's not immersive. "Immersion" (or "presence") is
the goal of virtual reality.
Immersion refers to your sense of engagement with the virtual model or environment. When you're
immersed, you focus directly on your subject and disregard everything else. In virtual reality, an
"immersive" application lets you focus on the task at hand, so you don't deal with a mouse, or the
UNIX command line, or a GUI, or the fact that you're actually looking at something made from
digital bits instead of physical atoms.
Virtual reality essentially moves the computer out of your way, so you can interact directly with
your data or information. Unlike interactive 3D graphics (which can consist of a series of still
images coming off disk), virtual reality lets you intuitively manipulate and navigate through a real-
time simulation of an object, or a process, or a place.
Virtual reality adds value to virtually any application where it's vital to experience spatial
relationships, and analyze, design, engineer and understand such relationships. Any project in
which 3D information must be navigated or closely examined will benefit from virtual reality
technology.
If you are working in two dimensions (web design, word processing, ...), you don't need virtual
reality.
Virtual reality technology can be recognized by the presence of specific I/O devices which can be
organized into five categories, each creating a different impression of immersion. These categories
are not mutually exclusive:
● Simulators
Simulators use a physical mockup of vehicle with real controls (steering, throttle, pedals,
etc.), with which you can navigate through virtual environment, and are ideal for
applications such as pilot training, driver training and games. Simulators can also involve
multiple participants.
● Wearable devices
● Desktop devices
The traditional monitor serves as a window into virtual world, with which you interact
using shutter glasses and 3D input. This is a low-cost alternative to wearable devices,
and are suitable for scientific data visualization. They are also flexible (easily switch from
monoscopic to stereoscopic; easy keyboard access). This range of equipment includes
stereoscopic workbenches, tables and desks.
● External devices
External devices are used to interact with your Version 5 session. Those devices consist
of a hand held equipment in which a tracker and a set of buttons have been integrated.
Hand tracking allows you to add a virtual hand in the model to perform interactive
functions such as selection, command run or navigation.
● Display systems
Large virtual models and environments are projected onto flat or curved screens, using
such technologies as virtual reality walls (for example, in Silicon Graphics Reality
Centers). They can also be projected onto vertical and/or horizontal surfaces in special
chambers like "caves" (for example, the Fakespace CAVE) or "walk-in domes".
These devices are the most sophisticated (and most expensive). They are ideal for digital
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prototyping, provide high resolution, and allow groups of participants to get involved and
collaborate. They also require a lot of physical space.
In the myriad of tools and configurations available, we can already identify a short-list of hardware
useful for navigating through or manipulating CAD data in real time, and capable of providing some
level of immersive experience:
● Stereoscopic viewing
In an active stereo display system, left eye and right eye images are alternatively
displayed on the screen at twice the refresh rate. An active pair of glasses with two
shutters working in synchronization with the images is needed. Synchronization is often
achieved using an infrared emitter: the left eye shutter is closed when the right eye
image is displayed, and reciprocally.
In a passive stereo display system, left eye and right eye images are displayed
simultaneously on the screen. Image separation is performed by filtering glasses using
polarized light, for instance.
Head mounted display (HMD) afford a more immersive experience. Equipped with
position-tracking capability, it displays output imagery based upon the position of your
head.
● an image generator computing left eye and right eye image separately such as an
SGI Onyx workstation. Those are high-end systems providing high performance and
high quality 3D viewing
or
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● an active to passive stereo converter such as Cyviz XPO2 box. This solution allows
you to use an head mounted display on any platform supporting active stereoscopy.
In addition to head mounted display, a standard joystick can be added to the virtual
reality configuration, providing a very easy way to navigate in the digital mock-up.
Digital prototyping is served well by using a large projection systems going from the
single screen projection table, such as Fakespace Systems ImmersaDesk or Barco Baron,
to the multi-projector and multi-sided projection room, such as the FakeSpace Systems
CAVE or the Barco I-Space. Version 5 also supports reconfigurable immersive display
systems such as the Fakespace RAVE or the Barco MoVE. Those systems are ideal for
scale one digital mock-up review or designing large assemblies and facilities.
When you have a multi-projector display system, for instance as in a TAN Holobench or
in a SGI Reality Center, you need a specific hardware and specific Version 5
functionalities. Using a multipipe SGI Onyx workstation, Version 5 can support any kind
of immersive environment, that is to say any number of screens and projectors, in
passive or active stereo vision mode.
● Trackers such as Polhemus Fastrak®, Intersense IS-900 and any devices compliant
with the Fastrak Protocol
● Hand held devices with integrated tracker and buttons such as Virtual Presence
SpaceStick, Fakespace Neowand or Intersense Wand
● 3D Connexion Spaceball and Space Mouse which could dramatically increase your
work productivity by helping you manipulating the model with your second hand.
Please note that those devices are not specific to virtual reality and can be used in
any standard desktop configuration.
● head and hand tracking: refer to Using Head and Hand Tracking Devices in Version 5 for more
information.
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In About Virtual Reality Support in Version 5, we discussed the different types of virtual reality configurations available.
However, intensive use of virtual reality technology leads to loss of performance if you are using only one graphics
pipe.
What is a "pipe" and what is the difference between a single and multipipe system?
A "pipe" in this context refers to the graphics board associated with each single window into an application. It also
refers to the data that is placed by the application which owns the pipe.
In a "multipipe" system, you can have several graphics boards, and each graphics board feeds a different display
channel. Each application in a " multipipe" system has its own distinct pipe to the graphics hardware. There is a price to
pay in memory usage and a very slight price to pay in computer overhead to manage the multiple pipes, but the
overall positive effect on system performance is dramatic.
Performance can be enhanced even further if you are running workstations using multiple processors, which allow
"multithreading" of applications.
Note that:
● the Version 5 infrastructure for UNIX platforms provides support for 16 windows maximum
● one window/pipe can be assigned to two threads (2 CPUs).
