Photo Studio Optimizer

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Transcription:

CATIA V5 Training Foils Photo Studio Optimizer Version 5 Release 19 September 008 EDU_CAT_EN_PSO_FF_V5R19

Photo Studio Optimizer Objectives of the course Upon completion of this course you will be able to use the various Photo Studio Optimizer tools to enhance the quality of your photo realistic images. Targeted audience Industrial Stylists and Designers Prerequisites CATIA V5 Fundamentals, Photo Studio 0.5 day

Table of Contents (1/) Introduction to Photo Studio Optimizer 5 Accessing the Photo Studio Workbench 6 User settings: Photo Studio 7 D Textures 8 Bump Mapping 1 What is Bump Mapping? 1 Defining the Bump Mapping Parameters 1 Global Illumination 16 What is Global Illumination? 17 Setting the Light Parameters for Global Illumination 18 Setting the Shooting Parameters 19 Caustics 0 What about Caustics? 1 Setting the Light Parameters Setting the Caustic Parameters Visual Effects What about Visual Effects? 5 Setting the Depth of Field 6

Table of Contents (/) Defining the Glow Parameters 7 Cartoon Rendering 8

Introduction to Photo Studio Optimizer In this lesson you will see V5 Photo Studio Optimizer user interface

Accessing the Photo Studio Workbench Photo Studio Optimizer is a set of advanced capabilities which are added to the original capabilities of the Photo Studio workbench. You can access the Photo Studio Workbench by clicking on Start > Infrastructure > Photo Studio

User Settings: Photo Studio Using Photo Studio settings, the rendering computation can be automatically distributed on remote workstations through a network. The rendering time is drastically reduced, particularly for huge mock-ups. 1 Click on Tools > Options > Infrastructure > Photo Studio > Satellites Declare the workstations (satellites) here (installation and customization on satellites is required) Up to 8 CPU can be used simultaneously. All platforms are available. The local host will allocate and distribute all the necessary data to the participating satellites, which, in turn, will process the rendering then return the final result back to the local host.

D Textures In this lesson you will learn how to use D textures on components.

What is a D Texture? What is a D texture? When using a D texture, a picture file is projected on the object using a specific projection method. Using a D texture is as sculpting the object directly in the material. The texture is very realistic and gives the illusion of relief. It can be customized through its own parameters (examples : complexity, amplitude, turbulence, ) Which D textures can I use? CATIA Photo Studio Optimizer provides 5 different types of D textures: Marble Vein Alternate vein Rock Chessboard

Applying a D Texture 1 Select the material properties Click on the Texture tab Select the D texture from the list Activate the ray traced preview to visualize the final result in the dialog box In real time in the D viewer, the corresponding texture image is mapped onto the geometry to give a rough visualization of the effect. The final result is only seen in the rendered image.

Editing a D Texture Define the main color of the material Define the complexity of the motif of the texture Define the object surface perturbation Define the bump mapping Position and scale the texture

Bump Mapping In this lesson you will learn how to use bump mapping.

What is Bump Mapping? The bump mapping allows to simulate, using lighting effect, a perturbation of the surface of an object. This simulation modifies the aspect of the surface of the object. The perturbation is computed based on the contrast of the texture pixels. For example, bright colors are displayed above dark colors, creating a D effect on the object.

Defining the Bump Mapping Parameters (1/) 1 Access the material properties from the contextual menu 1 Select the Texture tab Define the Bump mapping amplitude Value of Bump parameter: 0: no bump effect >0: bright color above dark color <0: dark color above bright color Bump mapping is also available for D textures

Defining the Bump Mapping Parameters (/) Computation result without activating the bump mapping Computation result with activation of the bump mapping

Global Illumination In this lesson you will learn how to create more realistic images using the global illumination.

