Render Studio 範例與資源
僅為提供。
這個主題包含額外的範例與資源,讓您能夠充分利用 Render Studio 應用程式。
在組合件中加入聚光燈與反射表面:
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在組合件中建立一個用做為光源的零件。下方的第一個圖片顯示將檯燈內的圓盤零件用做為燈泡。接下來把檯燈朝向一個物件。下方的第二個圖片顯示檯燈照向一個藝術人形。同時在兩個物件下方建立一個表面;即是下方範例中的黃色桌面:
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建立一個 Render Studio 分頁並在組合件中建立一個場景。
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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:
使用這個方法時光源是從燈泡零件 (圓盤) 的所有方向發射出來的。若要讓光源只從圓盤的正面放射出來,請放大圓盤零件的正面,然後按一下聚光燈外觀並將其拖曳置放在圓盤上。當環境選單開啟時,選擇 [指派給面]。
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.
在具有相關色彩屬性的任何外觀上使用這個技巧,像是金屬與其他材料,像是木材、石材、陶瓷、玻璃與布料等等。
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在 Onshape 中建構模型,然後從 Part Studio 或 Assembly 中建立一個場景。
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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.
使用下方的表格做為一般的準則來在不同的金屬類型與其 RGB 色彩間對應。請注意,取決於金屬的老化時間、成分與其他因素,每個金屬類型會有一個顏色的範圍:
Display Name R/G/B color channels Aluminum 230/230/230 鉍 208/203/182 Brass 237/216/134 青銅 165/128/103 碳鋼 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 不鏽鋼 198/198/197 Steel 221/221/220 Titanium 191/188/182 下方的範例顯示色彩如何影響金屬的類型:
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可以使用非傳統的顏色。例如,使用下列的 R: 149;G: 191;B: 121 色彩組合來建立金屬光澤的翠綠色:
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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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先建立模型,然後從 Part Studio 或組合件中建立一個場景。這裡使用的模型有兩個零件:正方體的尺寸是 0.5 m 長 x 0.5 m 寬 x 0.1 m 高;球體則是有 0.3 m 的直徑:
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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.
下方提供一些範例。第一個範例顯示的是預設。第二個範例顯示對薄片進行了修改來在金屬上產生箔狀的外觀。第三個範例則建立了大理石的外觀,將金屬轉變為石材。在圖片下方的文字中說明對於參數的調整:
提示
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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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先在 Onshape 中建立模型,然後從 Part Studio 或 Assembly 中建立一個場景。這裡使用的模型有兩個零件:正方體的尺寸是 0.5 m 長 x 0.5 m 寬 x 0.1 m 高;球體則是有 0.3 m 的直徑:
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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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系統隨即套用紋理並自動在「外觀」面板中開啟紋理。您可以檢視「外觀」面板最上方的階層式導覽路徑來確認:
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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.
下方概述如何渲染玻璃杯中液體的影像。
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建立玻璃杯與液體的模型。
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:
如果建構的物件是被另一個物件完全包圍的;例如,製冰盒零件完全浸入水零件中,則兩個零件間不需要有重疊。齊平地建構兩個模型,其間不需要有重疊或縫隙。
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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先在 Onshape 中建立模型,然後從 Part Studio 或 Assembly 中建立一個場景。這裡使用的範例是一個 0.5 m 長 x 0.5 m 寬 x 0.5m 高的簡單方塊。
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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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在照片編輯器 (建議使用 Adobe Photoshop 或 GIMP) 中建立兩個檔案:一個挖空紋理與一個凹凸貼圖。在這個範例中以 300 x 300 像素建立一個黑桃的挖空紋理。這個挖空紋理是一個遮罩檔案,只有黑白兩色,並無其他的顏色。圖片的黑色區域代表了透明的格柵圖案。接著會複製這個圖片並將其模糊化,最後套用一個凹凸貼圖濾鏡。這樣會產生用做為凹凸檔案的下方第三個圖片:
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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.
提示
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調整「轉換」參數來放大或縮小挖空,沿著方盒邊緣移動挖空,或甚至以 -360 度到 +360 度來旋轉挖空。
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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.
套用有自訂網格圖案的網格外觀來建立一個柵欄。
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建構兩個互為平行的零件:一個圓管與一個矩形方塊。圓管是用來當作柵欄的欄杆,方塊上的一個面則是用做為柵欄:
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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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在照片編輯器 (建議使用 Adobe Photoshop 或 GIMP) 中建立並儲存一個柵欄圖案檔案。圖案應該是高對比的黑白圖片,且是無縫的圖案 (會在所有方向上無縫包覆)。白色代表的是網格,黑色代表的是透明。類似於此處的圖片:
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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):
另一種方式是將柵欄建構為曲面而不是矩形。這樣可免去使用透明度來隱藏其他矩形面的過程。不過,取決於建構曲面的方式,Render Studio 可能會將這個曲面視為有一個有六個面的矩形,然後顯示的圖案可能會不正確。
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.
這個範例將套用熱處理金屬到模型上。
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建立您要套用熱處理金屬的模型。下方是一個閥門組合件模型的範例:
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建立一個場景。
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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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在「外觀」子功能表減少或增加「鋼粗糙度」的設定來調整金屬光澤的量至指定的規格:
所做的調整可能不會產生與此處範例圖片中所示相同的結果。特別是在使用「轉換」選項時,模型的大小會有很大的影響。此處的閥門本體零件大約是長 350 mm,寬 125 mm,高 250 mm。
這個範例是將一個 FFF (熔絲製造) 外觀套用到您的 Part Studio 或組合件中。這個外觀可模擬 3D 熱塑列印的樣子。
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建立您要套用外觀的模型。下方是一個簡單的船模型:
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建立一個場景。
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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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色彩
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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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幾何
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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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反射性
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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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次表面散射
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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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下方顯示放大船體細節時使用不同光源強度的 2 個不同角度:
所做的調整可能不會產生與此處範例圖片中所示相同的結果。特別是在使用「轉換」選項時,模型的大小會有很大的影響。此處的船體零件大約是長 12.5 in,寬 6 in,高 9 in。
FFF 3D 列印功能
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.
提示
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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:
可於此處找到進一步的資訊與資源:
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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.