A typical configuration is an SGI Onyx2 or SGI Onyx 3000 workstation using four graphics pipes. You run a main
Version 5 session using one pipe from a workstation, and create three secondary windows (each one using its own
graphics pipe) for projection onto a Reality Center-type projection screen, or inside a virtual reality CAVE.
2. Run the following command to display graphics subsystem information about your configuration:
/usr/gfx/gfxinfo
This command displays information (display name, resolution, etc.) about each graphics pipe like this:
3. Synchronize the graphics pipes with the video channels in your configuration by running the program:
/usr/gfx/ircombine
Refer to your IRIX documentation for more information about the ircombine program.
export CATMPConfig=path/myconfigfile
or
export CATMPKConfig=path/myconfigfile
where "path" is the path of a directory and "myconfigfile" is the name of a configuration file which you must
create and edit to set up the secondary windows and assign them to different graphics pipes and displays.
Version 5 supports OpenGL Multipipe SDK technology (MPK) as well as an older set of SGI multipipe services.
The MPK library is developped by SGI to manage multi-channel display configurations.
Version 5 mpconfig command switches on and off the Version 5 multichannel support. The prerequisite is
that one of the environment variables, i.e. CATMPKConfig or CATMPConfig, is valuated to a configuration file
path before running the application:
● if CATMPConfig is valuated, the command activated the old set of multipipe services
● if CATMPKConfig is valuated, the command activates the MPK support.
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Using MPK Version 5 provides powerful support for many virtual reality configurations:
Note: in order to use MPK, you need to download the corresponding library. For detailed information, browse
the following internet site:
http://www.sgi.com/software/multipipe/sdk/
When turned on using the mpconfig command, the multipipe support displays an information window
(named "Multi Pipe started") in which you just have to click OK to proceed. Some additional windows will
then appear on the managed piped and the Version 5 model will be displayed across all windows.
These two variables are not compatible and if you export both of them, the CATMPConfig variable supersedes
the CATMPKConfig variable.
If the display ":0.0" is used for the main Version 5 session, the syntax of the following file shows how to
project a session
using three separate pipes and the CATMPConfig environment variable :
wall_position [1280, 0]
}
}
wall_position [-1280, 0]
}
}
6. Save your changes to the configuration file, then start your main Version 5 session.
c:MPConfig
to start multipiping. This creates the three empty secondary windows whose display name, size and position
you defined in the configuration file.
If you are using a Reality Center-type projection screen, for example, the three windows will be displayed
side-by-side.
8. In your main session, run the command, select the command View->Full Screen.
The video output displayed inside your main session is now projected coherently across the three windows.
c:MPConfig
Note that you can use stereoscopic viewing from within a multipiped session.
Note also that in CAVE configuration, you can increase the specular lighting accuracy by checking the "Enable
OpenGL local viewer lighting" option in Tools->Options->General->Display->Performances.
Be aware that this may lead to a loss of performance.
First of all, let's remind us of the SGI pipe and channel architecture.
An SGI machine as an Octane or an Onyx may host several graphic boards, named pipes. A same application can
render images on all of these pipes. A pipe has a frame buffer in which the application write the images they compute.
More precisely, each application writes images in windows that are sub-parts of the frame buffer.
On the video output side, the system reads the pipes frame buffer and generate video signals. There is one video signal
per active channel. Each pipe may host several channels. Each channel is positioned on a part of a pipe frame buffer,
and a video signal generated display this particular part.
The important caracteristic of the system is the number of pipes, their frame buffer size (called "managed area"), the
number of channel per pipe, their corresponding frame buffer sub area and the video signal format they output.
You get the system information by typing /usr/gfx/gfxinfo in a shell. You can modify your system configuration
using the "setmon" or "ircombine" commands. They enable you to change the pipe-managed area size, the activated
channels on each pipe, their frame buffer part as well as their video format. Report to the SGI documentation to use
these commands.
The pipes are usually named ":0.0" , ":0.1" , ":0.2" ..., unless you have several X Servers, in which case they are
named ":0.0", ":0.1" ... on X Server 0, ":1.0", ":1.1",..., on X server 1 ....
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On the scheme above, the system has two pipes and six channels per pipe. Only two are activated on each pipe. The
pipe-managed areas are 2560x2000.
The Pipe 0, channel 0 is associated to an area of size 1280x1024, and located at the coordinate (0,0).
The Pipe 0, channel 1 is associated to an area of size 1280x1024, and located at the coordinate (0.5,0).
The Pipe 1, channel 0 is associated to an area of size 1280x1024, and located at the coordinate (0,0).
The Pipe 1, channel 1 is associated to an area of size 1280x1024, and located at the coordinate (0.5,0).
The channel video format are 1280x1024 at 96Hz stereo for instance.
Version 5 renders 3D images in four windows. Two of them are on pipe 0, and the other two on pipe 1. Among these
windows, one is particular: this is the main document window which appears within the application frame. The other
windows are called "auxiliary windows". If the user goes to the "FullScreen" mode, a complete image of the model will
appear on the screen.
All the information Version 5 needs for such a configuation are in a configuration file (refer to SGI MPK support).
However, the system should also be correctly set up using the "ircombine" or "setmon" commands.
Also, since this system outputs active stereo, the pipes need to be "genlocked". This means that their video refresh are
synchronized. This is necessary for the stereo glasses to work corrrectly. You should refer to the SGI support for
genlocking your system.
For instance, to set up the system, you can run the following script in a shell. You need the administrator privileges.
This script will log you out and may badly affect the system if there is an error in it.
(/usr/gfx/stopgfx;/usr/gfx/startgfx)&
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There are two kind of configuration file you can use to deal with multi-channels configurations. We only speak here
about the MPK config file. To run V5 with such a configuration file, type in a shell:
The "Mpconfig" command will use the configuration file pointed by the CATMPKConfig environment variable.To have a
full undertanding of the MPK config file format, please refer to the MPK documentation. Only a standard display
configuration will be taken as an example and detailed here.