What is Global Illumination? What is global illumination? Global illumination simulates indirect illumination of objects by reflection of light coming from diffuse surfaces. This functionality allows indirect lighting effects among which caustics and color bleeding. What are photons? Photons are energy particles emitted into the scene by a light source. Once emitted, these energy particles take different paths as they bounce from one object to another. A photon path can evolve in two ways: - photons are either absorbed by an object they hit (through reflection or transmission) and in that case the path ends - photons get lost in space without hitting another object and the path is infinite. Maximum number of reflections and refractions are defined by the user photons

Setting the Light Parameters for Global Illumination 1 From the contextual menu of the light, click on Properties 1 Select Indirect Illumination Activate photon emission 5 Set the intensity factor (0 to 100). It corresponds to the light intensity of the photons. It will be combined with the intensity parameter of the Lighting tab It is recommended to be close to 1 Define the maximum number of photons to be used for the computation of the image (10.000 to 10.000.000). A low value can create puddles

Setting the Shooting Parameters 1 Double-click the shooting in the tree 1 Select Indirect Illumination Activate Global illumination computation Define the number of photons to be used to compute the global illumination intensity for each pixel (1 to 10.000). 5 5 Define the area where photons have to be used to compute global illumination intensity for each pixel. Automatic computation is done if value is 0 6 6 Do not take into account object ambient coefficient for rendering computation

Caustics In this lesson you will learn how to use caustics.

What about Caustics? What are caustics? Caustics can be defined as small localized lighting effects created by specular light interactions (reflection or refraction) onto a diffuse surface. A typical example of caustics would be the light pattern cast on the bottom of a swimming pool by the wave pattern on the water surface.

Setting the Light Parameters 1 Select the Properties from the contextual menu of the Light source. 1 Select Indirect Illumination Activate photons emission Define the maximum number of photons to be used for the computation of the caustics (10.000 to 10.000.000). This number must be lower than the number defined for global illumination

Setting the Caustic Parameters 1 Double-click the shooting in the tree 1 Select Indirect Illumination Activate caustics computation Define the number of photons to be used to compute caustics for each pixel (1 to 10.000) 5 Define the area where photons have to be used to compute caustics for each pixel. Automatic computation is done if value is 0 6 5 6 Do not take into account object ambient coefficient for rendering computation

Visual Effects In this lesson you will learn how to add visual effects.

What about Visual Effects? Depth of field : This visual effect makes objects that are not in focus (far from the camera target) appear blurry, thus giving a sense of depth to the image Glow: This effect generates a halo around bright pixels of the rendered image. This glow not only gives an impression of greater brightness, but it can also interfere with the visibility of nearby pixels, thus improving the realism of images by adding effects which perceptually expand and enhance the perceived dynamic range. This effect is obtained thanks to a filter applied onto the image at the end of the rendering as a post-processing. Depth of field and glow effects work independently from each other.

Setting the Depth of Field 1 Double-click the shooting in the tree Select the Effects tab Activate the Depth of field Define Confusion radius (radius of the camera origin from which rays are sent) The smallest the radius, the sharpest the result Blur area Sharp area

Defining the Glow Parameters 1 Double-click the shooting in the tree Select the Effects tab Activate the Glow Define the parameters : Threshold : pixel intensities to be processed for glow effect Intensity : how bright the glow will be Size : size of the glow Flare intensity : makes the rainbow more or less visible Flare diffusion : Set the width of the rainbow Radial line size : size of the streaks Star effect : length and arrangement of the streaks

Cartoon Rendering (1/) You will learn to generate a rendered image showing the drawing of contours around the geometry to create a cartoon-style effect. 1 Double-click the shooting in the tree Select the Effects tab Activate Cartoon Adjust the various parameters for Cartoon: Contours only : display only the contours of the drawing Contour thickness : thickness of the contour line when using Contours only or Ink pen effect Ink pen effect : Make the thickness of the contour line dependent on its orientation

Cartoon Rendering (/) Ink pen effect Thickness : 0.5 Ink pen effect Thickness : 0.1 Contours only Thickness : 0.5

To Sum Up... In this course you have seen: How to use D textures How to use bump mapping How to use global illumination How to compute caustics How to add visual effects