Render Studio Examples and Resources
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This topic includes additional examples and resources to get the most out of the Render Studio application.
To add a spot light and reflective surface in an Assembly:
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Create a part used as a light source in the Assembly. The first image below shows a disk part used as a bulb inside a lamp head. Next, point the lamp head at an object, The second image below shows the lamp pointed at an artist model. Create a surface beneath both objects; a yellow surface table in the example below:
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Create a Render Studio tab and create a scene from the Assembly.
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Optionally, click the View tools dropdown ( ) and select Background. Check Enable background, and then click the Color edit icon (). Select a neutral color from the Select color dialog:
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Select the bulb part in the Scene list. Filter the Appearance tab for spot light. Right-click on the spot light thumbnail, and select Assign from the context menu:
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Click the Appearance panel icon () to open the Appearance panel's Spot light parameters. In the Other submenu, change the Flux value to roughly 6000 (first image below). The Flux parameter may require higher or lower values, depending on the size of the scene entities. The light appears on the artist model (second image below):
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Select the table surface in the Scene list (first image below). In the Appearance panel, change the Base color to black (second image below).
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In the Appearances library, locate and assign the Apply clear coat Appearance (first image below). The lamp, light, and artist model are reflected in the clear surface (second image below):
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To alter the color of the bulb, alter the bulb's Spot light color in the Appearance panel (first image below), or assign an appearance with a color parameter to the lamp head (second image below). A combination of both is shown in the third image below:
Using this method, the light emanates from all directions of the bulb part (the disk). To emit light from only the front of the disk, zoom into the disk part's front face, then click and drag the spot light appearance and drop it on the disk. When the context menu opens, select Assign to face.
A simple way to change from one metal Appearance material to another is via the color attribute. This example creates a polished metal Appearance and alters the metal's material (steel, brass, copper, and more) by altering its color parameter.
Use this technique on any appearance that has an associated color parameter; metal, or otherwise; for example, wood, stone, ceramic, glass, and cloth, among others.
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Create the model in Onshape. Then create a scene from the Part Studio or Assembly.
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Select the part(s) In the Scene list or graphics area.
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Search for steel oxidized aluminum in the Appearances library. Right-click on the Appearance's thumbnail, and click Assign from the context menu (shown in the first image below). The result is a polished steel appearance (shown in the second image below):
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In the Appearance panel, click the Color parameter's edit icon ():
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Select an alternate color from the Select color dialog.
Use the following table as a general guideline to map various metal types to their RGB colors, keeping in mind that every type of metal has a range of colors depending on the age, composition, and other factors of the metal:
Display Name R/G/B color channels Aluminum 230/230/230 Bismuth 208/203/182 Brass 237/216/134 Bronze 165/128/103 Carbon steel 73/73/71 Chrome 253/253/254 Copper 221/151/120 Gold 249/217/153 Cast Iron 195/192/192 Nickel 198/193/180 Pearl 249/248/246 Silver 244/243/240 Stainless steel 198/198/197 Steel 221/221/220 Titanium 191/188/182 Following are some examples that show how color affects the metal type:
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Non-traditional colors can also be used. For example, use the following R: 149; G: 191; B: 121 color combination to create a metallic emerald:
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(Additional Option) Use the Reflection roughness setting to alter the highlights and blur. Lower values result in brighter highlights and clearer reflections. Higher values result in duller highlights and more blurred reflections. By default, the Reflection Roughness is set to 0.1 (shown in all the previous examples).
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(Additional Option) Add a texture to the Bump option. See Add a bump texture for more information. In the example below, search for Bump in the Appearance functions folder. Drag and drop the Worley noise texture bump map function on the Bump parameter in the Appearance panel:
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The Worley noise texture bump map parameters automatically open in the Appearance panel. Edit the texture's parameters as required. In the examples below, the Color of the steel was changed to R: 128; G: 128; B: 128 to create a Carbon steel appearance. Additional texture settings are outlined below each example. For reference, the model square is .5 m length x .5 m width x .1 m height. The diameter of the sphere is .3 m.
This technique applies a metallic flake coating to an existing Appearance.
