How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: How To Work with Textures

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How-To Guide SAP 3D Visual Enterprise Author 8.0 Document Version: 1.0-2014-07-04

Document History Document Version Description 1.0 First version Document History 2014 SAP AG or an SAP affiliate company. All rights reserved. 2

Table of Contents 1 Introduction... 2 2 Default Material, Transparency and Textures... 3 3 Creating and Replacing Materials... 4 4 Renaming and Saving Materials... 6 5 Removing, Merging and Sorting Materials... 7 6 Editing Materials... 9 6.1 Editing a Layered Material... 11 6.2 Editing an HDR Material... 14 7 Appling Materials to Object Elements... 15 8 Textures and UV Mapping...18 8.1 Applying Texture Maps... 18 8.2 Understanding Map Types... 24 8.3 Mapping a Model... 25 8.4 Exporting Textures... 26 8.5 Applying Realighting... 28 Table of Contents 2014 SAP AG or an SAP affiliate company. All rights reserved. 3

1 Introduction Materials are composed of composite layers that reflect the material s properties, and are designed to display primarily the attributes associated with maps and applied textures: The Materials list displays the materials as thumbnails, which helps to identify them Materials are controlled in a number of ways using the Materials folder, Materials list, Display menu, and Object and Material Properties windows You can choose to display the scene's default material, or any other materials that have been applied to the scene's objects. Note that when the default material is used, the scene's materials are not displayed. Note Scene materials are not displayed when the default material is used, and the default is helpful when reviewing files with very light or dark materials; the object geometry is easier to see, as you are not distracted by reflections and highlights. They can be saved as single material files and groups of materials, and then shared between users to create consistency between deliverables Keyboard shortcuts are available for the display of materials and textures In this guide you can learn how to do the following: Apply the default material to objects Apply transparency and textures to materials Create and replace materials Rename materials Save singular and grouped materials Understand the different properties common to all materials Be able to edit, merge, and sort materials Remove unused materials Apply materials to elements of a model Apply and export texture maps Map UV coordinates on a model Use Realighting to make models more realistic Introduction 2014 SAP AG or an SAP affiliate company. All rights reserved. 2

2 Default Material, Transparency and Textures 1. Open the Automotive Crossmember Example with Steps model and zoom into the detail. 2. Choose Display > Materials > Use Default Material on the Navigation toolbar to apply the default material. No default material Default material In the first image, the material s gloss level is 0, meaning it has broad highlights, so it tends to lose details when viewed from certain angles. The default material is applied in the second image. Although we are looking at the same object from the same angle and under the same lighting conditions, certain details become more discernible. 3. Open the Reallight Transmission model, and then choose Display > Materials > Show Transparency to show any transparent materials. No transparency or textures 4. Click Show Textures to display any textures. Transparency displayed Textures displayed Default Material, Transparency and Textures 2014 SAP AG or an SAP affiliate company. All rights reserved. 3

3 Creating and Replacing Materials 1. Right-click a material or the Materials folder in the Scene tree and click Create Material.The material is added alphabetically to the Materials folder and to the end of each Materials list. 2. Create another material by clicking Create Material on the Materials list toolbar, or right-clicking the Materials panel and clicking Create Material. 3. Double-click one of the new materials to open the Material Properties window. 4. Modify the ambient and diffuse colors on the Basic tab page, and then click OK. The material s thumbnail reflects your changes in the Materials panel. We describe editing maps in more detail later. Material Properties window Modified thumbnail 5. Ensure the default material is not applied and drag the modified material onto the 69-Right Case and 69- Right Case objects in the viewport. 6. Click Small on the Materials panel toolbar to view all the scene s materials. Creating and Replacing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 4

Materials panel toolbar 7. Drag the modified material onto the 47-Diff Half object. The original material is replaced immediately. 8. Deselect any objects, right-click the driven gear material thumbnail and click Select Objects. All the objects that use that material are selected; in this case, the 81-Primary Driven Gear object. 9. Drag the modified material to the selected object. Note When you drag a material to an object that has that same material already applied, you can choose to replace the entire material on all the materials objects (Replace hit material), or you can replace the material on only the object to which you are dragging (Paint objects). This helps if you have a scene with two or more objects that share the same material and you want to make the objects more distinguishable. Creating and Replacing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 5

4 Renaming and Saving Materials 1. Right-click your modified material and click Rename. 2. Give the material a new name. 3. Do one of the following: Right-click the renamed material and click Save Material As. Choose File > Save As on the menu bar and select Right Hemisphere Material (*.rhm) in the Save as Type field. You are automatically directed to the SAP 3D Visual Enterprise Author Example Files folder. 4. Navigate to another folder if you want to save the file in another location. The default folder in which material files are stored is C:\Program Files\Right Hemisphere\Visual Enterprise Author (version)\materials. 5. Give the material file a name and click Settings. Note the options that are available when saving new materials. 6. Click the Texture Maps tab. Ensure the Save Textures and Include textures in 3D File options are selected. 7. Click Save. Renaming and Saving Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 6

