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AOUtil Plugin ver.1.0 for Shade 3D User Manual

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1. The AO Map calculation for the ground is not done yet please check the Use AO Map part
2. Multiply Diffuse by Ambient visibility 7 Do Not Cast Shadows Visible to Camera Disabled F Do Not Show Shadows Reflection Attributes Disabled 7 Do Not Reflect Other Objects Refraction Attributes Disabled E Do Not Reflect Background E Indirect Light Attributes Disabled Pseudo Caustics Pseudo Caustics 0 00000 o Pseudo Caustics Brightness 1 000000 0 Pseudo Caustics Bump 1 00000 Pseudo Caustics Aberration 0 000000 This is because it is necessary to perform the Vertex Color Shader calculation always in the global coordinates Size and Position are left to the default settings The Position and Size of the mapping layer assigned to the Vertex Color Shader has to be left on the default settings Scattering 0 95 EA Transparency 0 00 DN Glow 0 00 id Mapping Vertex Color E Diffuse Normal Weight 1 00 Mor Info Projection Link Layer 1 Position and Size maze Size MR Position Numeric M R Modify Vertex Color Shader settings For the setting of the Vertex Color Shader press the More button Glow 000 Mapping Vertex Color Diffuse Normal Weight 1 00 More Info Projection Link Layer 1 Position and Size image Vertex Color Shader Shadow 1 000000 Gamma value 1 000000 When the value of the Shadow setting is reduced the Shadow will become lighter The Gamma setting allows to perform a reversed gamma correction o
3. light rays that will be casted from on point of the polygon mesh into a hemisphere Bias provides margin distances to points being created in normal direction from the points being sampled The unit is the Millimeter It is useful when working on a non planar polygon mesh with a lot of irregularities casting unwanted shadows Thread is the number of threads used for the computing time When the number of CPU s physical cores is designated the calculation will get faster Press the OK button and the calculation of Per Vertex AO is done The more complicated your model is in term of number of faces vertices the longer it will be Assigning Vertex Color Shader In order to reflect the result of the Vertex AO in rendering the Surface Material setting must be handled following the 3 points listed below Setting of the Vertex Color Shader For the Mapping Method you must select Vertex Color as the mapping layer of the surface material The Type must be Diffuse and the blending mode should be Multiply Camera Light Type None Decay Distance 1000 00 Scattering 0 95 Transparency 0 00 Glew 0 00 Mapping Vertex Color Diffuse Multiply Weight More Projection Link Layer 3 Position and Size image Local Coordinates is turned OFF In the Dialog box of the More Shading menu make sure to uncheck the Local Coordinates checkbox Shading Attribute 7 No Shading E Smoother Shading
4. 0 Ambient 0 80 Shadow 1 00 Shadow Softness 0 00 Shadow Map Attribute The default Ambient Light parameter of the surface is set to 1 0 as it is the object will be overexposed Lowering this parameter Ambient Light of the surface material e g 0 2 will look like Shade 3D s default lighting oy LIS Camera Light i Preview mage Ambient 1 0 Ambient 0 2 Delete Delete all Save Register Diffuse Specular 1 Size Specular 2 Size Reflection 1 nsparency Re fractian Ambient jE ype Decay Distance 3 3 scattering Tran Sparency The advantage of such a scene is that it is easy for the original shading to coexist with the Multiplied shading and the AO Map The Ambient Light is set to 1 0 and the Vertex AO is applied to the sphere on the right side As it is confusing try to set the distant light Ambient Light to O A Camera Light F Preview mag Create Delete More Delete all Load Save Register Diffuse 0 50 Specular T UaU 0 20 0 00 0 50 0 00 Transparency 0 00 ee 100 Ambient 1 00 rs LA Mi LO Volume Type None Decay Distance Scattering Transparency Glow Manning Vertex Color Diffuse Multiply Weight 1 00 This way is easier to understand that the AO as environment lighting has been applied When the Ambient value of the Distant Light is decreased to a small value the effect of the AO is much easily noticeable and u
