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Render Studio workflow questions
adam_richardson
Member Posts: 34 ✭✭
in General
Hi - I watched the Render Studio webinar - very helpful, thanks! I'm not on Pro or Enterprise so I can't use it yet, but I had a couple of questions about workflow that I'm curious about.
- Is it possible to move light sources around in the render environment, or do you have to drop back to "regular" Onshape in order to do that? Obviously you can make other types of adjustments to lights in the render environment, I can't tell if you can move them and therefore see the results of the move in real time.
- Is there support for (or the need for??) UV mapping? Unless I missed it this wasn't discussed at all.
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Next, and by the way thanks for tuning into the webinar! There are many things we did not cover in this initial webinar - we're looking forward to sharing many more tips and tricks... Providing u-v mapping is certainly possible. You can use alternative projections for textures, for example without too much hassle. More advanced techniques are possible and beyond the scope of a quick forum post, but again happy to provide examples. I did in fact touch on it briefly come to think of it - I showed the Team Ghost Raptor BattleBot which had a whole bunch of stickers applied. Some of these stickers were not in the world X/Y/Z planes so in order to reduce distortion I had to use alternative projections.
Hope this helps!
Here is my assembly, note the extra geometry that I created to act as light sources above my model.
I have applied in this case an IES light to these strips of geometry. I got my definition of a fluorescent strip source from https://ieslibrary.com/en/browse. You'll need to play with the intensity etc to get things to your taste.
Here is a quick sample of the result. You can see the reflections of the strip lighting on the intake.
I understand about setting projection direction for textures/decals etc. As I'm sure you know, higher end renderers such as Keyshot, Modo and Blender have UV unwrapping capabilities to precisely control how a texture wraps around a complex shape (in cases where a basic cubic, cylinder, etc automatic wrapping leads to distortion of the texture). UV unwrapping is a bit of a black art and one of the things a lot of people (myself included) have a hard time working with, so I was curious if/how that was being approached with Render Studio. I wondered if Nvidia's AI magic had some way of assisting this to make it less of a pain