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- /CGDC
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- The View Designer
- LThe View Designer is a window in which view resources are created and edited
- *2Lfor the current project. A view includes a camera position and is populated
- *2Lwith object and light resources. The camera, object and light resources are
- *2Loriented in 3D space to create a scene for rendering. A project can contain
- *2Mmultiple views, either of a common scene or completely different scenes. The
- *2Jdifferent views are displayed as icons in the View Resource Palette on the
- *27Resource Manager area of the Project Designer window.
- *B*The resources that make up a view include
- objects
- and
- lights
- , whose individual
- tOproperties are defined in the Object Designer and Light Designer, respectively.
- *2KThe purpose of the View Designer is to populate a view with resources. The
- *2Sposition and rotation of these resources to create the desired spatial relationship
- *2Kwithin a view is defined elsewhere, either by X, Y and Z coordinates in the
- *2PObject and Light Designers, or visually in the viewport of the Project Designer.
- *AMIn addition to objects and lights, each view contains unique properties for a
- camera
- , including
- Position
- Rotation
- and
- Field of View
- Focal Length
- t8Additional properties that are unique to a view include
- , which gives the
- tKillusion of distance by causing more distant objects to be obscured by fog;
- Ambient Light
- |6, which sets the light environment of the scene; and a
- Background
- C, displayed as a backdrop behind the objects used in the view. The
- t,background may be a solid color or an image.
- *AMThe View Designer is opened, closed and controlled in the same way as each of
- *2Gthe other Resource Designers. For a complete discussion of the general
- *2Lloading, saving, renaming, etc, of resources, as well as a discussion of the
- *2Sdifferent kinds of control entities (wells, dials, buttons, type-ins, etc.), please
- *20refer to the Renderize Live EZ Overview chapter.
- The Default View
- *cKIf the View Designer is opened by dropping the "default" view resource icon
- *2Kinto the Edit Well of the Project Designer, then the properties in the View
- *2QDesigner are updated to the default settings. The default view has no resources.
- *2QThere are no objects or lights assigned to the view, and the background is set to
- *2Nthe default color of black. The camera position and rotation is at its "zero"
- *2Sposition, and the lens is set to 50 millimeters, the standard focal length for a 35
- mm camera.
- *AMThe default view cannot be altered: it is the starting point for creating new
- *2Mviews from scratch. Therefore, as soon as this view is dropped into the View
- *2MDesigner, the name is automatically changed (to default_1, if no view by that
- *2Mname currently exists) so that any changes to the view can be saved under the
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- Inew name. More than likely, however, a meaningful name would be assigned
- *2=to the new view, describing it in the context of the project.
- Creating a View
- *cOA view is created by populating it with object and light resources, determining
- *2&a camera position and rotation, etc.
- *d0Adding and Removing Lights and Objects in a View
- *PKThe right side of the View Designer contains two Resource Palettes; one for
- *2Pobjects, and the other for lights. These Resource Palettes list the objects and
- *2Llights that populate the current view. Below the Resource Areas are the Add
- *2Hand Remove Wells; these Wells are the "doorway" through which object and
- *2Glight resources pass when being added or removed from the current view.
- *APTo add an object or light resource to a view, point to and select on the desired
- *2Iresource icon in the Project Designer's Resource Palette. Hold the mouse
- *2Dbutton down and drag the resource icon over the Add Well in the View
- *2QDesigner, then release to drop the icon into the Well. This resource is added to
- *2Fthe view, and the icon appears in the current view's Resource Palette.
- *AHAn object or light can also be added directly to a view from the Project
- *2JDesigner. First, drop the desired view resource into the View Well of the
- *2MProject Designer to make it the current view. Now drag the desired object or
- *2Mlight from its Resource Palette and drop it into the View Well, on top of the
- *2Qview icon that is already in that Well: that object or light is incorporated into
- the current view.
- *AMTo remove an object or light resource, select and drag that resource from the
- *2PResource Palette on the View Designer, and release it when it is positioned over
- *2Othe Remove Well; the object or light resource that was selected is removed from
- *2Tthe current view. Note that the resource still exists in the project: it has simply
- *2%been removed from the current view.
- *d,Adding Parent and Children Objects to a View
- *PQAs discussed in the Object Designer chapter, a single object can be split up into
- *2Omultiple objects, with a different object created for each material definition.
- *2MWhen you split objects up, separate icons are created for each object, and an
- *2Qadditional icon is also created to act as the "parent" of all of the objects in a
- *2Emodel. This "parent" object, marked with the word "node", is used to
- *2Dmanipulate all of the "children" objects in the view as a whole.