5. 4 Y 668 4 13038 Distance 1842 0 Absolute Dat 1 2 Grid 12 5 mm He UW Distance du o a Pers View Meta Camera I 5 UV View UW Distance E iis A E Meta Cameral O La MI ES AOUtil Basic knowledge to use AO Here is what is needed to know to use AO with Shade 3D Adjust the Ambient Light With AO it is possible to Bake textures for the surrounding objects in order to artificially create the ambient light When the AO Bake is performed the shadows will appear dense where the value is close to black 0 0 and lighter where the value is close to white 1 0 The results of these AO multiplying the existing Diffuse reflection will result in the indirect lighting of the scene In Shade 3D the Ambient Light is designated by an infinite light source which is easier to handle by setting the Ambient parameter in the Distant Light tab to 0 0 1 of 1 selected Modify Camera Info F Object View surface Right Tap Frent Pers Highlight d Show All 3 i O Intensity j A i Ambient 0 00 Light Camera shadow 1 00 Softness 0 00 Move Copy Mowe Convert Memorize Once the Ambient Light selected in the browser click the info menu and set the Ambient parameter to 0 80 Select Attributes Boolean Dart Dart Ambient Light ground sphere sphere Camera Light BG Ambient Light T Light Attribute Type Point Light Attenuation None Diffuse 0 00 Snecular 0 0
6. AOUti Plugin ver 1 0 for Shade 3D User Manual Plugin for Shade 3D by Yutaka Yoshisaka translation by Lauri Caravaca AOUtil ver 1 0 AOUtil is an AO Ambient Occlusion plugin for Shade 3D that allows the users to calculate the AO for every vertices and create AO Map textures In computer graphics ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting and how deep and concentrated the shadows will be It s a fake shadow but it looks real as it is Baked imprinted in the shape itself Furthermore once the Bake process is done unless the shape is moved or modified it is unnecessary to re calculate it It is a good technique to use to create fake shadow on motionless objects In the example below a ray tracing render with no AO The global lighting is quite strong And here the same render with AO In the bundled scene samples ao_primitive_test shd Vertex AO and AO Map are mixed Therefore you can reproduce the effects of indirect lighting even with a ray tracing render Installation For Windows Users Copy the AOUtil dll 64bit version AOUtil64 dll to C Users username Documents Shade 3D ver 14 plugins folder and start Shade 3D For Mac OS users Copy the AOUtil shdplugin folder to Users username Documents Shade 3D ver 14 plugins folder and start Shade 3D Once Shade 3D started you can access the AOUtil functions in the Att
7. The subdivided surfaces are not supported The AO Map Baking is not supported for Bump Maps Use Library The AOUtil plugin uses Bullet http bulletphysics org AO Calculation processed by Threads ChangeLog First version 2015 01 06 AOUtil Creation of AO Map Lets create an AO Map for a specified Polygon Mesh In the Attributes menu of the Browser select AO Create AO Map You can select one or more polygon meshes Usage Select a polygon mesh in the Browser and then in the Attributes menu of the browser select AO Create AO Map o Texture Size 1024 7 Overwrite Image Draw AO Map Check Back Face Sampling Min Depth 3 Max Depth 8 Roughness 9 100000 Bias 2 000000 Post Effect Shadow Density 1 000000 Others Number of Threads OK J cancel Once the OK button of the dialog box is pushed an AO Map texture image will be generated according to the chosen parameters UV Select the UV layer Texture Size Specify the Texture Size sizes available 256 512 1024 2048 4096 When the Overwrite Image checkbox is checked you will re update the texture in the case of this texture being generated many times The associated polygon mesh will therefore get a new texture image If the Checkbox is unchecked a new texture will be formed each time the process will be repeated The texture created is associated to the selected polygon mesh object When