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Create the model. Then create a scene from the Part Studio or Assembly. The model here uses two parts: a square .5 m length x .5 m width x .1 m height; and a sphere with a .3 m diameter:
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Since both parts have an externally linked Appearance, select each part's Appearance, right-click and select Unlink Appearance. This must be done one Appearance at a time. It ensures the parts have no associated Appearance to start:
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In the Scene list or graphics area, select one of the parts (Part 2 in the example below):
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In the Appearance library search for clear, Right-click on the Appearance's thumbnail and select Assign from the context menu. The result is a metallic coating applied to the selected part.
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Deselect the first part (or press the spacebar to clear the selection). In the Scene list, drag and drop the Add clear coat Appearance on the second part (Part 1 in the example below). This applies the same clear coat Appearance to the other part.
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Select the Add clear coat Appearance in the Scene list.
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Click the Appearance panel icon () to open the Appearance panel.
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In the Appearances library, search for apply flake. Drag and drop the Appearance's thumbnail on the Base parameters > Base material parameter in the Appearance panel:
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Adjust the parameters for the flake coating in the Global submenu as required. Any changes made to the Appearance affects both parts in tandem, since both parts are associated with the same Appearance.
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Base material - Material on which the flake layer is applied.
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Color - Flake color.
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Roughness - Metallic flake roughness.
Flake size - Metallic flake size, in mm.
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Flake amount - Amount of visible metallic flakes.
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Flake opacity - Metallic flake visibility.
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Flake orientation randomness - Larger numbers increase sparkle radius around highlights. Lower numbers decrease or dull the sparkle radius.
Below are some examples. The first example shows the default. The second example shows some alterations to the flake to give the metal a foil appearance. The third example creates a marble appearance, turning metal into stone. Parameter adjustments are noted in the captions below the images:
Tips
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Add the Apply flake coating to any material's Base appearance. For example, instead of applying it to the Clear coat Appearance, apply it to the Add sheen Appearance.
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Many Appearances already have the flake coating parameters built into them; for example, the Metallic paint appearances.
This technique shows how to use the Apply thin metal coating as the start for a powder coated metal Appearance.
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Create the model in Onshape. Then create a scene from the Part Studio or Assembly. The model here uses two parts: a square .5 m length x .5 m width x .1 m height; and a sphere with a .3 m diameter:
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Since both parts have an externally linked Appearance, select each part's Appearance, right-click and select Unlink Appearance. This must be done one Appearance at a time. It ensures the parts have no associated Appearance to start:
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In the Scene list or graphics area, select one of the parts (Part 2 in the example below):
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In the Appearance library search for thin metal, Right-click on the Appearance's thumbnail and select Assign from the context menu. The result is a metallic coating applied to the selected part.
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Deselect the first part (or press the spacebar to clear the selection). In the Scene list, drag and drop the Add thin metal coat Appearance on the second part (Part 1 in the example below). This applies the same thin metal coat Appearance to the other part.
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Select Appearance 1 in the Scene list.
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Click the Appearance panel icon () to open the Appearance panel.
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Click the Base color parameter's edit icon () and select Black. You can alter the color as required (see Change Appearance material type with color).
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Deselect Appearance 1 and select Appearance 2 in the Scene list. Apply the same black color to its Base color parameter in the Appearance panel.
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Deselect Appearance 2 and select the Apply thin metal coat Appearance in the Scene list.
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In the Appearance panel > Global submenu, set the Reflection roughness to 0.3 and Reflection weight to 0.2. Any changes made to the Appearance affects both parts in tandem, since both parts are associated with the same Appearance.
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Base material - Material on which the metal coat is applied.
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Reflection color - Metal coat color.
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Bumps - Normal or bump map applied to the metal coat.
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Reflection roughness - Metal coat roughness.
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Reflection weight - Metal coat opacity.
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In the Appearances library, search for Perlin in the Appearance functions folder. Drag and drop the Bump map — Perlin noise texture function thumbnail on the thin metal coat Bumps parameter in the Appearance panel:
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The texture is applied and automatically opens in the Appearances panel. This is verified by viewing the hierarchical breadcrumb trail at the top of the Appearance panel:
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In the Noise parameters submenu, set the Bump strength to 3. In the Placement submenu, set the Tiling to 500 x by 500 y by 500 z. The final result is shown in the second image below:
As an alternative to the Bump map — Perlin noise texture, use the Bump map — Flow noise texture, or import a custom texture as a file. See Add a custom bump texture.
