3dexcite deltagen hub - Dassault Systemes 3DExcite GmbH

3DEXCITE DELTAGEN HUB
3DEXCITE DELTAGEN User Guide
3DEXCITE DELTAGEN User Guide
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LICENSE CONDITIONS AND COPYRIGHT
License conditions and copyright
© Dassault Systemes 3DExcite GmbH 2000 – 2017
This documentation and the software it describes are distributed under
license only and must not be used or copied except in accordance with the
conditions of the associated license agreement. The contents of the manual
are for information only and may be modified at any time. Dassault Systemes
3DExcite GmbH („3DEXCITE“) bears no liability. 3DEXCITE is not responsible
or liable for any errors or impreciseness in this documentation.
This documentation may only be copied in part or whole, stored in a retrieval
system, or transmitted in any other form, in compliance with the license
agreement. The documentation must not be transmitted electronically,
mechanically, as a recording, or in any other form, without the previous
written permission of 3DEXCITE.
3DEXPERIENCE, the Compass icon, the 3DS logo, CATIA, SOLIDWORKS,
ENOVIA, DELMIA, SIMULIA, GEOVIA, EXALEAD, 3D VIA, BIOVIA, NETVIBES,
3DSWYM and 3DEXCITE are commercial trademarks or registered trademarks of Dassault Systèmes or its subsidiaries in the United States and/or
other countries.
Note that graphics you wish to integrate into a project may in certain circumstances be subject to copyright conditions. The unauthorized integration of
graphics into your documents may represent an infringement of the owner's
copyright. Ensure that you first obtain the copyright owner's permission.
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Apple Computer, Inc. in the USA and other countries. Adobe, the Adobe logo,
Acrobat and Acrobat Reader are registered trademarks of Adobe Systems
Incorporated. All other product names are registered trademarks of other
companies.
3DEXCITE gives no guarantee other than in the accompanying license agreement, either expressly or implicitly, for the sales suitability or competence of
a specific application of these materials and provides these materials exclusively in their current form. 3DEXCITE cannot be held liable to any person for
accidental or indirect loss or damage arising from the purchase or use of
these materials.
All rights for the translation of this publication are held by 3DEXCITE.
3DEXCITE reserves the right to revise or change its products according to its
own discretion.
This publication describes the state of this product at the time of its publication and is under no liability to agree with future versions of the product.
DELTAGEN is protected by the US Patent numbers 7,973,790 and 8,013,857;
and when used in combination with Siemens PLM Software Teamcenter US
Patent number 8,682,464.
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LICENSE CONDITIONS AND COPYRIGHT
Certain portions of the Dassault Systemes 3DExcite GmbH products are
based on 3rd party products and are copyrighted by their owner. Please see
document “Acknowledgements” in the installer.
This work contains software owned by Siemens Product Lifecycle Management Software Inc. ©1986 - 2013.
JT™ is a trademark owned by Siemens Product Lifecycle Management Software Inc.
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Introduction
Introduction
Welcome to 3DEXCITE Software!
3DEXCITE is a leading provider of visualization technologies, services and
solutions (real-time visualization) for industrial applications in the
automotive, aircraft and consumer goods industries.
Dassault Systemes 3DExcite GmbH’s 3DEXCITE software comprises
several software solutions that complement one another.
The products range from a converter to automatic data formatting, scene
generation, analysis tools, distributed presentations, and server-based
project management.
Target group and documentation structure
This documentation addresses users of 3DEXCITE software. It assumes
that users have experience with the Microsoft Windows® operating system
as well as 3D software and its fundamentals.
Typographical conventions
Typographical
conventions
Meaning
Sample text
Emphasis in normal text.
Sample text
Names of files, directories, commands and parameters.
<Sample text>
Variable user input in commands. When you enter
commands, substitute suitable values for text marked
in this way. Do not enter the angle brackets!
SAMPLE TEXT
Names of user interface elements such as menu
options, dialog box names, field names, etc.
References to sections in the same documentation or
references to other documentation.
Note
This symbol identifies tips and extra information.
Important
This symbol identifies actions that can result in data
loss.
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Introduction
3DEXCITE DELTAGEN Suite
The 3DEXCITE DELTAGEN product range consists of different
applications and modules as described in the following chapters.
Applications
3DEXCITE DELTAGEN
DELTAGEN is the central product that gives its name to the product
range. It is designed for the user in a professional environment for
preparing complex 3D data for real-time visualization with a worldwide
unique visual quality.
3DEXCITE DELTAVIEW
DELTAVIEW offers low-priced visualization of scenes created in
DELTAGEN at the same quality. The models cannot be changed.
3DEXCITE DELTABATCH
DELTABATCH executes important functions for the geometric
preparation of files automatically. It is also included in the scope of
delivery of DELTAGEN.
Modules and Plug-ins
For more information on modules and plug-ins as well as Distributed
rendering, such as Scale and Distributed Stellar please refer to the
appropriate User Guides.
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DELTAGEN ROBOT
DELTAGEN ROBOT is the new 3DEXCITE DELTAGEN SUITE containing
the 3DEXCITE software products 3DEXCITE DELTAVIEW and 3DEXCITE
DELTABATCH and is aimed to be used for automated data conversion and
preparation from all common PDM/PLM and CAD sources to visualization
requirements. It gives options to perform data preparation and
enrichment as well as automatically define process jobs.
DELTAGEN HUB
DELTAGEN HUB is the 3DEXCITE DELTAGEN SUITE containing the
elements of DELTAGEN ROBOT as well as 3DEXCITE DELTAGEN
functionality and several other components, such as the Product Variant
Creator (PVC), 3DEXCITE PICTUREBOOK Connector and 3DEXCITE
XPLORE DELTAGEN.
With this suite you can create a global, full configurable 150% 3D master
model based on PDM / PLM and CAD data, connect engineering data with
color and trim as well as marketing information, review product
correctness powered by HMD and presentation support including 3D
animations and export your 3D marketing model to most common
pipelines including configurations.
You may reuse the precomputed data of DELTAGEN ROBOT and optimize
structure and parts for configuration and animation, refine automated
tessellation, UV calculation and remove hidden surfaces with expert tools.
Further you can enrich parts for correct texture and material placement,
connect structure parts and material to variant features, compute offline
shadows and bake them into your 3D master model.
Then you can transfer your 3D master model to external pipelines, like
Autodesk Maya® or 3DEXPERIENCE. Or you can connect to 3DEXCITE
PICTUREBOOK for a managed workflow environment to share the model
in collaboration scenarios.
DELTAGEN STAGE
DELTAGEN STAGE is the 3DEXCITE DELTAGEN SUITE containing all
elements of DELTAGEN ROBOT and HUB as well as the DELTAGEN Layer
Creator and the HDR Lightstudio Live plug-in.
It is aimed for the creation and management of marketing content. You
can stage your 3D marketing model for image, layer, movie and VR/AR
content creations, review the visual quality and mood in real-time with
HMD and tablet presentation support as well as utilize distributed
rendering for scalable content production.
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You may reuse your 3D marketing model, created in DELTAGEN HUB with
correct camera, light and environment according to creative briefing. You
can adjust and optimize material appearance and create product and
camera animations. Further you can define variants for cameras and local
surroundings, define layer setup, render 100% image, layers and animation
including passes for post production purposes.
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FEATURE OVERVIEW
Feature Overview
The following table gives you a high level overview of the features and tools
included in the packages.
Feature &
Tool/SUITE
ROBOT
HUB
STAGE
DELTABATCH SUITE
x
x
x
DELTAVIEW SUITE
x
x
x
x
x
x
x
3DEXCITE
PICTUREBOOK
Connector
x
x
3DEXCITE XPLORE
DELTAGEN
x
x
Product Variant Creator
x
x
DELTAGEN SUITE
License Borrow tool
x
DELTAGEN Layer
Creator
x
HDR Lightstudio Live
x
Editing Surroundings
x
Depth of field and
additional Camera
options
x
Distributed rendering
x
Global Illumination
x
Raytracing
x
Overlays
x
The scope of the features for each SUITE evolves with the coming releases.
Look forward to more new features for DELTAGEN HUB and STAGE.
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3DEXCITE DELTAGEN
DELTAGEN is the central 3DEXCITE software product. It is designed for
preparing complex 3D data for real-time visualization with a worldwide
unique visual quality.
Start DELTAGEN with: START > ALL PROGRAMS / ALL APPS > DASSAULT
SYSTEMES > 3DEXCITE > DELTAGENX.Y > 3DEXCITE DELTAGEN
You can use start parameters to control the appearance of the user
interface and load files automatically. Further information:
Appendix Start parameters and interfaces, Page 498.
User interface
• Task bar (1)
• Menu bar (2)
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• Toolbar (3)
• Scene tree (4)
• Viewer (after opening a scene) (5)
• Object editor (6)
• Material editor (7)
• Information on main memory (8)
Window handling
Some functions and tools in DELTAGEN open standalone windows. These
cover the workspace and can be closed once their functions have been
used. You can move windows within the workspace. The position and size
of the windows adapt to the dimensions of the workspace.
Double-clicking on the window’s name tab in a standard skin environment
docks/undocks (floats) the dialog box. For further information see
Appendix - Docking, Page 339.
You also have the option to show and hide all dialog boxes, except the
viewer window, in the different viewing modes with ALT+2.
With the spacebar you can enable and disable the fullscreen mode
according to your PREFERENCES settings.
Fast help
A help text appears in the lower left corner of the dialog box if the mouse
pointer is located over a function.
Notes
Icon
Remarks
If you point the mouse at the icon, an tooltip is shown
containing extra information on the context.
If you point the mouse to the warning symbol, you can display
additional information.
Used RAM and graphic memory
The bottom right corner of the workspace shows how much RAM and
graphic memory is currently being used by DELTAGEN. If this appears red,
you should save your file .dump since the size is now critical.
Troubleshooting
If an unknown error causes a program error of DELTAGEN, an error dialog
opens. In this dialog, you can save a diagnostics .dump file.
Please send this file, together with a description of the problem and the
last performed action, to our support.
Support, Page 338.
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Presets
Under PRESETS, you can save and reload the settings of particular dialog
boxes.
saves the values entered in the dialog box under the name entered in
the name field.
deletes saved default settings.
RESTORE DEFAULT restores the default settings saved during installation,
even if they were deleted in the meantime.
Restore default restores only the default settings supplied with the
product (factory settings). Settings you make and delete yourself
cannot be restored.
For some of the settings you specify yourself, XML files are saved
in the user's application directory 
C:\Program Files\Dassault Systemes\3DEXCITE\DELTAGENx.y 
You can copy these settings to another computer.
Task bar
Tasks are options to configure the workplace and customizing it.
Under TASKS, the dialog box and toolbar positions are saved so that you
can switch at any time between available tasks by clicking the task bar
above the menu bar. You can also create and configure as many new tasks
as you require.
If unpinned (invisible):
MOVE THE MOUSE TO THE TOP OF THE MENU BAR AND REMAIN THERE BRIEFLY.
The task bar then appears.
DELTAGEN comes with preconfigured tasks:
• Master Model | Buildup
• Master Model | Review
• Master Model | Export
CREATE NEW TASK adds a new Task in STANDARD SKIN.
CONFIGURATION opens a submenu with the following options:
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CREATE NEW TASK (STANDARD SKIN)/(TRANSPARENT SKIN) creates an empty
task with either standard or transparent skin. This task can be configured
according to requirements and saves its settings when closed. If a task
with transparent skin is created, by default all dialog boxes are floating,
with the transparent attributes and not docked to the sides of the
application window.
RESTORE DEFAULT TASKS resets all tasks default to the defaults setting with
the corresponding dialogs. Custom tasks remain untouched.
STAR MENU... calls the Star menu
Star menu, Page 28.
PIN TASKS turns the fix of the taskbar on/off. By default it fixes the
taskbar to the top of the application. If unpinned the taskbar disappears
after use to the very top and hovering over the top edge of the application
window animates it back into view.
Editing and saving tasks
CLICK ON THE TASK NAME TO CHANGE IT AND PRESS
ENTER TO SUBMIT THE
CHANGE
Alternatively:
SELECT THE OPTIONS MENU OF THE SMALL WHITE ARROW APPEARING WHEN
HOVERING OVER THE TASK TAB AND SELECT
RENAME
TO SAVE THE CHANGES IN THE LAYOUT, OPEN THE OPTIONS MENU OF THE
CORRESPONDING TASK BY CLICKING ON THE SMALL WHITE ARROW AND CHOOSE
SAVE CHANGES
You can DELETE the task the same way.
Transparent skin
The TRANSPARENT SKIN is created to be the efficient tool to make design
reviews even on a single screen with special transparent skin. Showing and
reviewing models and altering their variants with click through dialogs has
become more easy. For more on this see
Variant switcher, Page 191.
With transparent and semitransparent skins and the full screen mode with
overlaid dialogs the most common workflows are covered. This also
includes a change to the LOOK LIBRARY where, in TRANSPARENT SKIN mode, a
placeholder for new looks indicates where to drop looks as the dialog is
fully transparent with click-through functionality. The DESIGN task or any
task created with a transparent skin has several specialties compared to
the normal tasks, for example:
• Entering the default DESIGN task all dialogs are hidden by default. Also
all dialogs are floating. You can select the needed dialogs using the
WINDOW menu. Resetting tasks in the PREFERENCES > USER INTERFACE >
WINDOW HANDLING removes all opened dialogs again.
• Dialog boxes can be stacked and docked together, however not
docked to borders of the main area.
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• The scene viewer is always maximized. You cannot minimize, maximize
or resize the viewer, only close it.
With tasks based on transparent skin you have three types of dialogs:
• Primary dialogs, as for example the scene tree, the Look library or the
Variant switcher are transparent and have a click through functionality.
• Secondary dialogs, as for example the Object editor, the Render
settings or the Material editor are semitransparent and cannot be
clicked through.
• Special complex dialogs (Preferences, UV editor, Variant manager and
LNE) are opaque.
When stacking or docking dialogs the transparency character of the
dialogs remain according to the chosen dialog.
Menu bar
The menu bar contains main menus. All program functions can be called
using these menus.
You can completely separate each menu and position it as a separate
dialog box:
1.
SELECT THE HATCHED HEADER OF THE OPENED MENU
2. WHILE HOLDING LEFT-CLICK, DRAG THE DIALOG BOX TO A NEW POSITION
Toolbar
The toolbar contains frequently used functions. You can also call all
functions from the menu bar.
Toolbars can be freely created and configured.
Call with: WINDOW > TOOLBARS > NEW
Toolbars have a handle on the left with which you can drag them and dock
them on the GUI.
RIGHT-CLICK THE HANDLE TO OPEN THE TOOLBAR CONFIGURATION MENU
NAME names the toolbar. The toolbar also appears with this name in the
WINDOW > TOOLBARS menu.
RESTORE DEFAULT CONTENT brings back the originally installed state of the
toolbar.
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RESTORE STARTUP CONTENT brings back the state of the toolbar from the last
DELTAGEN start time.
DELETE deletes the current toolbar.
CUSTOMIZE TOOLBARS... opens the menu for configuring the toolbar.
Customize...
DRAG ICONS TO THE TOOLBARS OR TO REMOVE THEM FROM TOOLBARS
On the left are all menus contained in the main menu. You can click these
to restrict the selection of tools available on the right of the screen. You
can also filter tools in the text input field (top right).
Quick Snapshot
The SNAPSHOT tool is one exceptional function that is only available in the
toolbar. It creates a screenshot of the active viewer without interrupting
the current rendering. The screenshot is instantly saved as .png into
Libraries/Pictures/My Pictures. The naming of the file is set as the
following:
DGSnapshot-SceneName-CameraName-year-month-day-hour-minutesecond.png
Adding Snapshot to the toolbar
1.
GO TO
WINDOW > TOOLBARS > CUSTOMIZE...
The customize toolbars dialogue opens.
2. SELECT VIEW IN THE MENU ON THE LEFT
3. SCROLL DOWN THE ICONS ON THE RIGHT UNTIL YOU FIND SNAPSHOT
4. CLICK ONTO THE WORD SNAPSHOT KEEP IT PRESSED AND DRAG THE TOOL TO
THE DESIRED PLACE IN THE TOOLBAR
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Scene tree
The scene tree shows the various objects in the scene in their hierarchical
structure.
The scene tree is available when a model is loaded.
By default the scene tree is collapsed.
The scene tree can be expanded:
• Checking GLOBAL and using the hierarchy regulator to decrease and
enlarge the scene tree.
• A triangle on the left of a symbol
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Global
Specifies that the setting of the regulator relates to the whole scene tree.
Otherwise, the regulator relates only to the current selection.
Navigation
It is possible to navigate within the scene tree not only with the mouse but
also with the arrow keys as in Windows®:
Key
Function
RIGHT ARROW
Opens the selected object
LEFT ARROW
Closes the selected object
UP ARROW
Navigates upwards
DOWN ARROW
Navigates downwards
Depending on which level you are in the scene tree while closing it with
the left arrow, all items below this level close at once. The right arrow the
scene tree opens up all the items which have been closed before. Using
keys on the numeric keypad or the keyboard it is possible to open and
close the selected group in the scene tree.
Key
Function
+
Opens the selected group
-
Closes the selected group
*
Opens the selected and all contained groups
/
Closes the selected and all contained groups
Scroll function
Press the center mouse button to move the position of a scene tree that
has a scroll bar. When you release the mouse button, the movement is
stopped. You can influence the range of movement by the speed at which
you move a scene tree.
Renaming
Select an object in the scene tree and press F2 to rename it.
Scene tree layout
The scene tree layout contains the following options:
• 1 To set up the scene tree look and behavior
• 2 For a detailed search and filter
• 3 Object property bar
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The scene tree can be extended by using EXPAND/COLLAPSE to display/hide
the object properties.
The visibility column is always visible on the left side next to the main
column. The other properties of the scene tree objects besides NAMES and
VISIBILITY can be shown or hidden.
If more than one file is open, the scene tree contains a separate tab for
each scene. The tabs are named according to the files. The scene is
activated by clicking on the tab and the corresponding viewer.
Layout options
Splitting the scene tree
It is possible to split the scene tree
horizontally
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or
vertically
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Selection tracking
FOLLOW SELECTION enables/disables selection tracking in the tree view
when selecting geometry in the view port. It is possible to enable/disable
selection tracking separately for the two tree views if the scene tree is
split.
SCROLL TO SELECTION allows you to jump to the selected object in the
scene tree when geometry is selected in the view port if selection tracking
is disabled.
CLOSE ALL SHELLS AND WIRESETS
REFRESH SCENE TREE
ISOLATE BRANCH: It is possible to filter specific parts of the scene tree
by using isolate branch. This allows you to focus only on the selected
elements and hide everything else. Selecting the option again, you can see
the complete scene tree again. This function is also supporting multiselection.
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Filter by elements
It is possible to filter the scene tree by certain criteria with its own
subfilters. Main criteria filters are:
• Geometry type
• Structure
• Staging
• Visibility
• Property
• Usage
It is also possible to combine more options from different panels.
Example:
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To see body objects only, used as Animation targets and which are visible,
the combined filters results are shown. If there are no objects in the scene
tree that meet the filter criteria, nothing is shown.
Inside a filter group the criteria are 'OR' combined also between
filter groups geometry type, structure and staging. Filter groups
Visibility Property and Usage are additional criteria and therefore
'AND' combination applies.
DELETE ALL FILTERS removes all filter settings.
The whole filter can be disabled with FILTER SCENE TREE. Filtering can be
undone by using this option or checking and unchecking filter panels.
Searching in the scene tree
The search input field shows the chosen category.
If the search input field is not visible, it can be shown by clicking on the
two small arrows next to FILTER SCENE TREE.
After selecting the desired category a search text can be entered in the
input field.
The search input field is case insensitive.
It is also possible to search within an already filtered scene tree.
When then clicking ISOLATE BRANCH only the search results are
shown.
All found results are highlighted after hitting the enter key.
Search metadata
It is possible to search within the scene tree for the metadata.
Example:
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By selecting the METADATA CATEGORY the key word (in this case "test1") are
searched only within the metadata category. The object with the
appropriate metadata category are selected in the scene tree after hitting
the enter key.
The metadata results are not automatically shown. The dialog has
to be opened manually.
This function also works for metadata-set and -data.
Searching in split scene tree
By splitting the scene tree it is possible to apply different filters to each
split panel. Therefore the appropriate panel has to be selected by clicking
in the scene tree first. The non-active scene tree items are grayed out, the
active one is framed gray. A search is applied to both split views. Also,
selecting a scene object in one split view selects the same scene object in
the other view.
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Object property bar
The icons of the object property bar are configurable by dragging.
The header of the scene tree shows the following properties of all objects
visible in the tree:
VISIBILITY
IS A-SIDE
OVERRIDE LOOK
LIGHT OBJECT
RENDER CONSISTENCY WARNINGS
SHARED GROUP opens up a menu to work on the shares (number of the
shared aspects such as animations, variants and assignment tables or
delete). The concept of shared groups is tightly linked to the concept of
reuse and affects the variant manager, the animations list and assignment
tables.
ASSIGNMENT TABLE opens the corresponding dialog for editing.
USED AS ANIMATION TARGET opens the animations list for the objects
used as animation targets and marked in the scene tree.
USED IN LOGIC NETWORK marks objects that are part of a logic network
in the scene tree and opens the Logic network editor.
USED IN VARIANTS marks objects used in variants and opens the Variant
manager.
USED IN LIVE UPDATE marks the parts statuses with different colors.
The following states are possible:
•
status is up-to-date
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•
an update is required
•
the link to the source is broken or the part not loaded
•
status mixed for groups etc.
• none: if live update is not turned on or the file has a problem
Icons within the scene tree
The following icons represent various types of objects:
CAMERA
HEADLIGHT
SHADOW ONLY (SURROUNDING) - DISABLED
MODEL
POLYGON SHAPE
FACE
GROUP
SWITCH GROUP
LENS FLARE EFFECT OBJECT
SUN SHAFTS EFFECT OBJECT
BODY OBJECT
SHELL OBJECT
WIRESET OBJECT
SHELL/WIRESET FROM SELECTION
BODY FROM SELECTION
DIRECTIONAL LIGHT
SPOT LIGHT
POINT LIGHT
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GONIOMETRIC LIGHT
LOCAL SURROUNDING
LINKED FILES: LOADED FILE
LINKED FILES: UNLOADED FILE
LINKED FILES: ATTACH
Body/Shell/Faces structure
There are special objects in the scene tree for DELTAGEN NURBS
management (in ascending hierarchy):
FACE
A face corresponds to a surface. However, the object cannot be
transformed and cannot have its own look. For this, it needs a shell.
WIRE
A wire corresponds to a curve. However, the object cannot be directly
transformed and it cannot be assigned a look.
WIRESET
A wireset is a group object, a kind of container that can only contain wires.
In its behavior, a wireset corresponds to a shell, except that it contains no
topological data. A wireset can only exist in a body and can only be
referenced by referencing the higher-level body.
SHELL
A shell is a group object that can contain only faces. It corresponds to a
shape in the broadest sense. Faces contained in the shell are hidden by
default. If they are shown, their NURBS data is unpacked and the objects
can be edited. If the faces are hidden again, the NURBS data is
compressed again. A shell can only exist in a body and can only be
referenced by referencing the higher-level body.
BODY
A body is a group object that can contain shells and wiresets. It also
contains the topology data of its subordinate objects and their NURBS
data in compressed form. The NURBS data is automatically unpacked if
operations such as tessellation are to be performed on it or if the faces or
wires contained in the subordinate shells or wiresets are directly accessed.
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Both the toolbar of the scene tree and the GEOMETRIES > NURBS menu
contain the CLOSE ALL SHELLS AND WIRESETS command. This function closes
all shells and wiresets in the scene tree.
A/B-sides of faces and wires
SET TO A-SIDE
SET TO B-SIDE
SHOW A-SIDES
SHOW B-SIDES
It is possible to hide concealed shapes (independent of the standard
visibility). This means that you still have access to this data later.
In the data preparation, these shapes are called A-side or B-side. A-sides
are the visible and B-sides the invisible shapes.
Whether a face or a wire is A- or B-side can be specified as follows:
1.
IN THE SCENE TREE, CHECK IS
A-SIDE FOR THE SHAPE TO BE INTERPRETED AS
A-SIDE
2. DESELECT THE SHAPE TO BE INTERPRETED AS B-SIDE
3. IN THE OBJECT EDITOR, SELECT A-SIDE OR B-SIDE
This option is also available for multiselections
4. SELECT THE DESIRED OPTION UNDER GEOMETRY > NURBS > SET TO A/B-SIDE
5. IN THE CONTEXT MENU, SELECT THE DESIRED OPTION UNDER NURBS > SET TO
A/B-SIDE
The visibility of A/B-sides can be switched separately.
Call with: VIEW> VISIBILITY > SHOW A/B-SIDES.
It is also possible to color-highlight the B-sides under VIEW > HIGHLIGHT BSIDES. The color for the highlight mode can be set under PREFERENCES >
HIGHLIGHTING.
Special features when copying and moving faces and wires
To simplify the workflow with faces and wires, new shells are
automatically created for copied or cut faces and wires when being
inserted in a body.
In case of moving or cutting and pasting a face or wire to another shell,
the moved objects are assigned the look of the shell.
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Dirty flags
Changes on a loaded file are indicated by a small * (asterisk) behind the
file name, for example scene.csb*. This so called dirty flag indicates that
the file has been altered since it has been loaded and changes have to be
saved.
This flag also indicates changes on the level of the loaded part. Only parts
that have been changed get flagged to ensure that only assembly parts
that have been changed are saved. Unchanged files and parts are ignored
in the saving process. This improves the saving time of assemblies. For
more information on Assemblies refer to our Knowledge Base entry at
http://support.3dexcite.com/.
Viewer
When you have opened and tessellated a file, the object is displayed as a
3D model in the viewer.
You can edit two or more files – and therefore scenes – in parallel. Each
scene is displayed in its own viewer. You can also open two or more
viewers for a scene.
If you have opened a file and no model is shown in the viewer, it may be
because the model is not yet tessellated. Untessellated objects cannot be
displayed. You should tessellate all objects in the scene tree.
In the viewer, you can select one or more shapes with the mouse pointer,
depending on the active selection mode, and navigate around the object.
The title bar of the viewer contains the name of the file loaded and the
camera used. Click a title bar to activate its scene and corresponding
scene tree.
Navigation in the viewer
In the viewer of the scene, you can navigate the camera.
If you change the navigating function from the Ctrl key to the Alt
key in the PREFERENCES menu, all navigation descriptions here
change accordingly. See also
Edit menu - Preferences, Page 1.
Rotation
Rotate around the scene pivot
1.