8. e ao tree AO Target leaves AO Target tree AQ Target leaves AO Target Ambient Light Master Surface Part ground mage Part p ground_01_01_20140822 diffuse png ground_O1_01_20140822 nermal png leave_04 20141124 diffuse png leave_04_20141124_ normal png tree_trunk_O2 20141124 diffuse png treg trunk 02 20141124 normal png Calculate Vertex AO To the tree on the left side will be assigned Vertex AO the tree on the right side will be left as it is Select the tree in the AO part this is a trunk polygon mesh In the Attributes menu of the Browser choose AO calculate Per Vertex AO sampling Bias Others Number of Threads Canes With the Sampling set to 400 press the OK button Then select the leaves object This is a polygon mesh of a foliage The leaves object has alpha layered textures Select AO calculate Per Vertex AO in the Attributes menu of the Browser 400 2 000000 Others Number of Threads Because both front and back have to be visible check the Check Back Face checkbox and press the OK button The Vertex AO is calculated Assign the Vertex Shader to the Color Mapping Layer Please also refer to Calculate Vertex AO for more details about the Vertex Color Shader Select the tree in the AO part you can create a surface material Uncheck the Local Coordinates checkbox in the menu accessible by clicking the More button Put
9. f 19 selected Pike Camera ground 40Map Edit Image Image Size 1024 x 1024 pixel Pixel Depth 32 bits Memory Usage 4 194 304 byte Gamma 1 0000 Linear HDRIC1 0 External Reference Information Now the image is clean To create a linear calculation of the rendering change the Gamma value to 1 0 2 2 ial Camera Light ground AOMap Edit Image Image Size 1024 x 1024 pixel Pixel Depth 32 bits ble mare llesos d 104 20 4 Bate Gamma 0 4545 A External Reterence ntormation Assign the AO Map to a Surface Material The generated AO Map is added at the end of the Surface Material of the ground polygon mesh set as Diffuse and in the Multiply blending mode For the UV mapping layer specify UV2 Camera Light Type None Decay Distance qo 1000 00 scattering 0 95 Transparency 0 00 Glow 0 00 Mapping mage an Diffuse Multiply Weight 1 00 Edit Image Invert Premuttiplied Alpha Projection Wrap Link Layer 3 Positian and Size Image UY UV Parameter ameoth pH Tiling Repeat Repeat Rendering A Ray Tracing Rendering process is done The Shadow dimly appears on the ground With more complex Shapes The ground example above was an easy one be careful to not overlap the surface when doing the UV Deployment with a character In the example below the UV is deployed in LSCM method and manually arranged samples ao_okitunesama_right shd W16
10. f the Vertex Color as a mapping layer When the Gamma value is set to 1 0 2 2 0 4545 a correction window of the gamma color will be set at 2 2 while rendering the calculation of the linear Vertex Color Shader the Gamma 2 2 depends on the final rendering result and will be adjust to the correct result For example if you are stuck with the same texture for several polygon meshes it does not matter if you share the Master Surface When rendering the cover of Vertex AO is now reflected as Vertex Color Shader Please refer to Using Vertex AO for more usage details AOUftil AO calculation target Specify the polygon mesh to calculate the target of AO collision You can specify more than on polygon mesh Usage Select one polygon mesh or more and from the Attributes menu of the Browser choose AO AO calculation target Universal pena POWER Select Attributes Boolean Find AO AO calculation target id 100 mm AO Calculate Per Vertex Pers Wien Meta Gamera 1 AO Create AO Map eset Bone Set bone direction tesize Bone Mirroring Bone Initialize control points of Create human bone Create bones mesh UW UV Auto Unwrap UV Image Bake UV Create Tile Image UV Copy Selected UVs UV Delete Selected UWS UW Auto Align UWS Toon Settings AO Calculation Target Pe q Press the OK button of the AO Calculation Target dialog b
11. nd_01_01_2014082 normal png leave_04 20141124 diffuse png leave_04 20141124 normal png tree_trunk_O2 20141124 diffuse pne tree trunk 02 20141124 normal png Create AO Map Select the ground polygon mesh In the Attributes menu of the Browser select AO Create AO Map Texture Size 102 Overwrite Image Draw AO Map Check Back Face Sampling Min Depth Max Depth Roughness 0 100000 Bias 2 900000 Post Effect Shadow Density 1 000000 J Others Number of Threads This Ground s polygon mesh UV1 has been assigned as the ground s texture this UV has been created in order to avoid any overlapping issues with the UV2 surface Make sure that you select UV2 and click the OK button the AO Map is generated Select Attributes Boolean Root Part ground AO Target none ao tree AQ Target leaves AO Target tree AO Target leaves AO Target Ambient Light Master Surface Part Eround Image Part i ground 01 01 20140922 diffuse pne ground_01_01_2014082 normal png leave 04 20141124 diffuse pre leave 04 20141124 normal png trege trunk 02 20141124 diffuse pne treg trunk 02 20141124 normal png Black holes are created because the surface is non planar some collision problems occurred during the AO Calculation In that case re calculate the AO Map with an increased level of Bias 20 0 4 dittuse pn tree trunk 02 20141124 normal pn E ground AOMap 1 o