The following outlines how to render liquid inside a glass.
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Create a model of the glass and the liquid.
The following shows a cross section of the two parts: The outer glass and the liquid inside. To create a more realistic render, ensure there is an overlap between the glass and liquid inside the glass. This results in more accurate light transmission and refraction between the two adjacent clear Appearances, glass and water:
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Create a scene from the Part Studio or Assembly. In the Scene list, select the glass. In the Appearances library navigate under the Glass folder and look for the Glass— Clear Appearance. Right-click on the Appearance's thumbnail and click Assign from the context menu.
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In the Scene list, deselect the glass (or press the spacebar), and then select the liquid. In the Appearances library open the Water folder. Right-click on the Pool water — Clear Blue Appearance's thumbnail and click Assign from the context menu.
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At this point, the liquid has a blue tint applied (shown in the second image below). With the liquid still selected in the Scene list, click the Appearance panel icon () to open the Appearance panel. Under the Appearance submenu, set Water tint and Water absorption to 0. This produces a glass of colorless water (shown in the third image below).
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To remove all waves from the water, set the Wave strength to 0 (also shown in the third image below):
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The above examples all work with clear liquids, but you can also create a more opaque liquid, such as milk. To do this, select the liquid in the Scene list. Search for wax in the Appearance library. Right click on the Wax — Colored Appearance, and select Assign from the context menu. In the Appearance Panel, set the Color to white, and Distance to somewhere between 0.001 to 0.01:
If modeling an object that is fully enclosed within another object; for example, an ice cube part fully submerged in the water part, both parts do not require an overlap. Model them both flush, without an overlap or gap between them.
There are many Clear glass Appearances, and two Glass — Clear Appearances. Either can be used.
See Chapter 15 - Physically plausible scene setup in the NVIDIA Iray - Programmer's Manual for more information.
This technique can be used to create a custom metal grill using the Metal Grill Appearance.
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Create the model in Onshape. Then create a scene from the Part Studio or Assembly. The example used here is a simple box that is .5 m length x .5 m width x .5m height.
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Select the part in the Scene list or graphics area.
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Search grill In the Appearances library. Right-click on the Metal Grill — Circles Appearance's thumbnail and click Assign from the context menu (shown in the first image below). The result is a metal box with circle cutouts (shown in the second image below):
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In a photo editor (Adobe Photoshop or GIMP is recommended), create two files: a Cutout texture and a Bump map. In this example, a spade cutout was created at 300 x 300 pixels. The Cutout texture is a mask file, which is black and white, with no other colors. The black areas of the image represent the transparent grill pattern. This image is then duplicated, blurred, and a bump map filter is applied. This results in the third image below, used for the Bump file:
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With the part selected, click the Appearance panel icon () to open the Appearance panel. Click the Cutout texture parameter's file:
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The Select image dialog opens, where you can access the image from a current or other document, or Import an image. In this case, click Import, and select the black and white Cutout texture image from your computer.
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Once the notification indicates the upload is complete, you will not yet see the image in the Select image dialog. This is because the Render Studio scene is a snapshot of the part, Part Studio, or Assembly at the time of import, and this image is brought into the Onshape document post-import. A new version is now required, in order to update the scene. Click the Create a version in [Document name] link in the Select image dialog:
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The Create version in [Document] dialog opens. Enter the version information and click the Create button:
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The texture image is now located in the Select image dialog. Click it to select it:
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The image is now used for the Cutout texture parameter file:
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In the Appearance submenu, set Reflection weight to 0.7 and Bump strength to 0.2. In the Transform submenu, set Translate to 0.5 x by 0 y and Scale to 0.1 x by 0.1 y (shown in the first image below). The result is a metal box with the custom spade cutouts (shown in the second image below):
If you don't see the Create version link in the Select image dialog, click the Create version button () on the Document panel to open the Create version dialog. Create the new version. Close and reopen the Select image dialog. The imported image should now be available.
See Importing files for more information about uploading files.
Tips
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Adjust the Transform parameters to make the cutouts larger or smaller, move them along the box edges, or even Rotate them from -360 degrees to +360 degrees.