- *APTo load an entire model into the current view, simply add the "parent" object to
- *2Nthe view: you will be asked if you wish to include the children as well as the
- parent.
-
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- t(Positioning Lights and Objects in a View
- *PNAdding lights and objects to a view is only the first step in creating a view:
- *2Lthese lights and objects must then be positioned and oriented in relation to
- *2Mone-another to create the desired 3D spatial relationships that make the view
- *2Imeaningful. This is not done in the View Designer. It is done either by
- *2Ndefining cartesian coordinates (coordinates on the X, Y and Z axes to define a
- *2Nposition in 3D space) in the Light and Object Designers, or by positioning the
- *2Oobjects and lights visually in the viewport of the Project Designer. Typing in
- *2Gcoordinates, described in the Object Designer and Light Designer Window
- *2Ochapters, allows for extreme precision. Positioning in the viewport, described
- *2Jin the Project Designer Window chapter, provides the visual feedback which
- *2Tlends itself to the understanding of the spatial relationships of the resources in a
- view.
- *ANNote that the position and orientation of objects and lights are properties of
- *2Qthose objects and lights: changing the position of an object or light in one view
- *2Kaffects the position of that same resource in any other views in which that
- *2Tresource is included. If different views require different spatial relationships of
- *2Mthe same resources, it is advisable to make copies of these resources so that
- *2Jdifferent positions and orientations can be defined for different views.
- *AMThe position of a group of objects relative to one another can be manipulated
- *2Qquite easily in Renderize Live EZ. This work is greatly facilitated, however, if
- *2Mthe objects in complex scenes, such as an office interior, are created in the
- *2Hproper relative scale and position during the original modeling process.
- Positioning the Camera
- position
- and
- )T rotation
- 3of the camera in a view is a very important element
- tLof the view. Quite often, in a project with multiple views, the position of
- *2Gobjects is the same in each view, but the camera position is different.
- *AOThe View Designer contains type-in boxes to define the cartesian coordinates in
- *2Ka world coordinate system for camera Position and Rotation. These type-ins
- *2Ocan be used to define a precise camera viewpoint which is useful in cases where
- *2Hthere is an attempt to duplicate a known view from another project or to
- *2Kduplicate the results of some other software. In addition, notice that the
- *2MRotation button acts as a toggle; select on this button to express the camera
- orientation in terms of a
- Target
- )z/ position. Changing the target position of the
- tMcamera effectively changes the camera's rotation, but does so by expressing a
- *2,point in space where the camera is pointing.
- *AMAnother method for setting the camera is to do so visually in the viewport of
- *2Mthe Project Designer. This method shows the spatial relationship between the
- *2Pcamera and the objects and lights in a view, which makes it quite easy to create
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- Oa desired viewpoint. This method for positioning a camera is described in full
- *2(in the Project Designer Window chapter.
- *AOThe aesthetic considerations of camera viewpoint in a view are discussed in the
- *2+View Realism section later in this chapter.
- Setting the Camera Lens Optics
- *cMAnother factor that influences the way objects are displayed in a view is the
- *2Noptics of the camera lens. The focal length, or field of view, determines the
- *2Mamount of perspective distortion the objects will undergo in the camera view.
- *2LThe camera in Renderize Live EZ is designed to act like a normal camera. If
- *2Othe focal length is a high number, the camera is "zoomed" and the perception of
- *2Pdepth between objects is reduced; the objects look crowded. If the focal length
- *2Ois a low number, the camera is set to a "wide-angle" display, and those objects
- *2Mthat are close to the camera may appear distorted and appear to "leap out" of
- *2Nthe scene. The default focal length of about 50 millimeters emulates the view
- of a standard lens on a camera.
- *APThere are actually two different ways of altering the optics of the camera lens:
- Field of View
- type-in and the
- Focal Length
- type-in. These type-ins,
- Idescribed below, represent two different ways of achieving the same goal:
- *25changing one of these settings updates the other one.
- *AQThe aesthetic considerations of camera lens optics in a view are discussed in the
- *2+View Realism section later in this chapter.
- The Field of View Type-in
- *PMThe value entered here modifies the optics of the camera lens by defining the
- *2Mangle of the field of view of the camera. The wider the field of view of the
- *2Icamera, the lower the focal length and the greater the perceived distance
- *2Pbetween objects. The narrower the field of view, the higher the focal length of
- *2>the camera, making the objects appear closer to one another.
- *AJYou can type-in a value here, or click on the arrows beside the type-in to
- *2)increase or decrease the displayed value.
