Working with advanced rendering

The advanced rendering capabilities in Solid Edge are an extension of the Explode-Render-Animate application. This functionality can enhance the quality of images used in documents such as customer presentations or marketing and sales literature.

With the advanced rendering capability, you have a single view style called presentation view style that contains all of your rendering settings.

A library of predefined entities such as materials, backgrounds, render modes, and light studios is available. You can customize the library with user-defined settings, but you cannot edit, delete, or modify the contents of the original library. This ensures protection for the original data stored in the library. Any custom settings you add to the library are stored in a separate file. You can have multiple libraries.

The advanced rendering capability uses the Solid Edge display for view manipulations. It supports part visibility and will only render what is on the screen. The Sharpen command is available when working with advanced rendering to allow you to make your graphics crisp and clear. Sharpening the display of the model will increase the quality of the rendering.

Supported advanced rendering entities

Advanced rendering provides rendering support for these entities:

Activating advanced rendering

Advanced rendering is activated automatically when you click the Render Scene and Render Area buttons when you have a Solid Edge Classic license. When you click these commands, two new tabs are added to PathFinder automatically.

Any material, color, background, light, or scene that you want to customize needs to be applied to the assembly first, and then modified within the Session Entities tab to look the way you want it to. When you have adjusted the parameters of an entity so that it looks good on the model, you then copy the entity from the Session Entities page to a user-defined entity archive on the Predefined Archives page on PathFinder.

Editing advanced rendering entities

You can use the <Entity> Editor dialog box to edit the advanced rendering entity settings. To display the dialog box, click the Sessions Entity tab on PathFinder. Right-click the entity you want to edit. For example, if you want to change the material settings for the rendering, right click Materials. On the shortcut menu, click Edit Definition.

The options on the dialog box change based on the shader you select. A shader is designed to imitate a real-world look for things such as material, light, and rendering mode. Every component in advanced rendering is based on a shader, and each shader has multiple options that allow you to control the look and feel of the renderings.

Applying advanced rendering entities

There are two ways to apply an advanced rendering entity.

After applying the entity, you can use the Render Scene or Render Area command to see what the change looks like in the model.

Saving an advanced rendered image

You can use the Save As command to save a rendered image.

Guidelines for saving advanced rendered images

When saving images, you should follow these guidelines.

Backgrounds

Backgrounds are a simple way of enhancing the screen area behind a model. They appear in reflective surfaces so they can impact a model's appearance and add context to the model's image.

Note:

Backgrounds in advanced rendering inherit the background in Assembly.

Advanced rendering supports the following background shaders.

To learn how to stretch a background image so that it fills the window, see the Help topic, Set a Background Image in Explode-Render-Animate.

Foregrounds

Foregrounds allow you to add additional view effects that help simulate various atmospheric effects such as fog. You can add foregrounds from the library or you can edit the view settings directly.

Note:

Foregrounds in advanced rendering do not inherit any assembly settings.

Advanced rendering supports the following foreground shaders.

Materials

Advanced rendering includes a wide range of materials to simulate such things as wood, plastic, marble, and metal. It also supports advanced surface effects for texture maps and bump maps.

The material definition is inherited from the style definition in the assembly. For example, a part with a green style in the Assembly environment will initially be green material in advanced rendering. The materials applied to a model in advanced rendering are available only when using the Render Scene and Render Area commands in the Explode-Render-Animate application. For example, if you apply a red material to a green part, the part will still be green when you are not using these commands.

You can apply a material to a single or multiple occurrences of parts. For example, suppose you have several parts with a material definition of blue. If you change the material definition to dark blue, all parts with blue material are affected.

Advanced rendering supports several properties and allows you to set the following settings:

When working in Explode-Render-Animate, you can modify the existing materials to create different colors and properties. Once that is done, you can create a new archive (.lwa file) for the modified entities, so you can apply them to different projects whenever you want.

Color support
Reflectance support
Transparency support
Displacement support
Light studios

A light studio is the top-level container for all lights used in a model. It provides a fast and simple way to change the entire light scheme. You can change such things as:

Each light in the light studio has its own set of attributes, such as light type and color. These attributes are defined by a light shader.

You can quickly turn light sources on and off by setting or clearing the check box displayed adjacent to each light in the Light Studio branch of the Session Entity tree on the EdgeBar tool.

Lighting is very important to rendering because it gives a sense of depth to the scene and highlights the shiny surfaces. Lighting supports the following shaders:

These shaders contain options that affect the light. Some of the most common options include color, intensity, and location.

Ambient light illuminates all surfaces regardless of orientation. This is useful for illuminating the scene that is not illuminated by other light sources.

Point light emits light equally in all directions from a point specified by an X, Y, and Z definition. This type of light is useful when lighting enclosed spaces or simulating the effect of a light bulb.

Spot light emits light from a single point and is contained by a cone. The starting and ending positions of a light are specified by X, Y, and Z definitions. This type of light is useful for focusing attention on the model or part of the model.

Distant light emits light parallel to a specific point as if is from a very distant source. Solid Edge uses distant lights, which are used for general lighting.

To learn how to use the lighting controls, see the Help topic, Edit Light Entity Properties for Advanced Rendering.

Render mode

Advanced rendering provides rendering settings that allow you to control such things as reflections and the amount of light that bounces between objects. Advanced rendering does not inherit any rendering settings from the Assembly environment. Any changes you make to the rendering settings in advanced rendering do not change in Assembly.

Advanced rendering supports two classes of rendering:

Each render mode uses a shader to produce special effects and each shader includes a variety of options. The available options differ depending on the shader you select.

Photorealistic rendering supports ray tracing to show reflections and refractions. Photorealistic rendering supports such shader options as anti-aliasing, transparency, and reflections.

You can choose from a variety of artistic rendering modes to make a 3D model look as if it was hand-drawn, painted, a mosaic, among others.

Scenery

Scenery allows you to enhance your renderings by adding such affects as tiled floors or water.

Advanced rendering supports the following types of scenes.

Schemes

Schemes allow you to enhance your renderings by adding background images and lighting settings listed below:

Note:

Digital background images can be substituted by editing the definition of a scheme in the session entities tab of pathfinder.

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