12. nderstandable Comparison of Vertex AO and AO Map In the example below we placed a desk and a sphere using the AO Map on the left side and using the Per Vertex AO on the right side samples pervertexAO_vs AOMap shd iti oa Per Vertex AO AQ Map The desk being a simple object while using the Per Vertex AO left side there is no drop shadow under the sphere and the desk s legs are totally dark Also the sphere is not so different that the one used with the AO Map example right side On the right side where the AO Map is used there is a drop shadow under the sphere In conclusion when the polygon mesh counts a lot of vertices Per Vertex AO will be used if the polygon mesh is simple the AO Map will be used Using Per Vertex AO Here will be demonstrated how to use the Per Vertex AO The tree object will be used to test the AO the samples ao_trees shd included In this scene the Gamma of the Texture Diffuse reflection is set to 1 0 2 2 at the time of the rendering it will be at 2 2 and set to Linear Specify the Target for the AO Calculation Only one polygon mesh can be selected for the AO Calculation In the Attributes menu of the Browser select AO AO calculation target after having selected the AO target In the example below 5 polygon meshes including the ground were subject to AO Calculation Brows A Select Attributes Boolean Root Part ground 40 Target non
13. nit is the Millimeter The Shadow Density slider is useful when working on a non planar polygon mesh with a lot of irregularities In order to make shorter the AO Map computing time and increase its quality it is recommended to adjust the Roughness value first and then the minimum and maximum Depth settings The Bias Sampling and Check Back Face parameters are the equivalent of Calculate Per Vertex AO If the Shadow Density value is small the shadow will be light if it is high the shadow will be darker Thread is the number of threads used for the computing time When the number of CPU s physical cores is designated the calculation will get faster Please refer to Using AO Map for more utilization details Calculate Per Vertex AO The Per Vertex AO of the selected polygon mesh is going to be calculated In the Attributes menu of the Browser select the AO Calculate Per Vertex AO This Function can be applied to all selected polygons Usage Calculate Per Vertex AO Vertex AQ Sampling 200 Bias 2 000000 Others Number of Threads C When the Check Back Face checkbox is checked the back of the designated item such as the leaves in the tree object will be taken into account The surface and its back were respectively calculated the dark color of the leaf texture becomes transparent When it is turned ON the amount to be calculated doubles Sampling is the number of
14. ox with the Checkbox checked the label AO Target will appear next to the selected object in the Browser ww Browser Select Attributes Boolean Root Part ground AQ Target sphere AQ Target sphere AQ Target sphered LAQ Target The labelled polygon mesh becomes the collision point of AO Calculation Note that it is impossible to choose anything else than a polygon mesh as the AO Calculation target Using AO Map Here the AO Map utilization will be explained Lets use the sample included with AO Util samples ao_trees2 shd In this scene the Gamma setting of the Diffuse texture is 1 0 2 2 the gamma color correction is set at 2 2 and will be calculated as Linear Furthermore Use Vertex AO is assigned to the trees Specify the Polygon Mesh Target for the AO Calculation Note that this step is not necessary if Use Vertex AO is already assigned The AO Calculation target can only be a polygon mesh The polygon mesh assigned to be the AO Calculation target is selected and in the Attributes menu of the Browser select AO AO calculation target In this example 5 polygon meshes are assigned to be the targets of the AO Calculation ground included Select Attributes Boolean Root Part ground AQ Target none ao tree A0 Target leaves AO Target tree AO Target leaves AO Target Ambient Light Master Surface Part ground mage Part n ercund_01_01_20140922 diffuse pne grou