- The Focal Length Type-in
- *PMThe value entered here modifies the optics of the camera lens by defining the
- *2Ldesired lens type. Remember, a 50 millimeter lens, the default lens on most
- *2Kcameras, simulates the optics of the human eye. Any number below 50mm will
- *2Mcreate a wide-angle, or "fish-eye" effect. Any number above 50mm will create
- a zoom effect.
- *AJYou can type-in a value here, or click on the arrows beside the type-in to
- *2)increase or decrease the displayed value.
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- Defining a View Background
- *cGThe Background Well in the View Designer is used to define a background
- *2Jover which a view is created. This background can be either an image or a
- *2Msolid color. A view background does not show any of the effects that objects
- *2Ndo: they are not illuminated by light sources nor shaded by shadows: they are
- *2Nsimply a backdrop that always exists at the back of the camera's field of view
- *2)and on the same plane as the camera lens.
- Defining a Color Background
- *PLThe default background color is black. The color in this Well can be set by
- *2Mpointing to the Well and selecting the left mouse button to open up the Color
- *2KToolbox, from which a new color can be assigned. The use of Color Wells is
- *2Fdescribed in full in the Renderize Live EZ Interface Overview chapter.
- Defining an Image Background
- *PMTo use an image as the background for a view, the desired image must first be
- *2Mloaded into the Image Resource Palette on the Project Designer. This is done
- *23using the File, Load Image command on the Menu Bar.
- *AKTo load an image into the Background Well, drag the desired image icon from
- *2Kthe Image Resource Palette and drop it into the Background Well on the View
- *2LDesigner. This image will now serve as the background for the current view,
- *25but will not be displayed until the view is rendered.
- *AIAn image background can also be added directly to a view from the Project
- *2JDesigner. First, drop the desired view resource into the View Well of the
- *2NProject Designer to make it the current view. Now drag the desired image from
- *2Mthe Image Resource Palette and drop it into the View Well, on top of the view
- *2Nicon that is already in that Well: that image is incorporated into the current
- view as the background image.
- *AORegardless of the aspect ratio of your final-rendered image, the image that you
- *2Ouse as a view background should have an aspect ratio of 4:3 (X:Y). This is the
- *2Paspect ratio of the Project Designer viewport where the image will be displayed.
- *2QImages that are not in this aspect ratio will be stretched to fit, distorting the
- image.
- Removing an Image Background
- *PJTo remove an image from a view, point to the image in the Background Well,
- hold down the
- )89 key on the keyboard and press the left mouse button: the
- image is removed from the Well.
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- $Setting the Amount of Ambient Light
- *cOAmbient light is an indirect light source; light which permeates a view without
- *2Nhaving a definite source. In the real world, ambient light is a result of the
- *2Lreflection of light off of all the surfaces with which it makes contact. In
- *2LRenderize Live EZ there is no reflected light so ambient light is controlled
- independently.
- *ANThe Ambient Light type-in on the View Designer is used to indicate the desired
- *2Lamount of ambient light for the current view. The higher the number that is
- *2Jentered here, the more ambient light will be available in a view. You can
- *2Ntype-in a value here, or click on the arrows beside the type-in to increase or
- decrease the displayed value.
- *AHThe effects of the ambient light setting can only be seen when a view is
- *2Mrendered. If a view has a low amount of ambient light, then the areas of the
- *2Oview not illuminated by a direct light source will appear quite dim relative to
- *2Jthe illuminated areas. Conversely, if a view has a high amount of ambient
- *2Plight, those areas of the view not illuminated by a direct light source will not
- *2Mappear as dim: the contrast between directly illuminated areas and indirectly
- *2'illuminated areas will not be as great.
- *AOThe aesthetic considerations of ambient lighting in a view are discussed in the
- *2+View Realism section later in this chapter.
- 'Defining a Depth Cue: The Fog Check Box
- *cLFog is the effect that gives the perception of distance to a view containing
- *2Oobjects at various distances from the camera. In reality the space between the
- *2Qviewer and an object is never empty; it contains air, moisture and dust particles
- *2(which over distance reduce visibility.
- *B&When the Fog Check Box is selected, a
- Fog Distance
- type-in and a
- Fog Color
- KWell appear for defining the thickness and color of the fog. The aesthetic
- *2Pconsiderations of these fog settings in a view are discussed in the View Realism
- section later in this chapter.