Let's assume we have a cubic immersive space such as a Fakespace CAVE, or a Barco Cubic Immersive Space. This
system has four walls. All of them are square. The length of each square side is 3 meters long. There are four
projectors displaying active stereo (one projector per wall).
The machine has two pipes and six channels per pipe. It is set (ircombine) so that:
global This is the global section where you set some global
options.
{
MPK_WATTR_PLANES_ALPHA 1
Always specify the MPK_WATTR_HINTS_STEREO
MPK_DEFAULT_EYE_OFFSET 57 option when using stereo. Set
MPK_WATTR_HINTS_STEREO 1 thMPK_DATTR_QUADSTEREO_HEIGHT and
MPK_DATTR_QUADSTEREO_WIDTH to your manage
MPK_DATTR_QUADSTEREO_HEIGHT 768 area size when using stereo.
MPK_DATTR_QUADSTEREO_WIDTH 1024
Set the "mode" to "stereo" or "mono" to activate or
} not the stereoscopic rendering.
config
name "Config"
mode stereo Declare the pipes you are using and specify their
name.
mono [ "", none ]
bottom_right [-1828.8, -1524, -1828.8 ] The default eye position is defined by this reference
frame. This means that if you use the "MPConfig"
top_left [-1828.8, 1524, 1828.8 ] command without head tracking, the point of view
} will be computed for a user standing with its head at
} this reference frame origin, looking along its -Z axis,
and with its right on the positive X axis side.
}
viewport [0, 0, 1, 1 ] Bear also in mind that the interaction with the model
is only possible within the main window. In particular,
channel this is the case of the viewpoint manipulation with
{ the mouse.
Thus, the front wall is usually set as the main
name "front view" document window.
}
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pipe
display ":0.1"
window
viewport [0, 0, 1, 1 ]
channel
wall
}
}
window
{
name "floor window"
viewport [0, 0, 1, 1 ]
channel
{
name "floor view"
wall
}
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In this task, you will learn how to access and use the Immersive System Assistant workbench in order to
configure your Virtual Reality devices and display system.
Within this workbench, the various elements (screens, trackers, etc.) any reality center hardware installation
is made of are graphically represented and this visual feedback enables you to create, edite and delete very
easily the necessary data.
These data will then be used to generate automatically an XML configuration file via a command provided by
the Immersive System Assistant workbench, thus avoiding a "painful" manual edition.
From V5R13 onwards, all drivers and brokers supported by Version 5 are threaded which means that there is
no need to run external processes anymore.
In addition to that, all the necessary MPK display configuration data (including those related to the threaded
brokers and drivers) are now grouped together into a single configuration file saved in XML format. These
data will then be used when starting up your Version 5 session to run the broker and the driver automatically
with the appropriate configuration.
However, note that you can still run drivers and brokers manually as before if needed, for instance when
using external drivers or when running a driver on a remote machine.
Real Time Rendering 2 (RTR) users can access and use the Immersive System Assistant workbench.
However, a P3 licence is required to be able to use tracking stations and trackers.
1. Access the Immersive System Assistant workbench by selecting the Start menu then Infrastructure-
This workbench lets you create and manipulate several types of objects:
Note that the head, the hand picking device and the trackers are automatically managed and thus,
cannot be deleted.
2. Click the New IG icon to create a graphic board (you can modify the default name by entering
a new name in the Display field):
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3. Click the Toggle the plan view on icon to display the graphic board symbol in the current
window.
You can then hide the graphic board by clicking again this icon.
4. Repeat steps 2 and 3 to create another graphic board and display it in the current window. The
5. You will now create a rendering specification by clicking the New View icon. This opens the
View Properties dialog box which lets you define the type of view you wish to use as well as its
properties:
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● screen: use it when the viewpoint to render is defined by the user moving
in front of a fixed screen
● camera: use it when the viewpoint to render is attached to the head of the
user, like a camera (such as a head-mounted display).
Screen View
1. Click the tab you will use to set the screen properties, either:
● Screen Corners
Enter the coordinates of three screen corners (upper left corner,
lower left corner and lower right corner)
● Field of view
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The H fov and V fov fields represent the horizontal and vertical field of view (in
degrees), respectively.
The H shift and V shift fields lets you translate the screen horizontally and vertically.
The Head field defines the horizontal rotation of the screen around the head.
The Pitch field defines the vertical rotation of the screen around the head.
The Distance field defines the distance (in millimeters) to the head.
● Screen size
The Width and Height fields correspond to the screen width and height, respectively.
The Head field defines the horizontal rotation of the screen around the head.
The Pitch field defines the vertical rotation of the screen around the head.
The Center area lets you set the coordinates of the screen center.
Once you entered values in a tab, the values of the two other tabs are automatically updated
accordingly. You can then pass from one tab to another very easily.
Camera View
"Frustum" is a truncated pyramid representing the angular definition of the field of view
for a distance equal to 1. Enter the desired values in millimeters for Left, Right, Top and
Bottom.
The H fov and V fov fields represent the horizontal and vertical field of view (in
degrees), respectively.
The H shift and V Shift fields lets you translate the screen horizontally and vertically.
Note: you can modify the screen properties at anytime by double-clicking the screen in the
geometry area or in the specification tree.
The result looks something like this (depending on the values you enter):
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8. Click the Snap icon to snap one of the screens to the other. To to so, select an edge of the
screen to be snapped then an edge of the other screen:
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You can also snap the 3D compass to a screen view to manipulate it very easily as shown below:
A window can be defined as an OpenGL rendering zone for a defined viewpoint and is located in
the graphic board frame buffer. The specification of the viewpoint to render in a window is called a
"view". As a consequence, each window points to a view, either a screen view or a camera view
9. Click the New Window icon to open the Window Properties dialog box:
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10. Give a name to the new window (or leave the default name) and set is as your referenced window by
The main window is the window which is always visible in Version 5 (the other windows being
created "on the fly" when you run the mpconfig command).
