rendering a line drawing from a 3d model blender

Lighting and Rendering / Blender

This page contains the information about lighting, rendering and background properties which can be used with Verge3D for Blender.

  • Renderers
  • Environment Lighting
  • Lights
  • Reflection Cubemap Light Probes
  • Reflection Plane Calorie-free Probes
  • Background
  • Global Rendering Properties
  • Ambient Occlusion
  • Outline Rendering
  • Per-Object Rendering Properties
  • Rendering on HiDPI (Retina) Screens
  • Fit to Camera Edge
  • Visibility Breakpoints
  • Line Rendering
  • Clipping Planes

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Renderers

Verge3D is designed to correspond Blender'southward EEVEE renderer as closely as possible. It supports physically-based shading, lights, shadows and paradigm-based lighting (IBL).

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Surround Lighting

Environs lighting is a very important component of Verge3D graphics pipeline. You can illuminate your entire scene with just an environment map alone, without using whatever calorie-free objects. See the Scooter demo as an example of this arroyo.

The default cube template provides an HDR texture for image-based lighting. You can supplant this texture with your ain file, or setup environment lighting from scratch. Here is the basic World nodes setup which uses the aforementioned texture for both environment lighting and background:

When using HDR textures, make sure you lot set the Color Space setting to Linear.

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Lights

In some cases, using just image-based lighting to illuminate your scene is non enough. If you'd like to simulate some boosted light source, demand dynamic shadows, or if you need to move your lights (every bit with car lights), yous may apply direct light sources.

Verge3D supports the following calorie-free types:

  • Bespeak LightsColor and Ability properties are supported in Verge3D.
  • Sun LightsColor and Strength properties are supported in Verge3D.
  • Spot LightsColor, Ability, Spot Shape: Size and Blend properties are supported in Verge3D.
  • Area LightsColor, Power, also Size for Square-shaped and Size 10/Size Y for Rectangular-shaped lights are supported in Verge3D. Disk and Ellipse shapes are not supported.

In add-on, you can assign Shadow properties on your point, dominicus, or spot lights. Come across the corresponding section for more info.

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Reflection Cubemap Light Probes

Reflection Cubemap Calorie-free Probes are objects intended for adding indirect lighting locally by generating a local reflection cubemap. This type of low-cal probe objects add specular indirect lighting to a scene.

The following properties are supported:

Probe
general probe settings:
Blazon
type of the influence book: Sphere or Box. Merely objects located inside this volume are afflicted past the probe'south lighting.
Radius/Size
controls the size of the influence volume. Yous can also change object scaling and make the shape of the influence volume non-uniform.
Intensity
the intensity of the indirect lighting. Any value different from 1.0 is not physically right.
Clipping Start
near prune distance. Objects located closer than this value won't exist rendered into the reflection cubemap.
Clipping Terminate
far clip altitude. Objects located further than this value won't exist rendered into the reflection cubemap.
Visibility
object visibility settings:
Visibility Collection
limit objects that should appear on the reflection cubemap to this collection. If not specified all scene objects are used.
Capsize Visibility Drove
capsize the option of objects visible to this probe if Visibility Collection is specified.
Custom Parallax
enable custom settings for the parallax correction. This group of settings defines a parallax book, which is used to project the lighting captured by the probe. If Custom Parallax not enabled the parallax event is calculated based on Type and Radius/Size of the influence volume.
Blazon
type of the parallax volume: Sphere or Box.
Radius/Size
the size of the parallax book.
Custom Influence
enable custom influence settings. This grouping of settings allows defining a drove of objects that volition be affected by this light probe. Influence Drove (if specified) will be used instead of the Type and Radius/Altitude general probe settings.
Influence Collection
limit objects that should be affected by this lite probe to this collection. If specified it is used instead of the Type and Radius/Altitude full general probe settings.
Capsize Influence Collection
invert the choice of objects affected by this probe if Influence Collection is specified.

