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PI-VR - VRED Professional 4.2 - PI-VR GmbH

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<strong>VR</strong>ED Documentation<br />

You are here: Modules > Material Editor > Materials Tab > TrueLight Materials > SphereEnvironment Material<br />

SphereEnvironment Material<br />

New features in <strong>VR</strong>ED<br />

<strong>Professional</strong> <strong>4.2</strong><br />

Getting started<br />

Using <strong>VR</strong>ED <strong>Professional</strong><br />

Menus and icons tab<br />

Scenegraph<br />

Modules<br />

Terminal<br />

Material Editor<br />

Materials Tab<br />

TrueLight Materials<br />

Phong<br />

Unicolor Paint Material<br />

Metallic Paint Material<br />

Flip Flop Material<br />

Line Chrome Material<br />

Chrome Material<br />

Brushed Metal Material<br />

Plastic Material<br />

Reflective Plastic Material<br />

Triplanar Material<br />

Reflective Triplanar<br />

Material<br />

Carbon Material<br />

Carbon 2D Material<br />

Tire Material<br />

Glass Material<br />

Shadow Material<br />

Multipass Material<br />

Switch Material<br />

Glow Material<br />

SphereEnvironment<br />

Material<br />

EnvironmentSwitch<br />

Material<br />

Standard Materials<br />

Edit<br />

Convert<br />

Additional Options<br />

Library Tab<br />

Textures Tab<br />

Environments Tab<br />

Variants<br />

Clip Maker<br />

Analyzer Tab<br />

Animation Tab<br />

Appearance Tab<br />

Info Tab<br />

Rendering Tab<br />

Tracking Tab<br />

Variants Tab<br />

Search<br />

Send Question<br />

SphereEnvironment Material - creates a<br />

SphereEnvironment material. SpehereEnvironment<br />

materials are needed by every Truelight material.<br />

They deliver have the IBL lighting model for each<br />

Truelight material they are assigned to embedded.<br />

The lighting of the Truelight materials can be adjusted<br />

with the settings of the SphereEnvironment material.<br />

Each SphereEnvironment material can be assigned as<br />

an input node in the Environment tab of each<br />

Truelight material. The SphereEnvironment Material is<br />

a single sided shader in OpenGL rendering mode.<br />

Environment - loads the HDR image, that will<br />

be used as light source. The HDR image will<br />

also be used as environment, which will be<br />

reflected on reflective surfaces In OpenGL<br />

rendering. In Raytraced Rendering the 3D<br />

space will be reflected in the surfaces.<br />

Exposure - sets the HDR image´s exposure<br />

level. The higher the exposure level is the<br />

longer series of shutter cycles which will be<br />

used to calculate the image´s light intensity.<br />

Gamma - encodes the linear luminance values<br />

into digital image file values. Gamma encoding<br />

helps to map data (both analog and digital)<br />

into a more perceptually uniform domain.<br />

Hue -Shift - shifts all colors in the HDR image uniformly through the Hue color range.<br />

Contrast - separates the light and dark color value further from each other.<br />

Brightness - raises the color value of the whole HDR image.<br />

Saturation - sets the HDR image´s satureation.<br />

Reflected Saturation - sets the HDR image´s saturation when the HDR image is being<br />

reflected in any surface.<br />

Transformation - with the transformation parameters the source of the spherical projection of<br />

the SphereEnvironment material can be set.<br />

Size - sets the SphereEnvironment material´s projection sphere. All objects that are outside of<br />

the projection sphere and are using a Truelight material, that have this SphereEnvironment<br />

Material as an input channel, will not be rendered properly. The size defines the radius of the<br />

projection sphere. The projection sphere must enclose all objects using a material, that has<br />

this SpehereEnvironment material as environment shader assigned.<br />

Center - defines the projection sphere´s center position.<br />

Get Center - sets the projection sphere´s center. To center the Projection pivot automatically,<br />

select an object and press "Get Center". Then the selected object`s center will be used as<br />

projection sphere`s pivot.<br />

Rotate X, Y, Z - sets the SphereEnvironment Material´s orientation.<br />

Scale x, Y, Z - sets the SphereEnvironment Material´s size. with the scale value the image<br />

projection can be stretched and squashed on any axis.<br />

Create Lightsources - opens a menu for positioning 3D light sources in the scene. The light<br />

sources will be positioned inside of the projection sphere of the SphereEnvironment material

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