11. Select the associated graphic board in the geometry area or in the specification tree. The IG field will
12. Select the view the window will point to. The View field will be automatically updated accordingly.
13. In the Viewport area, indicate the portion of the graphic board you are going to use. To do so, enter
the desired coordinates in the Left, Top, Width and Height fields.
Left=0.00 Left=0.33
Top=0.00 Top=0.15
Width=1.00 Width=0.57
Height=1.00 Height=0.68
● Left and Right eye: these modes are used for passive stereo display systems in which left eye
and right eye images are displayed simultaneously on the screen. Image separation is
● Active Stereo: left eye and right eye images are alternatively displayed on the screen at twice
the refresh rate. An active pair of glasses with two shutters working in synchronization with the
images is needed. Synchronization is often achieved using an infrared emitter: the left eye
shutter is closed when the right eye image is displayed, and reciprocally.
15. Use the Mirror Mode field if you want to create a symmetry and define the axis with respect to which
Note that you can also create a symmetry using the projector.
16. Click Apply then OK to validate and close the dialog box.
17. Double-click either the head in the geometry area or the Head item in the specification tree to open
● indicate the distance (in millimeters) between left eye and right eye in the Inter pupillary
distance field
● the Type field is relevant only when working with devices such as trackers
● define the Head position (in millimeters) along X, Y and V axes
● define the head orientation in the Heading field
● set the vertical rotation of the head in the Pitch field
● set the horizontal rotation of the head in the Roll field.
The head position and orientation you define in this dialog box correspond to the default head
position and orientation relative to the screens when the head is not tracked.
If you do not use trackers, it is now time to generate your configuration file.
For those who use trackers, a few additional operations need to be carried out before generating
the configuration file. Skip the steps below and jump to step 24.
19. Click the Configure VR System icon. The following dialog box appears:
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The Generate VR Configuration dialog box lets you:
● choose the directory where the configuration file file will be saved. You can either enter a path
directly in the field or click the the Browse button then navigate to the desired directory
● set the configuration as the current one by clicking the "Set as current VR Configuration"
option: this means that this configuration will be used to run the driver and the broker when
restarting your session
● add the configuration to the list of configurations displayed in the Tools->Options->General-
>Devices and Virtual Reality->Calibration tab.
Note that the configuration name cannot be modified in this dialog box. To modify the name,
double-click the configuration in the specification tree then, in the VR Configuration Properties
dialog box, replace the default name "Config" with the new name before clicking OK:
20. Click OK to validate and close the Generate VR Configuration dialog box.
The XML file is generated and saved in the directory you specified. A warning message informs you
that you need to restart your session to take this modification into account.
c:mpconfig
If you want to use trackers, here are the additional steps you need to follow:
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24. Click the Create New Tracking Station icon to create the tracking station your trackers will
be associated to and to define the type of tracker to be used.
25. Type a Name (or leave the default) then specify the Type of the driver you intend to use (either
Polhemus or IS900), serial communication Port number the driver is connected to as well as the
You can now choose a Flock of Birds or ART driver in the Type list.
Note: in case you choose a Version 5 compatible driver of your own (i.e. a "Custom" type), a new
field will appear to the right asking you for the corresponding daemon name.
28. In the Trackers area, identify the trackers to be connected to the tracking station by checking the
corresponding figure.
Once you validated the tracking station definition, the tracking station and the trackers it is
associated to are displayed in the geometry area.
29. Double-click the head in the geometry area or the Head item in the specification tree to open the
30. Double-click the tracker symbol in the geometry area or the number of the tracker you wish to edit in
31. Select the Tracked Element from the pulldown list. The tracker may be attached to the head, the
When several trackers are associated to the tracked element, activate the Viewpoint Manager
option to indicate which tracker will be used.
For hand tracking, this option is named Picking Manager.
A tracker may be set as "Button Manager" when this tracker can also be used as a button device
(for instance the IS900 or the ART tracker). Checking this option means that the button device will
be used by the VRCursor command.
When the tracked element is selected, the tracker is attached to the corresponding element
symbol in the geometry area and the color of the sphere changes according to the type of
tracking:
32. If you are tracking hand or head, click the button to automatically generate the matrices and
set the standard, i.e. right, position for the tracker depending on the type of tracking station and
tracked element.
The tracker symbol may be grayed and dotted if the matrices can be automatically calculated and
If you want to define by yourself the tracker position, jump to the next step.
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33. If you choose a "custom" tracker, the position and orientation data define the virtual tracker viewed
by Version 5. These data correspond to the offset of the virtual tracker in relation to the physical
tracker.
The button is activated to let you define the tracker position in the device as well as its
orientation:
34. Click the New Button Device icon to access the Button Device Properties dialog box:
35. Generate the configuration files by clicking the Generate Configuration Files icon. For
detailed information, refer to step 19 and repeat steps 19 to 22.
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36. The next step depends on the driver and broker you are using:
● if you are using a non-threaded broker and driver, you need to run them manually using the
generated XML configuration file. The broker must be run first then, the driver. For detailed
information on the commands to run, refer to Head Tracking or Hand Tracking according to the
● if you are using a threaded broker and driver, you can directly restart a Version 5 session: the
37. In your Version 5 session, click the Test viewpoint and VR cursor tracking icon to test
either hand or head tracking, or even both if needed.
The Test tracking window appears and indicates for which tracking the current session is configured:
38. Specify the type of tracking you want to test (if your session is configured for both head and hand
As you use your tracking device, the tracker representation will move accordingly on screen.
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ENOVIA LCA offers two different storage modes: Workpackage (Document kept - Publications Exposed) and
Explode (Structure Exposed - Document not kept).
For detailed information on saving documents in ENOVIA LCA, refer to "Saving an ENOVIA LCA Document
from CATIA V5" in the Version 5 - ENOVIA/CATIA Interoperability User's Guide.