HOLD
CTRL + LEFT-CLICK
2. MOVE THE POINTER TO ROTATE THE CAMERA AROUND THE SCENE PIVOT
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Rotate around an axis
HOLD
ALT + CTRL AND LEFT-CLICK
-
If you now move the pointer vertically, rotation takes place around
the horizontal screen axis through the scene pivot
-
If you now move the pointer horizontally, rotation takes place only
around the vertical screen axis through the scene pivot
Define scene pivot
1.
POSITION THE POINTER AT THE POINT OF THE OBJECT THAT SHOULD BE THE
NEW SCENE PIVOT.
2. SHIFT AND RIGHT-CLICK ON THIS POINT
When you now rotate the camera, it turns around this point.
To specify the center of an object as scene pivot:
3. SELECT THE APPROPRIATE OBJECT.
4. EXECUTE THE FLY TO FUNCTION OR SIMPLY PRESS F
Turn camera
1.
HOLD
CTRL + SHIFT AND LEFT-CLICK
2. MOVE THE POINTER TO ROTATE THE CAMERA AROUND ITS OWN AXIS
Pan
Pan on a plane
To move the camera parallel to the monitor level (panning):
CTRL AND CENTER-CLICK WHILE MOVING THE POINTER
Pan along a line
HOLD
CTRL + ALT AND LEFT-CLICK
• If you now move the pointer vertically, the camera is moved vertically
in the screen.
• If you now move the pointer horizontally, the camera is moved
horizontally in the screen.
Zoom
Zoom in or out:
CTRL AND RIGHT-CLICK MOVING THE POINTER UP OR DOWN
To enlarge the view (zoom in):
HOLD
CTRL AND RIGHT-CLICK WHILE MOVING THE POINTER DOWNWARDS
To diminish the view (zoom out):
HOLD
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The ZOOM ALL function (or ALT with the right-click) also zooms out until
the entire scene is completely visible. This function is also available in the
NAVIGATION menu.
ALT and the center-click fills the view with the object that is clicked in the
viewer. The navigation pivot point then lies at the geometric center of the
selected object.
The NAVIGATION > FLY TO function is similar but needs a pre-selected object
to which the camera is zoomed and on whose geometric center point the
navigation pivot is placed.
The navigation sensitivity is adjusted: The smaller the selected
object, the smaller the subsequent camera movements for panning
and zooming.
Under PREFERENCES > VIEW> CAMERA, you can set the length of the camera
movement (duration), the acceleration at the beginning (ease-in) and the
slowing down at the end (ease-out) for both functions.
Star menu
The STAR MENU provides a quick way of switching between tasks.
ALT+1 opens the Star Menu. Hold ALT until the selection is made, either by
clicking on the appropriate item or by selecting it with the arrow keys and
then releasing ALT opens the Star menu.
Window menu
This menu contains dialog box management functions and a list of dialogs
that can be docked.
First you find the submenu for the user interface:
DOCKING,
TOOLBARS,
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Toolbar, Page 13
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VIEWERS,
Viewers, Page 29
WINDOWS shows or hides all dialog boxes, except the viewer window.
For more window behavior options see
Window handling, Page 10.
Call with: WINDOW > WINDOWS or ALT+2
Later you find a list of entries to show or hide the respective dialog boxes.
Viewers
Specifies how two or more opened viewers are arranged.
Call with: WINDOW > VIEWERS
Cascade
Arranges the viewers as a cascade.
Tile
Arranges the viewers in columns and rows.
Tile horizontally
Arranges the viewers in lines.
Scene [Camera]
Activates the selected viewer and brings it to the foreground. The menu
contains entries for all viewer, specifying the file loaded and the camera
used.
CLICK THE CORRESPONDING ENTRIES TO HIDE OR SHOW THE RESPECTIVE
DIALOG BOX
Log window
Call with: WINDOW > LOG WINDOW
The LOG WINDOW contains the following display modes:
• INFORMATION
• WARNING
• ERROR
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Those can be selected in the drop-down list.
The log records several scenes chronologically and also displays
information on the application version.
You can close the LOG WINDOW again with Ctrl + -.
You can check the current strength of software anti-aliasing here.
Layout selection
LAYOUT SELECTION links cameras and objects with created viewer layouts.
Call with: WINDOW > LAYOUT SELECTION
CAMERAS: The displayed cameras can be used by dragging them into the
layout dialog box. During navigation in the viewer, the active area is
highlighted yellow.
SYNC specifies whether navigation of several cameras is synchronized.
Cameras do not have to be in the same scene to be synchronized.
Control host
VIEWER: Name of viewer, for example Viewer 1: Control window 1.
The layout in one viewer can also be used in other viewers.
Changes in the layout, such as adding a camera, affect all viewers
using this layout.
Navigating a camera affects other viewers using this camera.
LAYOUT: Name of layout template used.
In the selection field, you can choose between several viewer
layouts.
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Dialog boxes
Some options in the dialog boxes always have the same function and are
described here for all boxes.
OK accepts your values and closes the dialog box.
CANCEL discards your values and closes the dialog box. Values previously
accepted with APPLY are retained.
APPLY accepts your values and keeps the dialog box open.
Context menu
The context menu can be activated by right-clicking either inside the
scene tree or Viewer. It mainly contains a collection of functions for fast
SELECTION and functions out of the EDIT menu.
The function SHOW OBJECT EDITOR and some others exist only in the
context menu. All other functions can also be accessed on the
menus or editors.
For further information refer to
Page 80.
Edit menu, Page 72 and Selection menu,
Show object editor
This option opens the OBJECT EDITOR as a floating dialog box for the
currently selected object.
Call with: Context menu or by double-clicking the object in the SCENE TREE.
The same setting options as in the standard OBJECT EDITOR are shown.
Unlike the standard object editor, which only relates to the currently
selected object, it keeps the connection to its original object with which it
was called. This way it is possible to have several object editors for several
objects open at the same time.
Visibility options and shadow settings
Visibility options and Shadow settings can be accessed via the context
menu and the Object editor only.
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Object properties in Stellar
Visibility options can be accessed via the context menu, see also
Visibility options, Page 317.
For more information for more options refer to section
Page 282 and
Object editor in Stellar, Page 314.
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Object editor,
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EDIT MENU - PREFERENCES
Edit menu - Preferences
The PREFERENCES specify the user preferences for the entire application.
These settings are stored in the .ini file.
You can call the PREFERENCES dialog with Ctrl + U.
The dialog has the following sections:
•
User interface
•
View
•
Tools
•
File handling
•
Look
RELATED LINKS:
Preferences - User interface
Preferences - View
Preferences - Tools
Preferences - File handling
Preferences - Look
33
SETTING YOUR PREFERENCES
Setting your preferences
CONTEXT
In the PREFERENCES dialog you can switch between all listed items and change
the preferences the way you like in order to optimize your workflow with this
application.
PROCEDURE
1.
Set your preferences according to your needs in the dialog.
For example click the color field change the color options as described in see
"Working with the color picker".
2.
Save or discard your changes.
a
Click OK to save the changes.
RESULT: The changes are saved. Without his confirmation all
changes are lost!
b
Click CANCEL to discard your changes.
RESULT: Preferences are not changed. The previous settings
are being used.
RELATED LINKS:
Working with the color picker
34
WORKING WITH THE COLOR PICKER
Working with the color picker
CONTEXT
This application provides a color picker for picking custom colors anywhere
where colors are to be specified.
NEW shows the chosen color.
ORIGINAL shows the original color the object had before change.
COLOR SPACE offers the choice between HSV, RGB and LAB color space.
•
HSV specifies the color by HUE, SATURATION and VALUE.
•
RGB specifies the color by RED, GREEN and BLUE values.
•
LAB specifies the color by LUMINANCE, RED-GREEN and BLUE-YELLOW
values.
PREVIEW allows you to pick a color out of the screen using a pipette.
PROCEDURE
1.
Click a color field to change the color preferences.
If you wish to use the pipette for selection:
2.
Select the pipette with the left mouse-click and holding it.
3.
Move the cursor over the wanted color area in the application.
STEP RESULT: The preview shows a close up of the area where the
pipette is applied. It is not possible to move outside the application.
4.
Release the mouse.
STEP RESULT: The pick is registered and appears as new color.
5.
Click RESET
to discard changes.
RELATED LINKS:
Setting your preferences
35
PREFERENCES - USER INTERFACE
WINDOW HANDLING
Preferences - User interface
This section specifies settings defining the appearance of application
windows.
Window handling
DOCKING is the section specifying all options related to window docking.
ENABLE
•
DOCKING BEHAVIOR turns docking behavior on/off for all dockable
windows. Right-clicking on the title bar of an undocked window opens
the context menu. The option ENABLE DOCKING FOR CURRENT WINDOW
deactivates/activates the docking behavior for the specific window
only.
•
VISUAL INDICATION FOR DOCKING turns on/off the visual indication for
docking.
•
Automatic docking turns on/off the automatic docking. This functionality works in line with the selected saving mode (automatic vs. explicit
saving).
LAYOUT ARRANGEMENT OPTIONS sets the docking layout on which the docking
arrangement shall be based for the full window. These arrangements can be
set directly by clicking on the yellow squares.
SAVE & RESTORE is the section specifying the saving behavior for changes and
giving options to restore settings.
SAVE
•
AUTOMATICALLY SAVE CHANGES saves the window arrangements automatically for the related workspace. This also allies when restarting the
application.
•
EXPLICITLY SAVE RECENT CHANGES ONLY specifies that every newly
created/changed window arrangement needs to be saved specifically
for the related workspace. If not explicitly saved, changed window
arrangements are not available after a restart. If the explicit saving
mode is selected a star appears at changed and not explicitly saved
tasks in the task bar.
RESTORE TO DEFAULT gives a list of options that can be restored to default
values.
•
Toolbar
•
Shortcuts
•
Tasks
•
Viewer size
36
PREFERENCES - USER INTERFACE
APPEARANCE
•
RESTORE ALL DISCARDED DIALOG MESSAGES specifies that the items are
being restored to default settings.
VIEWER FULL SCREEN specifies the behavior in fullscreen mode.
•
TOOLBAR IN FULL SCREEN sets the toolbar to visible even in full screen
mode.
•
HIDE WINDOWS INITIALLY IN FULL SCREEN sets the dialog boxes to be hidden
automatically when the full screen mode is started.
Appearance
WORKSPACE BACKGROUND COLOR specifies the background color of the background of your scene using the COLOR PICKER. You can restore these settings
with
.
For more information on how to set colors with the COLOR PICKER see
"Working with the color picker".
OVERSHOOT NOTIFICATION enables/disables the yellow markers for Stellar
material settings, when using unrealistically high values.
Key handling
ADDITIONAL NAVIGATION KEY specifies whether the Ctrl or the Alt is used for
navigating. Swapping the navigation keys causes navigation functions linked
to these keys to be swapped too.
This section contains the SHORTCUT MANAGER. The manager accelerates the
execution of regularly used commands by means of shortcuts. It is possible
to assign any shortcut to any command of the main menu and the menus of
the dialog boxes, by selecting a command from the list, defining the shortcut
and then assigning it. For working with the managersee
"Assigning and removing shortcuts with the Shortcut manager"
SpaceMouse
ENABLE SPACEMOUSE enables navigation and manipulation with a SpaceMouse.
NOTE:
When this setting is selected, the application has to be restarted.
All normal models with a 3Dxware driver from 3Dconnexion are suitable.
USE SPACEMOUSE FOR NAVIGATION
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PREFERENCES - USER INTERFACE
SPACEMOUSE
•
•
CONTROL specifies the control mode.
–
WORLD moves the scene objects.
–
CAMERA controls the movement of the camera in the scene.
DISABLE CAMERA ROLL disables rotation along the front axis of the
camera.
USE SPACEMOUSE FOR MANIPULATOR uses the SpaceMouse for manipulating
objects in the scene. Every active manipulator and the corresponding object
can be controlled by the SpaceMouse.
•
CONTROL specifies the control mode.
–
SCREEN moves the manipulator relative to the screen.
–
OBJECT uses its own coordinates system for the transformation.
KEY ALLOCATION uses keys defined as customizable in the driver settings.
•
SWITCH MODE specifies a button on the SpaceMouse with which can be
switched between using the SpaceMouse as a navigator or as a manipulator.
•
Switch control mode specifies a button on the SpaceMouse with which
can be switched between WORLD and CAMERA or SCREEN and OBJECT,
depending on the current mode (navigation or manipulation).
RELATED LINKS:
Edit menu - Preferences
Assigning and removing shortcuts with the Shortcut manager
Working with the color picker
38
PREFERENCES - USER INTERFACE
SCENE TREE
Preferences - User interface
Scene tree
SELECTION BEHAVIOR AFTER CREATING A NEW NODE
SELECT NEWLY CREATED NODE automatically selects a newly created object in
the scene after it is created.
KEEP PARENT NODE SELECTED keeps the selected parent object in the scene tree
(or the scene tree root) selected when an object newly created in the scene.
39
ASSIGNING AND REMOVING SHORTCUTS WITH THE SHORTCUT MANAGER
Assigning and removing shortcuts with
the Shortcut manager
CONTEXT
The SHORTCUT MANAGER makes a customization of your keyboard shortcuts
possible.
FILTER assists to adjust a function by specifying the LOCATION, FUNCTION and
SHORTCUT and applying the corresponding filter to select the functionality
faster. The resulting functions are shown in the OVERVIEW list below.
•
clears the selected filter.
OVERVIEW shows the functions according to the selected filters as well as
their location in the menu and the assigned shortcut.
ENTER THE SHORTCUT FOR THE SELECTED FUNCTION specifies a shortcut for the
function selected in the list.
•
clears the entry.
•
ASSIGN assigns the shortcut entry to the selected function.
•
REMOVE removes a shortcut assignment to a function. The Shortcut field
in the list is emptied.
PRINT PREVIEW opens a browser window containing the list of shortcuts so
that they can be printed.
restores everything to default shortcuts.
PROCEDURE
1.
Select a function in the OVERVIEW list.
2.
Select a shortcut from the selection menu or type the starting
letter of the wanted shortcut for a custom combination.
STEP RESULT: All free shortcuts are offered in the selection menu. If a
starting letter is entered in the text field, the selection menu
displays all shortcuts that contain this letter and options that can
be combined with this input for a few seconds.
3.
Verify your entry.
a
Click CLEAR
b
Click ASSIGN.
c
Click REMOVE
4.
Optionally you can generate a PRINT PREVIEW.
40
ASSIGNING AND REMOVING SHORTCUTS WITH THE SHORTCUT MANAGER
41
PREFERENCES - VIEW
CAMERA
Preferences - View
This section is setting everything related to your Viewer, display and NAVIGATION menu options.
Camera
FLY TO specifies settings for the camera functions central mouse button + Alt
on an object in the Viewer and the ZOOM ALL function of the NAVIGATION
menu.
•
DURATION specifies the duration of the camera flight.
•
EASE-IN / EASE-OUT specify the times for an acceleration at the start and
a slowing down at the end. Values between 0 and 1 can be used. 0
means 0% of the total animation time, and 1 means 100% of the total
animation time.
FIELD OF VIEW specifies the field of view of the camera in degrees. This function only affects all newly opened scenes in the following if they have no
value stored for FIELD OF VIEW, for example for a file that is not saved in CAD
format.
STEREO MODE enables active stereo mode with ENABLE ACTIVE STEREO MODE FOR
This function only affects all following, new viewers but not the
current viewer.
NEW VIEWERS.
NOTE:
Before starting, make sure that the enable stereo function is
enabled in the graphics card driver.
Two projectors project differently filtered light onto the same shape. special
glasses ensure that the picture for the left eye reaches only the left eye and
the picture for the right eye reaches only the right eye. This gives the viewer
a realistic impression of the depth of the scene.
REALSIZE VIEW specifies the height of the viewer in mm. REALSIZE VIEW of the
NAVIGATION menu uses this value to display a 1:1 view of the object in the
viewer. This value can specify both the current size of the viewer and the
total height of the screen. In the latter case, full-screen mode must be active
for correct operation.
VERTICAL SYNC controls the synchronization of displaying rendered frames
with the monitor refresh. This function is responsible for synchronizing the
switch of a newly available rendered frame to that time when the monitor has
just finished displaying the old picture and is preparing start showing the new
one. Thus, when enabled, a complete picture is shown each time the monitor
is refreshing, in order to eliminate the tearing effect.
The side effect of VERTICAL SYNC is that there are only certain time frames
when a new picture is to be displayed. In case the rendering of the current
picture takes a bit longer to finish than the rendering of the picture before
needs to be displayed, the computer has to wait until the next refresh and
42
PREFERENCES - VIEW
DISPLAY ADAPTION
displays the old picture again. Thus it loses rendering performance. Most
dramatic is the effect by rendering with 59 frames per second, which is just
to slow for 60 Hz (60 Hz is the usual refresh rate of a current TFT), thus the
displaying is automatically limited to 30 frames per second.
Available options are:
•
ON
•
OFF
•
ADAPTIVE turns on VERTICAL SYNC to prevent tearing effects, if the
current frame rate is above the limit 60 fps. If the frame rate is below
the limit, it is turned off to prevent stuttering.
•
ADAPTIVE (HALF REFRESH RATE) effectively limits the frame rate to 30 fps.
When the current frame rate is above the limit 30 fps, vertical sync is
turned on to prevent tearing effects. If the frame rate is below the limit
Vertical sync is turned off to prevent stuttering.
NOTE:
To allow DELTAVIEW to control vertical sync, the option in the
driver must be set to Use the 3D application setting, and, if necessary, the
program has to be shut down.
Display adaption
COLOR CORRECTION modifies the displayed picture for best possible presentation on the existing display.
MONITOR GAMMA sets the brightness values for the monitor. For details on
adapting the settingssee "Setting the Display adaption in the Preferences".
ICC PROFILE uses ICC monitor profiles to ensure the same color display on
different monitors. In the default setting, the ICC profile selected in Windows®
is used.
•
CUSTOM enables an ICC profile whose path is specified in the adjacent
input field. OPEN...
•
•
and DELETE
help with the selection.
COLOR REPRODUCTION offers options of color handling besides the
displayable color space.
–
ABSOLUTE cuts colors that cannot be displayed or sets them to the
last displayable color value.
–
PERCEPTUAL tries to replace non-displayable colors according to
human perception.
MARK OUT-OF-GAMUT COLORS marks areas whose color data is outside the
range of displayable colors.
BANDING REDUCTION sets the quality of the images on the screen removing the
“branding”. For details on adapting the settingssee "Setting the Display
adaption in the Preferences".
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PREFERENCES - VIEW
DISPLAY ADAPTION
NOTE:
This setting is not supported if a remote network cluster is used
in Distributed Stellar.
RELATED LINKS:
Edit menu - Preferences
Setting the Display adaption in the Preferences
44
PREFERENCES - VIEW
HELP GEOMETRIES
Preferences - View
Help geometries
HELP GEOMETRY COLOR AND SCALING FACTORS specify size and color of help
geometries for light objects.
LOCATOR COLOR AND SCALING FACTOR specify the size and color of help geometries for locator objects.
Visuals
DEFINE SELECTION / BOUNDING BOX specifies the color of a highlighted object.
You can enable the highlight with VIEW > SELECTION AS WIREFRAME (H) or VIEW
> SELECTION AS SOLID.
DEFINE B-SIDE OBJECTS specifies the color used for highlighting the B-sides.
DEFINES NURBS FACE
•
BOUNDARIES specifies the color and thickness of the NURBS boundaries.
•
OPEN BOUNDARIES specifies the color and thickness of the open boundaries.
•
ISOLINES specifies the color and thickness of the Isolines.
45
SETTING THE DISPLAY ADAPTION IN THE PREFERENCES
Setting the Display adaption in the Preferences
CONTEXT
To have your display set up properly for your scene you can adjust your
settings in the DISPLAY ADAPTION section of the Preferences. Especially the
two options Monitor gamma and BRANDING REDUCTION require a bit of fine
tuning.
PROCEDURE
1.
Set MONITOR GAMMA with the slider at the top of the test picture
until the square is as bright as its surroundings.
ADDITIONAL INFORMATION: It helps to look directly at the screen from
some distance. Typical values are between 1.8 and 3.3.
2.
Set the BANDING REDUCTION parameter starting with setting the
parameter to 0 raise the value using the slider or the numeric
input until you no longer see vertical stripes in the upper half of
the gray area.
ADDITIONAL INFORMATION: For comparison purposes, the lower half of
the gray area always shows an uncorrected gray gradient with
stripes. Typical values for the QUALITY LEVEL are between 5 and 7
for LC displays and 5 for tube monitors (CRTs).
46
PREFERENCES - TOOLS
EXTERNAL COMMANDS
Preferences - Tools
This section specifies settings related to various tools in the application.
External commands
USE EXTERNAL CONNECTION specifies that only the local host or the computers
on the “White list” can access the external interface. Some plug-ins require
the external interface for functioning of the applications.
SYSTEM PORT specifies the port monitored by the application, at which
external commands are sent. To release the interface for a defined IP address
area, enter it in this field.
If two or more applications are used, the application opened first is always
addressed. To address two or more applications, the different ports have to
be specified in the preferences, and the ports must be addressed individually
by the external application.
Variants
This section specifies settings for the VARIANT SWITCHER / VARIANT MANAGER.
STORYBOARDING WITH CAMERA VARIANTS
DEFAULT PAUSE PERIOD ON VARIANT DURING STORYBOARD PLAY specifies a time to
hold on variants during storyboard play, before transitioning to the next
variant in the sequence. The default time is three seconds.
RELATED LINKS:
Edit menu - Preferences
47
PREFERENCES - TOOLS
UV EDITOR
Preferences - Tools
UV editor
DISPLAY
BACKGROUND COLOR specifies the color of the background of the UV editor.
GRID LINE COLOR specifies the color of the grid lines in the UV editor.
GRID NUMBER COLOR specifies the color of the grid number in the UV editor.
CHOOSE TEXTURE specifies the texture of the reference grid in the UV editor.
LOAD CUSTOM specifies a custom texture as reference grid.
RELOAD CUSTOM reloads the custom texture.
SELECT
EDGE LOOP BY ANGLES UP TO specifies that the edges forming an angle greater
than the specified value is not considered as consecutive when trying to
select a loop.
PREFER EDGELOOP WHEN AUTOCOMPLETE SELECTION specifies that the command
Select->Auto Complete edge selection connects the selected edges favoring
edges on an edge-loop/isoline rather than using shortest distance approach.
FIND CONTINUOUS EDGELOOPS ACROSS CHART BORDERS does not allow Loop
selection to cross chart borders if selected.
BOX SELECTION specifies the policy of primitive selection in the UV editor:
•
COMPLETELY SELECTED: only primitives completely included in the selection box is selected.
•
PARTIALLY SELECTED: all the primitives intersection in the selection box is
selected.
TRANSFORM
REFERENCE UNIT specifies the unit used by the UV editor grid.
DEFAULT SCALE REFERENCE sets REFERENCE 1 and REFERENCE 2 as default scale
reference.
NORMALIZE AND
•
KEEP ASPECT RATIO
Default Normalize to grid behavior: normalizes the UVs keeping the
aspect ratio.
•
NORMALIZE HORIZONTAL
Default Normalize to grid behavior: normalizes the UVs only along horizontal axis.
48
PREFERENCES - TOOLS
ANIMATIONS
•
NORMALIZE VERTICAL
Default Normalize to grid behavior: normalizes the UVs only along
vertical axis.
•
NORMALIZE BOTH DIRECTIONS
Default Normalize to grid behavior: normalizes the UVs along both axis
to fit the grid.
DISCRETE ROTATION ANGLEspecifies the minimal amount of rotation when
manually rotating the UVs in discrete mode (use shift during normal rotation).
UNWRAP AND OPTIMIZE disables the warning messages:
•
before you run the unwrapping or pasting of UVs
•
before tessellation
POINT MERGING TOLERANCE specifies the tolerance within which the UV points
are merged during unwrapping and in the computation.
NOTE:
A high value is meaningful if you want closely adjacent points to
be merged during unwrapping or widely spaced points to be handled
equally.
EDIT UVS
MERGE TOWARDS determines which one should keep its position when
merging two charts.
VIEW
VIEW FACE DISTORTION IN UV EDITOR ONLY displays the color map representing
the distortion only in the UV editor (not on the main window).
Animations
AUTO-ADAPT ANIMATIONS TO LINEAR INTERPOLATION BEFORE RECORDING specifies
that all recorded animations are switched automatically to linear interpolation.
49
PREFERENCES - FILE HANDLING
ACTIONS ON LOAD
Preferences - File handling
Actions on load
TESSELLATION
ON LOADING UNTESSELLATED OBJECTS
•
ALWAYS TRY TO TESSELLATE tries to tessellate objects when a file is
opened.
•
ASK USER asks whether untessellated objects are to be tessellated.
•
NEVER TRY TO TESSELLATE never tries to tessellate objects when a file is
opened.
•
USE PRESET FOR TESSELLATION enables the own preset for the tessellation
process. These presets can be specified in the tessellate dialog (apart
from the default presets).
•
FIT UVS TO TESSELLATION keeps the UVs on tessellation. If deactivated,
the existing UVs are deleted.
DURING TESSELLATION...specifies parameters when a model is loaded with
Smart steps or contains untessellated objects.
•
KEEP EXISTING TOPOLOGY: The topology recognition takes over everything as is - nothing happens.
•
UPDATE TOPOLOGY: Existing topology information is taken over and it
looks for neighboring relations for the border edges.
With the latter, the TOLERANCE value can be set here to treat the faces as one
single piece for tessellation.
WHEN THERE ARE STILL UNTESSELLATED OBJECTS
•
DELETE THEM deletes untessellated objects.
•
ASK USERasks how untessellated objects are to be treated.
•
KEEP THEM keeps untessellated objects.
UV GENERATION
ON LOADING OBJECTS WITHOUT UVS
•
ALWAYS GENERATE UVS activates the automatic UV generation for
objects without UVs on load. UV generation is performed on all shapes
(after tessellation) that do not have UVs. Shapes that already have UVs
are skipped.
•
ASK USERis the default setting. In case a file is loaded containing shapes
without UVs, a dialog appears, informing about the number of shapes
without UVs in the respective UV sets. You can then choose to either
generate the corresponding UVs for all those shapes, or not.
•
NEVER GENERATE UVS does not generate UVs on load.
50
PREFERENCES - FILE HANDLING
LINKED FILES
ENABLE TEXTURE UVSactivates and sets the type of Texture UVs to be loaded
according to the selected presets.
ENABLE REALLIGHT SHADOW TEXTURE activates and sets the type of shadow
texture UVs to be loaded according to the selected presets.
USE PRESETS allows you to predefine the presets to be used for the UV generation according to the UV Texture type. It also allows you to select customized Presets, generated via the Generate UV maps dialog box.
MATERIALS
ALWAYS KEEP EXISTING SCENE MATERIAL (RECOMMENDED) reuses the material of a
scene if a material with an identical ID has been found, independent of its
properties and name.