In order to come across in Blender's viewport the results of using Reflection Cubemap objects y'all need to bake their cubemaps first via the Bake Cubemap Simply or Bake Indirect Lighting buttons both located in the Indirect Lighting panel, which is in the Return Properties tab.

Also the Cubemap Size property controls the size of the cubemap texture used by Reflection Cubemap objects.

The IBL Surroundings Manner setting also affects cubemaps generated by Reflection Cubemap objects.

Due to implementation specifics there are differences of how Reflection Cubemap low-cal probes behave in Blender and in Verge3D:

  • Blender supports multiple light probes per object while Verge3D only a single one. That'south why objects in Verge3D employ a unmarried cubemap either from a Reflection Cubemap object or from the world surround. Falloff is non supported.
  • Blender doesn't use Backface Culling for meshes by default while Verge3D does. Hence in Blender objects placed inside the probe'due south influence volume can appear on the reflection cubemap as black spots due to dorsum faces being rendered if the Clipping Start/Clipping End settings are not properly adjusted. This doesn't happen in Verge3D by default.
  • When rendering objects into a light probe's cubemap (baking) Blender considers but the diffuse component of an object's material, while Verge3D renders them no unlike from how they are rendered on the main scene. That's why for case fully metallic objects are rendered black in Blender, but in Verge3D they still reflect the globe environment.
  • For the Visibility Drove property to work in Blender it's required that the specified collection is also linked to the scene. It's not needed in Verge3D and it'south plenty to just assign an object to a drove.

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Reflection Airplane Light Probes

Reflection Airplane Light Probes used to apply existent-fourth dimension reflections (indirect lighting) to planar objects, such every bit mirrors, floors, walls, etc.

The post-obit backdrop are supported:

Distance
Influence distance of the probe.
Falloff
Controls how fast the probe influence decreases.
Clipping Offset
Near camera clipping for objects rendered in the calorie-free probe.
Visibility Collection
Collection of the objects visible for the probe.

Planar reflection probes tin can greatly reduce performance of your scene, since they multiply the number of draw calls by a gene N+one. To make rendering faster, specify a limited gear up of objects as the Visibility Collection property.

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Background

Past default Blender and Verge3D render the aforementioned image for groundwork and environment lighting. To return them separate, apply the advanced Earth nodes setup based on Is Camera Ray output of the Light Path node. For instance, to gear up the groundwork colour to solid grey and go on using the HDR map for environs lighting:

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Global Rendering Properties

Global rendering backdrop attainable on the Blender's Render Properties panel.

Cubemap Size
texture size to use for surroundings lighting:
64, 128
do non use, 256 is the minimum value supported by Verge3D.
256
optimum quality with depression retention consumption (recommended).
512
better quality with moderate memory consumption and reduced functioning. Employ it to render high quality reflections e.g for rendering jewelry.
1024
best quality with high memory consumption and low functioning (generally non recommended).
2048, 4096
do not use, 1024 is the maximum value supported in Verge3D.
View Transform
additional color correction applied to Verge3D renderings:
Standard
no additional color correction applied. Switch to this method if you lot don't need colour correction equally it works slightly faster than Filmic.
Filmic
Blender default method.
Filmic Log, Raw, Simulated Colour
unsupported, Verge3D volition employ Standard instead.
Enable Shadows and Shadow Map Side
shadow properties, read more about these here.
Anti-Aliasing
select what anti-aliasing algorithm to use for the scene:
Auto
use system default method.
MSAA 4x
prefer multisample anti-aliasing with 4x samples if the target hardware supports it.
MSAA 8x
prefer multisample anti-aliasing with 8x samples if the target hardware supports it.
MSAA 16x
prefer multisample anti-aliasing with 16x samples if the target hardware supports it.
FXAA
force fast approximate anti-aliasing (FXAA).
None
disable anti-aliasing.
Use HDR Rendering

enable high-dynamic-range rendering.

If activated, Verge3D volition use 16-scrap float textures as rendering buffers. This feature can significantly improve rendering of the Bloom post-processing as well as smoothness of node-based gradient textures. The downside of this — increased GPU memory consumption and reduced operation.