Below are listed the commands along with their accessibility status in Explode mode and, in some cases,
the rules that are applied to the restricted commands.
Apply Material YES (restricted use) Materials with textures are stored without
the associated texture image.
Materials applied onto products are not
RT1
saved when closing the session
Edit material properties YES (restricted use) Materials with textures are stored without
the associated texture image.
Materials applied onto products are not
saved when closing the session
Apply Sticker YES (restricted use) Stickers are not saved when closing the
session
RTR
Edit sticker properties YES (restricted use) Stickers are not saved when closing the
session
Create Spot Light YES (restricted use) Spot light sources can be created and saved
only when working with the DMU Review
Create Point Light YES (restricted use) Point light sources can be created and saved
only when working with the DMU Review
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Create Directional Light YES (restricted use) Directional light sources can be created and
saved only when working with the DMU
Review
Edit light properties YES (restricted use) Modifications applied to light sources can be
saved only when working with the DMU
Review
Create Box Environment YES (restricted use) Box environments can be created and saved
only when working with the DMU Review
Create Sphere Environment YES (restricted use) Sphere environments can be created and
saved only when working with the DMU
Review
Create Cylinder YES (restricted use) Cylinder environments can be created and
Environment saved only when working with the DMU
Review
Create Camera YES (restricted use) Cameras can be created and saved only
when working with the DMU Review
Edit camera properties YES (restricted use) Modifications applied to cameras can be
saved only when working with the DMU
Review
When working in Workpackage mode (Document kept - Publications Exposed), all the above-mentioned
commands are available.
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The DMU Review can be seen as folder in which applicative data can be organized. The DMU Review is
linked to a product structure and only has meaning in the context of that product structure. It can
contain:
● a hierarchy of Reviews
● applicative data at any level of the Review hierarchy.
For detailed information on the DMU Review, refer to "About DMU Review" in the Version 5 - DMU
Navigator User's Guide.
● cameras
● environments (box, sphere and cylinder)
● light sources (spot, point and directional).
In our scenario, we will use the camera as an example but the same method can be used for
environments and light sources.
To ensure seamless integration, you must have both a CATIA and ENOVIA session running.
1. In the Product Structure workbench of CATIA V5, click the Connect to Enovia LCA icon to
establish the connection between CATIA V5 and ENOVIA LCA.
2. In ENOVIA LCA, send your document to CATIA. For detailed information, refer to "Sending an
ENOVIA LCA Document into CATIA V5" in the Version 5 - ENOVIA/CATIA Interoperability User's
Guide.
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3. In CATIA V5, access the DMU Navigator workbench then click the Create Review icon: a
review is created and identified in the specification tree as "DMU Review.n" (if this is the first
Note that if no DMU Review is activated, the DMU Review will be created at the product root
level.
4. Double-click the DMU Review you have just created to activate it: the Review will now be
activated, which you can verify by right-clicking it and noticing the checkmark next to the Review
Activated status.
The symbol identifying the DMU Review in the tree is also updated as shown below:
5. Access the Real Time Rendering workbench then click the Create Camera icon to create a
camera.
6. Define the camera properties. For detailed information, refer to Creating a Camera.
7. Access the Product Structure workbench again then click the Save Data in ENOVIA V5 Server
For detailed information, refer to "Saving an ENOVIA LCA Document from CATIA V5" in the
Workbench Description
Real Time Rendering 1
Real Time Rendering 2
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Menu Bar
Material Library Toolbar
Quick Reference Card
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Menu Bar
This section presents the menu bar tools and commands dedicated to the Material
Library workbench.
Edit
For... See...
Insert
For... See...
See Modifying Material Lighting Properties and Modifying Material Texture Properties
In the Material Library workbench, click the icon to create a new family.
In the Material Library workbench, select the family to be renamed then click the icon and enter the new family
name.
In the Material Library workbench, select the family to be removed then click the icon.
In the Material Library workbench, select a family then click the icon to add a material.
In the Material Library workbench, select the material to be renamed then click the icon and enter the new
material name.
In the Material Library workbench, select the material to be removed then click the icon.
In the Material Library workbench, click the icon to arrange materials in ascending alphabetical order, from left to
right and top to bottom.
In the Material Library workbench, click the icon to arrange materials in descending alphabetical order.
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In the specification-tree, right-click the material to be modified then click the icon.
or
In the specification-tree, right-click the material to be modified then select the Edit->Properties... command.
or
In the specification-tree, right-click the material to be modified then select Properties from the contextual menu.
Apply Material
Apply a Material Scenario
Select the element onto which the material should be applied then click the icon and choose a material from the
Library.
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Workbench Description
Real Time Rendering 2
Menu Bar
Scene Editor Toolbar
Animation Toolbar
Apply Material Toolbar
Viewpoint Toolbar
Light Commands Toolbar
Camera Commands Toolbar
Quick Reference Card
Material Sample Library
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Menu Bar
This section presents the menu bar tools and commands dedicated to the Real Time Rendering 2 workbench.
Many other operations are documented in the Version 5 Infrastructure User`s Guide.
Start
The Start menu is a navigation tool intended to help you toggle between different workshops. The contents of the Start menu vary according to
the configurations and/or products installed.
For... See...
Infrastructure->Real Time Rendering For more information about the Start menu, refer to the
Infrastructure documentation.
File
The File menu lets you perform file creation, opening, saving and printing operations. Refer to the Infrastructure documentation.
Edit
The Edit menu lets you manipulate selected objects. Please refer to the Infrastructure documentation.
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View
The View menu lets you view document contents. Please refer to the Infrastructure documentation.
View - >Toolbars
For... See...
Apply
Apply Material Toolbar
Material
Scene
Scene Editor Toolbar
Editor
For... See...
Animation Toolbar
For... See...
Tools
The Tools menu lets you perform image capture and album management, set user preferences and manage macros. lease refer to the
Infrastructure documentation.
Window
The Window menu lets you arrange document windows in relation one to the other. Please refer to the Infrastructure documentation.