ALWAYS REPLACE EXISTING MATERIALS WITH IDENTICAL PROPERTIES replaces the
material of a scene if a material with an identical ID has been found, independent of its properties and name.
UNIFY MATERIALS WITH IDENTICAL PROPERTIES unifies only materials with identical
names, metadata and properties.
UNIFY MATERIALS WITH IDENTICAL VISUAL APPEARANCES unifies materials with the
same properties independent of their name and metadata.
DUPLICATE ALWAYS (NOT RECOMMENDED) always creates duplicates of the materials, independent of their name and properties.
Linked files
NOTE:
Only tessellated models are loaded in DELTAVIEW.
LOAD LINKED FILES specifies general settings concerning how linked files are to
be treated during loading.
•
RECENT loads linked files only if they were last loaded in the saved
Linked files.This function applies to.csb assemblies only.
•
ALL loads all linked files automatically to the scene (increased memory
requirement). This function applies to .csb assemblies and other CAD
assemblies.
Backup
This section specifies settings for backing up CAD files. This affects only files
with a CAD format that are converted directly during loading.
A backup in.csb format can be created for each of these files.
AUTOMATIC BACKUP AFTER LOAD enables automatic backing up of converted
files immediately after loading by the OPEN or INSERT function.
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PREFERENCES - FILE HANDLING
FILE FORMATS
BACKUP DIRECTORY specifies the directory in which the backups are saved.
File formats
EXPORT FILES specifies when an Inventor file or STL file is saved as a binary file.
•
SAVE SRL AS BINARY
If this option is disabled, these file formats are saved as ASCII files.
POS VARIANT FILE specifies how to deal with POS variant files. You can set the
following options:
•
SAVE ALWAYS
•
NEVER SAVE
•
ASK FOR CONFIRMATION ON SAVING
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SAVING LINKED FILES
Saving linked files
PROCEDURE
1.
Open an existing scene (for example a .csb file).
2.
Attach the file links.
3.
Save the scene with File > Save as... in the same directory where
the scene.csb is located.
RESULT:
The linked files are overwritten in their original location.
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PREFERENCES - LOOK
LOOK DEFAULT LIBRARIES
Preferences - Look
Look default libraries
AUTO LOAD LOOK LIBRARIES specifies that the specified look libraries are loaded
when DELTAGEN is started. Files can be specified with or without their path.
ADD... specifies the files and adds them to the list to be loaded.
DELETE removes specified files from the list.
If the path is not specified here, it has to be specified under LOOK LIBRARY
SEARCH PATHS.
Look library search paths
SEARCH PATHS FOR LOOK LIBRARIES lists the directories being searched for look
libraries. These paths are also used for the assignment of looks in templates
or look assignment tables.
ADD adds new search paths, opening a selection window to browse for the
look library in the right directory.
DELETE deletes the selected search path.
Texture handling
EXTERNAL TEXTURE EDITING SOFTWARE specifies the graphic processing software used for processing textures if started from a selection editor.
This is possible for graphic files used as:
•
Textures
•
Offline shadow textures
•
Reflection textures of the Real reflect, Fresnel reflect and HDR reflect
effects
USE SYSTEM STANDARD selects the default Windows® graphic processing
program for this file type.
USE EXTERNAL PROGRAM selects the graphic processing program pointing to
the path of the installation of the program.
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Menu bar items File and Edit
Menu bar items File and Edit
File menu
This menu contains file management functions.
Create
Creates a new, blank scene to which you can add models and scenes.
Call with: FILE > CREATE or CTRL + N or toolbar
Open
Opens a new file.
Call with: FILE > OPEN or CTRL + O or toolbar
It is possible to open several scenes in parallel (multi-scene functionality).
When a new scene is opened, the currently opened scene is not closed.
It is possible to select the .csb file or import a different file format.
FILE NAME displays the list of recently opened files and file is selected.
FILE TYPE allows you to select a file format. The dialog box shows only the
file formats which can be imported.
OPENING opens the selected file.
A file can also be opened by dragging it from the Windows®
Explorer to the title bar or the program window of DELTAGEN.
Depending on the user preferences (EDIT > PREFERENCES > FILE HANDLING >
ACTIONS ON LOAD), a message is displayed when the file is opened:
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Menu bar items File and Edit
This indicates that the geometry being loaded still contains untessellated
shapes. This can occur with the following files:
• External formats to be converted - these are always non-tessellated.
• Already converted but fully untessellated .csb files
• .csb files already tessellated
There are two options:
• Select NO, no attempt is made to tessellate.
• Select YES, the file is tessellated with the values specified in the user
settings.
For further information please refer to
Edit menu - Preferences, Page 1.
Depending on the user preferences under EDIT > PREFERENCES > FILE
HANDLING > LINKED FILES > LOAD LINKED FILES, linked files can be loaded at
the same time.
Insert
Insert geometry
Adds one or more files to the loaded scene.
Call with: FILE > INSERT > INSERT GEOMETRY or CTRL + SHIFT + O or toolbar
The LOAD FILE dialog box opens with the data which can be loaded.
This function enables data from other files to be added to an existing
scene without losing the data from the file first opened. In contrast to
opening with OPEN use the INSERT function to select two or more files to be
added simultaneously to the scene.
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Menu bar items File and Edit
The new files are added to the currently selected group in the scene tree.
This means when files are attached a specific hierarchy structure is
created.
The INSERT function is disabled in the following cases:
- If a camera, a light or a shape is selected
- In multiple selection
Files can also be added draging a file from the Windows® Explorer
to an appropriate place in the scene tree in DELTAGEN.
Cameras
Attaches a .csb file with cameras at the beginning of the scene tree. If this
data also includes geometry data in addition to the cameras, this data is
also attached to the scene.
Call with: FILE > INSERT > CAMERAS
This submenu is used for the transfer of camera data between
DELTAGEN and Autodesk Maya®.
If the attached file contains cameras with names identical to the camera of
the scene a dialog opens asking you if you want to continue or not.
Lights
This menu contains functions for file management of lights.
Call with: FILE > INSERT > LIGHTS
The lights are attached at the end of the scene tree. Only .csb files saved
as lights should be attached, since otherwise a geometry could be
imported.
Recent files
RECENT FILES shows a list of recently opened files so that they can be
opened faster and more easily.
Call with: FILE > RECENT FILE
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Menu bar items File and Edit
Close
Closes the current scene.
Call with: FILE > CLOSE or CTRL + F4
A dialog box then opens, asking if the scene should be saved.
Close all
Closes all current scenes.
Save
Saves the whole scene and its structure with the name and format of the
file.
SAVE saves the entire scene. However, if the scene has already
been saved, in an assembly file this option takes the dirty flag into
account and saves the scene as such, taking into account only the
parts that have been flagged “dirty” and marks all these parts and
the scene as “clean” again. See also
Dirty flags, Page 26.
Call with: FILE > SAVE or CTRL + S or toolbar
The following settings are also saved in this file (.csb/.3xf):
• Camera position and direction as well as field of view
• Setting of camera light
• Transparency technique
• Anti-aliasing settings
Additionally generated viewers
Only the arrangement is saved, not the different viewing settings such
as Texture mode or Wireframe mode.
During saving, old NURBS data are not automatically converted to
bodies or shells but retained. NURBS data from DELTAGEN of
older versions is exported as a Simple CSB via FILE > EXPORT >
GEOMETRY > SAVE AS TYPE: SIMPLE COSMO BINARY
When opening data from Version 10.0 with a body/shell structure
in an older DELTAGEN version that does not support bodies/shells,
it is not possible to use the NURBS data. However, the triangle nets
and their shapes are shown.
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Menu bar items File and Edit
Save all
Saves all currently open scenes.
Call with: FILE > SAVE ALL or toolbar
Save as...
With SAVE AS... the file type and name can be chosen when saving the
whole scene and its structure.
Call with: FILE > SAVE AS or CTRL + SHIFT + S or toolbar
Available formats are:
• 3DEXCITE Scene file (.3xf)
• Cosmo Binary (.csb)
• Encrypted scene (.3xfsecure)
• Encrypted (.rtx)
Save as copy
Saves the entire scene and its structure as a copy or A-Sides only or BSides only.
Call with: FILE > SAVE AS COPY
• ALL: Saves the complete scene as a copy.
For different workflows, when only the A-Sides or the B-Sides of faces are
needed (in part), use the following:
• A-SIDES ONLY: Saves the complete scene as a copy and removes the BSide faces or wires during saving from the corresponding shells or
wiresets.
• B-SIDES ONLY: Saves the complete scene as a copy and removes the ASide faces or wires during saving from the corresponding shells or
wiresets..
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Menu bar items File and Edit
Save selection as copy...
Save the selected objects as a new file. It is also possible to choose saving
selected A-Sides only or B-Sides only.
Call with: FILE > SAVE SELECTION AS COPY or CTRL + ALT + S or toolbar
• ALL: Saves the selected Objects in the scene as a copy.
For different workflows, when only the A-Sides or the B-Sides of faces are
needed (in part), use the following:
• A-SIDES ONLY: Saves the selection and removes the B-Side faces or
wires during saving from the corresponding shells or wiresets.
• B-SIDES ONLY: Saves the selection and removes the A-Side faces or
wires during saving from the corresponding shells or wiresets.
Save for distribution...
This function saves all objects (for example geometry and textures) used
in a scene to a specified directory.
Call with: FILE > SAVE FOR DISTRIBUTION or ALT + S
The SAVE FOR DISTRIBUTION dialog box opens.
It is possible to save all components of the scene (for example geometry
objects, animation, textures) or only some of them and a .cmd file that
automatically loads the entire scene can be generated.
Project name
This name is used as the file name for any files generated later.
Folder
Enters the folder and all saved files are stored here.
gives a selection dialog to browse for the destination folder.
clears the entry.
Output format
CSB BASED
saves the scene as:
• .csb
• .rtx (if ENCRYPT GEOMETRY is selected)
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Menu bar items File and Edit
• or .rtxs (if SAVE SURROUNDING AND ENCRYPT GEOMETRY is selected)
3XF BASED saves the scene as:
• .3xf
• or .3xfsecure (if ENCRYPT GEOMETRY is selected)
Save geometry
Saves the geometry. This option is usually already activated.
• USE ACTIVE SWITCHES / VISIBLE OBJECTS ONLY saves visible objects only.
Invisible objects such as those hidden by variant switches or with HIDE
no longer exist in the saved file.
• REMOVE NURBS INFORMATION converts any exact shapes of the
geometry into polygon shapes. Unlike the COMBINE GEOMETRIES function,
the REMOVE NURBS INFORMATION option does not combine the shapes to
form a single object.
Combine geometries, Page 98
• ALL SIDES/A-SIDES ONLY/B-SIES ONLY saves the appropriate specified
objects (see
NURBS, Page 92).
• ENCRYPT GEOMETRY encrypts the geometry file and stores it as .rtx or
.3xfsecure format depending on what was selected under OUTPUT
FORMAT. This file can then only be loaded in DELTAVIEW.
• INTEGRATE LINKED FILES integrates linked, loaded file contents to the CSB
file. Object groups that are only linked to the scene but whose contents
are not loaded are ignored.
If this function is not enabled, the linked, loaded object groups are
saved separately as files to the prescribed directory. Linked object
groups whose file contents are not loaded retain their links.
Save textures
Saves all textures used in the scene.
A Macromedia flash .swf file that links other files dynamically (for
example, pictures or XMLs) can reuse them only if they
_
are in the same folder as the .swf file
_
begin with the same file name as the .swf file.
• INCLUDE MIPMAP saves the texture level as well. Saving the mipmaps
makes a faster load of used textures (except shadow textures) of a
scene possible. Keep in mind that textures are converted from their
original format into the new .dds format. If the files are already in .dds
format, this function is ignored.
Create start script
Creates a .cmd file for DELTAGEN or DELTAVIEW.
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Menu bar items File and Edit
This command file starts the whole scene in such a way that the scene and
animation files are loaded automatically. Other settings such as
background color are preset.
When .cmd file is created for DELTAVIEW, next options can be set:
• GEOMETRY CACHING
-
DISPLAY LISTS
-
VERTEX BUFFERED OBJECTS
• FULL SCREEN MODE
• START IN PRESENTATION MODE
These are taken into account when the scene is started.
Export
Saves the selected objects or the whole scene into your target directory.
Available export file types are:
• Simple Cosmo binary format (.csb)
• IGES format (.igs, .iges)
• STL format (.stl)
• Filmbox format (.fbx)
1.
SELECT THE OBJECT YOU WISH TO EXPORT OR THE SCENE TREE.
WHEN YOU
WANT TO EXPORT YOUR WHOLE SCENE, SELECT THE FIRST GROUP BELOW THE
SCENE ROOT.
2. CLICK ON FILE > EXPORT
3. CHOOSE THE DATA WHAT YOU WANT EXPORT, SEE BELOW.
Call with: FILE > EXPORT
Geometry
Call with: FILE > EXPORT > GEOMETRY
Export in Simple Cosmo binary, Inventor, STL or IGES format, means that
the files no longer contain DELTAGEN-specific data. For example no
effects are exported.
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Menu bar items File and Edit
Export as IGES format does not take polygons into account. Only NURBS
are exported.
Cameras
Saves the current scene cameras in a separate file or as PNG image format
containing the corresponding camera data.
Call with: FILE > EXPORT > CAMERAS
FILE specifies the storage path.
CAMERAS shows all cameras in the scene as a thumbnail. It is possible to
select the cameras you want to export.
SAVE ALL CAMERAS saves all listed cameras.
CREATE REFERENCE SNAPSHOT generates a PNG image file with the
corresponding camera data.
ADD SELECTED OBJECT TO CAMERA SETUP saves the cameras together with
selected objects in the scene.
Lights
Saves all the current light positions in a separate file.
Call with: FILE > EXPORT > LIGHTS
All lights of the scene are saved with their group hierarchy. This allows
their position to be reconstructed if they are used again later. Geometries
are not saved.
Export selection
Saves the selected data in the scene in .csb,
formats in a specified directory.
3xf, .iges, stl or .fbx
Call with: FILE > EXPORT SELECTION
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Menu bar items File and Edit
Linked files
This menu contains functions for LINKED FILES management, offering the
following options:
• Non-monolithic file structure for scenes
• Use of a Linked files structure file with references to external geometry
files. This enables multiple use of objects in different assemblies.
• Loading and unloading of external file contents to control the memory
used
• Conversion of external files to integrated groups
• Separate conversion of the structure file and the individual geometry
files
DELTAGEN supports the linking of URL-based web links that point
to assembly files of a product data management system (PDM
system). When the scene is saved in DELTAGEN, the URL-based
link is discarded and a local copy of the file is generated. For more
information on this please refer to our Knowledge Base entry at
http://support.3dexcite.com/.
By saving a scene containing linked files with SAVE, the structure
file and only changed linked files that are flagged “dirty” are saved.
See also
Dirty flags, Page 26.
By saving a scene containing linked files with SAVE AS..., both the
structure file and all loaded, linked files are saved as new files.
SAVE STRUCTURE AS saves only the structure of the scene.
Following export to PLMXML format, the files no longer contain the
DELTAGEN-specific data. Only the structure of the scene tree,
active switches and the metadata created by you are exported. But
the exported files contain no geometry or information about
assigned materials.
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Menu bar items File and Edit
Convert to linked file
Saves a normal object group as a linked file.
Call with: FILE > LINKED FILES > CONVERT TO LINKED FILE
A dialog box opens for defining the new file.
Load
Loads the file content of the linked file.
Call with: FILE > LINKED FILES > LOAD
This function can be used on linked files only.
It is applied to all contents in or under the selected tree node.
Unload
Unloads the file content of the linked file.
Call with: FILE > LINKED FILES > UNLOAD
This function can be used on linked files only.
It is applied to all contents in or under the selected tree node.
Integrate
Cancels the link and integrates the file as a group in the scene.
Call with: FILE > LINKED FILES > INTEGRATE
With this function, links in subgroups are also integrated.
This function is available only if the linked file is loaded.
Attach
Attaches one or more files as a link.
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Menu bar items File and Edit
Call with: FILE > LINKED FILES > ATTACH
Files or subassemblies to the scene can be linked.
Relink
Changes an existing link to another file.
Call with: FILE > LINKED FILES > RELINK
A dialog box opens for defining the new file.
Change file paths
Changes the search path for linked files.
Call with: FILE > LINKED FILES > CHANGE FILE PATHS
For non-current paths a new search path can be specified or a new search
path specified. This function takes the hierarchical structure into account,
for example the new path refers only to the selected objects and
subordinate objects.
UNLOADED FILES lists not loaded files.
CHANGED LINKS lists files found with the complete path specification.
When the dialog box is opened, the list is empty. By clicking on ADD, lists
are displayed..
The list is refreshed every time you run the ADD and PREFERRED FILE
FORMAT functions.
SEARCH DIRECTORIES lists the directories being searched for files.
By pressing CTRL and the left mouse button the search paths can
be resorted.
ADD adds new search paths.
DELETE deletes the selected search path.
PREFERRED FILE FORMAT selects the file format to be used instead of the
original format of the linked file.
This function can be used to re-route links to a native CAD format
to already converted files in CSB format.
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Menu bar items File and Edit
Make unique
Releases the selected file from the referencing to linked files.
Call with: FILE > LINKED FILES > MAKE UNIQUE
A dialog box opens in which you can specify the new file.
This function is available only if the linked file is loaded.
Save
Saves the linked file.
Call with: FILE > LINKED FILES > SAVE
One or more linked files can be selected.
Save as
Saves the linked file under a new name.
Call with: FILE > LINKED FILES > SAVE AS
Saving a linked file to a new directory or with a new file name also
generates a corresponding new link in the scene.
Save structure as
Saves the structure file with all object groups fully integrated into the
scene without the linked files. Possible formats are .csb, .rtx, .rtxs,
.3xfsecure and .plmxml.
Call with: FILE > LINKED FILES > SAVE STRUCTURE AS
This function refers to the complete scene.
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Menu bar items File and Edit
Live update settings
Live update and Autopaint
This functionality makes data preparation using imported files much more
convenient, as it accelerates the process of updating the visualization
assets generated with DELTAGEN. This significantly reduces the required
time for the generation of updated visualization assets and extends the
application area of DELTAGEN to use cases requiring frequent updates.
With this feature enabled, you can monitor the status of loaded files on
disk and take action when they have changed. An additional column in the
scene tree indicates the status of the linked files. Filtering the scene tree
based on this column shows only linked files in the scene, providing a
quick glance of which files are not up to date.
When updating a part, an additional step AUTOPAINT may be performed.
This step reassigns material assignments done on the part that was
updated.
This functionality can be found in the following areas:
• Scene tree
• Menu bar items
• Object editor
Live update is a tool allowing the syncing/re-syncing of files imported into
DELTAGEN scenes, without having to repeat the import process and
material re-assignment. Imported data includes the CAD and common
formats DELTAGEN can currently handle. The tool monitors the state of
the source file in real-time based on the time stamps and updates
accordingly if turned on.
This settings option opens the settings dialog for the Live update. The
settings are for the entire scene, not for single parts, even though the
dialog can be called also via the context menu by right-clicking on a part.
ENABLE LIVE UPDATE activates the Live update process for the parts.
Live update is a .csb scene level feature. Therefore, if Live update is
enabled and the .csb saved and opened on another DELTAGEN with Live
update not set, the option is overwritten to be enabled as well. Sources
and link settings are also overwritten.
When the option is
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Menu bar items File and Edit
• off: files remain linked, but the updating process is turned off
• on: the updating process is turned on
Missing files, generated while the update was turned off, are handled by
the current linking behavior.
By default Live update is turned off!
When Live update is turned off the column in the scene tree stays
empty.
When Live update is turned on the update checks are performed
after the initial load on the scene; so the first load of the model is
not handled by Live update.
Supported file formats are:
• .3dxml
• .dwg
• .fbx
• .exp
• .model
• .cgr
• .catpart
• .catproduct
• .igs, .iges
• .plmxml
• .prt
• .asm
• .stp
• .sldasm, .sldprt
• .stl
AUTOMATIC UPDATE sets the process to automatic and with that almost
invisibly running in the background updating the files without prompting
at session start and during the session. The only indication for an update
you can find in the status bar on the bottom of the application. The format
is the following: Automatic Live update source file | converted
file | DD.MM.YY HH:MM | Author
MANUAL UPDATE sets the process to manual. You have the choice on which
parts to update via the LINKED FILE TABLE.
Information and warnings on the updates are displayed in the DELTAGEN
log file:
• [Information] Automatic/Manual Live update source file |
converted file | DD.MM.YY HH:MM | Author
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Menu bar items File and Edit
• [Warning] Automatic/Manual Live update repaint source file
| converted file fail <reason>
• [Warning] Automatic/Manual Live update link source file |
converted file can’t be found <reason>
ENABLE AUTO PAINT allows all material assignments within DELTAGEN to be
applied to the updated part via meta data. The recognition of shapes to be
auto-painted is done based on the properties of the shapes.
Linked file table
This table allows to control the update status of your parts in manual
mode of Live update.
You can break the link to the source by ticking the corresponding check
box for the part.
Selecting one or all lines in the table highlights the corresponding
selection in the viewer and in the scene tree. This allows you to quickly
find the objects and to inspect them by zooming in when pressing F.
DON’T NOTIFY ME AGAIN DURING SESSION allows you to ignore upcoming
update statuses of parts, thus preventing the table from appearing. You
can however access the table at any time using the menu.
This option appears during the session (not at the startup and first load of
the scene) and when the scene is switched.
If a link has been broken in the table, it can be enabled again via the
Object editor for that part, see
External format parts specifics,
Page 284.
Live update: On/Off (manual) /(automatic)
LIVE UPDATE ON/OFF shows the current mode. To switch between the
update modes or turn them on/off use the LIVE UPDATE SETTINGS dialog.
Converted files loose their part IDs and cannot be referenced by
them anymore. The matching of parts is based on the structure and
time stamps (file system time).
If the source-file structure changes, matching against it will not be
possible and the updates will not be applied.
Fallback for unwanted updates: The only way to fallback from an
unwanted part update is to unload the part before saving the
scene.
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Menu bar items File and Edit
Working directories
Used for managing working directories.
Call with: FILE > WORKING DIRECTORIES
When using the working directory a directory with specific subdirectories
for storing files is offered. By creating a new working directory, these are
generated automatically. If a working directory is active, dialog boxes that
open in DELTAGEN for saving/opening files always refer to these
subdirectories, so it can be used to save or open files directly. However, it
is possible to save or open files in other directories, whereby the
suggested path remains the corresponding subdirectory. If no working
directory is active, the open/save dialog boxes always suggest the lastused path.
CREATE opens the CREATE WORKING DIRECTORY dialog box. A name for the
working directory can be entered under NAME. Under DIRECTORY, it is
possible to specify the directory in which the working directory should be
saved on the hard disk. The following subdirectories are created at the
same time:
• Animations
• Annotations
• Geometry
• Images
• Lights
• LightSetups
• LookLibraries
• Projects
• RealLight
• Shadows
• Skins
• Surroundings
• Textures
• Variants
• Videos
ADD adds existing working directories on the hard disk to the Working
directories dialog.
USE opens the working directory activated in the list. If <NONE> is selected
from the list, no working directory is used. The search paths of the dialog
boxes always refer to the last-used path.
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Menu bar items File and Edit
RELOCATE assigns the correct path to a folder that has been moved on the
hard disk.
REMOVE removes the selected working directory from the list. It is possible
to add the working directory to the list by selecting FIND at any time. The
directory containing the files is not deleted from the hard disk.
Exit
Closes the application completely.
Call with: FILE > EXIT or CTRL + Q
Before the application closes down, a prompt is displayed asking if the
user wants to save the changes. The prompt is only displayed if a file was
modified.
• If NO is selected, all unsaved data is lost.
• If YES is selected, a dialog box opens to save the file.
Edit menu
This menu contains editing functions.
Undo
Undoes the last workstep.
Call with: EDIT > UNDO or CTRL + Z or context menu
The function that is undone is displayed following UNDO:....
Cut
Cuts selected objects temporarily. It is then possible to paste the object in
a different place.
Call with: EDIT > CUT or CTRL + X or context menu
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Menu bar items File and Edit
Copy
Copies selected objects temporarily. It is then possible to paste the object
in a different place.
Call with: EDIT > COPY or CTRL + C or context menu
Paste
This function is used to insert object(s) to any desired position.
Call with: EDIT > PASTE or CTRL + V or context menu
Objects inserted in this way no longer have any reference to the objects
from which they were cut or copied.
PASTE inserts the object with the latest transformation properties of
the original object, not taking the point of time into account when
the copy command was issued.
Several groups can be selected and pasted as reference.
It is possible to perform the PASTE AS COPY function by pressing CTRL and
left-clicking on an object to drag it into the scene tree at the desired
location.
Paste as reference
Pastes the previously copied or cut objects into the selected group as a
reference.
Call with: EDIT > PASTE AS REFERENCE or CTRL + R or context menu
Objects pasted in this way reference the objects from which they are
copied or cut.
References are identical to the objects in the scene tree. For example if an
object is switched from shown to hidden, this affects all other referenced
objects.
Several groups can be selected and pasted as reference.
It is also possible to perform the PASTE AS REFERENCE function by pressing
CTRL+SHIFT and left-clicking on an object to drag it into the scene tree at
the desired location.
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Menu bar items File and Edit
Paste with transformation
Pastes copied or cut objects to the selected group and retains an existing
transformation.
Call with: EDIT > PASTE WITH TRANSFORMATION
Paste transformation
Call with: EDIT > PASTE TRANSFORMATION OR CTRL+ALT+V
This functionality takes the local transformation properties of an object
only into account, based on the time when the copy command has been
issued and pastes the transformation properties onto one or more
selected objects. Global transformations are not taken into account.
PASTE TRANSFORMATION applies only the transformation associated with the
previous object as an individual transformation. You may multi-select
various objects and the transformation gets applied to all objects that
support that transformation. For this at least one target object has to be
able to support the transformation properties. Targets, that do not
support that transformation remain untouched. If the transformation is not
supported by the/any selected object, the option is being grayed out.
The function uses the same coordinate system (local coordinates vs. world
coordinates) and components (translation, scale, center, rotation) as
PASTE WITH TRANSFORMATION. If the target object does not support the
same transformations as the source object, only those transformations are
applied that are supported by the target object, transforming coordinate
system(s) if need be.
Supported objects are:
• local surrounding (translation, rotation, diameter),
• shape (translation, rotation, scale)
• group (translation, rotation, scale)
• switch group (translation, rotation, scale)
• fx objects (translation, rotation, scale)
• shell objects (translation, rotation, scale)
This functionality is also accessible via the Context menu.
Copying and pasting transformations
1.