This feature is not related to HDR textures which are ordinarily used to produce image-based lighting, thus activating it won't amend rendering of such textures.

IBL Environs Style
PMREM (dull)
high quality (default value).
Light Probe + Cubemap (medium)
reduced quality of prototype-based specular reflections, ameliorate performance.
Light Probe (fast)
disabled image-based specular reflections, highest performance.
Outlining Effect
see below.

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Ambience Occlusion

Ambient Occlusion is a rendering technique that improves a scene'south realism by calculation soft shadows from indirect (ambient) lighting based on how much the point is exposed to the light sources.

Blender uses Footing Truth Ambient Apoplexy (GTAO) (link) and Verge3D Implements the same technique under the hood.

Verge3D supports the post-obit AO settings which can be found in the Ambient Occlusion section on the Return Backdrop panel:

Ambient Apoplexy
Enable Ambience Occlusion in the scene.
Distance
The radius (in organization units) within which to calculate ambient occlusion. College values make the result more noticeable by over-concealment and expanding the area of it, but likewise can decrease performance. Lower values brand occlusion less noticeable.
Factor
The force of the apoplexy issue.
Trace Precision
College precision means more accurate occlusion at increased performance cost. Lower precision means better functioning but the effect appears less prominent.
Bent Normals
Use modified (or "bent") normals to sample the environment instead of the original ones. The modified normals represent the least occluded management and make environs lighting a bit more realistic.

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Outline Rendering

Outline rendering (aka silhouette edge rendering) is a common non-photorealistic rendering (NPR) technique that can significantly enhance the visual perception of your scene. This effect tin can be used for diverse applications such as east-learning, games, architecture visualization, and technical drawing.

To use object outlining (and optional glowing) in your Verge3D application, first enable the effect on the Blender's Return Properties console:

and then apply the outline puzzle to apply information technology to your object(s).

The outline rendering does not work inside AR/VR sessions. Utilise other methods to highlight your objects, such equally animation or changing material's color.

You tin can tweak outlining using the post-obit properties:

Enabled — enable/disable the effect.

Border Strength — outlining strength gene.

Edge Glow — intensity of boosted glowing (rendered beyond the main outline border).

Edge Thickness — outline edge thickness factor.

Pulse Menstruation — pulse menstruum in seconds. Specify to make the upshot blithe.

Visible Edge Color — visible border colour.

Hidden Edge Color — color of the outline edge beingness rendered behind any other scene objects.

Return Subconscious Edge — enable/disable rendering of the outline border behind other scene objects.

Though information technology's possible to render glowing objects, in the most cases the outline rendering is used to improve visual clarity of your scene. If you demand glowing from lamps or another bright objects, consider using the blossom postal service-processing instead.

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Per-Object Rendering Backdrop

Verge3D supports the following additional rendering backdrop for your geometry objects:

Rendering Society
Modifies the rendering order for a particular object. The smaller the alphabetize, the earlier the object will be rendered. In most cases, you need to tweak this value when using Blend transparency to eliminate transparency artifacts.
Frustum Alternative
Enables/disables frustum alternative optimization for the object. Uncheck this pick if y'all accept some skinned object which tin can movement beyond the screen space to forestall it from being culled.
Receive Shadows
Render or non shadows on the given object. Meet here for more info.
HiDPI Compositing
Render object using HiDPI compositing pass. Run across beneath for more info.
Set up Ortho Zoom
Apply inverse orthographic photographic camera zoom every bit scaling factor for this object. Enable this property for object parented to ortho camera, so they don't motility/scale when the user zooms the camera.

If your object is still zoomed in/out, clear its Parent Inverse matrix:

Fit to Camera Edge
See here for more info.
Visibility Breakpoints
Enable object visibility breakpoints. See here.

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Rendering on HiDPI (Retina) Screens

As of today, most mobile and many desktop screens have high pixel density (so called "Retina" displays). These displays permit you to substantially increase quality of your renderings. The downside of rendering many pixels is reduced performance.