Help
The Help menu lets you get help on the currently active command and the product in general. Please refer to the Infrastructure documentation.
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Animation Toolbar
This toolbar contains the following tools for creating and rendering turntables:
Viewpoint Toolbar
This toolbar contains the following tools for adjusting your viewpoint:
Click the icon then select the .cam file to import to generate the environment.Scenario
Lights Scenario
Click the icon to create a light source emitting light in all directions.
Click the icon to create a light source generating constant intensity parallel lighting.
Camera Scenario
Animation
Create a Turntable Scenario
Click to create the turntable, then position it along the x, y and z axes.
Select the object to be animated then click the icon to define the animation.
or Click the icon, choose the object to be animated from the Select dialog box then define the animation.
Click the icon, select the simulation to record then choose the video name and format from the Video Generation
dialog box.
Click the icon, select the simulation to replay then define the Player Parameters before replaying the simulation.
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Light Commands
Select a light source from the pulldown list then click the icon to deactivate the light source.
Select a light source from the pulldown list then click the icon to activate the light source.
Click the icon to adjust (i.e. center) the light source when the viewpoint is modified.
Click the icon to attach the active light source to the viewpoint.
Click the icon to attach the active light source to the model.
Click the icon to position the light source along a perpendicular to the point you click on the object in the geometry
area.
Click the icon then the object in the geometry to position the specular spot.
Camera Commands
Using the Camera Commands Toolbar Scenario
Select a camera from the pulldown list then click the icon to display the camera viewpoint in a new window.
Click the icon to switch from the camera window to the standard window.
Select a camera from the pulldown list then click the icon to update the camera when the viewpoint is modified.
Select a perspective camera from the pulldown list, click the icon then manipulate the camera to define the focal
length.
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Apply Material
Apply a Material Scenario
Select the element onto which the material should be applied then click the icon and choose a material from the
Library.
Click the icon then select the Stick contextual command and choose the 3D location onto which the sticker should
be applied.
Click the icon to open the Scene catalog then double-click the selected elements to instantiate them.
Click the icon to open the Scene catalog, copy then paste the selected element directly onto the product in the
or
specification tree.
Click the icon to open the Scene catalog, drag and drop the selected element directly onto the product in the
or
specification tree.
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Stone Wood
Note: when ISL is displayed next to a material, it means that this material is an OpenGL material.
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Customizing
This section describes how to customize different settings when working with the Real Time Rendering
products:
Material Library
Real Time Rendering
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The options for Real Time Rendering settings appear, organized in tab pages.
Material
● material parameters
Options
If this option is selected, it means that whenever you wish to add properties to a material (by double-
clicking it then choosing the Analysis or Drafting tab for example), a warning message is issued to let you
know that the material has been modified when you accessed the Analysis or Drafting properties:
If this option is selected, it means that the selected material will be mapped as a linked object and thus,
will be automatically updated to reflect any changes to the original material in the library.
Note: the link mode is activated whichever method you use to apply the material: click Apply Material or
use drag & drop capabilities. For more information, refer to "Applying Materials" in the Version 5 - Real
Time Rendering User`s Guide.
If this option is selected, it means that the force inheritance mode is activated, i.e; a material is forced
when it is applied onto parts, products, bodies or surfaces in order to make it visible even if a father
material propagates.
For more information on inheritance modes, refer to Setting Priority between Part and Product in the
Version 5 - Real Time Rendering User`s Guide.
If this option is selected, it means that the material properties will be modified independently from the
visualization and thus, this will avoid visualization refresh which can take a long time when working on big
models.
If this option is selected, it means that, for any applied material, you will be able to open and modify the
corresponding material catalog.
Material Parameters
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If this option is selected, it means that a material parameter will be automatically created for any part,
body or surface you create (either using the File->New... or the Insert command), even if no material is
mapped onto it.
Activating this option also means that a parameter entitled "Material=None" (or "Material" if you decided
not to activate the display of the parameter value in the Tools->Options->General->Parameters and
Measure->Knowledge tab) will appear in the specification tree.
In the two examples below, the Material parameter was selected in the specification tree then modified via
the Edit Parameter dialog box (using the Material object->Definition... contextual command):
This area lets you browse your file tree using the icon to select the material catalog to be used by
default when applying materials.
The selected material catalog will supersede the one defined in the CATStartupPath environment variable
and thus, will be retrieved when selecting "Default Material Catalog" from the Library dialog box.
Depending on the document environments (i.e. the method to be used to access your documents) you
allowed in the Document settings, an additional window may appear simultaneously to the File Selection
dialog box to let you access your documents using an alternate method:
In our example, four document environments have been allowed among which the DLName environment.
If you want to access your texture files using DLNames, for instance, just click the Logical File System
button: this will open a specific dialog box dedicated to the DLName environment.
For detailed information on this dialog box, refer to Opening Existing Documents Using the Browse
Window.
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This area lets you use your own environment instead of the default one provided.
To do so, enter the path to the user-defined environment or use the icon to open the File Selection
dialog box which lets you browse your folders to the desired location.
Note that depending on the document environments you allowed in the Document settings, the Browse
window may appear simultaneously to the File Selection dialog box to let you access your documents using
an alternate method.
For detailed information, refer to Opening Existing Documents Using the Browse Window.
Or
Click the Environment image generator icon to open the Environment Map Generator dialog box (this
icon only appears when working with a Real Time Rendering 2 license):
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In the upper part of the dialog box, just click each environment wall (i.e. "Up", "Back", etc.) then navigate
to the desired image using the File Selection dialog box.
The resulting environment will be displayed on the environment map as shown below:
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The Image Size pulldown list lets you choose a Small, Medium or Large size for your environment image.
Once the image is generated, enter its name and path in the "Save as" field or click the icon to open
the File Selection dialog box which lets you browse your folders to the desired location.
Note that depending on the document environments you allowed in the Document settings, the Browse
window may appear simultaneously to the File Selection dialog box to let you access your documents using
an alternate method.