SELECT EXISTING OBJECT
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Menu bar items File and Edit
2. COPY OBJECT REFERENCE USING COPY IN THE CONTEXT- OR EDIT MENU OR
CTRL+C TO THE CLIPBOARD
All later changes to this object are reflected in the paste operation.
3. SELECT ANOTHER EXISTING OBJECT
4. USE PASTE TRANSFORMATION IN THE CONTEXT- OR EDIT MENU OR
CTRL+ALT+V TO APPLY ONLY THE TRANSFORMATION ASSOCIATED WITH THE
PREVIOUS OBJECT AS A NEW/INDIVIDUAL TRANSFORMATION
Delete
This function removes selected object(s).
Call with: EDIT > DELETE or DEL or context menu.
DELTAGEN is not asking whether the object really should be
deleted. The deletion can be undone with UNDO.
Delete empty groups/bodies
This function removes empty groups.
Call with: EDIT > DELETE EMPTY GROUPS
This function is used only on the selected objects and all the objects
contained in the selected groups.
While editing a scene, empty groups may result from moving or deleting
objects. These empty groups can easily be deleted with this function.
Delete empty shells/wiresets
This function removes empty bodies/shells and wiresets.
Call with: EDIT > DELETE EMPTY BODIES/SHELLS/WIRESETS
This function is used only on the selected objects and all the objects
contained in the selected groups.
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Menu bar items File and Edit
While editing a scene, empty shells/wiresets may result from moving or
deleting objects. These empty shells/wiresets can easily be deleted with
this function.
Delete untessellated objects
This function removes untessellated objects.
Call with: EDIT > DELETE UNTESSELLATED OBJECT
This function is used on the complete scene. This action can also be used
when loading files.
Clear memory
Call with: EDIT > CLEAR MEMORY
The memory, required for the UNDO function and the clipboard, is being
emptied.
After this function has been run, an UNDO of the preceding steps or a
PASTE of previously copied or cut objects is no longer possible.
Copy shape property to assign
Copies a complete look/mapping of the selected shape.
Call with: EDIT > COPY SHAPE PROPERTY TO ASSIGN or CTRL + SHIFT + C or
context menu
The look/mapping can be assigned to other objects.
Assign shape property
Assigns a previously copied look and /or the mapping to the selected
object.
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Menu bar items File and Edit
Call with: EDIT > ASSIGN SHAPE PROPERTY or CTRL + SHIFT + V or context
menu
When a look is assigned, only the Color component can be selected.
Before a look and/or the mapping can be assigned it first has to be copied
to the clipboard with COPY SHAPE PROPERTY.
Depending on the current selection the copied look and/or mapping is
assigned to all shapes. After clicking on ASSIGN SHAPE PROPERTY, the ASSIGN
SHAPE PROPERTY dialog box opens.
By selecting different properties from the drop down menu, it is possible
to choose from different Assign types.
Possible properties:
-
The whole look
-
Only the color
-
Only the mapping
-
The look and the mapping
Colors are only copied between different Stellar material types
when they have equal color attributes for both materials. For
example copying colors from a metal to a plastic copies only the
reflection color).
Not each Assign type is available for every property.
If the chosen property is for example a Look, the following Assign types
are available:
• AS REFERENCE adds the copied look or component as a reference and
retains the reference to the copied look of the other shape. Any further
processing of the look affects all shapes with this referenced look.
• AS COPY adds the copied look or component as a copy and loses the
reference to the copied look of the other shape. Both looks can be
processed independently of each other. With this option, referenced
looks can be released from dependencies by reassigning the copied
look to the same shape as a copy.
• AS VALUE assigns only the values of the copied look/color without
creating a reference to the copied look of the other shape. The name of
the copied look is not copied. The name and the references of the
original look are retained.
All references of the look that receives new values with this function
receive the same values.
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Menu bar items File and Edit
If a look or component is assigned to an object, it is possible to select the
next object(s) and reassign the look.
The entire look can be assigned only with the AS REFERENCE or AS
COPY options. It is possible to assign the BLENDING component only
with the AS VALUE option.
If a look component is pasted by using AS COPY or AS VALUE the
other objects also receive the assigned component! 
(If the look of the object which is assigned to the component is
referenced by other objects.)
Reason: The jointly used look changes because of the assignment.
Shortcut manager
Calls the Shortcut manager.
Call with: EDIT > SHORTCUT MANAGER
The Shortcut manager can be used to accelerate the execution of
regularly used commands by means of shortcuts.
For Preferences refer to
Shortcut manager, Page 1.
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Scene and geometry setup
Scene and geometry setup
Selecting objects
If you wish to use a function on a single object or multiple objects, you
must first select the object(s). You can do this as follows:
By clicking in the viewer or the scene tree
What do you
want to do?
How to do it
Select an object
Left-click an object in the viewer or in the scene tree.
Add further objects
to the selection
•
In the viewer: press SHIFT and select other
objects by left-clicking on them.
•
In the scene tree: press CTRL and select other
objects by left-clicking on them.
•
In the viewer: press ALT and select by leftclicking on the object.
•
In the scene tree: press CTRL and select by leftclicking on the object.
Remove objects
from the selection
With the selection box in the viewer
1.
HOLD DOWN THE LEFT MOUSE BUTTON
2. PULL THE MOUSE POINTER ACROSS THE DESIRED OBJECTS
3. PRESS SHIFT OR ALT TO ADD/REMOVE FURTHER SHAPES
The types of objects that are currently selected in the scene tree depend
on the selection mode setting.
Advanced picking
Activate this mode to select objects that are difficult to get to and/or are
occluded in the viewer. You can perform advanced picking in combination
with DELTAGEN’s existing selection modes, except Select by Angle; see
Select by, Page 83.
In advanced picking mode, camera navigation is possible but other
mouse interactions with the scene objects are disabled.
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Call with: CTRL + SHIFT and left-click on an object
HOLD DOWN
CTRL + SHIFT AND LEFT-CLICK ON AN OBJECT TO ACTIVATE
ADVANCED PICKING
With each successive click the pointer selects the object located behind
the currently selected object. The angle of the picking ray is recomputed
each time the viewer changes direction.
RELEASE
CTRL+SHIFT TO EXIT THE ADVANCED PICKING MODE
Selection menu
This menu contains a range of different selection opportunities and
options for editing these.
Deselect all
Discards the current selection.
Call with: SELECTION > DESELECT ALL, CTRL + D or click on a blank space
The current selection is also canceled if you click an empty space in the
viewer.
Navigate selection hierarchy up
navigates from a given selection of scene tree objects simultaneously
with all selections up to the next hierarchy level.
Call with: SELECTION > NAVIGATE SELECTION HIERARCHY UP, ALT + PGUP or
context menu
Navigate selection hierarchy down
navigates from a given selection of scene tree objects simultaneously
with all selections down to the next hierarchy level, ending at the shell
level.
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Call with: SELECTION > NAVIGATE SELECTION HIERARCHY DOWN, ALT + PGDOWN
or context menu
Grow selection in body
selects not only the currently selected objects but all adjoining objects
too.
Call with: SELECTION > GROW SELECTION or SHIFT + PGUP
This function takes only NURBS shapes that have a common topology into
account.
Shrink selection in body
reduces the current selection by objects with at least one outer edge.
Call with: SELECTION > SHRINK SELECTION or SHIFT + PGDOWN
This function takes only NURBS shapes that have a common topology into
account.
Invert selection
selects all unselected objects and deselects all selected objects.
Call with: SELECTION > INVERT SELECTION, CTRL + I or context menu
When using selection inversion, the highest possible groups are selected,
not always the shapes themselves. It is possible to easily select a large
number of objects by first selecting all (or fewer) objects and then
inverting the selection.
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Invert selection in parent group
Inverts the selection within a parent group with more than one
component.
Call with: SELECTION > INVERT SELECTION IN PARENT GROUP
Using this function it is possible to select one or more elements inside a
group and then invert that selection to have all others selected.
Select A-Sides in selection
Selects all A-sides.
Call with: SELECTION > SELECT A-SIDES IN SELECTION
The function also finds objects that are not referenced but are in a
referenced group.
Select B-Sides in selection
Selects all B-sides.
Call with: SELECTION > SELECT B-SIDES IN SELECTION
Select polygons in selection...
selects all polygonal objects in the current selection by specific
criteria.
Call with: SELECTION > SELECT POLYGONS IN SELECTION...OR F12
This function helps to analyze scenes or objects by selecting shapes with
particularly dense geometries or high polygon counts. It refers to the
current selection and then selects the results. The SPECIFY POLYGON
SELECTION dialog box opens in which the selection mode can be chosen.
• SELECT BY POLYGON COUNT selects the shapes with the highest number of
polygons.
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• SELECT BY POLYGON DENSITY selects the shapes with the highest density
of polygons.
• SELECT THE TOP specifies the percentage of found shapes to be selected.
Select broken linked files in selection
Selects all unresolved links.
Call with: SELECTION > SELECT BROKEN LINKED FILES IN SELECTION
SELECT BROKEN LINKED FILES is used only on the section currently selected in
the scene tree. To select all unresolved links of the scene, first select the
top model nodes.
Select by
This submenu contains settings for the filter.
Object
sets the filter to object.
Call with: SELECTION > SELECT BY > OBJECT or F9 or toolbar
When using this filter to pick a NURBS object in the viewer, the parent
shell or the parent wireset is selected in the scene tree. In case of a
polygon object, only the polygon object is selected in the scene tree.
Group
sets the filter to group.
Call with: SELECTION > SELECT BY > GROUP or F10 or toolbar
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When using this filter to pick an object in the viewer, the group
immediately above in the scene tree is selected.
Body
sets the filter to body.
Call with: SELECTION > SELECT BY > BODY or toolbar
When using this filter to pick a shape in the viewer, its parent body is
selected.
Face or wire
When this filter is enabled, only faces or wires can be selected.
Call with: SELECTION > SELECT BY > FACE OR WIRE
Linked file
selects the respective Linked files node of the object. If only the
selected Linked files node is within a group, the parent group is selected.
Call with: SELECTION > SELECT BY > LINKED FILE
Same look
sets the filter to look.
Call with: SELECTION > SELECT BY > SAME LOOK or F7 or toolbar
When using this filter to pick an object in the viewer, objects that
reference the same look are selected.
Same color
sets the filter to color.
Call with: SELECTION > SELECT BY > SAME COLOR or F6 or toolbar
When using this filter to pick an object in the viewer, objects that
reference the same color are selected.
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Angle
sets the filter to topology.
Call with: SELECTION > SELECT BY > ANGLE
When using this filter to pick an object in the viewer, all objects associated
in the same topology are selected.
A dialog box with the following options opens:
• COMPLETE TOPOLOGY (IGNORE ANGLE): The complete surface of the object
is selected.
• BY ANGLE TO NEIGHBOR NORMAL: Neighboring areas are rated according
to the normal angle of the adjacent shape.
• BY ANGLE TO PICKED NORMAL: Neighboring areas are always rated to the
first picked normal.
For the last two options, it is also possible to specify an ANGLE.
The ANGLE OF SELECTION works as follows: If the angle between the
surface normals to the nearest adjoining shape of the same
topology is smaller than the specified angle, this shape is selected
too. If the angle is greater, it is not selected.
Box selection mode for scene elements
This submenu contains settings for the box filter.
Select only visible
sets the box filter to visible.
Call with: SELECTION > BOX SELECTION MODE FOR SCENE ELEMENTS > SELECT
ONLY VISIBLE or F3 or toolbar
In case of using this filter to draw a selection rectangle in the viewer, all
shapes are selected that are seen by the camera and are partly or
completely within the selection box.
Shapes covered by other shapes nearer the front are not included in the
selection.
Ensure that the hardware anti-aliasing function in the driver
properties of Raytracing the graphics card is switched off. This
function can cause errors in this selection mode.
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Select all within
sets the box filter to complete within the box.
Call with: SELECTION > BOX SELECTION MODE FOR SCENE ELEMENTS > SELECT ALL
WITHIN or F4 or toolbar
In case of using this filter to draw a selection rectangle in the viewer, all
shapes are selected that are in the infinitely deep cuboid described by the
rectangle.
The selection also includes invisible shapes.
Select all overlapping
sets the box filter to partly within the box.
Call with: SELECTION > BOX SELECTION MODE FOR SCENE ELEMENTS > SELECT ALL
OVERLAPPING or F5 or toolbar
In case of using this filter to draw a selection rectangle in the viewer, all
shapes are selected
• that are located inside the infinitely deep cuboid described by the box
• that overlap with the cuboid.
The selection also includes invisible shapes.
Select all untessellated objects
Selects all untessellated objects.
Call with: SELECTION > SELECT ALL UNTESSELLATED OBJECTS
This function is used on the complete scene.
When opening a file for the first time, you are asked whether to
delete the untessellated objects. When re-opening the file, this
question is not asked again. Untessellated objects can then be
selected and deleted by using this option.
Select all references
Searches for all referenced objects.
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Call with: SELECTION > SELECT ALL REFERENCES or CTRL + ALT + R
First an object has to be selected. All objects referring to that object are
added to the selection.
The function also finds objects that are not referenced but are in a
referenced group.
Select all duplicated faces within bodies
Selects all duplicated faces within bodies.
Call with: SELECTION > SELECT ALL DUPLICATED FACES WITHIN BODIES
One of two mathematically identical shapes is selected.
This function is used on the selected subtree. If nothing is selected, the
function is used on the complete scene. It can only be used on NURBS
shapes.
Select visible shapes in current viewer
This submenu contains settings for selecting visible shapes.
Select only visible shapes
Selects all shapes visible in the viewer.
Call with: SELECTION > SELECT VISIBLE SHAPES IN CURRENT VIEWER > SELECT
ONLY VISIBLE SHAPES
This function is not a mode but carries out the selection immediately. The
selection mode SELECT ALL is used.
Newly selected shapes are also added to an existing selection without
pressing the Shift key. Already selected shapes are not deselected.
It is possible to extend the shape selection step by step. This could
be useful, for example, for jacketing a model, with first selecting
shapes with SELECT ALL and then INVERT THE SELECTION with CTRL + I.
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Add all visible shapes to selection
Adds all shapes visible in the viewer to the current selection.
Call with: SELECTION > SELECT VISIBLE SHAPES IN CURRENT VIEWER > ADD ALL
VISIBLE SHAPES TO SELECTION
This function is not a mode but carries out the selection immediately.
The selection mode ADD ALL is used.
Find
Searches for objects whose names meet the specified criteria.
All objects found are selected.
Call with: SELECTION > FIND or CTRL + F or toolbar
The FIND dialog box opens.
Search For
Enter the text contained in the name of the element to be searched for.
Entries without wildcards are searched for as complete words.
It is possible to enter the following wildcards before, after or within the
text:
• Query ? 
This wildcard stands for any single character.
• Asterisk *
This wildcard stands for any number of characters.
When clicking on, FIND the objects whose names match the entered text
are selected.
REPLACE WITH replaces the name of the element to be searched for with
the entered text.
When clicking on REPLACE ALL, the names searched for are replaced by the
text entered in REPLACE WITH.
IN OBJECT NAME searches in names of objects.
IN LOOK NAME searches in names of looks.
IN COLOR NAME searches in names of colors.
IN TEXTURE FILE NAME searches in names of textures.
CASE SENSITIVITY takes upper and lower case letters into account.
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START SEARCH AT SELECTION searches only within selected groups; multiple
selection is possible. This option is possible for the search for texture
names only.
FIND starts the search.
CLOSE closes the FIND dialog box.
Scene
This menu contains functions for editing the scene contents (cameras,
geometry, textures, lights, etc.).
Create camera
creates a new camera in the scene.
Call with: SCENE > CREATE CAMERA or CTRL + ALT + SHIFT + C
Create object
Creates a new object within the selected group.
Call with: SCENE > CREATE OBJECT or context menu
Depending on the selection in the scene tree, different objects are
available. See
Icons within the scene tree, Page 23.
GROUP creates a new group. Only possible when the scene or a group is
selected in the scene tree.
SWITCH creates a new switch. Only possible when the scene or a group is
selected in the scene tree.
BODY OBJECT creates a new body object in the selected group. Only
possible when the scene or a group is selected in the scene tree.
SHELL OBJECT creates a new shell object in the selected body. Only possible
when a Body is selected in the scene tree.
WIRESET OBJECT creates a new wireset object in the selected body. Only
possible when a Body is selected in the scene tree.
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SHELL/WIRESET FROM SELECTION In the body in which the faces or wires are
selected, creates a new shell or wireset and moves the selected faces or
wires into it. Only possible when nurbs are selected in the scene tree.
BODY FROM SELECTION creates a new body inside the group in which the
shell(s), faces or wires are selected, and moves the shell(s) into it or
selected faces or wires into a automatically created subordinated shell.
Only possible when the shell or nurbs are selected in the scene tree.
Create effect
Creates an effect object within the selected group. The effect itself is
calculated as a post process on top of the rendered image. It is working
independently from the post processor mode of the camera.
Lens flare effect object
In DELTAGEN the lens flares have been enhanced not only regarding the
performance; there are also more lens flare types which can be chosen, for
example different sun types and types of car lights.
The lens flare can be animated and it is real-time capable.
Call with: SCENE > CREATE EFFECT > LENS FLARE EFFECT OBJECT
Clicking on the effect object in the scene tree, opens the lens flare
Object editor. For more information
Lens flare effect object, Page 302.
Sun shafts effect object
The sun shafts image effect simulates the radial light scattering that arises
when a very bright light source is partly obscured.
Call with: SCENE -> CREATE EFFECT -> SUN SHAFTS EFFECT OBJECT
Clicking on the effect object in the scene tree, opens the sun shafts
OBJECT EDITOR. For more information
Sun shafts effect object,
Page 303.
Create light
Creates a light within the selected group.
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Call with: SCENE > CREATE LIGHT
It is possible to display lights using corresponding geometries. This is
helpful particularly when adjusting pointlights and spotlights.
VIEW > ENABLE HELP GEOMETRIES hides / shows light geometries.
The effect of lights on objects depends on their position in the scene tree.
Geometries receive light only if the corresponding light source is above
the geometry in the hierarchy. Light sources (except IBL) accumulate their
intensity. See also
Icons within the scene tree, Page 23.
DIRECTIONAL LIGHT creates a new directional light. The current camera
direction is used as the light direction. For more information
Directional Light, Page 304.
SPOT LIGHT creates a new spotlight. The current camera position and
direction are used as the light position and direction. For more information
Spotlight, Page 305.
POINT LIGHT creates a new point light. Point lights are created in the scene
origin. With this option modified a GONIOMETRIC LIGHT is created in Stellar.
For more information
Pointlight, Page 307 and Light tab, Page 314.
LOCAL SURROUNDING generates a local surrounding that can be used for
surrounding reflections and for image-based light distribution. The effect
on objects depends on the position in the scene tree. For more
information
Local surrounding, Page 307.
OpenGL supports a maximum number of 8 different light sources
per object. Please be aware that a turned on Headlight is also taken
into account.
Create geometry
Creates a geometry object within the selected group.
Call with: SCENE > CREATE GEOMETRY
Several simple geometry objects (for example plane, sphere, cube, cone)
are available here. It is also possible to load own geometry objects by
saving the CSB files in the following directory:
C:\Program Files\Dassault Systemes\3DEXCITE\DELTAGENx.y\
Geometries\Primitives
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Show statistics
opens the STATISTICS dialog box.
Call with: SCENE > STATISTICS...or S
INFORMATION ABOUT SELECTED OBJECTS is used only on the objects selected
and all the objects contained in the selected groups.
SHAPES shows how many shapes are currently selected.
BODIES shows the number of currently selected bodies.
BODIES MEMORY (UNCOMPRESSED): The memory consumed by the currently
selected bodies.
FACES (A-/B-SIDES) shows the number of currently selected faces. A- and
B-sides are in brackets.
WIRES (A-/B-SIDES) shows the number of selected wires, A- and B-sides
are in brackets.
TRIANGLES displays how many triangles make up the selected objects. This
number includes hidden objects and objects that have been made invisible
by variant switching.
RENDERED TRIANGLES displays how many triangles of the selected objects
are currently displayed. This number does not include hidden objects and
objects that have been made invisible by variant switching.
EXPANSION displays the expansion of the selected objects. The expansion is
the diameter of smallest sphere that would enclose all selected objects
(bounding sphere).
TEXTURE MEMORY displays how much memory is used for textures.
TEXTURE ONBOARD displays how much memory on the graphics card is used
for textures.
AUTO UPDATE updates all values at each new selection.
UPDATE updates all values for the current selection.
This option does not appear when the AUTO UPDATE option is enabled.
Geometry
This menu contains functions for editing geometries.
NURBS
Contains options for editing NURBS geometries.
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Call with: GEOMETRY > NURBS
The NURBS context menu opens.
Tessellate
Specifies tessellation parameters and starts tessellation.
Call with: GEOMETRY > NURBS > TESSELLATE or ALT + T
The currently selected geometry is tessellated. Only exact shapes such as
NURBS or planes, and not pure polygonal shapes, can be tessellated. The
parameter value units are model units and thus correspond to the units
used when creating the model. If, for example, the model was created in
millimeters, the parameter values are interpreted as millimeters.
Tessellation
CAD software creates the geometry as exact shape data (for example
NURBS). The shapes are mathematically exactly defined. VR software, on
the other hand, works with polygons. This means that this exact
information must be converted into polygon information. This process is
known as tessellation. The process converts the mathematically exact
shape into a large number of triangles (polygons). The size of the
polygons and thus the conversion precision can be specified using the
tessellation parameters.
DELTAGEN breaks down every shape of the model into triangles.
Increasing the number of triangles used for a given shape improves the
level of detail in displaying that shape. Each triangle in the display uses
graphics-card processing capacity. In order to keep the processor load as
low as possible, the number of triangles should be minimized. In preparing
the data, a compromise must therefore be made between these two
requirements.
You use the TESSELLATION tool to break down the free-form shapes into
triangles. For selected shapes, you can repeat this tessellation process any
number of times in order to change the number of triangles generated.
You can view and evaluate the result in the viewer and choose the most
suitable resolution. (See menu GEOMETRY > NURBS > TESSELLATE)
For a better understanding of the parameter NUMBER OF TRIANGLES
GENERATED, imagine a curved shape. In a tessellated state, this is
represented by a large number of triangles covering the entire shape. The
sectional view of this shape (see the following diagram) shows how the
flat triangles (represented here by straight blue lines) approach the
curved shape (green curve).
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The TESSELLATION TOLERANCE value is the chordal deviation. This is the
maximum permissible deviation between a triangle and the actual curved
shape. The larger the value, the more imprecisely the shape is represented
and the bigger the triangles can be. This results in using fewer triangles to
represent the shape.
DELTAGEN topology creation recognizes which shapes are adjoining in
order to put the edges as close together as possible. The interval up to
which edges of different shapes receive the same topology is defined by
the TOPOLOGY TOLERANCE value. For the edges of the shapes, the same
triangle points are used when possible, thus decreasing and eliminating
the number of gaps during tessellation (see picture below; menu
GEOMETRY > NURBS > TOPOLOGY).
The better the edges can be made to meet, the more even are the shapes
to be represented.
Tessellation of objects that are transformed (moved, rotated, scaled) can
lead to unwanted results, for example with joint topologies, therefor you
should first perform the FLATTEN TRANSFORMS function.
Presets
SELECT PRESET... loads the values stored in the preferences for the different
tessellation steps. Furthermore, you can now click SAVE specify and save
your own presets or use the standard presets.
Anti-aliasing, Page 310.
SAVE AS saves the changed settings into a preset.
RESTORE DEFAULT PRESETS resets changed presets into the standard
configuration.
GET PARAMETERS FROM SELECTION gets the values of the current selection.
This allows you to use the same tessellation values that the object had
before or to optimize the values. This works with body, shell, wireset, wire,
and face objects.
Tessellation parameters
TOLERANCE: Enter the chordal deviation. This value specifies how near the
polygons of the free-form shape are to be placed. The smaller the value,
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the more accurately the object is tessellated, resulting in the need for
more polygons.
MAXIMUM LENGTH sets the threshold value above which polygons with a
greater edge length are halved and thus the geometry finer tessellated.
A value of 0 specifies that this parameter is ignored.
This enables you to further subdivide long, narrow polygons.
MAXIMUM ANGLE sets the threshold value for the angle above which
polygons are more finely subdivided. A value of 0 specifies that this
parameter is ignored.
Thus areas with small radii tend to be subdivided since here the
angles between adjacent polygons are larger.
IGNORE TOPOLOGY ignores the 'normal' boundaries of the topology and can
generate much leaner geometries for quick viewing of large scenes.
You can tessellate the same object with new settings to obtain the best
result.
If tessellation is very coarse, IGNORE TOPOLOGY can create holes in
the geometry. You can close these holes later by running a new
tessellation without IGNORE TOPOLOGY.
FIT UVS TO TESSELLATION adapts UVs to the new tessellation.
Is the option active and all surfaces that should be tessellated have UVs,
then DELTAGEN tries to keep the UV layout at tessellation. Is it not active,
the tessellation is much faster, but the UVs are then lost.
TESSELLATE starts tessellation for the selected objects according to the
parameters set.
You can tessellate the same object with new settings to obtain the
best result.
..
If the UV sets contain cuts, for example for the shadow calculation,
the UVs cannot be adjusted cleanly to the new tessellation. In this
case the user gets a message with options on how to proceed.
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Topology
Call with: GEOMETRY > NURBS > TOPOLOGY
PRESETS: you can call or specify presets for the tolerance value.
TOLERANCE specifies the maximum distance the shapes may be from each
other to still maintain a common topology at their edges.
Edges with a greater distance between them are not recognized as
adjacent. The topologies are not applied.
NEW TOPOLOGY deletes the existing topology of selected objects and tries
to determine the neighborhoods using the tolerance value. Then
tessellation is restarted using the tessellation parameters in the object.
UPDATE TOPOLOGY uses existing neighborhoods and tries to determine
additional neighborhoods using the tolerance value. This is mainly useful
for eliminating rogue results. Then tessellation is restarted using the saved
tessellation parameters.
Structuring...
This option restructures the scene in DELTAGEN.
Call with: GEOMETRY > NURBS > STRUCTURING...
In DELTAGEN you can regroup objects (even in an existing scene)
according to properties such as topology or look so that you can edit and
animate them better.
STRUCT BY TOPOLOGY structures the scene tree according to topology
properties. Topology-linked geometry is combined in a body. The
resulting body contains one shell per material.
STRUCT BY COLOR structures the scene tree according to materials.
Geometry with the same material is combined in a body regardless of the
topology.
If you select both STRUCT BY TOPOLOGY and STRUCT BY COLOR, one
body per topology and color is generated, for example each body
contains only geometry with the same material.
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Struct by topology and color options
PRESERVE STRUCTURE: If you select Preserve structure, only bodies in the
same group are combined. If this option is not selected, all geometry is
potentially combined, regardless of the scene structure.
With large models, this can take a long time if Preserve structure is
not selected.
