Lesson8 Hardware Shade - v2010
Lesson8 Hardware Shade - v2010
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Hardware Rendering
Hardware shading attempts to show as realistic an image as possible while
maintaining interactive speeds. Because of these speed considerations, not all
rendering attributes are supported, and the hardware shading accuracy depends on
your graphics card's capabilities. Per-vertex shading does not support as many
rendering attributes as per-pixel shading. Access to per-pixel shading is
determined by the graphics card you have on your computer.
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Hardware Shade and Control Panel Shading
There are two different ways to get a shaded image
of a model in Alias. Although you can get similar
results at a basic level, the two methods have a
different purpose:
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Tessellation
Before surfaces can be rendered, they must be tessellated, that is, polygonal
objects approximating the surfaces have to be calculated.
Tessellation Tolerance
The value for the tessellation tolerance is the maximum allowable distance between
the actual surface and the polygonal approximation. For large designs, such as
cars or boats, you can use a much larger tolerance value than for small products or
jewelry design.
Fast/Accurate
The Fast option often gives good results, and tessellation will be much faster.
Occasionally, however, some surfaces will give poor results, and you will need to
switch to Accurate to solve the problem.
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Lots of Options in Hardware Shade
The options will be discussed in detail in the following pages. To get started, just
use the basic tools:
All Windows
If checked, geometry in all modeling
windows is shaded. If not checked,
geometry is shaded in the current modeling
window only.
All Geometry
If checked, all geometry is shaded. If not
checked, only the picked (active) geometry
using the picked lights is shaded. If no
lights are active, all lights are used.
Shade Off/Shade On
Toggles the shaded view on and off.
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Quality and Graphics Cards
The quality you will be able to achieve is dependent on the graphics card and the
performance of your computer.
If you set high quality levels on large models, it may slow down interaction so much
that you cannot work with the model effectively.
Keep the quality settings low as you are setting up (particularly anti-aliasing and
accurate), and then, only when you are ready to output your image, increase the
quality settings.
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Anti-Alias Shaded Settings
Software Anti-Alias
Set this option to Low, Medium, High, or User Defined to specify the level of software anti-
aliasing. By default, this option is set to Off.
When you select User Defined, the following two options appear:
Samples sets the number of samples that will be taken and averaged. Generally, you
should choose values lower than 36. Choosing a value that is too high for your scene
may result in some artifacts, like banding.
Hardware Anti-Alias
Set this option to On to use hardware anti-aliasing. You need to restart your computer for
this setting to apply.
Once you have chosen the appropriate settings in the option boxes, you only need to select
the tools to turn the anti-aliasing on (check mark) or off (no check mark).
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Lights You Can Control
Pre-Set Lights
The pre-set lights always come from the direction of the viewer;
therefore, as you tumble the view, the model is always lit.
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Light Objects
These are created in the scene and
can be modified by the user to
create customized lighting. These
can be used in both Software and
Hardware rendering.
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Enable Environment Effects
Of the five environment effects settings, you will start by looking at only two: Show
Background and Ground Plane. (The Use Environment setting will be covered
later in this lesson).
With very little effort, these two settings can really improve the look of your
rendering. However, you need to use the Environment Shader.
The Environment Shader is designed to be used with both Software and Hardware
rendering. Unlike material shaders, there is only ever one Environment Shader as it
represents the ‘world’ that your objects sit in.
Later, you will use the Environment Shader at the same time as creating your own
material shaders.
At this stage, you can access the Environment Shader from the HW Shade Settings
window—just to set up the ground plane and background effects.
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Bookmarks
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Visualize Workflow
This switches to the Visualization Control Panel, but it also switches marking menus
and shelves so that you can have a completely customized working environment for
rendering.
This is only an option used by experienced users who do a lot of rendering and
want to increase their efficiency. At this stage in your learning, it is easier to only
change the Control Panel.
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For more information on how
to use the Multi-lister,
choose Help>What’s this?
from the menu.
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Shading Models
The choice of shading model will make the biggest difference on the appearance of
a shader as well as activating different parameters.
The Blinn shading model is the most versatile and will be the one you use most.
Lambert
A matte surface (for example, chalk, matte paint, or unpolished surface)
Phong
A glassy or glossy surface (for example, ABS or SAN copolymer, which is often
used for car moldings, telephones, and bathroom fittings)
Blinn
Can range from a metallic surface (for example, brass, aluminum) to a soft plastic
Lightsource
A special effect where light falling on the surface is summed and averaged, and no
complex shading is done. The surface does not act as a light. That is, it does not
illuminate other objects.
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Why Fake it?
There are two processes available in software rendering in Alias: Raycasting and
Raytracing.
Raytracing
Raytracing is more sophisticated and calculates the true reflections between
modeled objects. This is only available in software rendering and not in
Hardware Shade.
Even with full Raytracing, ‘fake’ reflection maps are often used. To build
models of an environment that are complex and realistic enough is too time
consuming—it is much quicker to use an image instead.
Raycasting
Raycasting is quicker but doesn’t calculate true reflections (or refractions in
transparent objects). The Hardware Shading gives results similar to
Raycasting.
And so the only option for simulating reflections is to use a Reflection Map.
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Image-Based Lighting
Image-based lighting (IBL) offers additional realism through the use of high dynamic
range (HDR) images as environment maps and the treatment of that environment
map as a source of light, not just a reflection map.
IBL takes reflection maps a step further into realistic rendering by replacing the
standard 24-bit reflection maps with HDR images.
HDR images include more lighting data than a standard 24-bit image does. This
information can be used effectively in environments to capture the bright and dark
areas of the environment in not only reflections but in the specular highlights,
diffuse component, and all other components of the shader.
HDR images are environment maps and may be spherical (latitude/longitude maps)
or cube environment maps stored as vertical cross images, which have an aspect
ratio of 3:4 (width to height).
The lighting produced by an HDR image (since it has a wide range) usually needs
to be ‘toned’ to represent lighting that is suitable for the scene. This toning is
calculated near the end of the rendering process and takes the full scene into
account, as well as actual lights that are used in the scene.
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Choose Help>What’s this? from the menu.
Then click on Render>Multi-Lister>Shaders to open
the help window for shaders.
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To change settings for Visual State buttons 1 - 3
Click the button for the Visual State preset you want to change.
Click Shade Settings and adjust the hardware shading settings in the Hardware
Shade dialog box.
Click Environment Editor and adjust the environment settings in the Environment
Editor.
To save your changes, click Save To Prefs.
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