At that place are two approaches how to brand your content look improve and exercise not make your scenes really ho-hum:

  • Using somewhat better resolution, east.g by setting screen scaling factor to 1.5 or then. See here for more info.
  • Using HiDPI rendering only for important content, such as text, screen-space UI elements, etc.

The latter approach tin can be easily accomplished by enabling the HiDPI Compositing property located on the Object Properties panel:

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Fit to Camera Edge

Fit to Camera Edge is a technique to draw screen-space UI elements based on Blender models. This arroyo to UI design is more "native" to the 3D artist than using HTML/CSS, and does not require external tools. Just there is more than in information technology: since the UI elements are genuine 3D objects, you can apply shaders, lighting, animation, morphing – you name it – making them truly interactive and seamlessly integrated into the scene.

When you parent some object to the camera, the following settings announced on the Object Properties panel:

Horizontal
Horizontal canvas edge to fit object to. None — no horizontal fit, Left — fit to left edge, Right — fit to right edge, Stretch — calibration object horizontally to fit on the screen.
Vertical
Vertical canvas edge to fit object to. None — no vertical fit, Top — fit to top border, Bottom — fit to bottom edge, Stretch — scale object vertically to fit on the screen.
Fit Shape
Canvas fit shape. Box — use object'southward bounding box, Sphere — use object's bounding sphere to fit the object on the screen.
Fit Outset
Additional offset used to fit object on the screen. Finer, this value extends object bounding (box or sphere) past the specified absolute value.

To gear up possible bug with photographic camera fit, clear the object's Parent Inverse matrix:

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Visibility Breakpoints

Visibility Breakpoints permit you to show/hide content depending on 3D viewport width/top or orientation settings. The most important utilise case of this feature — adapting your scene to different screen sizes and orientations. E.g yous may have two different models for portrait and landscape screen orientations.

If assigned to the current camera, tries to switch to an culling camera (must have acceptable visibility breakpoints) in the scene, if no alternative camera is found, does zip.

Use the Duplicate Linked Blender feature to share geometry amongst two objects. One object volition be rendered in portrait way while another in mural mode. This style you can relieve a lot of GPU retentivity and decrease app loading time.

You can configure the breakpoints on the Object Properties panel:

Min Width
Minimum sheet width the object stays visible.
Max Width
Maximum canvas width the object stays visible.
Min Height
Minimum sheet peak the object stays visible.
Max Height
Maximum sail height the object stays visible.
Orientation
Screen orientation the object stays visible.

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Line Rendering

With this feature you can return Blender objects by using lines. The about common use case of Line Rendering is drawing bend objects, which do not have whatsoever geometry on their own. However, you lot can likewise utilize this technique to regular meshes and surfaces:

Line Rendering is activated in Verge3D Settings located on the Object Data Properties panel:

Hither you can also assign Emission color and width of the rendered lines.

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Clipping Planes

Clipping planes (aka section planes, cross-section planes, mesh sections) is a technique used to prove internal organization of circuitous objects, such as buildings, cars, appliances, gadgets, machines etc.

To add a new clipping airplane, employ the Clipping Plane carte particular from the Blender's Add Object menu:

The objects on your scene volition be clipped in the negative Z direction of the clipping plane object.

Clipping planes have the post-obit properties:

Affected Objects
Drove of the objects clipped by the plane. If empty, all scene objects will exist clipped.
Negated
Swap clipped and unclipped sides.
Prune Shadows
Prune shadows bandage from the clipped objects.
Wedlock Planes
Construct a union from all the clipping planes, affecting the object, not their intersection.
Filled Cross-Department
Fill up cross-section betwixt the clipping aeroplane and the affected objects.
Cantankerous-Section Color
Cross-department diffuse color and opacity.
Render Side
Cross-section render side. Specify Double-sided to render complex geometry with cuts and holes.
Cross-Section Size
Cross-section plane size. Increase this value if you use larger scene size.

Got Questions?

Feel free to ask on the forums!

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Source: https://www.soft8soft.com/docs/manual/en/blender/Lighting-and-Rendering.html

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