5 Removing, Merging and Sorting Materials 1. Click Action on the Materials list toolbar or right-click the Materials folder. Action menu Materials folder menu 2. Click Remove Unused Materials. The material you created earlier but did not apply to any objects is removed. 3. Drag the default material to the 81-Primary Driven Gear object. Any material that was applied to that object is removed. 4. Right-click the material you named earlier and click Duplicate. An identical material is created. 5. Choose Action > Merge Duplicate Materials on the Materials panel toolbar. All duplicates are merged. 6. Click Link Selection on the toolbar and click each material in the panel to auto-select all objects that use the material. Removing, Merging and Sorting Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 7

Objects belonging to case etc material Objects belonging to screws material Objects belonging to Test material material 7. Right-click the Materials folder in the Scene tree and try sorting materials by name. Removing, Merging and Sorting Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 8

6 Editing Materials The layers that comprise a material encompass various properties that control the material s appearance. These properties can be edited to change any map and texture attributes associated with the material, thus changing the material s appearance. In the next step, we edit a material s standard lighting properties. To understand these properties, it is important to have an understanding of the different lighting types. at where a wall meets the ceiling; it appears to have a different color when it is in shadow. Diffuse lighting is the base color Specular lighting is the highlights that appear on an object; the color you see in the shiny spots on an object Emissive lighting represents self-illumination. This is usually used when you have an object that glows, such as an LED or headlights that are turned on. Opacity is how opaque or transparent the material is Glossiness represents how shiny the material is. That is, together with the specular level, it defines the size of the highlight. Specular level, together with glossiness, helps define the size of the highlight. The apex of the curve represents pure specular color and the valley of the curve represents the diffused color. 1. Open the Bevel gear assembly model, and then save it with -materials appended to the name. 2. Create and rename a new material. 3. Apply the material to at least one large object in the scene and zoom into the object to view it in more detail. Editing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 9

4. Open the Material Properties window for one of the materials by one of the following methods. The options differ depending on the type of material. Here we are editing a Standard material. Double-click the material name. Right-click the material, then click Material Properties. Double-click the object to which the material is applied, click the Materials tab page, and then click Material Properties. You are able to use material properties to create keyframe animation. For example, you could vary the amount for each layer and switch materials on an object during an animation sequence. 5. Use the material properties to edit the material s name. 6. Use the Basic tab page to modify the material s ambient, diffuse, specular, and emissive lighting. Notice that the material itself and the material thumbnail change colour immediately. Note If a highlight colour is used for selected objects, you must deselect the objects to be able to see any changes to the material. Alternatively, you can edit the highlight preference via Edit > Preferences > Colors > Selection highlight. Editing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 10

Basic tab page modified name and lighting Viewport display 7. Experiment with the other material properties. For example, opacity, raytrace reflection to establish the material's ability to reflect, and the index of refraction to control the amount of bent light when it travels through substances such as glass. 6.1 Editing a Layered Material Materials can be grouped together in a single layer. Each material within the layer can be activated to display it on the objects to which it is applied. This can be helpful when wanting to show a customer a product with difference materials. For example, you can show a car with different colored paint without having to adjust the material properties individually. 1. Open messerschmitt.rh and double-click the MESmess material in the Materials list. 2. Note that it is definitely the light blue paint color on the model and close the dialog by clicking OK. Editing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 11

3. Duplicate the material three times and modify the color and name of each new material. Here we have modified the colors and names to red, green, and blue. 4. Open the MESmess material again and select Layered in the Shading field. The material s thumbnail displays an L in the Materials list. Layered material properties Layered material thumbnail 5. Select the new MESmess red material from the drop down list. The material is added to the layer and the material thumbnail displays the most recently selected material. Note Pick can be used to select a material using the viewport rather than a list. This is useful in scenes where the list of selectable materials is extremely long or where the names are meaningless. Editing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 12

6. Continue adding the other new materials below the red material. You are able to continue adding materials to the layer for as many materials there are that belong to the scene. You can also use the Amount fields to control the percentage of material that displays on its related objects. Note that whichever material layer has the higher percentage is applied exclusively to the objects. 7. Click Activate to activate each material within the layer to the model. Note that the activated material is the only one that is displayed on its related objects. 8. As you activate each material, create a model view for the new color. You can then simply click each model view to present the car in different colors with a minimum of activity. Editing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 13