15. ributes menu of the Browser make sure you can see the following functions in the menu AO AO calculation target AO Calculate Per Vertex AO AO Create AO Map Roolrean Find AO calculation target Resize Bone Mirroring Bone Initialize control points of huma reate human bone Create bones mesh Vo UV Auto Unwrap Operating Environments Shade 3D ver 14 Standard Professional or later except Shade 3D Basic Windows 7 8 8 1 Mac OS X 10 9 10 10 Usage You will basically learn about Basic knowledge of AO How to use the Vertex AO How to use the AO Map Functions All the following functions do not support the UNDO action AO calculation target Specify the Polygon Mesh to be the target of the AO collision s detection Calculate Vertex AO Calculation of the AO for each vertices of a polygon mesh AO Map Creation Creation of an AO Map for a specified polygon mesh Limitation When calculating the AO target in the case of a pixel as to appear through the surface material please make sure to create an alpha with a O value as a Diffuse image in the mapping layer When calculating the AO target use only one Diffuse map in the mapping layer of the surface material Not yet compatible with semi transparent process when a transparent surface material is specified It doesn t correctly process transparency attribute of trimmed texture
16. the Check Back Face checkbox is checked the back of the designated item such as the leaves in the Leaves object will be taken into account The surface and its back were respectively calculated the dark color of the leaf texture becomes transparent When it is turned ON the amount to be calculated doubles Sampling is the number of light rays that will be casted from on point of the polygon mesh into a hemisphere Min Depth represents the minimum depth value when subdividing The greater the number is the longer it will take to calculate Max Depth represents the maximum depth value when subdividing If the value decreases the darken value won t be noticeable anymore Roughness specifies the quality perception of the displayed texture on the surface When its value is reduced the time of calculation increases as well as the precision sharpness of the AO Map The more the calculation time decreases the less precise will be the AO Map The priority of calculation is higher for the Roughness settings than the Min Depth and Max Depth It is more effective to keep the Roughness value as small as possible in order to improve the accuracy The computing time and the precision of the AO Map are also determined by the complexity of the polygon mesh and the density of faces that the UV will have to cover Bias provides margin distances to points being created in normal direction from the points being sampled The u
17. the newly added Vertex Color at the end of the mapping layer and choose Multiply for the blending mode of the Diffuse reflection gt i 2 Camera Light BG Type None Decay Distance 1000 00 Scattering 0 95 Transparency 0 00 Glew 0 00 Mapping Vertex Color o Diffuse Multiply Weight 1 00 More Projection Link Layer 3 Position and Size image Leave Position and Size in their initial settings Press the More button and set the Gamma to 1 0 2 2 0 4545 F Glow 0 00 Mapping global Vertex Color a ght View a FO Ne Multiply Weight 1 00 Shadow 1 000000 More Info Projection Link Layer 3 Position and Size image z global The AO effect will be calculated in Linear mode with a 2 2 Gamma color correction for the final rendering Following the same process you can set the Vertex Shader Color for the Leaves in the AO part For the leaves in order to lighten a bit the shadow press the more button and set the shadow value of the mapping layer to 0 8 Rendering A Ray Tracing render is performed with this scene The right tree looks much more real than the left tree that did not gain benefit of the AO Calculation As it has been baked in the polygon mesh by the Vertex AO it is not necessary to re calculate the AO each time the point of view is changed If you wish to change the position of the object or modify it make sure to re calculate the AO

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