For detailed information, refer to Opening Existing Documents Using the Browse Window.
The options for Real Time Rendering settings appear, organized in tab pages.
❍ the Display tab lets you define the display for lights, environments and environment reflections
❍ the General tab lets you define general settings for light sources
❍ the Sticker tab lets you define the sticker default image.
Display
● inactive lights
● inactive environments
● light manipulator
● environment reflections
Active Lights
This area lets you control the display of active lights, whether they be standard or surfacic light sources.
Wireframe display
Shaded display
Displays the representation of the light source in shading mode as shown below:
You can use the manipulators to interactively position the light source as you would do for the default
wireframe representation.
This display helps you visualize more easily which part of the object will be illuminated as shown below:
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The color of the shaded representation corresponds to the color defined for the light source (via the
Lighting tab in the Properties dialog box). In the above example, the light intensity has been assigned a
green color.
Inactive Lights
No display
Full display
Inactive Environments
No display
Simplified display
Full display
Light Manipulator
Show normal
This option is relevant only when the Position along Normal or Position Specular command is active. It
allows you to display the normal of the surface when you move the mouse over the surface and therefore,
helps you to position the light source.
To be able to use this option, you need to activate the light source (either by clicking the light symbol in
the geometry area or by selecting the light in the Light Commands toolbar) then, move your mouse over
the surface to see the normal:
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Environment Reflections
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Enable
However, bear in mind that this option does NOT deactivate the active environment reflections. Whenever
you wish to restore the default reflections, you can either deactivate the environment by right-clicking it
in the specification tree then unchecking the "Environment Active" option, or simply delete it.
Checking this option activates the Quality field which lets you specify the reflection quality: Low, Medium
or High.
Checking this option also activates the other fields detailed below.
Updates environment reflections on reflecting objects when the viewpoint is modified beyond a predefined
threshold. Otherwise, the reflection update only occurs when you are working with a new or modified
environment (i.e. new wall textures or colors).
You can use:
● the Quality while moving field to indicate the texture size used when the viewpoint is moved
● the Update threshold field to specify the texture update threshold in degrees when the viewpoint is
rotated
● the Computation passes field to indicate the number of texture passes.
General
● view mode
● material display.
This area lets you define how the new light sources you will create will be positioned. You can choose
between three modes:
Default mode
The light source will be positioned in the upper part of the geometry area, oriented down and centered:
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As Viewpoint
Gravitational
The light source will be positioned along the X, Y or Z axis of the model. The axis to be used is defined by
checking the corresponding radio button next to "Gravitational":
View Mode
This area lets you define the view mode to be used by default when entering the Real Time Rendering
workbench:
Parallel
If this option is selected, it means that when entering the Real Time Rendering workbench, your model
will be displayed in a parallel view.
Perspective
If this option is selected, it means that when entering the Real Time Rendering workbench, your model
will be displayed in a perspective view.
Last saved
If this option is selected, it means that when entering the Real Time Rendering workbench, each model
you open will be displayed in the view (i.e. perspective or parallel) used to display the model at the time it
was saved.
For instance, if you are working with a product in a perspective view then save it before closing the
document, re-opening this product after activating the Last saved option will automatically display it in a
perspective view.
Note: once your model has been saved, if your change the viewpoint afterwards then close the model
without saving it again, the new viewpoint will not be used when activating the Last saved option.
Material Display
View material
If this option is activated, it means that when entering the Real Time Rendering workbench, the
visualization mode is automatically switched to "Shading with Material".
The Shading with Material rendering style lets you display materials that have been applied onto your
model.
Therefore, you do not need to select the View->Render Style->Shading with Material command or
Stickers
Default Image
This area lets you replace the default sticker image with your own image.
Simply enter the path to the user-defined image or use the icon to open the File Selection dialog box which lets you
browse your folders to the desired location.
If this option is selected, it means that when a sticker is applied, its representation is displayed in the geometry area:
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Example 1 Example 2
The option is activated The option is not activated
However, note that when you select the sticker in the specification tree, the sticker representation is displayed even if the
Activate real time representation option is not activated.
You can:
● replace the environment image by an image with more contrast or with more vivid colors. This will
impact the reflection of all the materials applied onto the model
● or if you want to modify only one material, you can define a specific environment image for this
material. To do so, access the material properties then click the ... button next to the Reflectivity
slider. Bear in mind that a Real Time Rendering 2 license is required in that case
● or if the material has a texture, you can play with the contrast of the texture image.
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When increasing the material reflectivity, the texture image is no longer displayed.
Standard OpenGL technology cannot visualize a texture image and a reflection image simultaneously on
the same material. As a consequence, if the material reflectivity is set to a value lower than 0.2, the
texture image is preferably displayed. Inversely, if the material reflectivity is higher than 0.2, then the
reflection image is preferably displayed.
Note that using other types of materials, such as OpenGL shaders, lets you display both effects
simultaneously.
The .cgr files have to be regenerated because they are not updated. To do so:
To avoid loading a catalog in read-only mode and thus, be able to save it, select Tools->Options...-
>Infrastructure->Material Library then in the Material tab, check the "Applying a material opens
the catalog in read/write mode" option.
● or, when working with a Real Time Rendering 2 license, click the icon to create a new
environment image.
Note that you do not need to restart a Version 5 session to take the new environment image into
account.
To correct this:
To correct this:
To do so, use the Edit->Links... command to display the list of links between documents. As this list
shows the entire path of each link, it will be easy to identify the name and location of the catalog
containing the linked material.
Once the document has been saved, if you reopen each element individually (either using the File-
>Open... command or the xxx object->Open in New Window contextual command), the result will
be as follows:
● when reopening Product1, the material applied onto it, i.e. "Concrete", will be displayed
● when reopening Product2, no material will be displayed because the material applied onto Product2
("Copper") is stored in the root product, i.e. Product1 in our example.