6.2 Editing an HDR Material HDR materials are supported in SAP 3D Visual Enterprise Author. The HDR material type and its various properties can be controlled including the material s ambience, reflection, and refraction. 1. Choose the HDR Realtime display renderer. 2. Select HDR Material in the Shading field of the Basic tab page for the MESmess material. The material s thumbnail displays an H. Layered material properties Layered material thumbnail 3. Experiment with selecting the different types of HDR materials and changing their properties. Here we choose the High Gloss Paint material type and modify the matte and coating colors. High Gloss Paint material type High Gloss Paint viewport display 4. Select the DirectX display renderer again in preparation for the next exercises. Editing Materials 2014 SAP AG or an SAP affiliate company. All rights reserved. 14

7 Appling Materials to Object Elements All objects are a collection of elements such as vertices, polygons (faces), and surfaces (coplanar faces). This group of elements is called a mesh, and using the Mesh select toolbar, can be used to apply materials to singular object components. Object meshes can also be deleted. 1. Open the Bevel gear assembly model and note the object hierarchy in the Scene tree. 2. Display the Mesh Select toolbar. 3. Select two objects in that scene, right-click in the viewport and choose Tools > Collapse Hierarchy. The objects are merged into one. Single objects selected Scene tree objects merged 4. Click Select separate mesh element on the toolbar and click one of the collapsed objects.the original individual mesh object is selected despite both mesh elements effectively being a single object. The object node is not highlighted in the Scene tree because not all objects belonging to the node are selected. Appling Materials to Object Elements 2014 SAP AG or an SAP affiliate company. All rights reserved. 15

5. Drag the Copper Bump material onto the selected object and deselect the object. Appling Materials to Object Elements 2014 SAP AG or an SAP affiliate company. All rights reserved. 16

Appling Materials to Object Elements 2014 SAP AG or an SAP affiliate company. All rights reserved. 17

8 Textures and UV Mapping Texture maps are a way of adding surface texture, detail, and color to models - defining the material s appearance. Objects must have UV coordinates in order to add textures (except reflection maps) to a material, or to prepare the model for other types of modification in SAP 3D Visual Enterprise Author. For example, to simulate global illumination using the Realight tool. UV coordinates are not present in raw CAD data, therefore, many models must be mapped to find the UVs and place them on the model s geometry. If a model has UV coordinates, a UV tab is displayed in the model s Object Properties window showing the layout of the mapped polygons. Once a model is mapped, the UV s can be relaxed to minimize distortion, then packed to arrange UVs in a structured manner. 8.1 Applying Texture Maps 1. Open the Reallight Transmission.rh and save it with _UVs appended to the end. 2. Zoom into the outer casing object. Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 18

3. Double-click the case etc material in the Scene tree or Materials list and click the Maps tab page to view all the available texture maps and the Diffuse map s current texture. 4. Click the Diffuse map and click Remove. The texture is removed from the material s diffuse map. Maps tab page Removed texture 5. Click Browse and locate an image file to apply as a texture to the map. The default folder in which material files are stored is C:\Program Files\Right Hemisphere\Visual Enterprise Author(version)\Textures. Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 19

6. Click Open to apply the texture to the Diffuse map. The edited material is displayed on the model. Here we use the CactusPad image. 7. Remove this texture and click Close. 8. Drag a material from the Materials tab page. Here we drag the Carbon Fibre.rhm onto the outer casing object. Materials tab page Newly applied material Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 20

9. Note the new material is reflected in the Materials folder and Materials list. Materials folder Materials list 10. Double-click the object in the workspace to display the Object Properties window. 11. Click the UV tab page. You can see one of the models curved surfaces represented by its UVs, covering the material s texture at the scale defined in the material properties. 12. Double-click the case etc material in the Scene tree or Materials list to display the Material Properties dialog. We now have two dialogs open between which we will switch to view and manipulate the material UVs. 13. Click the Maps tab to display the casing s material properties. Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 21

14. Click the Information tab in the Material Properties dialog to see information relating to the map, including its lighting levels, and number of times the texture is repeated across the UVs. 15. Use the mouse buttons or navigation tools from within the Object Properties dialog to see how the pattern is mapped onto the casing. For example, use the right mouse button to zoom into and out from the UVs. UVs best fit UVs zoomed in 16. Consider the UV mapping. In effect, the carbon fibre pattern is being mapped onto the casing surfaces using the models UV coordinate system. U being the width and the V being the height. The squares and triangles represent the curved surfaces of the casing. 17. Consider the Maps tab page on the Materials Properties window, and see how the UV scale is 10 by 10. This means that the pattern is being tiled 10 times in the U, and 10 times in the V. Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 22

18. Modify the UV scale to 20 by 20 and note the change in the UVs and the model. As you can see the pattern is now being mapped 20 by 20. UVs scaled to 20 19. Modify the UV scale to 5 by 5 and note the change in the UVs and the model. UVs scaled to 5 Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 23