- The Fog Distance Type-in
- *PMUse this type-in to set distance at which fog begins to affect the view. The
- *2Rhigher the fog distance setting, the clearer the "air" will be; background objects
- *2Qwill look relatively crisp in relation to foreground. The lower the fog distance
- *2Psetting, the hazier the "air" will be; background objects appear less clear than
- *2Pobjects in the foreground. You can type-in a value here, or click on the arrows
- *2?beside the type-in to increase or decrease the displayed value.
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- The Fog Color Well
- *PKThe color of the fog is determined by the color in the Fog Color Well. The
- *2Lcolor in this Well can be set by pointing to the Well and selecting the left
- *2Hmouse button to open up the Color Toolbox, from which a new color can be
- *2Oassigned. The use of Color Wells is described in full in the Renderize Live EZ
- Interface Overview chapter.
- Defining a Clipping Plane
- *cPIf an object in a view is too close to the camera, the wireframe lines that make
- *2Nup that object may appear to come from every direction, making it difficult to
- *2Munderstand what you see. Therefore, Renderize Live EZ allows you to define a
- *2M"clipping plane" at a distance in front of the camera such that any wireframe
- *2Ilines that occupy the space between the clipping plane and the camera are
- *2&"clipped", so that they do not appear.
- Clipping Plane
- > type-in is used to set the clipping plane. The default value
- tOis 0.2, meaning that the clipping plane is located just in front of the camera.
- *2IValues greater than 0.2 place the clipping plane farther from the camera;
- *2Lvalues less than 0.2 place the clipping plane closer to the camera; negative
- *2Kvalues place the clipping plane behind the camera. You can type-in a value
- *2Khere, or click on the arrows beside the type-in to increase or decrease the
- displayed value.
- $Creating Multiple Views in a Project
- *cPQuite often it is desirable to create an environment of objects and lights, then
- *2Jview that scene from different viewpoints. To do so in Renderize Live EZ,
- *2Lsimply create the first view, and after the lights and objects are correctly
- *2Jpositioned and oriented, copy the view and change the camera viewpoint and
- *2Loptics to create a new view. To copy a view, simply load that view into the
- *2LView Designer and save it under a new name. Now the original view continues
- *2Mto exist, and changes to camera properties, ambient light, fog and background
- *2Mcan be executed without altering the original. Remember, however, that light
- *2Mand object positions are properties of the lights and objects; changing their
- *2Rpositions in one view alters their positions in all views in which they exist. If
- *2Pyou need to re-position objects or lights, copy them first and use the copies in
- subsequent views.
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- View Realism
- *cQBecause realism is in the eye of the beholder, realism in rendering is an elusive
- *2Ogoal. Rather than achieving a "mechanically perfect" realism, it may be better
- *2Oto work toward a rendering which achieves the purpose for which it is intended.
- *2JThis may mean, in some cases, deliberately degrading an image to avoid too
- perfect a picture.
- *AOWhen we look around us, we see only the reflected light from the objects in our
- *2Ofield of view. Without much trouble, one can imagine that these reflected rays
- *2Ncould be totally undecipherable to the brain. There are years of practice and
- *2Mexperience which go into training our brains to make sense of the images sent
- *2Lto it by the eyes. The brain extracts information embedded in the images to
- *2Kform clues used to decipher them. If we want to render an image which will
- *2Rlook "realistic" to the eye, we must include as many of these clues as possible in
- *2Nour view. Renderize Live EZ provides the tools you need to achieve the degree
- *3+of realism you desire. These tools include
- l viewpoint
- lens optics
- ambient
- lighting
- , and
- )7=. The use of each of these features is described above. The
- Nsections below attempt to address each of these features in terms of achieving
- view realism.
- Views and Camera
- *PDAmong the most important factors in defining a view are the "camera"
- *2Lviewpoint and optics. The viewpoint establishes which surfaces are visible,
- *2Lfrom which angle and which surfaces are hidden. The focal length determines
- *2Mthe amount of perspective distortion the objects will undergo in rendering.
- *ALIf we want to "see" a wider area of our view, we can either "back the camera
- *2Nup" (increase the distance from the viewpoint to the nearest object) or "use a
- *2Kwider lens" (increase the angle of view, thereby increasing the perspective
- *2Sdistortion). Both of these methods allow us to see a wider area; the visual effect
- *2Lthat they produce, however, differs. Each option is valid, depending on the
- *2Rdesired effect; the important thing is to understand the effect of each option and
- choose the correct one.
- *ALThe proper viewpoint and focal length combination is a matter of experiment.
