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PI-VR - VRED Professional Documentation - PI-VR GmbH

PI-VR - VRED Professional Documentation - PI-VR GmbH

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<strong>VR</strong>ED <strong>Documentation</strong>You are here: Modules > Material Editor > Materials Tab > TrueLight Materials > SphereEnvironment MaterialSphereEnvironment MaterialGetting startedUsing <strong>VR</strong>ED <strong>Professional</strong>Menus and icons tabScenegraphModulesTerminalMaterial EditorMaterials TabTrueLight MaterialsPhongUnicolor Paint MaterialMetallic Paint MaterialFlip Flop MaterialLine Chrome MaterialChrome MaterialBrushed Metal MaterialPlastic MaterialReflective Plastic MaterialTriplanar MaterialTriplanar ReflectiveMaterialGlass MaterialCarbon MaterialCarbon 2D MaterialTire MaterialSphereEnvironmentMaterialEnvironmentSwitchMaterialShadow MaterialSwitch MaterialMultipass MaterialNPR MaterialStandard MaterialsEditConvertAdditional OptionsLibrary TabTextures TabEnvironments TabAnimation TabAppearance TabInfo TabRendering TabVariants TabSearchSend QuestionSphereEnvironment Material - creates a SphereEnvironment material. SpehereEnvironment materials areneeded by every Truelight material. They deliver have the IBL lighting model for each Truelight material theyare assigned to embedded. The lighting of the Truelight materials can be adjusted with the settings of theSphereEnvironment material. Each SphereEnvironment material can be assigned as an input node in theEnvironment tab of each Truelight material. The SphereEnvironment Material is a single sided shader inOpenGL rendering mode.Environment - loads the HDR image, that will be used as light source. The HDR image willalso be used as environment, which will be reflected on reflective surfaces In OpenGLrendering. In Raytraced Rendering the 3D space will be reflected in the surfaces.Exposure - sets the HDR image´s exposure level. The higher the exposure level is the longerseries of shutter cycles which will be used to calculate the image´s light intensity.Gamma - encodes the linear luminance values into digital image file values. Gamma encodinghelps to map data (both analog and digital) into a more perceptually uniform domain.Hue -Shift - shifts all colors in the HDR image uniformly through the Hue color range.Contrast - separates the light and dark color value further from each other.Brightness - raises the color value of the whole HDR image.Saturation - sets the HDR image´s satureation.Reflected Saturation - sets the HDR image´s saturation when the HDR image is beingreflected in any surface.Transformation - with the transformation parameters the source of the spherical projection ofthe SphereEnvironment material can be set.Size - sets the SphereEnvironment material´s projection sphere. All objects that are outside ofthe projection sphere and are using a Truelight material, that have this SphereEnvironmentMaterial as an input channel, will not be rendered properly. The size defines the radius of theprojection sphere. The projection sphere must enclose all objects using a material, that hasthis SpehereEnvironment material as environment shader assigned.Center - defines the projection sphere´s center position.Get Center - sets the projection sphere´s center. To center the Projection pivot automatically,select an object and press "Get Center". Then the selected object`s center will be used asprojection sphere`s pivot.Rotate X, Y, Z - sets the SphereEnvironment Material´s orientation.Scale x, Y, Z - sets the SphereEnvironment Material´s size. with the scale value the imageprojection can be stretched and squashed on any axis.Create Lightsources - opens a menu for positioning 3D light sources in the scene. The lightsources will be positioned inside of the projection sphere of the SphereEnvironment materialand they will be orientated to its center position. The light sources will be created on basis ofthe HDR image examination. The brightest pixel´s intensity, color, orientation and position areevaluated to create new light sources.Left Mouse Click to select or frame select light sources.Middle Mouse Click and Drag to move selected light sources.Right Mouse Click to open dialog box.Light Source Manipulation - defines how light source will be created.Find Lightsources - scans the HDR image and positions indicators, where lightsources should be created.

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