8.2 Understanding Map Types 1. Create a primitive in a new scene. 2. Open the default material properties and browse for a texture to apply to the diffuse map. 3. Move and zoom the model to see the newly applied textures in more detail. Here we have chosen the BricksLgMortar.jpg image to use as the texture. 4. Keep the Material Properties window open, remove the texture, and then add that same texture to each of the map types using the drop down list. 5. Note how the same texture is reflected differently for each map type. For example, if you add an image of sunset to the reflection map, the material reflects the sunset on its surface. Here, we have applied the same texture to a number of maps. Ambient map Ambient Occlusion map Bump map Opacity map Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 24

Reflection map Self illumination map 6. Use the Amount field to modify the strength of the individual channels. For example, the luminescence of the Self Illumination map or the bumpiness of the Bump map. Experiment with the offsets, scaling, and angle apply texture blending. 7. The Materials Properties window reflects the material when it is selected in the Materials folder and Scene tree. 8.3 Mapping a Model 1. Open Automotive Crossmember Example with Steps.rh and double-click any of the model s objects. Note that there is no UV tab and therefore there are no UV coordinates with which to add textures. 2. Open the UV Mapping toolbar. 3. Close the object properties dialog, ensure no objects are selected, and then click Map, Relax and Pack on the toolbar. The window displays the progress of polygons being mapped into UV space and the resulting UV's being packed. Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 25

If you have an object selected and use the UV mapping tools, the process only operates on the selected object. 4. Double-click an object again and view the new UV s. 5. Experiment with changing the UV mapping settings and remapping, relaxing, and packing the UVs. 8.4 Exporting Textures Textures can be preserved with models when you save into the.rh format. For example, if a model has a material that uses a reflection map, and you want the model to retain that texture with the material. You can save the model with links to the location of the texture maps (image files), or you can embed the image files within the.rh file. This is helpful when using 3D models within Microsoft Office applications such as PowerPoint and MS Word; the image files can be located externally or from within the 3D model itself. 1. Choose File > Save As on the menu bar. 2. Click Settings and click the Texture Maps tab page. 3. Clear the Include textures in 3D file option and note how the available save options change. For example, you can select to save links only certain texture formats, and you can convert texture files to another file type. Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 26

If you save an.rh file that already has embedded textures, without selecting the Include textures to 3D file option, the embedded textures are not saved. The process of exporting and saving.rh files is powerful and complex. For more information, see the SAP 3D Visual Enterprise Author help. Textures and UV Mapping 2014 SAP AG or an SAP affiliate company. All rights reserved. 27

9 Applying Realighting Realighting is a process that makes models appear more realistic. It does this by simulating global illumination and self-shadowing. Models are rendered as if they are surrounded by a dome of light (ambient light), and the more accessible a point is to the light, the more light it receives. For example, a crevice will be darker than an exterior surface. Models usually require UV mapping to have realighting applied. However, certain settings can be used to apply realighting without needing UV mapping, such as storing the ambient occlusion as vertex colors. We discuss this below. Realighting is very useful for rendering models that lack texture, surface depth (bump), and lighting, etc. It functions better on static, rather than animated objects. Realighting doubles the file size. This may inhibit performance and affect downstream materials functions including Realight rendering and raytracing. There are alternatives to using the Realight tool if experiencing difficulties with inverted normals and or faces. For more information, see the SAP 3D Visual Enterprise Author help. 1. Open Landing_Gear2.rh in Solid mode and save it with _realighting appended to the end. 2. Display the UV Mapping and Realight toolbars. 3. Map, relax and pack UVs for the model then click Realight. The Realight Settings window is displayed 4. Click OK to render the texture maps with the default settings. The realight progress is displayed while the model is processed. This process may take some time depending on the size of the model. 5. Click OK when the process is complete. 6. Zoom into the model and consider the improved lighting. Applying Realighting 2014 SAP AG or an SAP affiliate company. All rights reserved. 28

Before realighting After realighting 9.1 Realight Settings Many settings can be used to render models using the Realight tool. Here, we describe just a few. Setting Store as vertex colors Store as texture maps Rays per sample Brightness Outcome Map Mode Noise Prefilter Use virtual ground plane Description Stores the ambient occlusion as vertex colors and does not required UV coordinates Stores the ambient occlusion as texture maps, and is good for smooth surface and low polygon density objects. The number of per vertex or per sub-pixel surface samples. That is, the rays that are cast from each of the surface vertices in vertex color mode, or subpixels in texture maps mode. Determines the level of brightness of the ambient occlusion Used to select the manner in which maps are generated Used to select the manner in which texture maps are blended with the base material Applies white noise to the texture map Applies color bleed around the polygon groups Utilizes the virtual ground plane to calculate the illumination. Any rays cast from the bottom of the model collide with this plane to cast shadows on the model s base. Applying Realighting 2014 SAP AG or an SAP affiliate company. All rights reserved. 29

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