However, you can store the material in Product2: to do so, first open Product2 in a new window then
apply the material onto it.
As a consequence, if you want to be able to see the "Copper" material, you need to open Product1
● when reopening Part1, the material applied onto it, i.e. "Turf", will be displayed because the material
applied onto a part is stored in the part itself.
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Glossary
A
ambient The intensity of light emitted in any direction by the object, even if not lit by any light
lighting source
attenuation The action of lessening illumination
C
camera A rectangular-shaped element with a lens used to specify the chosen viewpoint to take the
image
D
diffuse lighting The intensity of light diffused by the object when lit by light sources
directional A light coming from a given direction (like the sun, for instance) generating constant
light intensity parallel lighting
E
A geometrical element, either rectangular, cylindrical or spherical, used to simulate interior
environment
as well as exterior scenes
L
light source A source of light illuminating the object to be rendered
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M
mapping A method used to apply an image onto an object in order this object acquires a surface
texture
material An object that can be mapped onto a geometry to simulate visually and physically the
components an object is made of (e.g. wood, stone, etc.)
P
part A 3D entity obtained by combining different features
point light A punctual illumination (like a bulb, for instance) emitting light isotropically, i.e. in all
directions
product A 3D entity containing several components
property The attribute or characteristic of an object that defines its state, appearance or value
R
reflectivity The ability to reflect light
refraction The degree of light passing through an object
rendering A photo-realistic drawing of three-dimensional objects
roughness The dullness of an object (it represents the size of the reflecting zone)
S
scene A reusable configuration enabling to put models on stage using cameras, light sources,
environments, turntables
shadow A dark reflected image cast by an object occluding rays from a light source
specification An area of the document window reserved for viewing the design specifcations of a part,
tree presented in the form of a tree structure
specular
The dullness of an object
lighting
spot light A light source emitting the light isotropically inside a cone of influence determined by the
privileged direction of illumination (forming the axis of revolution) and the angle that the
edge of the cone forms with this axis.
sticker An image that can be mapped onto a face of a product
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T
texture An image that can be mapped onto the geometry
transparency The degree of transparency of an object. The object transparency defines its property of
transmitting light so that elements lying beyond are seen
turntable A revolvable platform enabling to generate a sequence of images representing the model
rotation around a user-defined axis
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Index
A
Activate/Deactivate Reflections command
advanced materials
Car Paint
OpenGL
lighting
Analysis and Drafting
applications
tabs
replay
Animation toolbar
material
B
box
environment
broken link
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C
camera
conical
cylindrical
focal length
Knowledgeware integration
lens
manipulate
properties
view
advanced materials
catalog
description
keyword
CATStartupPath variable
intensity
lighting
sticker
command
Activate/Deactivate Reflections
Apply Material
Apply Sticker
Camera Window
Catalog Browser
Command List...
Copy
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Create Camera
Create Turntable
Formula
Free Rotation
Generate Video
Import an Environment
Light View
Links...
Lock Manipulator
Manipulate Focal
New Family
New Material
Next View
Paste Special...
Play a Simulation
Position Direction
Position Specular
Previous View
Properties
Remove Family
Remove Material
Rename Family
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Rename Material
Rotate around X
Rotate around Y
Rotate around Z
Rule
Search
Send To Directory
Send To Mail
Simulation
Apply Material
Edit-Links
compass
conical
camera
Copy command
material
material library
cylinder
environment
cylindrical
camera
D
default
library
diffuse
lighting
dimensions
environment
E
Edit Light Direction command
Edit-Links command
ENOVIA-CATIA
interoperability
environment
box
cylinder
dimensions
displaying reflections
importing
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position
properties
reflections
resize
saving reflection
sphere
standard
environment reflections
F
family
removing
renaming
FAQ
material
Feature Properties
finding
material
Flip U,V
focal length
camera
Formula command
G
Generate Video command
gizmo
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I
image formats
environment
inheritance
material
intensity
color
interoperability
ENOVIA-CATIA
V4 textures
K
Knowledge Advisor
L
layout
sticker
lens
camera
library
default
material
Light On option
light source
manipulate
symbol
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ambient
attenuation
color
diffuse
parameters
position
properties
reference axis
reflectivity
refraction
roughness
shape
specular
specular manipulation
transparency
wall
lighting parameters
sticker
lighting properties
material
link
material
link u,v
Links... command
loop mode
M
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manipulate
camera
light source
object
material
sticker
material
applying
copying
FAQ
finding
inheritance
library
lighting properties
link
mapping
modifying
positioning
priority
propagation
properties
removing
sample library
size
sorting
specifications
texture properties
activating/deactivating
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material texture
sending
modifying
material
multi-view configuration
N
New Family command
O
object-to-object shadows
advanced materials
option
Environment Active
Wall Active
P
parameters
lighting
Player
position
lighting
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material
priority
propagation
material
properties
camera
environment
lighting
material
rendering
sticker
Properties command
R
Real Time Rendering 1
workbench description
Real Time Rendering 2
workbench description
environment
reflectivity
lighting
refraction
lighting
family
material
family
rendering
properties
material link
replay
animation
resize
environment
lighting
rule
writing
Rule command
Rule Editor
S
Save Light Direction command
Search command
material texture
shadows
object-to-object
real time
Shadows option
shape (lighting)
Simulation command
material
specular
lighting
specular manipulation
lighting
sphere
environment
sticker
color
layout
lighting parameters
mapping
properties
symbol
texture
transparency
symbol
sticker
T
texture
sticker
texture properties
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material
Animation
Apply Material
Camera Commands
Light Commands
Material Library
Scene Editor
Viewpoint
Tools Options - Material Library
Material
Tools Options - Real Time Rendering
Display
General
Stickers
transparency
lighting
sticker
U
u,v
link
V
V4 textures
interoperability
variable
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CATStartupPath
video
view
camera
view angle
editing
Viewpoint toolbar
W
wall
lighting
Material Library
workbench description
rule