TOPOLOGY TOLERANCE structures the scene tree according to tolerances
specified in the presets.
Remove NURBS information
The NURBS data of a tessellated object saved in the background is
deleted. Retessellation is no longer possible.
Call with: GEOMETRY > NURBS > REMOVE NURBS INFORMATION
Set to A-side
Specifies a face object as visible.
Call with: GEOMETRY > NURBS > SET TO A-SIDE or context menu
Set to B-side
Specifies a face object as invisible.
Call with: GEOMETRY > NURBS > SET TO B-SIDE or context menu
Close all shells and wiresets
Closes all shells and wiresets in the scene tree and, in the background,
compresses the NURBS data of the objects they contain.
Call with: GEOMETRY > NURBS > CLOSE ALL SHELLS AND WIRESETS
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Flatten transforms
This option resets all transformation values to 0.
Call with: GEOMETRY > FLATTEN TRANSFORMS or ALT + F
This function is used only on the objects selected and all the objects
contained in the selected groups. The position of each object remains
unchanged. The blue frame around the icon in the scene tree is withdrawn.
This function cannot be undone.
On textured objects with complex UV mappings, the use of the FLATTEN
TRANSFORMS function can cause UV coordinates at the edges to be lost. To
avoid false texturing, a query is displayed in this case. Further information:
Transforming, Page 210.
Dereference objects
This option replaces the referenced objects in the current selection with
unreferenced copies of them. Unlike FLATTEN TRANSFORMS, this action does
not remove transformations.
Call with: GEOMETRY > DEREFERENCE OBJECTS or ALT + D
Combine geometries
Combines all shapes with a shared referenced look to form a single object
and deletes the information of the exact shape description.
Call with: GEOMETRY > COMBINE GEOMETRIES or ALT + C
AT LEVEL combines all geometries starting from a specific level on the
basis of the current selection, within which (only) the combination is
made. For example, the value 1 combines the current level.
AT LOWEST LEVEL combines all geometries in the lowest level in which at
least one shape exists.
PRESERVE STRUCTURE combines all geometries and preserves the group
structure even if different geometries in subfolders reference the same
looks.
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The COMBINE GEOMETRIES function is used on selected objects only. This
function should only be used after tessellation and look assignment have
been completed.
Due to the deletion of the information of the exact shape description, the
only geometric information for any object processed in this way is
provided by the polygons generated by the tessellation.
This function cannot be undone.
GEOMETRY > COMBINE GEOMETRIES converts NURBS data to the body/
shell structure. The NURBS data is not deleted.
To delete NURBS data, select GEOMETRY > NURBS > REMOVE NURBS
Bodies are then converted to groups, and shells and
wiresets to shapes.
INFORMATION.
On textured objects with complex UV mappings, the use of the COMBINE
GEOMETRIES function can cause UV coordinates at the edges to be lost. This
can cause faulty texturing.
Recalculate normals...
Calculates new vertex normals between the polygons on the basis of
existing surface normals.
Call with: GEOMETRY > RECALCULATE NORMALS
This function is used on selected objects only. With this function, you can
get a softer/harder shadowing of the polygon edges. It makes sense to
use this function on already polygonized data only.
CREASE ANGLE: Enter the maximum angle the polygons can have in relation
to one another to retain shared vertex normals and thus also retain soft
shadowing on the shared edges.
This operation cannot be undone.
Unify surface normals...
Aligns the surface normals equally.
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Call with: GEOMETRY > UNIFY SURFACE NORMALS...
This function is used on selected objects only. The normals of
topologically adjacent shapes are evenly aligned. Shapes that are adjacent
by transformation are ignored. The function can only be used on exact
shapes, not on polygons.
Flip surface normals
Flips the surface normals. This also changes the order of the triangle
edges.
Call with: GEOMETRY > FLIP SURFACE NORMALS or N
This function is used on selected objects only.
The normal of a polygon determines the inside and outside and therefore
the side at which the look is visible. If surface normals are not facing in the
direction you want, you can flip them with this function. You may then
have to use the FLIP TRIANGLE ORDER function to get the right result. To
check the surface normals, you can also use the VIEW NORMALS function.
Flip triangle order
Flips the order of the triangle edges.
Call with: GEOMETRY > FLIP TRIANGLE ORDER or SHIFT + N
This function is used on selected objects only. You may then have to use
the FLIP SURFACE NORMALS function to get the right result. To check the
surface normals, you can also use the VIEW NORMALS function.
Generate UV maps...
This function generates UV maps.
Call with: GEOMETRY > GENERATE UV MAPS...
The functions are only used on the objects selected and all the objects
contained in the selected groups. Further information:
UV unwrap,
Page 324.
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Scene and geometry setup
Jacketing
Jacketing, also known as Hidden-Surface-Removal (HSR), is the process of
detecting invisible NURBS faces within a part or an assembly of parts. At
the end the found geometries are deleted or set to B-Side, and therefore
no longer recognized in the further preparation and rendering process.
They are kept in the background but are not used for further data
preparation, for example for unwrapping UV cords.
Automatic Jacketing provides suitable meshes for unwrapping and
minimizes the number of faces that contribute to the visualization; for
example, you can assign finer tessellation parameters to achieve higher
visual quality per face. There are two major use cases for jacketing:
• Auto-Jacketing: This is done directly after the import of CAD data on a
part level. An example would be a mirror of a car containing all of the
wiring.
• Jacketing of linked files: Several parts are assembled to a group. Within
the assembly many formerly visible faces are completely covered by
other parts of the linked files and can be ignored for further processing
(set to B-side).
In order to support successive jacketing of several variants of a part you
can choose to maintain the current A-sides; for example, faces which have
been set to B-sides by a previous run are reset to A-sides if they are visible
from the current run.
The goal of automated jacketing is to clean up hidden geometry, reducing
the amount of manual work for the user.
All jacketing operations are completely reversible in DELTAGEN.
Call with: GEOMETRY > JACKETING
RECOVER VISIBLE GEOMETRY FROM B-SIDES does not work on polygon
data, as polygon data does not have B-sides.
Executing SET INVISIBLE GEOMETRY TO B-SIDES on polygon data
deletes the invisible geometry.
SET INVISIBLE GEOMETRY TO B-SIDES changes the geometry core
automatically to B-sides without removing the geometry. This means that
the geometries which are set to B-Side are still there, but are not used for
further data preparation for example for unwrapping UV coordinates.
RECOVER VISIBLE GEOMETRY FROM B-SIDES recovers geometry which was set
to B-Side in a former jacketing process. These geometries were invisible in
before executing jacketing through a not switched variant, but are now
relevant for the overall scene.
Example: You want to switch a "Number plate" Geometry variant to an EU
number plate which is bigger in its size compared to a US one. 
You execute SET INVISIBLE GEOMETRY TO B-SIDES. All geometry of the trunk
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surface below the number plate is set to invisible. If you switch that variant
now to the US version you have holes in your geometry. RECOVER VISIBLE
B-SIDES restores those geometries closing the holes.
To ensure successive jacketing of several variants of a part, you can
choose to keep geometry which has been set to B-sides by a previous run.
They are reset to A-sides if they should be visible after the variant switch.
DELETE INVISIBLE GEOMETRY permanently deletes all faces which are
detected by the jacketing process as not visible.
To achieve an optimal jacketed result you can execute the following steps
in DELTAGEN:
1.
SELECT THE PART(S) YOU WANT TO JACKET
If nothing is selected, jacketing is executed on the whole scene.
2. GO TO GEOMETRY > JACKETING IN THE MAIN MENU
3. CHOOSE BETWEEN THE FOLLOWING OPTIONS:
-
SET INVISIBLE GEOMETRY TO B-SIDES
-
RECOVER VISIBLE GEOMETRY FROM B-SIDES
-
DELETE INVISIBLE GEOMETRY
-
JACKETING CONFIGURATOR
4. START THE PROCESS
The status bar at the footer of DELTAGEN indicates that the application is
busy preparing and executing the jacketing process.
5. CHECK THE GEOMETRY IN DELTAGEN IF THE RESULT IS AS EXPECTED
If you use Geometry Variants in your model:
6. SWITCH THE VARIANTS TO THE DESIRED STATE
7. EXECUTE RECOVER VISIBLE GEOMETRY FROM B-SIDES IN ORDER TO RECOVER
GEOMETRY WHICH WAS SET TO B-SIDE BEFORE. YOU GET BACK INVISIBLE
GEOMETRY AGAIN
8. CHECK YOUR GEOMETRY
9. REPEAT THE STEPS ABOVE, OR MANUALLY SET SINGLE PARTS OF YOUR SCENE
BACK TO A-SIDE UNTIL YOU ARE SATISFIED WITH YOUR RESULT
The expected result is a scene or parts where geometry not relevant to
you got set to B-side or deleted permanently for better scene handling
and performance.
For performance reasons, we recommend executing automated
jacketing only on single parts, or running a DELTABATCH job
overnight if you want to process a complete model or a whole
assembly.
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Working with variants
Variants which show or hide geometry have to be set manually before
jacketing. You have to make sure that only one variant has been chosen.
Otherwise the results may not be correct due to overlapping concurrent
geometry of several variants. An automatic switching through all variants
to acquire a minimum set of faces which can be set to B-sides is not
possible in DELTAGEN. That is because the number of possibilities grows
dramatically with the number of variable parts.
Jacketing configurator
The JACKETING CONFIGURATOR lets you customize your jacketing processes
per group or part and allows you to define which parts of the model are
considered occluders. You can also compare jacketing results using
different quality settings.
Call with: WINDOW > JACKETING CONFIGURATOR or GEOMETRY > JACKETING >
JACKETING CONFIGURATOR
Jacketing groups
The customized quality/performance settings of the jacketing
computation are applied to the parts included in each group. Groups can
be renamed by double-clicking on the name or with F2.
REFRESH GROUPS FROM METADATA loads groups based on grouping
information stored in metadata.
When working with large scenes, for faster results we recommend
that you enable jacketing with
.
CREATE JACKETING GROUP creates a new jacketing group.
AUTO-CREATE JACKETING GROUPS creates a group for each file link
the model or selection tree.
in
deletes one or several groups. Choose from:
-
DELETE JACKETING GROUP
-
DELETE ALL GROUPS
ROOT-NODE SELECTION
-
SELECT ROOT NODE OF ALL SELECTED GROUPS selects the root node in
which all occluders and target items are contained for the groups
selected.
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-
SELECT ROOT NODE OF ALL GROUPS selects for all groups the root nodes
in which all occluders and target items are contained.
AUTO-SELECT GROUP highlights the target items in the scene and scene tree
for each group.
AUTO-SELECT OCCLUDERS highlights the occluder items in the scene and
scene tree for each group.
BOUNDING-BOX SCALING lets you adjust the dimension of the bounding box
along each axis for the target items. The size of the bonding box
determines which occluder faces are identified for jacketing.
BOUNDING-BOX OFFSET allows you to set a bounding-box location offset
value for each axis. Each value specifies the offset distance, along the axis,
from the center of the selected target.
SHOW BBOX displays the bounding box of the target item.
SELECT OCCLUDER FACES selects only the occluder faces that intersect the
bounding box. You can adjust the bounding-box scaling value to include
additional faces/shapes as occluders.
QUALITY SETTINGS determines the accuracy of the identification of visible
geometry.
We recommend an initial high-performance jacketing calculation.
You can then improve the quality of the calculation and reduce the
risk that visible geometry is not identified and marked as invisible.
SHOW SHRINK-WRAP MESH displays the shrink wrap. The shrink wrap is
remembered after the first jacketing, allowing faster future jacketing
calculations. The shrink-wrap mesh is recalculated after any changes to
the size of the bounding box and/or target or occluding items.
UPDATE produces faster jacketing calculations for the currently selected
groups with a precomputed shrink wrap.
To perform faster multiple jacketing computations on a single part
(resp. group), while applying different quality settings, the shrinkwrap mesh must be precomputed and re-used.
If anything but the quality setting is changed for a jacketing group
(for example bounding-box scaling, add/remove target/occluder
item), the shrink-warp mesh is invalidated and the UPDATE option is
disabled.
Target items
ADD SELECTION TO JACKETING GROUP adds the selected geometry to the
jacketing group.
REMOVE SELECTION FROM JACKETING GROUP removes the selection from
the jacketing group.
AUTO-SELECT highlights the selected targets in the scene and scene tree.
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Occluder items
ADD SELECTION TO OCCLUDERS manually specifies the shapes as
occluders.
AUTO-DETECT OCCLUDERS identifies all the shapes that intersect the
target’s bounding box.
removes one or more shapes from the occluders. Choose from:
-
REMOVE SELECTION FROM OCCLUDERS
-
REMOVE ALL OCCLUDERS
AUTO-SELECT highlights the selected occluder items in the viewer and
scene tree.
DELETE INVISIBLE permanently deletes all geometry that is identified during
jacketing as not visible.
SET INVISIBLE TO B-SIDE changes the geometry core automatically to Bsides without removing the geometry.
Jacketing can be started with one of the following options:
-
PROCESS SELECTED GROUPs
-
PROCESS ALL GROUPS
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Look
Look
This menu corresponds with everything that has to do with the looks of
your geometries.
Look library
The Look library displays the looks of the current scene and external look
libraries.
Call with: LOOK > LOOK LIBRARY...
A look consists of colors, texture, reflection, bumps, blending, and
mapping.
Object editor - Camera, Page 1.
In this dialog box, looks can be managed, assigned to objects. Also look
variants can be created. The lighting of the icons in the look library is done
on the basis of a neutral IBL. This enables you to judge the material better
in the look library.
This tab represents the scene look library and contains only the looks
used in the active scene.
File menu
• CREATE creates an empty look library.
• OPEN opens a look library.
• CLOSE closes the displayed look library.
• SAVE saves the displayed look library as an RTLL file.
• SAVE AS... saves the displayed look library under a different name.
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Edit menu
This menu contains functions for editing looks.
• UNDO cancels the last few work steps in the look library. In brackets,
you can see which function will be undone with the next undo step.
• DELETE LOOK deletes selected look(s). Only looks that are not assigned
to an object and are not used in an animation or variant can be deleted.
• DELETE ALL UNUSED LOOKS deletes all looks not assigned to an object and
not used in an animation or variant.
• UNIFY IDENTICAL LOOKS identifies all looks with the same values (for
example color values, texture file) and combines them to form a single
look if they do not have differing basis names.
Example: BLUE and BLUE_1 are combined, but BODY and BLUE are not
combined.
• UNIFY SELECTED IDENTICAL LOOKS identifies all selected looks in the look
library with the same values (for example color values, texture file) and
combines them to form a single look if they do not have differing basis
names.
This function cannot be undone.
To use this function, confirm the warning in the dialog box with YES.
Be careful with scenes with already generated look-variant setups,
color and transparency animations, if the same basis name is used
for the target and source looks: existing look variant setups and
color/transparency animations cannot be executed due to the
amalgamation of the look and color names after using the function.
• CREATE LOOK creates a new look with basic settings in a look library.
This function is grayed out in the look library of the scene.
• CREATE LOOK FROM SELECTION adds a new look to the displayed look
library. The look is applied to all selected shapes. You can also assign a
look by dragging an object into the look library in the scene tree. You
can select shapes only.
• ASSIGN LOOK TO SELECTION assigns a look selected in the dialog box to
the objects selected in the scene. This function is used only on the
objects selected and all the objects contained in the selected groups.
You can assign a look by dragging a colored sphere onto an object in
the scene tree or in the viewer. You can select both shapes and groups
for doing this.
You can also add the look of a selected shape to the look library by
dragging it from the scene tree to the look library.
• ASSIGN LOOK AS OVERRIDE TO SELECTION assigns a selected look as
override look to the selected object group.
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• EDIT LOOK opens the editor of the selected look and supplies additional
information about the selected look. By double clicking on a look, the
look editor opens.
If a look to which a look variant is assigned is changed in the object
editor of the shape, the changes are also transferred to the
currently switched look variant, and are thereby retained.
• ADD VENDOR INFO... adds manufacturer information to a look. You can
assign two logos and two web links to a look. These are then shown in
the look editor under COLOR.
To guarantee the manufacturer information permanently,
manufacturer information that can no longer be changed or
deleted is added to a look.
• HIGH QUALITY SHADOW ON / OFF improves the shadow on a look.
• DUPLICATE LOOK adds a copy of the selected look to the library. This is
not possible in the model look library.
• COPY LOOK
• PASTE LOOK pastes the copied library look from the clipboard to the
displayed look library. This is not possible in the model look library.
The COPY LOOK and PASTE LOOK functions are used only for
managing looks in the libraries without reference to the scene. The
CREATE LOOK FROM SELECTION and ASSIGN LOOK TO SELECTION
functions are used for exchanging looks between the library and
the scene.
• SELECT LOOK’S GEOMETRY selects the objects in the scene that have the
look(s) selected in the look library.
• SELECT GEOMETRY’S LOOK selects the looks in the look library used in the
scene by the selected objects.
• SELECT UNUSED LOOKS selects all looks not assigned to an object and not
used in an animation or variant.
• UPDATE FROM LIBRARY exchanges looks of the model look library that are
taken from an attached look library and then changed with the looks of
the attached look library.
• CONVERT LEGACY LOOK LIBRARY converts the look library from an earlier
release to a look library of a newer release.
View menu
• REFRESH
• MARK MODIFIED LOOKS highlights looks assigned from another library and
changed since then. The comparison is possible only if the other
libraries are open.
• LIST shows looks with a text field at the side.
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• ICONS shows looks as icons.
• TOOLBARS sets the toolbars that should be displayed in the Look library
dialog box. To be able to minimize the dialog box a lot further you can
deselect currently not needed toolbar options to hide them.
Find settings menu
• FIND IN LOOK NAME searches for the entered search text in the look name
and selects found looks.
• FIND IN LOOK DESCRIPTION searches for the entered search text in the
look description (
Object editor - Camera, Page 1) and selects found
looks.
Filter menu
• SHOW ONLY FOUND LOOKS shows only the looks found by the FIND
function. Otherwise they are selected.
• SHOW ONLY LIBRARY LOOKS shows only the looks assigned from another
library.
Toolbar
The toolbar of the Look library contains the most important functions
from the menus and other functions for handling the Look library. It is
divided into sections:
• File
• Editing
• Collections
• Find
These sections can be selected and moved freely around the dialog box.
They can be displayed or hidden via the View menu of the Look libary or
the context menu.
Assign as variant
If ASSIGN AS VARIANT is checked when assigning a look, the old looks are not
replaced, but instead a look variant set is created and the new look is
entered there as a variant.
assigns the selected look to all objects selected in the scene.
assigns the selected look as override look to all objects selected in
the scene.
creates the looks of selected objects to the look library.
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assigns the selected look to the object selected in the scene.
assigns the selected look to all objects in the next group up in the
scene tree.
assigns the selected look to all referenced objects.
SELECT
• SELECT LOOK GEOMETRY selects all objects in the scene that have
assigned the selected look.
• SELECT GEOMETRY’S LOOK selects the look in the library that is assigned to
selected objects in the scene.
• SELECT UNUSED LOOKS selects all looks in the look library that are not
assigned
Collections
Looks can be organized by using collections in the Look library.
Collections can be accessed in the Look library by opening the Collections
menu. By default, the Show All menu entry is active, which displays all
looks in the selected library.
generates a new collection that can be named.
You can also delete a selected entry.
By opening the context menu and selecting COLLECTIONS, you can assign
the selected look to a collection.
• If you select ADD TO NEW COLLECTION, a new collection is generated
containing the selected look.
Find
You can filter the display of look icons by name here. If you set SHOW ONLY
FOUND LOOKS in the filter menu, only the looks concerned are displayed.
Otherwise the looks concerned are selected in the library.
Current look
CURRENT LOOK displays the look of the selected object or all look variants
created for this look. This section can be hidden or adjusted via the
splitter. In transparent mode a placeholder thumbnail is displayed here as
well, to indicate the place to drop new looks.
Override looks assigned to the selected shape are not shown here.
In CURRENT LOOK, the current selected look and its variants are
shown.
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Creating look variants in the Current look section
You can create a look variant by dragging a look from a look library to the
CURRENT LOOK dialog box.
A Look set is automatically created in the Variants Manager If a look from
the look library already exists as a variant, it is copied and then added as a
new variant.
For further information, see
Variant manager, Page 160.
Removing look variants
1.
SELECT THE LOOK IN THE
CURRENT LOOK
2. PRESS DEL.
If a look to which a look variant is assigned is changed in the object
editor of the shape, the changes are also transferred to the
currently switched look variant, and are thereby retained.
Look assignment table
Opens the dialog box for look assignment tables.
Call with: LOOK > LOOK ASSIGNMENT TABLE...
Use look assignment tables to assign new looks to existing looks. There
are source and target looks. If you have already assigned simple looks
(target looks) to the objects of a scene, for example looks for which only
the color properties have been set, you can assign new and more complex
looks (source looks) to these existing looks without having to assign the
new colors individually and manually.
You can also assign several new looks to a look, which happens during the
automatic creation of LOOK SETS in the VARIANT MANAGER (
Variant
manager, Page 160).
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In this dialog box, you can load, save and create target and source looks
and assign them.
• LOOK ASSIGNMENT TABLE FILE displays the file name of the loaded look
assignment table. Look assignment tables are text files that have the
suffix .ini and can be edited with a text editor.
• NEW
• LOAD
• SAVE
• SAVE AS
• APPLY TABLE TO ACTIVE MODEL assigns source looks to corresponding
target looks in the active model.
• APPLY TABLE TO ALL MODELS assigns source looks to corresponding
target looks in all models.
• TARGET LOOK NAME lists all target looks
• SOURCE LOOK(S) lists all source looks assigned to the selected target
look. You assign new target looks by dragging looks from the LOOK
LIBRARY to the SOURCE LOOK(S) field.
• NEW creates a new target look. Enter the look name of an object. The
best way is to copy the name from the LOOK OVERVIEW tab and paste it
into the TARGET LOOK NAME field.
• DELETE
• RENAME
• OPEN LOOK LIBRARY
Texture
This menu contains functions for editing textures.
Change texture paths...
Changes the search path for textures so that all specified textures can be
found.
Call with: LOOK > TEXTURE > CHANGE TEXTURE PATHS...
During work on a model, it may happen that you load textures from
different directories and sometimes move them to other directories.
Textures can then no longer be found and, as a result, the model is no
longer correctly textured.
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The CHANGE TEXTURE PATHS dialog opens.
• MISSING TEXTURES lists the missing textures.
• CURRENT SEARCH PATH lists the directories being searched for textures.
•
adds a new search path.
The CHOOSE A DIRECTORY dialog box opens and allows you to specify the
directory.
•
deletes the selected search path from the list.
• APPLY updates the texture path assignment and the list of missing
textures. The texture paths are saved in the texture path file and the
texture is loaded from the right location the next time the file is loaded
If you use RELOCATE TEXTURES to delete the directory names from the path,
the MISSING TEXTURES list contains file names without paths. See
Relocate textures, Page 113.
Relocate textures
Readdresses the search paths to the texture files.
Call with: LOOK > TEXTURE > RELOCATE TEXTURES
In order to display a texture, specify a corresponding file when adding it.
The absolute path to this file is then saved in full. However, this can cause
problems if the texture file has been moved and can no longer be found
under the known path.
The directories specified in the CHANGE TEXTURE PATHS dialog box can be
used as search paths for textures. With RELOCATE TEXTURES, these search
paths are used for new searches for all textures.
The absolute paths used for texture files are abbreviated before searching
for texture files in the texture search paths. The new valid texture paths
are then used.
Remove override looks
REMOVE OVERRIDE LOOKS removes the override looks of the current
selection. If a group is selected, the override looks of the entire group are
removed. This removal is also possible for the entire model.
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Call with: LOOK > REMOVE OVERRIDE LOOKS
Removing override looks can be especially useful, when working
with imported scenes from CAD files containing override looks that
can hinder different workflows; for example the selection by look.
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Assignment tables
Assignment tables are a fast way to assign Looks to a group of geometries
using selection by query.
Thanks to the new query system it is possible to create search criteria to
find elements quickly either searching for common metadata or using the
objects name.
The list of geometries or groups matching the search criteria, result of the
query, can be used to assign a new defined Look with a single operation.
Create assignment tables
This option creates a new assignment table for an object with at the least
one assignment.
Call with: ASSIGNMENT TABLES > CREATE ASSIGNMENT TABLE
To use this function it is necessary to select a group to the assignment
table that should be attached!
Assignment tables do not affect geometries below the group it belongs to.
Multiple assignment tables of the same group are possible, but only one
assignment table can be executed at once, for example executing another
assignment table of the same group reverts the result of the old active
assignment table first. An active assignment table is written in bold text.
In the dialog box ASSIGNMENT TABLES in the section Scene assignment
tables it is possible to create new table name by using the
an existing assignment table.
or renaming
When a new table name is created in the SCENE ASSIGNMENT TABLES, it is
possible to create an assignment by using
TABLE NAME: NEW ASSIGNMENT TABLE.
in the right section under
Assigning the new look
To assign a look for that new assignment, it is possible to drag a look from
the Look library into the left area.
It is possible to add additional assignments to the same table.
Assignments are always executed from top to bottom. The results of an
assignment can be overridden later with an assignment that has the same
result.
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Executing and deleting assignment(s)
Pressing EXECUTE ASSIGNMENT
1.
the assignments are applied (executed).
It is possible to execute one assignment and also to revert the
execution.
EXECUTE ASSIGNMENT or REVERT ASSIGNMENT and DELETE ASSIGNMENT
become visible when you hover the mouse cursor over the area.
2. It is possible to add more than one assignment and to execute all
assignments from the top part of the table section on the left.
Table name and query can be deleted or just an assignment by using
DELETE ASSIGNMENT
in the toolbar.
.
Although the assignment is deleted object appearance does not
change.
It is also possible to add more than one table to one object. The purpose
of this is to create different queries to group objects or geometries with
common characteristics.
Renaming assignment tables
Renaming the table can be achieved by double right clicking the mouse on
the table name in the right area.
Deleting selected assignment tables
Deleting table name or queries can be done by using DELETE SELECTED
ASSIGNMENT TABLE
in the toolbar.
You have to decide if you want to keep the assignment results:
• By clicking on YES the assignment table is deleted but the query result
still remains in the table list.
• By clicking on NO assignment results are also removed.
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Execute on load
This is a method of automatic executing the assignment tables (without
executing them manually).
It applies the assignment table to the target only on loading as well as to
every part when it is inserted/loaded into the same target group.
Auto execute check box has to be enabled before the model is
opened. When using auto execute for the first time, changes are
visible only after saving and reloading the model.
Note that the Auto execute function cannot be undone.
It is possible to drag item(s) into the query widget. This creates a namebased query for the corresponding item(s).
It is possible to drag metadata sets, keys or values into the query widget.