- *2RThere is no right setting, just as there is no right setting in the placement of a
- *2Hreal camera. There are wrong settings, however, but some of them can be
- *2Qeasily avoided. Don't use too wide a view angle (too small a focal length). The
- *2Keffect is to make nearby features "leap out" of the scene. Don't place the
- *2Iviewpoint too far away with a very small angle of view (too large a focal
- *2Plength). It will make near and far objects look crowded together. Focal length
- *2Land viewpoint must be set by experiment, but a good place to start is with a
- *2Jcamera focal length of 50mm. That's the standard lens on a camera. After
- *2Mviewing the effect of a 50mm focal length, try 100mm for a more long distance
- *2.effect or 35mm for a more wide-angle effect.
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- Views and Lighting
- *PKWhen lighting a view, use whatever methods necessary to achieve the desired
- *2Peffect, instead of trying to imitate the lighting parameters as they would be in
- *2Nthe real world. For example, if you are creating an outdoor scene, creating a
- *2Lsingle light source and placing it way out in space to emulate the sun won't
- *2Qgiven you the effect you desire: you'll find that shaded areas of the view appear
- *2Qtoo dark. Instead of trying to solve that by increasing ambient light, you might
- *2Mget a better effect by using one or more well-placed "fill" lights. In other
- *2Pwords, when lighting a view, you need to approach it as a film or video lighting
- designer might.
- *AIRealism in rendering requires that there be some ambient light; otherwise
- *2Ishaded areas would appear completely dark. Lower ambient light makes the
- *2Pscene more "contrasty", since the difference between areas in light and in shade
- *2Qis starker. The higher you set the ambient light, the less dramatic the lighting
- *2Meffects become. Creative lighting can be one of your most effective tools in
- *2Screating realistic renderings. Additional lights are easy to create (See the Light
- *2MDesigner chapter), and can add interest and focus to the rendering as well as
- *2Pgreater realism. The effects of highlights and shadows greatly influence the 3D
- *2Meffect in a rendered image, not to mention the "mood" of that image. The use
- *2Nof attenuated lighting, which becomes dimmer as distance from the light source
- *2Lincreases, and fog, which makes images in the foreground crisper than images
- *2?in the background, also play an important role in view realism.
- *AQRemember that the position of a light is a property of that light. If you change
- *2Sa light's position in one view, that orientation is changed in all other views that
- *2Pcontain that light. If you have a case where a single light must have different
- *2Opositions in different views of the same project, make a copy of that light (by
- *2Ldropping it into the Light Designer and renaming it) before incorporating it
- into subsequent views.
- Views and Depth Perception
- *PPThere are two factors that influence the perception of depth in a view: the lens
- optics and the fog setting.
- *AQIf the focal length of a lens is set too large (too much of a zoom), the distance
- *2Mbetween objects (in depth) appears reduced. Objects in the background appear
- *2Ocloser to the foreground of the image. This is discussed a bit in the previous
- *2"section titled "Views and Camera".
- *ALA second factor that influences the perception of depth in a view is the fog
- *2Psetting. Without our realizing it, fog becomes one of the clues we use to judge
- *2Kthe distance of an object from our eye. The perceived difference between a
- *2Rsmall tree in the foreground and a large tree in the distance is partly the amount
- *27of fog through which the distant tree must be viewed.
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- SIn a rendered view, it is not likely that real distances will be used in all cases.
- *2M(That building in the distance is not really 2 miles away!) The Fog Distance
- *2Kdial allows the fog effect to be used to whatever degree is necessary for a
- *2Qrealistic view. This dial must be set by experiment to achieve the right effect.
- *2/In rendering, if it looks right, it is right.
- *AM"Fog" is usually white or gray (The default fog color is gray). Haze or smog
- *2Lhas more yellow. Smoke is blue. The fog color must be set by experiment.
- Views and Objects
- *PHThe speed with which a view is rendered depends in part on the number of
- *2Fobjects in that view. To minimize the time required to render a view,
- *2Nremember to include only those objects required for that view. Objects beyond
- *2Othe reach of the camera and objects totally hidden by the foreground must still
- *2Jbe computed during rendering. Objects that are in the background or small
- *2Eobjects may not need to have to have extreme detail in their material
- *2Nrenderings. Use the tools that Renderize Live EZ provides when necessary, but
- *2Lfor the sake of rendering time, use only those tools required to produce the
- result you want.
- *AJRemember that the position and rotation of an object is a property of that
- *2Nobject; if you change an object's orientation in one view, that orientation is
- *2Pchanged in all other views that contain that object. If you have a case where a
- *2Msingle object must have different orientations in different views of the same
- *2Pproject, make a copy of that object (by dropping it into the Object Designer and
- *2;renaming it) before incorporating it into subsequent views.
-
- The View Designer
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- Visual Software, Inc.
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