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To apply the cutouts to only one side of the box, see Add an Appearance to a Scene list entity.
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For alternate Appearance cutout options, filter the Appearance library for Mesh or apply the Add cutout Appearance. Many of these Appearances use the same techniques outlined here. In the case of some Appearances, the colors in the custom pattern file used for the mask may need to be inverted before they are imported and loaded into the Cutout texture.
Apply a mesh appearance with a custom mesh pattern to create a fence.
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Model two parts that are parallel to each other: a circular tube and a rectangular box. The circular tube is used for the fence railing, and a face on the box is used for the fence:
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Create a scene with the two parts. In the Scene list, select the railing part. In the Appearances library, search for the Metal — Rusted oxidized steel Appearance. Right-click on the thumbnail and select Assign from the context menu:
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Click the Appearance panel icon () to open the Appearance panel. Alter the settings as required. Here, the following settings were altered from their defaults: Reflection roughness: 0.5; Scuffing: 0.5; Rust amount: 0.2; Rust bump strength: 0.3; Scale: 10 x by 10 y. These settings create a worn metal appearance:
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Deselect the railing part in the Scene list (or press the spacebar). Click the arrow to the left of the box part to reveal all box part faces (Part 1 in the image below):
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Select all sides except the one that is parallel and touching the railing. In the Appearances library, search for Transparent, right-click on its thumbnail and select Assign from the context menu (shown in the first image below). This applies the Appearance to all selected sides (shown in the second image below):
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In the Scene list, deselect all sides and select only the side that is touching the railing. In the Appearances library, search for the Black base plastic Appearance. Right-click on the thumbnail and select Assign from the context menu:
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In a photo editor (Adobe Photoshop or GIMP is recommended), create and save a fence pattern file. The pattern should be a high contrast black and white image that is a seamless pattern (it wraps around seamlessly in all directions). White represents the mesh, and black represents the transparency, similar to the image here:
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With the Mesh cutiout selected in the Scene list, go to the Appearance panel, and click the Mesh pattern parameter file:
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The Select image dialog opens, where you can access the image from a current or other document, or Import an image. In this case, click Import, and select the black and white fence pattern image file from your computer.
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Once the notification indicates the upload is complete, you will not yet see the image in the Select image dialog. This is because the Render Studio scene is a snapshot of the part, Part Studio, or Assembly at the time of import, and this image is brought into the Onshape document post-import. A new version is now required, in order to update the scene. Click the Create a version in [Document name] link in the Select image dialog:
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The Create version in [Document] dialog opens. Enter the version information and click the Create button:
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The pattern image is now located in the Select image dialog. Click it to select it:
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Adjust the color and scaling to required specifications, noting that the scaling is dependent on the part dimensions. Higher values create larger fencing (thicker mesh). Smaller values create smaller fencing (thinner mesh). In the image here, the Scale is set to 7 x by 7 y. The Color is adjusted to R: 114; G: 114; B: 114, so it is less black and more silver:
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Since the railing is slightly too low, in the Scene list deselect the fence (or press the spacebar), select the railing part, click the Transform icon on the toolbar () and move the Z axis up by 0.04 m.
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In the Environment library, locate and apply an appropriate environment for the fence background (Autumn park in this example):
Alternatively, the fence could be modeled as a surface instead of a rectangle. This avoids the process of using the transparency to hide the other rectangle sides. However; depending on how the surface is modeled, Render Studio may see this surface as a 6 sided rectangle, and the pattern may not appear correct.
If you don't see the Create version link in the Select image dialog, click the Create version button () on the Document panel to open the Create version dialog. Create the new version. Close and reopen the Select image dialog. The imported image should now be available.
See Importing files for more information about uploading files.
This example applies heat treated metal to the model.
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Create a model to which you want the heat treated metal applied. The following is a model of a valve assembly:
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Create a scene.