This creates a metadata-based query if a key exists or if the key has the
specific value.
Open assignment table
Call with: ASSIGNMENT TABLES > OPEN ASSIGNMENT TABLE
For using this function to open the assignment table one object has to be
selected and object has an assignment table.
For objects that do not have assignment tables, the option Open
assignment table in menus is displayed as inactive.
If a nothing is selected in the scene tree, this option is inactive.
It is also possible to assign a new look to an existing table.
To easy compile the query syntax it is possible to have on the same
screen (one next to each other) a floating dialog box with the full
list of the metadata assigned.
Select one element in the scene tree and double click on it, the dialog box
OBJECT EDITOR is displayed and under the METADATA tab it is possible to
scroll the relative list of the metadata value.
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Import assignment table
Call with: ASSIGNMENT TABLES > IMPORT ASSIGNMENT TABLE
The purpose to import an assignment table from other objects to selected
object) is to use the same query with the same look assignment used in
different scenes or projects.
It is also possible to edit any part (query and look) of an assignment table.
• Using IMPORT ASSIGNMENT TABLE inside the ASSIGNMENT TABLES menu
locate the table previously exported and select the table.
The new imported table is listed inside SCENE ASSIGNMENT TABLE by clicking
OPEN.
Remove assignment table from object
Call with: ASSIGNMENT TABLES > REMOVE ASSIGNMENT TABLE FROM OBJECT
To remove an assignment table do the following:
1.
SELECT ONE OBJECT CONTAINING THE ASSIGNMENT TABLE
The selected object has an assignment table.
2. OPEN ASSIGNMENT TABLE WITH SELECTED TABLE
3. SELECT REMOVE ASSIGNMENT TABLE FROM OBJECT OPTION
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Animation and variants
Logic network
This menu contains the functions related to the Logic network editor
(LNE).
Logic networks can be used for your scene objects and aspects to create
and trigger animations and variants or transfer data (with or without using
calculations) between them. It is possible to export and import them. For
ease of use there is global enabling and stopping of the evaluation of the
networks and a list of all available (self-defined) keys in the Presentation
mode.
Import network
Call with: LOGIC NETWORK > IMPORT NETWORK... or
In the dialog box you have the choice between two file types:
• .LNE files - the standard export format of the current DELTAGEN
version
• .WRL files - a legacy animation file format for compatibility with
previous versions.
All imported networks will be added to the LNE.
Export
Call with: LOGIC NETWORK > EXPORT... or
In the dialog box you can only export a complete logic network in the
standard DELTAGEN .LNE file format.
Exporting selected nodes is currently not supported. Therefore,
make sure that nodes are not selected in the Logic network editor,
otherwise EXPORT stays inactive.
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Logic network editor (LNE)
The LNE is a graphical programming interface with which users are able to
create and arrange the nodes (containers with values and functions) and
the connections between them. A DELTAGEN scene can contain multiple
logic networks at once for a better organization.
Nodes representing specific scene elements can be considered as an
instance of the original object or function, giving the option of using more
than one of them at once.
If some property or the evaluation (active or disabled) of one instance is
changed, it is not necessarily affecting other instances of the same
element. So the instances of an animation timeline, Animation nodes
related to that timeline via their targets definition, can be used
independently from each other (even in different networks) to trigger the
behavior of that timeline to start the playback of that animation.
This menu entry opens the LNE dialog box.
Call with: LOGIC NETWORK >
LOGIC NETWORK EDITOR...
If scene elements like variant sets or animations are used in a logic
network the SCENE TREE, the VARIANT MANAGER and the ANIMATIONS LIST
show indicator icons in the USED IN LOGIC NETWORK column.
1.
CLICK
TO AUTOMATICALLY OPEN THE
LNE AND SELECT THE LINKED NODE
If the LNE is opened for the first time the NETWORKS list and the work area
are empty.
2. DRAG A NODE INTO THE WORK AREA
A network is automatically created in the NETWORKS list.
Window layout
The LNE is organized into different parts. On top there is the main toolbar.
The large area in the center is the work area, organized in tabs if multiple
networks are available. Surrounding that are additional tools and
information areas organized in the following way:
-
Left side: Networks manager, Node library, Navigation
-
Right side: Node descriptions and properties
With the dot handles it is possible to hide or resize these areas. If
parts are hidden the handle has to be moved until sufficient screen
space for that interface element is reached and it is shown again.
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Main toolbar
The Main toolbar contains the following elements:
IMPORT NETWORK… opens a logic network file.
EXPORT… saves a logic network file.
NEW NETWORK creates a new network.
Newly created networks become visible in the network area and the work
area. The focus shifts to the latest created network.
DELETE SELECTED deletes the selected connections, nodes or networks.
CUT (Ctrl+ X) cuts the selected nodes and the connections between
them. Until they are inserted into a new position they are not removed
from their original place.
COPY (Ctrl + C) creates a copy of the selected Nodes and the
connections between them.
PASTE (Ctrl + V) inserts the content from the clipboard (nodes and
connections between them) in the center of the work area of the active
network.
ALIGN: Aligns the selected nodes.
For further information see Arrangement, Page 129.
GROUP: All selected nodes/groups and their connections are put into
one new group. Connections to other nodes (not selected nodes) are
reestablished as connections to exposed slots of that group.
UNGROUP: The nodes of the selected group(s) are extracted and the
existing connections to other nodes outside of that group are established
as direct connections again.
PLAY: If activated all the existing networks will be evaluated. Every
node is set back to its state it was before eventually stopping the general
node evaluation. If deactivated (unpressed), meaning the evaluation is
stopped, the nodes are set “disabled” temporarily.
HIGHLIGHT ACTIVE NODES: This tool shows the current state of your
nodes by highlighting the nodes and links that are active while running the
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network. The border of an active node is highlighted for at least 1 second;
however, it remains highlighted while the network is running.
The use of this tool may impact DELTAGEN performance. Enable
and disable this tool as needed to improve overall performance.
HELP displays information about each available node type and always
relates to the currently selected node. After enabling the icon a separate
area between the left section and the work area becomes visible. By
disabling the icon that part will be closed again.
The node description becomes visible by either selecting a node in the
network or the Library. With multiple objects selected only the first
selected one is taken.
Networks manager
The Networks manager provides an overview of the existing networks and
displays the nodes which are part of the networks.
The listing is always in alphabetical order.
You can switch between ALL networks and <current> network.
• ALL: If selected, the you can see all networks with all nodes.
• <CURRENT> NETWORK: Only the nodes of the currently selected network
are listed.
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Switching to <current> network
1.
SELECT A NEW NETWORK IN THE WORK AREA (CLICKING ON THE APPROPRIATE
TAB)
Alternatively,
2. DOUBLE-CLICK ANY ENTRY IN THE ALL NETWORKS LIST NOT BELONGING TO THE
CURRENT NETWORK.
SEARCH: A search filter can be applied to the listing. You can filter and
search ALL networks or the <current> network for nodes or targets
defined in appropriate nodes like object nodes or animation nodes. The
search can also be restricted to either nodes or targets only, via the list on
the right side.
Node example
Target example
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Nodes related to a target, like a Scene object node, can be found via the
name of the target(s). The target can be defined either directly as target
or via query mode.
Cube will be found inside the node test because the target of this node is
a cube (Node names search). And it will be found directly as node Cube via
its name. Therefore both nodes will appear in the Networks manager list. It
is possible to restrict the search to node names or target names only.
The search function inside the NODE LIBRARY is also supported.
Selection
The main functionaries are to select and unselect nodes and networks. The
common Windows® key combinations work here as well.
Example:
• SHIFT + left-click for range selection.
• Selecting a node inside the NETWORKS list, selects the corresponding
node in the work area and vice versa.
• Double-clicking a node brings the associated network to the
foreground; the node is selected and displayed in the middle of the
work area.
Information
Next to each node the following symbols are listed:
They represent different general attributes shared by all nodes.
These three general attributes:
• ENABLED/DISABLED
: shown in these three areas of the LNE: Network
manager, Work area, Properties. These nodes are no longer evaluated. 
Keyboard shortcuts: CTRL + H (disable) and CTRL + SHIFT + H (enable)
PLAY (LNE toolbar) can be used to quickly disable and enable every
node.
• FAVORITES
: shown in these three areas of the LNE: Network
manager, Work area, Properties. An additional label with the name of
the node (on top of the node) is visible in the work area in all zoom
levels.
• DELETE
In certain cases a warning may appear:
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• UNRESOLVED
: you get a tooltip while hovering over the icon. This
status can mean two things:
-
There is either no query defined or
-
the query does not deliver a suitable result.
For FAVORITE and ENABLED/DISABLED you can also use multiselection and context menus to change the attributes.
Node library
It is a collection of available nodes used for creating networks (graphical
solution for programming tasks). Drag the selected node (one by one) to
the desired place in the work area of the active network. The connections
are made afterwards in the work area.
The nodes are arranged in categories (or groups) and are divided into
different semantic types as needed to make the selection of the correct
node as logical as possible.
Semantic type means the function is further divided into individual
nodes in relation to the supported (and mentioned) data type.
The categories have different color coding for a better overview in the
networks.
The category is COMPARISON, the function Equals (=) and the semantic type
(required/preferred data type) 3D Vector. The last point is only shown if
the node requires a specific data type as input.
For a detailed description of each node, see Node Library Elements.
If scene objects, looks or aspects are to be used in the network they can
be added by dragging them from the scene tree or appropriate dialog box
(Variant manager, Animations list, Look library) (even multiple objects if
previously selected), or by creating an empty proxy first from the External
objects group of the Node library. The Target(s) can then be defined
afterwards via query in the PROPERTIES. It is possible there to search for the
appropriate object name, look name, aspect name or metadata, where
applicable.
For more information on queries, please see
Query guide, Page 199).
Navigation
The navigation in the work area can be done just as in the 3D viewer.
• Pan: CTRL + middle-click
• Zoom: CTRL + right-click or scroll wheel
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Additionally the navigation tools of the navigation area can be used.
The map shows the entire network with a blue rectangle representing the
currently visible work area.
Dragging the blue rectangle adjusts the visible area accordingly.
• Fly-to: If a node is selected, selecting FLY-TO zooms the map to 100%
and center this node.
• Zoom all: All nodes of the active network will be shown regardless of
the network size. This could lead to very small nodes in large networks.
Zoom level: 
Above 50%, zoom level connections between nodes can be made as usual.
Connectors and text size increases as long as you hover over them.
Below 50%, new connections can only be made if the nodes are enlarged
by pressing the Y key while hovering over the desired node.
Work area
This is usually the biggest part of the LNE dialog box. Here you can place
nodes and make connections between them. Nodes are dragged into the
desired network.
If more than one Network is available you can drag a node to the desired
network tab, wait shortly until this particular network becomes active and
drag the node into the work area.
If the tab list is very long, meaning not all networks are shown in the tab
list, clicking the icons on the right side of the tab list will progress the list
into that direction.
Networks can be closed by clicking on the x in the tab list. If the
network is needed again it can be reopened by double-clicking on
the network name in the network list.
The order of the tabs is defined by the order of appearance in the
work area during the active session.
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Nodes
A node is like a container with embedded data, operations, functions or
internal connections to other DELTAGEN objects. Every node with an
input or an output slot can be connected to other nodes to either get or
deliver values.
The appearance of each node is defined by:
• the color code of the category
• the icon of the function
• the name of the node which can be changed in the properties area
• the icons for disable, favorite, and delete
• a list of available input and output slots.
Some nodes can contain a lot of slots. These slots are categorized into
groups that can be activated in the properties area. Once active, they
become visible and can be used for connections.
For more information see Properties, Page 129.
While hovering over either an input or an output slot, the slot becomes
highlighted and information about the supported or delivered data type is
displayed. The data type corresponds with the semantic type, if one was
used for this node, at least for one input slot.
Simple nodes like some Semantic type nodes show the values on the
output slots all the time, while complex nodes like scene object or aspect
nodes only show them if connected to other nodes.
Connections
A connection between two nodes is illustrated by a line.
Creating a new connection
1.
CLICK ON AN INPUT
/ OUTPUT SLOT OF A NODE
2. LEFT-CLICK + HOLD WHILE MOVING TO THE DESIRED NODE
A dashed line follows the cursor’s movement. The moment the goal node
is reached the suitable slots are highlighted and the connection can be
dragged into one of them.
The connections are highlighted by different colors, depending on their
types.
There are multiple connections from and to each slot possible. The input
slot can have different options for selecting the right input value. It could
be:
• All values
• All valid values
• First value
• First valid value
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• OR value
For a detailed description of each node, see Node Library Elements.
LNE context menu
Open the context menu of the nodes by right-clicking in the work area.
• TRIGGER INPUT SLOT
If the right-click is done over an input node of the type Flag the Trigger
option becomes available and can be used to trigger that slot once.
• CUT (Ctrl + X) cuts the selected nodes and the connections between
them. Until you insert them into a new position they are not removed
from their original position.
• COPY (Ctrl + C) creates a copy of the selected Nodes and the
connections between them and keeps it on the clipboard.
• PASTE (Ctrl + V) inserts the content from the clipboard at the place
where you clicked with the mouse. If you use the shortcut or the
toolbar the nodes are placed in the center of the work area of the
active network.
• FAVORITE (Ctrl + F) sets the node to Favorite which means an additional
label with the name of the node is visible in all zoom levels. You can set
this state also in the properties section or with the MMB.
• NOT FAVORITE (Ctrl + shift + F) sets the nodes state back to normal with
the label discarded.
• DISABLE (Ctrl + H) sets the node to an inactive state. The node’s color
changes to gray and it is disregarded in further evaluations.
• ENABLE (Ctrl + shift + H) sets the node back to an active state. The node
color changes back to black and it is again taken into account in
evaluations.
• DELETE SELECTED (Del) deletes the selected connections, nodes, or
networks.
• GROUP (Ctrl + G): All selected nodes/groups and their connections are
put into one new group. Connections to other not selected nodes are
reestablished as connections to exposed slots of that group.
• UNGROUP (Ctrl + shift + G): The nodes of the selected group(s) are
extracted and the existing connections to other nodes outside of that
group are established as direct connections again.
Selection and management
Element selection can be done via a selection box or by left-clicking on
elements. The elements are then marked white or with a white outline.
Name information/Favorite designation can be with a middle-click. An
information box containing the element name is shown/hidden.
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Arrangement
Move manually using left-click + hold.
Aligning: Make a selection of two or more nodes and select the
appropriate option.
The nodes are arranged with respect to the outermost one in the desired
direction or the geometric center of the selection (center, middle).
Align left
Align center
Align right
Align top
Align middle
Align bottom
Properties
Common properties
Every node has a couple of common entries in the PROPERTIES area which
become visible after selecting the node in the Work area or Network
manager. They can only be seen if just one node is selected, otherwise the
hint MULTIPLE OBJECTS SELECTED is shown.
Under the name of the network, the icon (or warning, if no matching
target was found) and type of the node are shown.
• NAME: The existing name can be changed. The new name becomes
visible in the header of the node and as a label, if the node is set to
Favorite, after pressing Enter or if the focus is shifted to another area
(with a click).
• DESCRIPTION: This space is intended to be filled with a more detailed
description for that node, if needed. It is not limited and a scroll bar
appears if the content is not fitting into the available screen space.
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• FAVORITE: Sets the node to Favorite, which means that an additional
label with the name of the node is visible in all zoom levels.
• DISABLE: Sets the node to an inactive state. The node color changes to
gray and it is disregarded for evaluations.
Clicking on the icon again resets it to the previous state.
Additional properties
A couple of nodes inherit additional properties. This section of the
properties can be changed either via manual input or via the input slots,
where an appropriate one is available.
EXTERNAL OBJECTS category: external objects can either bring their targets,
if they are dragged into the category, or their targets can be defined with
a standard query.
If the node is in target mode, the belonging object can be selected in the
appropriate editor such as the Scene tree or Look library. But if the editor
is closed it will not open automatically. The target can always be
converted into a query.
If the node is in query mode it is possible to get more than one object as a
result. It is not possible to convert the result into the target mode (the icon
is grayed out), but all evaluations of the network are applied to the found
result.
Keep in mind that evaluations of the network cannot be undone!
Some objects like external objects have one additional specific point:
grouping of slots. This is due to the large amount of available slots on
some nodes like Camera, Shape or Look.
The groups are enabled or disabled by checking and clearing the check
marks. As soon as a connection is made either to the input or the output
slots the group box and the name gets grayed out, meaning it is not
possible to turn it off as long as the connection exists.
TIMER AND COUNTER category: a couple of the nodes in this category
contain additional attributes. For the LNE delay, the Clock generator and
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the Egg timer it is a time attribute, for the Counter and Event counter
there are Count and Maximum value available. Counter and Egg timer
have an additional Loop flag. This means that if it is activated the counting
starts again as soon as the end value is reached.
The TRIGGER category contains only one node, the Initiator node.
All drop down lists can be opened for further adjustments; that is, the
Activation key can trigger on pressing or releasing the key.
Activation keys like characters and numbers can be combined with
ALT, SHIFT, CTRL and META (Windows®) keys. For detailed
information on activation keys please refer to the Appendix
Activation keys (Triggers and Initiators), Page 407.
The TYPES category contains a single node for each semantic type the LNE
is supporting. It is quite similar to the Pipes list but with the difference that
the type nodes can hold a corresponding value. This can Boolean like in
the Flag node or as complex as in the Transformation node.
Flag
In addition to holding a starting value the main function of these semantic
type nodes (as with the pipe nodes) is to allow the conversion of the data
into different data types or into the components of aggregated/complex
values. For further information on individual nodes see the detailed node
description in the node help.
Connection properties
The LNE offers the option to check the details of the connections in the
Properties area. The connection itself can be activated and deactivated,
and for the Flag type the subslot attribute can be adjusted.
The information follows again a unitary structure:
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• OUTPUT SLOT
-
Icon and node name
-
Slot name
-
subslot name
If a Flag type is used the options for respecting its value or the
change of it become available.
-
Value itself
• INPUT SLOT
-
Icon and node name
-
Slot name
• Connection is active or deactivated (ignore connection in dependency
graph).
Groups
Groups are a solution for hiding complex parts of a network or an
unnecessary amount of slots and properties for the sake of good network
structure and quite simple user input. They can be seen as a separate
network with only limited exposure to the outside.
You can open the group view in following ways:
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DOUBLE-CLICK ON THE GROUP NODE
(NETWORKS MANAGER OR NETWORK)
or
DOUBLE-CLICK ON A CONTAINED NODE
(NETWORKS MANAGER ONLY)
To either side there are the slot panels:
-
Input
-
Output
The property section is now for forwarded properties.
Hierarchical structure and navigation
If the group is open, the breadcrumb navigation on top allows for
switching back and forth in the group structure. This way it is easy to
switch between working inside or outside of a group. At minimum there is
the home (network) and, if already used, the latest group level available.
Groups inside of groups are possible.
Input/Output
These panel areas are used for the desired slot connections to the outside
of the group. Existing connections to nodes outside of the group are kept
during creation of a new group. New connections, either for input or
output, can be created from inside the group. They can all be edited or
deleted later on.
Navigation
• The solid triangle closes and expands the panel.
• The double arrows let you scroll through long lists of slots.
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Connections and slots
Existing slots can be (re)used and new ones can be created by dragging a
new connection to a panel.
Creating connections and slots
1.
CLICK AND DRAG WITH THE
LMB FROM THE SLOT OF THE NODE TO THE
APPROPRIATE PANEL UNTIL THE GREEN DOT ON THE PANEL BORDER APPEARS.
Release the mouse button in the slot area.
The connection is established. The new slot gets named automatically as
Node_name:Slot_name.
Example: Counter (integer):Increase
2. DOUBLE-CLICK ON THE SLOT NAME TO RENAME IT.
3. FINISH BY PRESSING ENTER OR CLICKING ANYWHERE ELSE WITH THE LMB.
ESC aborts renaming and returns to the original name.
Usage of existing slots
Deleting connections to the panels leads to unresolved slots if they are
already connected to other nodes/groups (outside). They are marked
with a warning
. The group node is also marked as having
unresolved slots.
deletes a slot (and any existing connections to that slot).
It appears when the mouse hovers over the slot.
Unresolved slot inside group:

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Group with unresolved slot(s)
All existing slots can be used to create new connections to them, as long
as the data type matches. That means that existing slots of type Flag can
be connected only from other Flag type slots. The matching is shown with
the green dot in the slot.
The slot names remain unchanged.
Forwarding properties
If a node or a group inside a group contains properties, they can be
marked to be forwarded. That means these properties are exposed at the
next (group) level.
• All offered properties of the node.
• One value (maximum value) marked.
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• Group mode, no node selected. Forwarded properties listed.
• Group selected in network: Forwarded property.
Renaming forwarded properties
With F2 or a slow double-click the forwarded property name can
be changed.
• Renamed forwarded property (group mode)
• Exposed property name on mouse over (node in group selected)
• Property name of group node (in network)
Groups within groups
Groups within groups serve the need for further structuring of networks.
All properties are forwarded the usual way. Same applies for the slots and
connections.
Sorting of slots and properties
The ORDER OF SLOTS depends purely on the vertical order of the nodes
delivering the connections to the slots. If you want a different order for the
slots, the nodes have to be sorted the required way manually.
The ORDER OF FORWARDED PROPERTIES depends first on the order of the
forwarding activation. That means the first activation of forwarding some
property in any node leads to putting that property at the first position of
the list. Any new activation of the forwarding of a property adds that
property to the end of the forwarded properties list.
This list can be resorted manually:
1.
SELECT THE PROPERTY YOU WANT TO PUT TO ANOTHER POSITION BY LEFTCLICKING ON IT
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2. DRAG IT TO THE DESIRED NEW POSITION
Every positioning on the name or the details of a property will put
the shifted property under that entry. If the positioning is done on
the top property (name or detail), the property is placed over the
first one.
Play
Call with: LOGIC NETWORK >
PLAY
If activated, all the existing networks will be evaluated. Every node is set
back to the state it was before eventually stopping the general node
evaluation. If deactivated (unpressed), meaning the evaluation is stopped,
the nodes are temporarily set to disabled.
Key list
Shows the keys used for activating elements in the scene. These elements
can be variants, animations or network nodes like the initiator.
Call with: LOGIC NETWORK > KEY LIST ...
• PRINT… prints the contents of the dialog box.
• SAVE AS… saves the activation key list as an HTML or TXT file.
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• REFRESH refreshes the key list
• LIST BY ACTIVATION KEY sorts the list by activation key.
• LIST BY NAME sorts the list by animation, variant and initiator name.
Animation
Animating
ANIMATION is the process of creating and editing the properties of objects
that change over time.
COMPUTER ANIMATION or CGI ANIMATION is the process used for generating
animated images by using computer graphics. Modern computer
animation usually uses 3D computer graphics, although 2D computer
graphics are still used for stylistic, low bandwidth, and faster real-time
renderings.
You can assign animations to the objects of a scene and start them by
pressing a defined start button. You can run animations both in
DELTAGEN and in DELTAVIEW. Animations are included when saving a
scene as .csb, .rtx or .rtxs. However they can be exported separately
as a .tml file.
Before importing an animation file, you always have to load the
geometry. Before that, you cannot assign the animations to
objects. To assign animations to objects, use the object name.
They then can be reimported to already loaded .csb files also as .tml or
.wrl files. Depending on the object type, various animations are possible.
You can also assign two or more animations to one object. The following
animation types are available:
Object type
Animation type
Shape
Color, look, transparency, video control
Group
Transformation (translation, rotation, scaling)
Switch
Specific selection, through-switching, visibility
Camera
Transformation, camera flight, viewing distance
Lights
Transformation, color, intensity, ambient light intensity, cut
off angle, intensity distribution
Post processor
Postprocessor effects.
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Animations for look color (including transparency, shininess and
emissive intensity) apply to all references.
That means every look color animation on a shape also applies to
all referenced looks on other shapes.
For each object, there is a list of existing animations. You can modify,
delete or add new animations. The list can be seen in the animation list
dialogue box.
Generating an animation
1.
SELECT AN OBJECT IN THE VIEWER OR IN THE SCENE TREE
2. CALL CREATE ANIMATION
There are several ways to do this:
• In the context menu
• In the ANIMATION menu
• Using the key combination CTRL + SHIFT + A
• In the ANIMATION LIST dialog box. See Animations menu.
DELTAGEN provides a large selection of tools to help the user to animate
the objects in the scene.
Import
Imports an animation as a .tml file.
For more information about .tml files consult the 3DEXCITE Converters
and File formats documentation.
Call with: ANIMATION > IMPORT
Existing animations are kept in the animations list. Imported
animations are added.
Animation files could have been previously saved in DELTAGEN.
Additionally, VRML animations such as camera flights and mesh
animations can be saved in Autodesk Maya® and then loaded to
DELTAGEN.
Animations are now saved with the .csb file.
When exporting .csb files out of Autodesk Maya® the animations
will not be saved with the file. A VRML file which contains the
animations will be created.
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The IMPORT ANIMATION dialog box opens. An animation file (.tml) from the
selected directory can be selected here.
When loading animations, they are assigned to the objects for which they
were created. It is possible to run animations immediately by pressing the
defined start keys.
The Animation mode has to be activated in order to start
animations and (Ctrl + spacebar) to avoid conflicts with internal
functions of DELTAGEN (for example, S for Statistics or H for
Highlight Selection).
Export
Exports the animation as .tml file.
Call with: ANIMATION > EXPORT...
Create animation
Creates an animation for the currently selected object.
When the object is selected by right-clilcking on it, it is possible to create
an animation from the context menu.
A timeline will be automatically assigned to the objects where the
corresponding animation type has to be chosen.
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Various animations are possible, depending on the object type.
For more information about animation see
with some examples.
Animation type, Page 153
When an object is not selected all options become available.
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Timelines...
In the TIMELINE editor (ANIMATION > TIMELINES), keys can be set along the
time bar and display animation curves graphically with the graph editor. In
general, there are different properties of an object which can be animated.
It is also possible to automatically record keys.
Each parameter available for the respective animation type can be
changed over the time, for example:
• The position of an object
• The color of a light
• The effect of the postprocessor
Call with: ANIMATION > TIMELINE
Generating keys
Keys are generated only for the objects selected on the animation list. If a
subgroup of the animation is selected, a key is set for the selected group
only. But if the top group (for example scene object) is selected, a key is
set for all available parameters.
In the timeline editor, keys can be set in different ways:
•
SET KEY adds a key at the current time or frame in the timeline or
updates a selected key. To update a key, it is necessary to position the
time slider exactly on the key to be changed.
• When you set a key frame (or key), you assign a value to an object's
attribute (for example, translate, rotate, scale, and color) at a specific
time. Most animation systems use the frame as the basic unit of
measurement because each frame is played back in rapid succession to
provide the illusion of motion.
•
APPEND KEY adds a new key at the end of the animation. The
distance between this key and the preceding key is either one second or
the same as between the last two keys that were set.
•
AUTO KEY: with the AUTO KEY function, keys are set automatically
when changing values for position, rotation etc. in the viewer.
RECORD: animations can be recorded by activating this option.
•
To record an animation or movements applied to the object
1.
navigate to ANIMATION > CREATE ANIMATION
2. CHOOSE THE ANIMATION TYPE IN THE ANIMATE OBJECT DIALOG
3. SELECT CREATE
4. IN THE TIMELINE DIALOG BOX SELECT
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5. SELECT
TO BEGIN RECORDING
The animation/movement changes done to the object will be tracked
automatically. This functionality is very useful for camera tracking with
the cursor.
REMOVE KEY deletes selected keys. This icon is only displayed if a key is
selected.
Timelines can be scaled by pressing right-click + Navigation key and
adjusting with the cursor.
Move the time slider along the timeline by dragging it.
TIMELINE SELECTION: the created timelines in ANIMATIONS LIST are displayed
in the timeline editor. Timelines created in the animations list are listed
here.
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Control area
With this control panel animations can be played/stopped/paused etc.
It is possible to jump to certain keys (previous/ next) or to jump to the end
or the beginning of the whole animation.
CURRENT KEY shows at what point the animation is currently located on the
time bar. It is possible to move the animation forwards and backwards on
the time bar by moving the time slider.
jumps to start key.
jumps to previous key.
jumps to the previous Frame / Second.
plays the animation backwards.
stops the animation. When restarting the animation, it starts from
the beginning.
plays the animation.
jumps to next frame / second.
jumps to the next key.
jumps to last timeline key.
PAUSE: if one of the playback icons is clicked while the animation is
playing, the animation is stopped and the icon becomes a pause icon.
By clicking on the pause icon, playback continues.
shows only animations of the currently selected object(s). If the
currently selected object does not have any animations, the
animations list and the timeline editor are empty.
opens the ANIMATION LIST dialog.
opens the GRAPH EDITOR.
The graph editor is a time-dependent graphical display of animations.
Keys can be set, moved, or adapted on a time bar for the changed
object properties. Depending on the current selection, the graph
editor offers different options for modifying animation values like
position, rotation and scaling.
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Navigation in the graph editor
To MOVE the graph dialog box: Ctrl + middle-click.
To ZOOM in the graph dialog box: Ctrl + right-click.
To zoom in the graph dialog box ON ONE AXIS ONLY: Ctrl + Alt + right-click.
• In case of moving the mouse vertically, it is possible to zoom along the
value axis only.
• In case of moving the mouse horizontally, it is possible to zoom along
the time axis only.
Selecting keys in the graph editor
Deselected keys are colored green.
Selected keys are colored red.
Please note that keys which are selected in the graph editor, will
also be selected in the timeline editor and the other way around.
• Click a key to select it.
• Multiselection keys can be done with CTRL + left-click.
• Hold down left-click to draw a selection box to select several keys.
If you click on a key, you select it without displaying the state of the
animation. Double-clicking a key shows the current state of the animation.
Animation values
The values of specific animation parameters can be set here. Possible
changeable values are marked in color in the field on the right.
It is possible to change and adapt animation values in the graph by
holding down left-click and moving the circle icons representing the value
and the tangents. For LINEAR CURVE INTERPOLATION and BEZIER CURVE
INTERPOLATION see
Timing, Page 146.
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Timing
Sets the timing of animations that have no animation values, such as
position and rotation.
Above the graph display are various tools for editing animation curves.
LINEAR CURVE INTERPOLATION interpolates the animation curve linearly.
BEZIER CURVE INTERPOLATION interpolates the animation curve via a
Bezier curve. The generated tangents can be adapted manually.
BALANCED KEY INTERPOLATION balances the tangents.
SMOOTH KEY INTERPOLATION: the tangents can be modified separately
from each other, but retain their consistency.
ANGULAR KEY INTERPOLATION: the tangents can be modified and
interpolated separately from each other.
EASE-IN CURVE starts the animation slowly and gradually speeds up.
This behavior is known as easing in.
EASE-OUT CURVE causes the animation to end slowly.
This behavior is known as easing out.
EASE IN / EASE OUT specifies the time for the initial acceleration and final
deceleration of the animation. It is also possible to type in values in the
easing fields.
ZOOM TO ALL KEYS displays the complete animation with all keys in the
timeline.
ZOOM TO SELECTED KEYS centers and displays the selected key in the
timeline.
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Direct value input for key frames
In the graph editor, in the ANIMATION VALUES tab, values for key-frame
parameters can be directly adjusted or entered.
If you click a key-frame anchor point, its numeric value is displayed at the
top. You can change this value by direct entry in the field.
A double-click on the graph in the graph editor adds a new key at
precisely this position.
opens the TIMELINE OPTIONS dialog box.
3D PATH shows a generated path in the viewer. The color of the animation
path can be changed in the color field. When creating transformation
animations, a path is created showing the movement between the
individual keys. This path can be adapted in the viewer selecting and
transforming the keys. The condition set for the transition of the individual
segments also applies to the 3D path.
3D KEYS shows the generated keys. The created keys are displayed with
white auxiliary geometries. By enabling the manipulator in the viewer the
3D keys can be edited.
In order to make the 3D Path visible in the viewer, the Graph editor
has to be opened. When manipulating 3D keys, always stop the
animation with STOP.
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TIME FORMAT changes the time display of the timeline. The following formats
can be selected:
• SMPTE Timecode
• Frames
• Seconds
FRAME RATE changes the frame rate of the animation. The following options
are available:
• Film (24 frames per second)
• PAL (25 frames per second)
• NTSC (29 oder 30 FPS)
• User defined
With the options below, it is possible to define how existing key frames
are treated if the frame rate is changed:
KEEP KEY TIMES: The key frames remain at the same point in time, regardless
of the frame rate. (A key frame at the first second remains at the first
second. This means that a key frame can end up between two frames.)
MOVE KEYS TO NEXT FULL FRAME: The key frames remain at the same point in
time, but are quantized to the next frame. (A key frame at the first second
can, for example, end up at 1,028 seconds, but the program prevents key
frames from lying between two frames).
KEEP KEYS AT CURRENT FRAMES: The key frames remain on the same frame
but are shifted in time. Time scaling takes place. For example, if you
change the frame rate from 25 to 30 fps, the animation speeds up. This
time scaling affects all animations in order to keep the timing of the scene
consistent.
CURRENT KEY shows the exact position of the key on the timeline.
CURRENT TIME shows the current position of the time slider. Depending on
your timeline options, the values refer to frames or seconds.
SNAPPING
With the Snap option, you can define where new or shifted key frames are
placed. If not enabled, the key frames are set at the exact starting position
in the timeline.
By clicking on the triangle, you can define whether the key frames are
quantized to full seconds or full frames.
If the option is enabled, the selected quantizing of the key frames takes
place.
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opens the MODIFIER dialog, where the play behavior of the animation
can be modified.
CYCLING
• SINGLE plays the animation once only.
• LOOP repeats the animation. Specify the number of repeats under
Count.
• SWING plays the animation forwards and backwards. Specify the
number of repeats under Count.
• COUNT specifies how often an animation is repeated if Loop or Swing is
selected.
• ADJUST KEYS TO SPEED evens out the speed that an animated object
describes on a 3D path over the total length of the animation.
ZOOM TO ALL KEYS displays the complete animation with all keys in the
timeline.
ZOOM TO SELECTED KEYS centers and displays the selected key in the
timeline.
Animations list
Animations are created and managed here. Timelines are used as
containers for the different animation types.
In order to create an animation, right-click on an object in the scene tree
and select CREATE ANIMATION (Ctrl + shift + A).
Depending on the selection (group/body/shell/object) the animation type
dialog opens, offering different animation types.
For more information about animation see
with some examples.
Animation type, Page 153
Call with: ANIMATION > ANIMATIONS LIST
shows only the animations of currently selected objects.
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imports an animation file or a timeline (.wrl/.tml).
A .wrl file can contain animation and timelines and a .tml file
contains only timelines.
exports a timeline in an animation file.
creates a new timeline.
creates a new animation will add a new object to the current timeline.
Depending on the object the timeline was created for the animation type
is already set.
deletes animations.
There are different options for deleting animations:
-
Delete selected
-
Delete all timelines
-
Delete all timelines that are not used in animation network editor
a selected animation or timeline is shared as reference. Animations can
be saved within groups.
opens the TRIGGERS dialog.
For more information see
Triggers, Page 157.
The animation timeline can be organized by:
• Order number
• Timeline name
• Timelines used in animation networks
• Disabled/enabled timelines
• Warnings
Order numbers are not editable.
Search
TYPE IN A KEY WORD TO SEARCH WITHIN THE ANIMATIONS LIST.
Different search areas can be defined, where the search will be performed.
When ALL is selected, the search is performed on the whole animation list
(timelines, keying sets, animations and targets are searched). Otherwise,
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when a specific search area is selected, the search is performed only on
that selected search area.
The search result can be filtered by different shared groups.
Properties
Depending on the active selection (timeline, animation), the properties
panel changes.
DESCRIPTION: descriptions for any element of the animation can be entered.
LOAD FROM DISK opens an import dialog for an image file as
preview.The option only becomes available for a single selection where a
preview image can be imported.
GRAB FROM VIEWER places a snapshot of the current scene from the
current camera position and places into the preview picture area. In case a
picture was loaded before, it will be discarded and replaced by a picture
of the current view.
DELETE deletes the preview or the custom review.
TRIGGERS (X) shows whether an animation is triggered by another
command or action.
(0) The animation is not triggered by another command or action.
(1) The animation is triggered by one aspect command or action.
TRIGGERED BY shows which aspect the animation is being triggered by.
Commands or actions, which are able to trigger animations are
• Other animations
• Variants
• Logic network editor plus nodes…
• User defined keys
• Defining a Picking object
IS TRIGGERING shows whether the selected animation is triggering another
animation or variant. If nothing is displayed here nothing is triggered by
this animation.
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TRIGGERS... displays a filtered triggers list for the selected animation.
This filter list is read-only. For update purposes open the general
TRIGGERS dialog (WINDOW > TRIGGERS).
ANIMATIONS PROPERTIES: shows the target(s) in the properties tab when an
animation is selected.
Please note that this panel can be opened or closed by dragging it.
TARGET LIST: each target for one animation is displayed in the target list
box. Targets can simply be added by dragging objects from the scene tree
here. In order to remove a target, the red cross behind the target name
has to be clicked. It will be visible when hovering over the target. More
than one target can be deleted at the same time via multiselection.
CONVERT TO QUERY/TARGET MODE: this option is valid for animations only.
When activated, targets can be defined using a query. Deactivating it
switches back to the default target view.
Metadata
For more information about metadata see the section
Page 292.
Metadata,
Shared
Tis tab displays the groups the animations and timelines are shared with. If
this area is empty, the animation is not being shared with a group.
Every element inside DELTAGEN scene can be animated, this
means it is possible to assign a behavior to the characteristic of the
element itself.
There are generic animation types (like move or rotate) that can be
applied to any kind of object, and there are specific animation
types (like light intensity) that can be applied only to objects with
defined characteristics.
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Animation type
Use this tab to select the animation type. The options on the ANIMATION
tab vary according to the object type. Before settings for animations can
be made, the type of animation has to be selected.
This selection appears only when a new animation is created. It is no longer
available when you are changing an existing animation.
When nothing is selected in the scene tree the list of all animation
types is available.
To animate some specific objects (for example, effects) it is necessary to
create (or select) that object.
In case of specific objects animation the list of meaningful types
will be suggested.
Please see ANIMATION OBJECT pop up and examples below.
Animating an object or camera
1.
SELECT AN OBJECT OR CAMERA IN THE SCENE TREE
2. SELECT CREATE TIMELINE
3. SELECT CREATE ANIMATION
4. SELECT THE ANIMATION TYPE FROM THE LIST
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The desired subtype is shown below the timeline.
Animation list has to be opened via MENU > ANIMATION >
ANIMATION LIST.
To animate a camera or object you can also first select an existing
timeline.
You can access CREATE ANIMATION in different ways:
• Via the options in the ANIMATIONS LIST as described above
• In the CONTEXT menu
• In the ANIMATION option of the main menu
• With th shortcut CTRL + SHIFT + A
All methods can also be used in other animations.
Animating a light
It is possible to animate different properties of light sources (directional
light, spotlight, pointlight and camera light).
A light has to be created first via SCENE > CREATE LIGHT
The following values can be animated:
DIRECTIONAL LIGHT
-
Light intensity
-
Light ambient intensity
-
Light color
-
Light direction
SPOTLIGHT
-
Light intensity
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-
Light ambient intensity
-
Light color
-
Position
-
Light direction
-
Spotlight cutoff angle
-
Spotlight penumbra angle
-
Spotlight intensity distribution
POINT LIGHT
-
Light intensity
-
Light ambient intensity
-
Light color
-
Position
GONIOMETRIC LIGHT
-
Light intensity
-
Light ambient intensity
-
Light color
-
Position
-
Euler rotation
Position changes and rotations cannot be saved for the headlight.
Animating a Object look and Object Look color
It is possible to animate look switches.
Animating a look
1.
SELECT THE DESIRED LOOK IN THE
LOOK LIBRARY, OR THE APPROPRIATE SHELL
IN THE SCENE TREE
2. GO TO ANIMATION LIST AND CLICK CREATE ANIMATION
3. CHOOSE LOOK AS ANIMATION TYPE
The appropriate look has been set automatically as target
4. GO TO TIMELINE, SELECT A LOOK IN THE LOOK LIBRARY AND CLICK SET KEY
5. SELECT ANOTHER LOOK IN THE LOOK LIBRARY AND CLICK APPEND KEY OR DRAG
THE WHITE SLIDER TO THE DESIRED FRAME AND CLICK SET KEY
The target look name stays the same, but the settings will be taken from
the selected look in the LOOK LIBRARY.
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Animating a Look color
It is possible to animate the following values of the selected look:
1.
-
Transparency
-
Ambient color
-
Diffuse color
-
Specular color
-
Emissive color
-
Shininess
-
Emissive intensity
-
Transparency color
SELECT THE DESIRED LOOK IN THE
LOOK LIBRARY, OR THE APPROPRIATE SHELL
IN THE SCENE TREE
2. GO TO ANIMATION LIST AND CLICK CREATE ANIMATION
3. CHOOSE LOOK COLOR AS ANIMATION TYPE
The appropriate look is set automatically as target.
4. GO TO TIMELINE AND CLICK SET KEY
5. CHANGE, FOR EXAMPLE, THE HUE VALUE OF YOUR LOOK
6. CLICK APPEND KEY OR DRAG THE WHITE SLIDER TO THE DESIRED FRAME AND
CLICK SET KEY
Further scene object animations (axis-angle rotation, Euler
rotation, pp mask)
It is possible to animate transformation changes as well as the center point
of an object by dragging the object from the scene tree to the animation
type in the animation editor.
The following parameters can be animated:
• Position
• Rotation
• Scale
• Center
MASK animates (enable or disable) the MASK check boxes in the
ILLUMINATION tab of a scene object, which are set if an object is taken into
account for Global shadow calculation or postprocessing settings.
PP
Switch object
It is possible to animate switches. By right-clicking on the switch in the
scene tree, the animation type can be chosen and the animation object is
created for the timeline. Alternatively there is also the possibility to create
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a new animation in the animation editor, while the switch is selected in the
scene tree.
Animating a Video texture
It is possible to animate the playback status for this overlay type.
The options available are:
• playing
• stopped
• finished
Presentation mode
Disables almost all key combinations and the box selection in DELTAGEN
to be able to start animations with the keys or by clicking the object.
Call with: ANIMATION > PRESENTATION MODE or Ctrl + spacebar or toolbar
The following functions can still be used:
• Press the spacebar to switch full screen mode On or Off.
• Press Alt + middle-click on any point of the object in the viewer to start
the flight to the object.
• Press shift + right-click anywhere on the object in the viewer sets the
scene pivot to the selected point.
Triggers
DELTAGEN provides a way to create different kinds of triggers in different
contexts. Triggers are a list of 2-tuples, associating events with specific
actions.
This can be easily done in the TRIGGERS dialog.
ANE initiators and triggers which have been created in previous
DELTAGEN versions are shown in the TRIGGERS dialog in italic text.
Please note that they cannot be edited or deleted directly in the
TRIGGERS dialog! All changes must be done in the properties of the
respective initiator node in the LNE.
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Triggers are needed for creating different actions, for example playing an
animation. The TRIGGERS dialog is basically divided in two areas:
• CONDITION AREA defines the conditions that must be fulfilled in order to
make the defined actions happen.
• ACTION AREA: all available options can be invoked by double-clicking on
them.
Condition type
The following event types can be set as conditions:
• KEY triggers the associated action, if a specific keyboard key is pressed
in animation mode. See also
Activation keys (Triggers and Initiators),
Page 407.
• VARIANT triggers the action if a specific variant of a specific variant set
is selected.
• ANIMATION: The action will be triggered if the animation is in one of the
following states: playing, stopped or finished.
• PICKING triggers the action if a defined object is being picked. By
clicking on this object in the viewer, the action will be started. The
pickable object can be defined by dragging the object from scene tree
into the dialog box or by using a standard query based on metadata or
object name. To activate the query mode click on
QUERY.
CONVERT TO
• AUTO START triggers the action immediately, also when opening the file.
• APPROACH triggers the action as soon as a specified sensor and an
activator send a signal.
• EXTERNAL triggers the action as soon as a specific string is sent via the
external interface.
Condition value
Sets the value of the for the event type.
-
For example:
Condition type = Key and Condition value = ‘F’. 
The key ‘F’ will trigger the specific action.
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Condition event
Depending on the type defined in the CONDITION TYPE column, there are
different condition events possible:
Condition type = Animation
• PLAYING: As soon as the animation starts, the action is triggered.
• STOPPED: When the animation is stopped, the action is triggered.
• FINISHED: When the animation ends, the action is triggered.
Condition type = Variants
• STATE CHANGED: On any change of the variant, the action is triggered.
• JUMP DIRECTLY TO DEFINED VARIANT: If the selected variant has been
activated, the action is triggered.
Condition type = Picking
You can define the scene object via a query or by dragging it into
CONDITION EVENT.
• ACTION TYPE defines the type of action. Either an animation or a variant
can be chosen:
• ACTION VALUE defines the action object. For example timeline.
• ACTION EVENT describes the action itself.
• ANIMATION: the animation is started, stopped, paused, reversed.
• VARIANT: the variant set is switched to previous, next or a specific
variant.
In order to create an action for an animation or a variant, the
timeline or the variant itself has to be dragged into the action area
in the TRIGGERS dialog box.
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Variants
All Variants in DELTAGEN are now automatically stored within the main
.csb scene file itself. Clicking on the shared group icon in the scene tree
will display the number of variants that the root model contains.
This menu contains functions for creating and managing variants.
Variants are states that can be called. This can affect the visibility of
objects, the assignment of looks, and positions of cameras and more.
Variant manager
The VARIANT MANAGER allows you to create, author, and switch variant sets
and their contained variants. Variants can be searched by name and
description.
Applying a filter allows you to display the variants according to the
selected filter or filters. If you create new variant sets with one or more
filters activated, the new variant sets will be visible until you reactivate or
change your filters. This allows you to keep track of changes to newly
created variant sets while maintaining a filtered list of variants.
Triggers allow you to quickly add an event or behavior to the model, (such
as opening and closing of a car door) without creating initiators and nodes
within the Logic network editor.
For more information please see
Triggers, Page 157.
Call with: VARIANTS > VARIANT MANAGER
Variant manager
The toolbar provides most essential functions like import, export, creation,
search filter, and provides access to TRIGGERS and the LOGIC TABLE.
IMPORT opens the dialog for importing variant sets of .var or .xml file
types. After selecting an appropriate variant file, these variants are added
to the current active scene and model.
EXPORT opens the export dialog to export a selection of variant sets as
a .var file.
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CREATE NEW VARIANT SET opens a list of available variants to create:
•
CREATE LOOK SET creates a new look variant set and enables several
look variants.
CREATE CAMERA SET creates a new camera variant set.
•
•
CREATE COLOR SET creates a new color variant set. Color variants are
treated the same as look variants, but they only influence the color
component of the look.
•
CREATE GEOMETRY SET creates a new geometry variant set, allowing
you to switch one of several variants in the set to visible.
•
CREATE LOGIC SET creates a new logic set, used to control other
variants.
CREATE OBJECT SET creates a new object variant set.
•
•
CREATE PACKAGE FROM SELECTION creates a new package in a new or
existing package set containing all selected variants.
•
DELETE/REMOVE deletes the selected variant or variant set.
CREATE TRIGGERS opens the TRIGGERS dialog (read-only).
Triggers are used for directly linking an event with an action. An event will
always trigger the action and will never take additional constraints into
account.
For example, for an animation, opening a car door will trigger the interior
light animation.
In previous versions of DELTAGEN you needed to create initiators with
their nodes in the Logic network editor. However, with Triggers this is no
longer necessary. For more information see Triggers, Page 157.
SELECT VARIANT SET TARGETS selects the variant sets target if applicable
in the scene tree or look library.
SHARE AS REFERENCE assigns the selected variants to the selected
(shared) group(s) in the scene tree. Groups are converted to shared
groups; shared groups get the aspects assigned.
OPEN LOGIC TABLE: Using logic tables, you can combine logic inputs so
that any combination of inputs produces different switching states of
variants. The combinations of logic inputs and the resulting actions are
managed in a logic table.
COLLECTIONS opens the menu to set collections to the selected sets.
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Variant Sets can be assigned to different collection groups. Each
collection can have a name and a color for visual reference in the variants’
list view. Collection groups can then be used with the filter.
CREATE COLLECTION is enabled in the collection menu or the context menu
when one or more variant sets are selected. An editable text field is
displayed and when edited a new collection is added to the list and
assigns it to the selected sets.
A collection can also be created and added to the list but not assigned to
a set providing the variant set is not selected beforehand.
COLOR,
Hovering over each collection entry displays the options to EDIT
EDIT NAME or DELETE the collection.
REMOVE ALL COLLECTIONS
1.
SELECT ONE OR MORE VARIANTS
2. CLICK ON COLLECTION IN THE TOP BAR
3. CLICK ON THE SELECTED COLLECTION
This removes it from the set, but it will still be displayed in the list.
ALTERNATIVELY YOU CAN RIGHT-CLICK ON THE SETS LIST
The context menu opens and any collections that are assigned to the
selection are displayed as selected. The exception to the rule applies when
more than one set is selected and one has different collections assigned.
enables/disables the FILTER BY bar. When enabled, the bar displays the
current configured filter. You can view and edit newly created variant sets
without having to leave a filtered list of variants. The filter refreshes the list
of variants when you change or reactivate the filter.
FILTER BY SELECTION sorts and displays all variants used in the current
scene tree selection. This can only be enabled when at least one scene
tree element is selected.
FILTER BY FAVORITES enables to display a list of favorites.
FILTER BY TRIGGERS displays variants with triggers.
FILTER BY SET TYPES displays variant set types.
FILTER BY SHARED GROUPS: Selected sets are added to the shared group of
the selected targets in the scene tree. This function can only be enabled
when one or more sets are selected.
FILTER BY COLLECTION: by default all collections are checked. By enabling
this, the selected collections can be filtered out.
USED BY LNE: this indicates that this set is used in one or more logical
networks.
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Search
Any keywords typed into the Search box will be queried with all variant
set names, descriptions, variant names, target names, metadata, look
names (for look and object sets), and override look names (for object
sets).
Searches are not case sensitive and are performed dynamically while
typing. A space between keywords acts like an AND operation which
means all words have to be included in the search query. If a filter is active,
the search only matches elements of the current filter.
A search query can also be performed according to desired criteria by
selecting the appropriate check box. Available options to define the
search area include:
• All
• Variant set name
• Variant name
• Target name
• Description
• Look name
• Override look name
Variant set overview
The left area contains all variant sets of the scene, with sortable columns
that allow modifying some basic characteristics of the set such as name
and favorites.
The variant options available are:
• Look set
• Camera set
• Color set
• Geometry set
• Logic set
• Object set
• Package from selection
• Overlay set
Variant set list view
A list of all created variant sets are displayed on the left side of the Variant
manager dialog box.
Each column order can be sorted for example by name, type and number.
The order of columns from left to right can be re-arranged by dragging
the title name from side to side. The number of columns to display can
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also be changed. By default, type, description, current variant, warning,
favorite, trigger and collection are displayed.
Columns can also be added (such as the description column) or hidden
from view.
1.
RIGHT-CLICK IN THE LIST VIEW AREA,
2. SELECT CUSTOMIZE COLUMNS
3. SELECT/DESELECT THE APPROPRIATE CHECK BOX.
The columns type and variant set cannot be hidden. Column widths and
positioning can also be changed by dragging them side to side.
Column sorting shall take the previous sorting into account. This means
that if the user sorts by 'name' first and by variant 'type' second, within the
types, the elements are still sorted with regard to name.
Column types
• # VARIANT NUMBER sortable numerically
• VARIANT TYPE, sortable by type
• VARIANT SETS text can be edited by double-clicking on it, sortable
alphabetically.
• CURRENT VARIANT: Clicking on the tab displays a list of all variants
available for the selected set. The current (active) variant will always be
displayed or will be displayed blank when empty. Sorted alphabetically.
The mouse wheel can also be used to switch between next/previous
variants in the list.
•
Warning is displayed when using POS saved variants to notify that
changes to the POS variant set will not be saved.
A POS variants are created especially for POS systems which are
external tools. They cannot be created, edited or saved within
DELTAGEN.
•
•
FAVORITES: Click within the column to mark as favorite/not favorite.
TRIGGERS: A check mark is displayed if the variant set has any
triggers.
• COLLECTION displays the colors of collections that are assigned to the
sets. Each color represents one collection.
• DESCRIPTION becomes available when enabled by selecting CUSTOMIZE
COLUMNS within the context menu (right-clicking the variant list dialog
box). Editable text can be added for each entry.
• SHOW/HIDE COLUMNS DROP DOWN MENU allows to select/deselect columns
displayed in the variant set list.
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Context menu
• COLLECTIONS: same functionality as the COLLECTION option on the top
bar.
• ADD/REMOVE FAVORITES: Select variants to add to or remove from
favorites. Variants selected as favorites are indicated with a star.
• CREATE VARIANT FROM SELECTION: Available when a single geometry set is
selected. Submenu options:
-
ONE FOR ALL: Triggers action CREATE NEW VARIANT FROM SCENE OBJECT
SELECTION - one for all of the Geometry sets.
ONE FOR EACH: Triggers action CREATE NEW VARIANT FROM SCENE
- one for each of the selected Geometry sets.
OBJECT SELECTION
• CREATE TRIGGERS opens the TRIGGERS dialog box.