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Select the part to which you want the steel appearance applied in the Scene list or graphics area. Here, the Valve Body part is selected. Search for Pitted steel in the Appearances library. Right-click on the Pitted steel — Light Appearance's thumbnail and click Assign from the context menu:
The following shows the Valve Body part with the default Pitted steel - Light appearance:
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To remove the pits in the metal, with the part still selected, click the Appearance panel icon () to open the Appearance panel. Set the Scale to 0.05 x by 0.05 y, and Rotate to 20:
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Next, the heat treatment options are applied. In the Appearance submenu, set the Heat treatment amount to 2, Rust pits brightness to 1, and the Steel bump strength to 1:
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In the Appearance submenu, decrease or increase the Steel roughness setting to adjust the amount of metallic shine to specifications:
Adjustments may not always yield the same results shown in the sample images here, especially with Transform options, which will depend largely on model size. The size of the Valve Body part here is approximately 350 mm length by 125 mm width by 250 mm height.
This example applies a FFF (Fused Filament Fabrication) appearance to your Part Studio or Assembly. This appearance can simulate the look of a 3D thermoplastic print.
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Create a model to which you want the appearance applied. The following is a simple model of a boat:
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Create a scene.
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Select the part to which you want the FFF 3D print thermoplastic Appearance applied in the Scene list or graphics area. Here, the entire Part Studio is selected. Search for FFF in the Appearance library. Right-click on the FFF 3D print — Thermoplastic Appearance's thumbnail and click Assign from the context menu:
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Click the Appearance panel icon () to open the Appearance panel. Make any parameter adjustments as required:
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Color
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Color - Thermoplastic color
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Crevace darkness - Sets the crevice darkness between layer lines. A higher value equals darker crevices.
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Geometry
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Layer height - Printed layer height (mm).
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Infill - Creates a rectilinear infill pattern on flat horizontal surfaces.
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Extrusion width - Top and bottom layer printed extrusion width (mm).
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Infill angle - Top and bottom layer infill extrusion line angle (in degrees).
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Flip orientation - Switch layer line direction from the Z to Y axis.
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Base normal - Base normal for the bump map.
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Reflectivity
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Amount - Surface reflectivity. A higher value equals more reflectivity.
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Roughness - Surface roughness. A higher value equals broader highlights and blurrier reflections.
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IOR - Index of refraction (IOR). Controls the reflection's fresnel factor.
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Subsurface scattering
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Amount - Amount of subsurface scattering seen through the surface. A higher value equals more scattering.
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Distance - Subsurface scattering distance at which thicker parts appear darker and thinner parts lighter.
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Brightness - Subsurface scattering brightness. A higher value equals a lighter subsurface scattering.
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Volume IOR - Thermoplastic volume index of refraction (IOR).
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The following shows 2 different angles with different lighting intensities, when zooming into the boat detail:
Adjustments may not always yield the same results shown in the sample images here, especially with Transform options, which will depend largely on model size. The size of the boat part here is approximately 12.5 in length by 6 in width by 9 in height.
FFF 3D print functions
Two functions are also available in the Appearances library > Appearance functions folder:
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FFF 3D print bump map - Apply the FFF 3D print bump map function to any the Normal parameter of any appearance that accepts bump maps. For example, it can be applied to the Flexible material model appearance's Normal parameter.
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FFF 3D print texture - Apply the the FFF 3D print texture function to any color parameter of an appearance. This creates patterns of alternating light and dark based on the inputs to simulate layer lines.
Tips
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The Denoiser can smear the layer line effect introduced by the Appearance/functions early in the rendering process. Disabling the Denoiser is recommended. If it is not disabled, rendering times may be longer. To disable the Denoiser, click the Scene panel icon () to open the Scene panel, and uncheck Denoiser.
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Since the bump map used in the FFF 3D print — Thermoplastic Appearance can produce normals which are dramatically different from the underlying geometry, shading artifacts may be introduced on some geometries. In those cases, click the Scene panel icon () to open the Scene panel, and check Smooth coarse shadows:
Further information and resources can be found here:
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NVIDIA Iray - Programmer's Manual - https://doc.realityserver.com/doc/resources/general/iray/manual/index.html#preface#.
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NVIDIA Ray Tracing Documentation - https://raytracing-docs.nvidia.com/.
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Material Definition Language (MDL) handbook - http://mdlhandbook.com/.
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Additional free environments - https://polyhaven.com/hdris.
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Additional free textures - https://polyhaven.com/textures.
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Additional free IES light profiles - https://ieslibrary.com/en/home.