• RENAME (F2) renames the selected variant set.
• GRAB PREVIEW FROM VIEWER snapshots a preview from the viewer.
• REFRESH PREVIEWS refreshes the variant previews of the whole selection.
• REMOVE PREVIEWS removes the variant previews of the whole selection.
• CLONE (Ctrl + shift + C) with preselected variant set)
For any selected variant set, a clone can be created and added to the
variant set list. The naming convention for new cloned variants sets will
follow "<name of variant set>_%" where _% is the next largest number
of existing variant set.
For example: If "Camera set" is cloned 3 times, the next name will be
given "Camera set_1", followed by "Camera set_2" and "Camera set_3".
• DELETE (Del) deletes selected variants.
• SELECT ALL (Ctrl + A) selects all variant sets in the list.
• CUSTOMIZE COLUMNS… allows you to select/deselect which columns are
displayed in the variant set list.
Variants tab
The Variants tab contains targets and variants of the selected variant set,
all variants, as well as their preview and scope. It is only visible if a single
variant set is selected. For multiple selected variant sets, the tab is hidden.
The general structure of this tab is as follows:
• TARGETS: If unfolded it shows the list of assigned targets and allows you
to switch between the target list and the query mode. The QUERY
TARGETS (shown by a target icon) allows you to search objects
according to a query, based on metadata or object name.
For more information about queries see Query and Targets widget,
Page 196.
• VARIANTS shows the variant list toolbar and below a list of all variants of
the variant set.
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• PREVIEW shows the variant properties, including the preview, and where
applicable the scope of the variant.
Properties tab
The properties tab on the right displays additional properties of the set
such as description and preview of the set. The variants properties are
variant specific, the image here shows the variant property panel for Look
sets.
LOAD FROM DISK opens an import dialog for an image file as
preview.The option only becomes available for a single selection where a
preview image can be imported.
GRAB FROM VIEWER places a snapshot of the current scene from the
current camera position and places into the preview picture area. In case a
picture was loaded before, it will be discarded and replaced by a picture
of the current view.
DELETE deletes the preview or the custom review.
REFRESH renders the first sample step of the current camera with the
currently selected render mode and uses this as preview. It basically takes
a snapshot of the current scene from the current camera position of the
active viewer. With multiple selection the same preview is applied to all
selected variants.
For multiple selection no preview is shown. When no variant set is
selected the properties preview area is empty.
A text can also be entered for a DESCRIPTION of the variant.
TRIGGERS displays a read-only list of any events that trigger a selected
animation.
TRIGGERS... opens the trigger dialog
Look set variants
Look set variants apply the values of a look onto a target look.
When importing look sets from older DELTAGEN versions the
target looks are found based on their name. That means the targets
of the look set are not resolved during load time and converted to
real look targets. However, a target query is created to search for
look names with the specified target look name.
Target list
The targets of a look set are looks. Only looks or objects can be dragged
into the target list box. The indication reads DROP A LOOK OR AN OBJECT
HERE.
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Context menu
• ADD SELECTED LOOKS FROM LOOK LIBRARY AS TARGETS: Enabled if look
selection is not empty.
• SELECT TARGETS IN LOOK LIBRARY: Enabled if selection in target list is not
empty.
• ENABLE/DISABLE: Enabled if selection in target list is not empty.
• REMOVE (Shortcut: Del): Enabled if selection in target list is not empty.
• SELECT ALL (Shortcut: Ctrl + A): Enabled if target list is not empty.
Convert to query mode/Convert to target mode
For more information see Query and Targets widget, Page 196.
Creating a Look variant
creates an empty variant, with no assigned look.
Context menu
•
UPDATE FROM SELECTION: This replaces the look of that variant.
Enabled if a look or a single variant is selected.
• SELECT IN LOOK LIBRARY: This will select the variant’s look in the Look
library. 
Enabled if a look or a single variant is selected.
• SWITCH (Shortcut: Enter): Enabled when single variant is selected.
• EDIT: The Look editor will open for the variant.
Enabled when single variant is selected.
• RENAME (Shortcut: F2): Enabled when a single variant is selected.
• REFRESH PREVIEW: Enabled when variant selection is not empty.
• GRAB PREVIEW FROM VIEWER: Enabled if a look or a single variant is
selected.
• DELETE (Shortcut: Del): Enabled when variant selection is not empty.
• CLONE (Shortcut: Ctrl + shift + C): Creates a copy of a selected variant.
Enabled when variant selection is not empty.
• SELECT ALL (Shortcut: Ctrl + A): Enabled if target list is not empty.
Preview Look (single variant selected)
• If the look is updated, for example in the look editor, the LOOK PREVIEW
icon automatically updates. To update the VARIANT PREVIEW image
select REFRESH.
• LOOK PREVIEW (not the variant preview image) selects the look as in the
LOOK LIBRARY.
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• Double-clicking on the LOOK PREVIEW opens the LOOK EDITOR with the
current look inside it.
Preview Look (multiple variants selected)
Either an empty look area is shown, if no variant has any look assigned, or
an indication of different looks appears. No interaction possible.
User actions
• Dragging a look from the LOOK LIBRARY onto the VARIANT LOOK PREVIEW
replaces the look of that variant.
• Dragging one or more looks from the LOOK LIBRARY into the VARIANTS
panel, above the first, between variants, or below the last variant
(including the empty space), adds for each look a new variant at that
location.
Camera set variants
Camera sets switch values of the new camera model.
Camera sets are able to switch different values of cameras independently,.
When a camera variant is created, the current camera settings state as
defined in the Camera editor dialog box are recorded and used.
The definition for the values that can be switched is called the scope of a
variant. Each variant may have a different scope. In addition we allow each
target - of nonquery-based target lists - to be switched differently; that is,
when switching a variant each camera target may get a different position.
Special handling for active camera
The new variant concept is based on defined targets, either directly or
through a query-based search. The camera variants do not define the
camera target, but the active camera is automatically set as target.
Therefore, if no target or query is defined, the active camera is used. This
implicit target cannot be deleted or muted, only by defining a query or by
adding targets. Deleting all targets implicitly uses the active camera again.
Imported camera sets from old DELTAGEN versions (11.0.x and
earlier) do not have defined targets, the active camera is always
switched. Which means that no target is added to the list;
therefore, no target automatically switches the active camera.
Targets list box
The targets of a camera set are cameras. Only cameras may be dragged
into the target list box. The indication reads DROP CAMERA HERE.
Adding targets
When a target(s) is added, the following applies to each element of the
scope in each variant.
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• If no values exist, the values of that target are recorded. When adding
multiple targets at once, the values of each target are recorded.
• If there are identical values for each target (without the new one) - all
identical values stay the same.
• If there are different values for each target (without the new one) - the
values of that target are recorded and added to the list.
Context menu
• ADD SELECTED CAMERAS AS TARGET: Enabled, if cameras are selected.
• SELECT TARGETS IN SCENE TREE
• ENABLE/DISABLE
• REMOVE (Del)
• SELECT ALL (Ctrl + A)
Convert to query mode/Convert to target mode
For more information see Query and Targets widget, Page 196.
Create variants
• Option 1: Single target (not query targets) - including implicit target
active camera. A variant is created and the scope (refer to Variant
scope section below) is set to the state of the last variant in the list, if it
is the first variant in this set, the whole scope is activated. Values can be
assigned later on by dragging it into the field. For each value part of the
scope, the value of the target is stored. For each value not part of the
scope, the value is not stored.
• Option 2: If multiple targets exist (not query targets), the variant can be
created with the scope values set to the state of the last variant in the
list; if it is the first variant in this set, the whole scope is activated. For
each value part of the scope, the value of each target is stored
separately. For each value not part of the scope, the value is not stored.
• Option 3: The targets are query based. Exactly like Option 1, but the
active camera is used to record targets.
Context menu
• UPDATE FROM ACTIVE CAMERA: This is the same action as drag the active
camera onto the variant.
Enabled if a single variant is selected.
• SWITCH (ENTER): Enabled if a single variant is selected.
When switching a nonempty variant (that is, the scope is defined and
targets exist), the values of the defined scope are set for each target. If
a value in the scope is inconclusive, the value is not switched. Switching
an empty variant (that is, the whole scope is inconclusive or has no
targets assigned) is not possible.
• EDIT: Enabled if a single variant is selected.
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• RENAME (F2): Enabled if a single variant is selected.
• REFRESH PREVIEW
• DELETE (Del)
• CLONE (Ctrl + shift + C): Creates a copy of a selected variant.
• SELECT ALL (Ctrl + A)
Variant details
DURATION: a value in seconds can be entered here for the duration of the
switch operation between given variants.
PREVIEW: a preview for the selected variant can be loaded, deleted or
taken from the current camera view.
Variant scope
The definition for the values that can be switched is called the scope of a
variant. Each variant may have a different scope. For each element of the
scope a check box exists to define whether that element is part of the
scope and if it will be switched by this variant.
• Hover over an element and the UPDATE function appears to the right of
that element (including the element ALL).
• Some elements (except ALL) may show an indication of its stored value,
separated by a colon (:). 
The following values for the elements are possible:
-
When NO VALUE is shown after the colon, no value is recorded for
that element.
-
When INCONCLUSIVE is shown, different values are recorded, but the
targets are query based.
-
When "#" is shown, targets are set to different states.
• ALL: The first element entry allows you to turn On and Off all elements
of the scope. If all elements are checked, ALL is checked; if no elements
are checked, ALL is unchecked.
• GENERAL: Camera field of view (FOV) value is shown as representative.
• POSITION: The camera position in x, y, z. Not the direction.
• SENSOR: Sensor size in millimeters.
• CLIPPING PLANES:
-
AUTO: If both near and far clipping planes are set to auto.
-
MANUAL: If both near and far clipping planes are set to manual.
-
AUTO | MANUAL: If near is set to auto and far is set to manual.
-
MANUAL | AUTO: If near is set to manual and far is set to auto.
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The changes to the element states are not shown unless REFRESH
next to the object is selected. Selecting REFRESH next to the ALL
element updates all elements at the same time.
User actions
• Dragging a single camera object onto a scope element, overwrites the
values for that element with the value of the camera. For ALL, this is
done for each selected scope element, regardless of already existing
targets.
• Dragging a single camera onto an already existing variant replaces the
values for the selected scope with the values of the camera.
Each target receives the same values. If the scene object is not part
of the target list, it will not be added.
• Dragging a single camera above the first variant, between variants, or
below the last variant in the list (including the empty space), adds a
single variant at that location and saves the whole scope to the values
of the camera. Defining the scope is like creating new variants, meaning
the last variant will also define the scope of the next. The reason for
saving the whole scope is to save the values, in the event the user
afterwards changes the scope.
• Dragging a selection of variants above the first variant, between
variants, or below the last variant (including the empty space), moves
the selection of variants to that location.
Multivariant selection scope specifics
• SCOPE ELEMENT:
-
Checked, if all selected variants switch that element.
-
Unchecked, if not all selected variants switch that element.
• VALUE INDICATION OF EACH ELEMENT:
-
In the same way as a single selection case, the following indicated
values for the elements are possible:
-
When “no value” is shown after the colon, no value is recorded for
that element.
-
When “inconclusive” is shown, different values are recorded but the
targets are query based.
-
When "#" is shown, targets are set to different states.
Context menu
• UPDATE FROM ACTIVE CAMERA: Enabled if a single scene object and a
single or multiple variants are selected. Action always applies to that
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element where the context menu was opened. For ALL it means all
checked. The element is updated for each selected variant by values
from the selected object.
• TURN ON/TURN OFF:
• TURN ON/OFF ALL
Color set variants
Color sets variants apply the values of a material onto a target look/
material.
Importing color sets from older DELTAGEN versions (11.0.x and
earlier), the target materials are found based on their name. That
means the targets of the color set are not resolved during load time
and converted to real looks targets, but a target query is created
looking for material names with the specified target material name.
Target list box
The targets of a color set are looks. Only looks can be dragged into the
target list box. The indication reads DROP LOOKS HERE.
Context menu
• ADD SELECTED LOOKS AS TARGET
• SELECT TARGETS IN LOOK LIBRARY
• REMOVE (Del)
• SELECT ALL (Ctrl + A)
CONVERT TO QUERY MODE/CONVERT TO TARGET MODE: for more information
refer to section
Query and Targets widget, Page 196.
The user interface behavior of Color variants is the same as the
Look variants user interface.
Color variants
• UPDATE FROM SELECTION: This replaces the material of that variant.
Enabled if a look or a single variant is selected.
• SWITCH (ENTER): Enabled when a single variant is selected.
• EDIT: The Look editor opens for the variant. Enabled when a single
variant is selected.
• RENAME (F2): Enabled when a single variant is selected.
• REFRESH PREVIEW
• DELETE (Del)
• CLONE (Ctrl + shift + C) creates a copy of a selected variant.
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• SELECT ALL (Ctrl + A)
Geometry set variants
Geometry sets switch only the visibility of targets. A variant defines a list
of targets that will be set to visible. All other targets are hidden.
In order to create a geometry set and its variants, the user creates a set
and then adds new variants to the set.
For Geometry variants only, the visibility set can be defined with the
CREATE VARIANT menu: you can create an empty variant (where values can
later be added), a single new variant for all selected geometry objects
combined, or a new variant for each selected geometry scene objects.
Only Geometry variant sets have the multioption menu.
• CREATE VARIANT: You can drag a list of scene objects onto the new
variants entry to create a new variant with that visibility set.
Alternatively, drag scene objects into an existing variant, hence
defining its visibility set. These scene objects are added automatically
to the list of targets.
• CREATE VARIANT FOR ALL SELECTED OBJECTS: A new variant is created
containing all current selected scene objects. The objects added to that
variant define the target list (visibility set) for the new variant. If
selected scene objects are not yet part of the target list, they are
added.
• CREATE VARIANT FOR EACH SELECTED OBJECTS: A new variant is created for
each of the selected scene objects. If that scene object is not yet part of
the target list, it is added.
User actions
• Dragging one or more scene objects onto an already existing variant
replaces the target list for that variant.
• Dragging one or more scene objects above the first variant, between
variants, or below the last variant in the list (including the empty space)
adds a single variant at that location and sets the visibility set to the
selection.
• Dragging a selection of object variants above the first variant, between
variants, or below the last variant in the list (including the empty space)
moves the selection of object variants to that location.
Context menu
Right-clicking on a variant opens the context menu with a list of following
options:
• ADD SELECTED SCENE OBJECTS AS TARGET: Enabled if the scene tree
selection is not empty and variant selection is not empty. This is the
same action as dragging those objects onto the target list.
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• SWITCH (Enter): Enabled when a single variant is selected.
• RENAME (F2): Enabled when a single variant is selected.
• REFRESH PREVIEW
• DELETE (Del)
• CLONE (Ctrl + shift + C) creates a copy of a selected variant.
• SELECT ALL (Ctrl + A)
Target list box
The targets for a geometry variant are scene objects (except cameras,
surroundings, and headlights). Only those scene objects can be dragged
into the target list box. The indication reads DROP SCENE OBJECT HERE.
This is the same target list box, with the same interactions as the
Object set variants.
Multiselection handling
If two or more variants are selected:
• All the targets of the selected variants are displayed in the list (bottom/
right).
• Common targets that are included in all the selected variants are
displayed in highlighted bold text. Noncommon targets are shown
grayed out.
Context menu
• ADD SELECTED SCENE OBJECTS AS TARGETS: Enabled if scene tree selection
is not empty and only contains valid scene objects.
• SELECT TARGETS IN SCENE TREE
• REMOVE (Del)
• SELECT ALL (Ctrl + A)
Switch Sets
Switch sets switch between the children of the targets.
For each child of the switch (in the scene tree) a variant is created. Due to
the automatic variant creation, Switch sets cannot support queries,
because the behavior is undefined if the search results in more than one
target and these targets have different children.
Targets
Switch sets have an implicit target list. Therefore the list is read-only and
has only a single auto-assigned target. Targets cannot be added, disabled
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or removed. This is only possible by adding other parts (children) to the
Switch within the scene tree.
SELECT A TARGET IN THE SCENE TREE
• VARIANTS
Variants for Switch sets have the following characteristics:
-
The variants list only allows to switch the current variant.
-
Create, deleting, and dragging are not supported.
Context menu
• SWITCH (Enter): Enabled when single variant is selected.
Each variant is assigned a unique index of the switch. The switch target
is set to that index, making this variant active.
• REFRESH PREVIEW
• SELECT ALL (Ctrl + A)
Logic set variants
Contrary to all other variant sets, logic sets do not have targets and their
variants do not have any properties (except a preview). Switching a logic
set has no effect as long as they are not used in logic tables.
CREATE VARIANTS creates an empty variant that can only be renamed or
deleted.
Context menu
• Switch (Enter): Enabled when a single variant is selected.
Switching a logic set only sets the current variant of that set. The
behavior is defined by variant logic tables. Refer to the variant logic
tables section below.
• RENAME (F2): Enabled when a single variant is selected.
• REFRESH PREVIEW
• DELETE (Del)
• SELECT ALL (Ctrl + A)
Logic tables
Logic tables define a relation between one or many logic sets used from
the Variant manager.
Each logic set initially opens a logic table that provides only its variants as
logic ‘Inputs’ (shown on the left side of the logic table) and no ‘Actions’
(shown on the right side of the Logic table dialog box). The logic sets
define the logic ‘Inputs’, whereas one or many variant sets are added as
‘Actions’ to each row of the logic input table.
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Actions contain variant sets of any type, including logic sets. For each
arrangement of input logic sets from the Variant manager list (in the
example below ‘rims_02’ and ‘country’), the actions may define a variant
for each variant set in the logic table. The resulting behavior is, that when
switching a logic set that is part of the table's logic input, the table defines
which action are performed on the variants enlisted on the right.
In the example image below, switching of the logic set called ‘rims_02’ to
variant ‘sport’ - and switching the other logic set called ‘country’ to ‘usa’
applies an action and switches the geometry set to ‘rim_sport’ and the
look set to ‘BLUE_silver’. (You can follow this from row number 5 in the
logic table below).
The logic Inputs columns can also be reordered by dragging the column
headings from side to side. In the example below, dragging the column
‘rims_02’ to the right of ‘country’ will reorder the logic table to the image
shown below.
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Each logic set provides a logic table (initially only with its own variants),
and can only be used in a single logic table. The selected logic set in the
Variant manager list defines which logic table is displayed.
There can be multiple logic tables available in the model. Multiple logic
tables can be merged together by adding a logic set from one logic table
to another logic table. The following example explains the result when two
logic tables are merged together.
-
‘Logic_Table_1’ contains ‘Logic Set A, B & C’
-
‘Logic_Table_2’ contains ‘Logic Set D & E’
-
When dragging ‘Logic Set D & E’ into ‘Logic_Table_1’,
Logic_Table_2’ is no longer available.
Workflows between the Variant manager and Logic tables
Defining logic inputs
1.
SELECT A LOGIC SET IN THE VARIANTS MANAGER (IN THIS CASE THE
‘LOGIC_SET_4’)
2. SELECT
TO OPEN THE
LOGIC TABLE.
Within the Logic table editor, the logic set and its variants are displayed as
INPUTS on the left side.
3. DRAG ANOTHER LOGIC SET INTO THE LOGIC TABLE EDITOR ON THE LEFT SIDE (IN
THIS CASE THE ‘NEW_LOGIC_SET’) TO DEFINE/ADD ANOTHER LOGIC INPUT
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This addition merges the logic tables in the behavior described above.
This workflow can be repeated for an arbitrary number of logic sets,
potentially creating a long list of combinations.
The result is shown in the image below.
Define/update actions
The last step is to define the actions that should be triggered via the Logic
table when switching logic sets.
DRAG THE VARIANTS INTO THE ROWS OF THE LOGIC INPUT.
Dragging a variant into one or multiple rows adds actions to the right side
of the table for each.
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Actions are not mandatory, so the table is fully functional even if multiple
input rows have no action for a specific variant set. If an action for this
variant set is already defined, the action will be overwritten with a new
variant if it is dragged onto it.
Removing Logic Inputs/Actions
1.
SELECT THE COLUMN
2. PRESS THE Delete KEY ON THE KEYBOARD.
This is also possible for an action, the entire column can be selected and
removed or a single action (single cell in the table) can be selected and
the action cleared by pressing the Delete key.
Object set variants
Objects sets switch values of scene objects (for example, shapes, groups,
and lights).
Object sets are able to switch different values of scene objects
independently; namely the visibility, the translation, the rotation, the
center, the scale, the look and the override look. The values that can be
switched are called the scope of a variant. Each variant may have a
different scope. In addition, we allow each target (nonquery-based target
lists) to be switched differently; that is, when switching a variant each
target may get a different translation.
Object set variants replace visibility sets and override look sets
from DELTAGEN 11.0.x and earlier.
Importing from previous DELTAGEN versions
When importing visibility sets from older DELTAGEN versions (11.0.x and
earlier), the targets are found based on their name. That means the targets
of the object set are not resolved during load time and converted to real
targets, but a target query is created looking for scene object names with
the specified name.
Target list box
The targets of an object set are arbitrary scene objects (except cameras,
surroundings, headlights). Only such scene objects can be dragged into
the target list box where the display reads DROP SCENE OBJECTS HERE.
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Adding targets
When a target is added, for each element of the scope in each variant:
• If no values exist, the value of that target is recorded. When adding
multiple targets at once, the values of each target are recorded.
• If there are identical values for each target (without the new one) – all
identical values stay the same.
• If there are different values for each target (without the new one) values of that target are recorded and added to the list.
When working with object sets, if you have variants that apply to an
object in your scene and you wish to apply the same variants to other
scene objects, you must define the objects as additional targets using the
query mode.
1.
OPEN THE
2. CLICK
VARIANT MANAGER, WINDOW > VARIANT MANAGER
TO ACTIVATE THE QUERY MODE
3. DEFINE THE NEW TARGETS BY DRAGGING SCENE OBJECTS INTO THE QUERY
DIALOG BOX, OR BY CALLING THEM VIA OBJECT NAME OR METADATA.
Context menu
• ADD SELECTED SCENE OBJECTS AS TARGETS: Enabled if scene tree selection
is not empty and only contains valid scene objects.
• SELECT TARGETS IN SCENE TREE
• ENABLE/DISABLE
• REMOVE (Del)
• SELECT ALL (Ctrl + A)
Convert to query mode/target mode
For more information refer to section
Page 196.
Query and Targets widget,
Create object variants
• Option 1: When no targets exist, an empty variant is created. No values
(scope) are assigned to this variant but they can be added later when a
target has been added.
• Option 2: When targets already exist (not query targets), the variant
can be created with the scope values set to the state of the last variant
in the list, if it is the first variant in this set, the whole scope is activated.
For each value part of the scope, the value of each target is stored
separately. For each value not part of the scope, the value is not stored.
• Option 3: The targets are query based. A variant is created and its
scope is set to the state of the last variant in the list, if it is the first
variant in this set, the whole scope is activated. For each value part of
the scope, one value is stored, if at least one target is found by the
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query and all targets have the same value; otherwise no value is stored.
For each value not part of the scope, the value is not stored.
User actions
• Dragging a single scene object into an already existing variant replaces
the values for the selected scope with the values of the scene object.
Each target will receive the same values. If the scene object is not
part of the target list, it will not be added.
• Dragging a single scene object above the first variant, between
variants, or below the last variant in the list (including the empty space)
adds a single variant at that location and saves the whole scope (refer
to the scopes section below) to the values of the scene object.
However, the scope definition will be like creating new variants,
meaning that the last variant will also define the scope of the next. The
reason for saving the whole scope is to store the values in the event the
user afterwards changes the scope.
• Dragging a selection of object variants above the first variant, between
variants, or below the last variant in the list (including the empty space)
moves the selection of object variants to that location.
Context menu
• UPDATE FROM SELECTION: Enabled if a single scene object and a single
variant are selected. This is the same as dragging an object in the scene
tree onto the variant.
• SWITCH (Enter): Enabled when single variant is selected.
When switching a nonempty variant (that is, the scope is defined and
targets exist), the values of the defined scope are set for each target.
If a value in the scope is ‘inconclusive’, the value is not switched.
Switching an empty variant (that is, the whole scope is ‘inconclusive’ or
has no targets assigned) is not possible.
• EDIT: Enabled when single variant is selected.
• RENAME (F2): Enabled when single variant is selected.
• REFRESH PREVIEWS
• DELETE (Del)
• CLONE (Ctrl + shift + C) creates a copy of the selected variants
• SELECT ALL (Ctrl + A)
Variant details
• DURATION: A value in seconds can be entered here for the duration of
the switch operation between given variants.
• PREVIEW: A preview for the selected variant can be loaded in, deleted or
taken from the current camera view.
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Variant scope
Defines what values will be switched, and the scope of a variant.
Each variant may have a different scope.
For each element of the scope a check box exists to define whether that
element is part of the scope and will be switched by this variant.
The first entry ALL allows to turn all elements of the scope On or Off.
If all other elements are checked, then ALL is checked, if one or more
elements are unchecked, then ALL is also unchecked. With multivariant
selection, checking or unchecking a scope element will check or uncheck
the same for all selected variants.
While hovering over each element UPDATE is shown to the right of that
element.
Some elements (except ALL) may show an indication of its stored value,
separated by a colon (:).
The following indicated values are possible.
• When NO VALUE is shown after the colon, no value is recorded for that
element.
• When INCONCLUSIVE is shown, different values are recorded, but the
targets are query based.
• When "#" is shown, targets are set to different states.
• For the VISIBILITY element, VISIBLE is shown if all targets are set to
visible. HIDE is shown if all targets are set to INVISIBLE.
• The LOOK element is collapsed by default. When expanded, a preview is
displayed of the stored look.
• The OVERRIDE LOOK element is collapsed by default. When expanded, a
preview is displayed of the stored override look.
The changes to the element states may not be shown unless
REFRESH (next to the element) is selected.
User actions
• When you drag a single scene object into a scope element the values
for that element are overwritten by the value of the scene object. For
ALL, this is done for each selected scope element. This is regardless of
already existing targets.
Context menu
• UPDATE FROM SELECTION: Enabled if a single scene object and a single or
multiple variants are selected. The action always applies to that
element where the context menu was opened. For ALL it means all
checked. The element is updated for each selected variant by values
from the selected object.
-
TURN ON/TURN OFF
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-
TURN ON/OFF ALL
Package set variants
Each configuration of the package can switch a number of different
variant sets (such as look, color and geometry) to a defined state; hence,
packages do not have a common target list.
Since each configuration switches a package into a defined state, queries
cannot be supported, since the query could result in a variant set that
does not have this combined state. When other variant sets in the variant
list are dragged into the package set variant, a configuration set (see
below) is automatically created in the configurations panel.
Variants
Creating a configuration set
By selecting
, an empty configuration (if this is the first configuration)
is created but no variant sets are added to the configuration.
Variants can be added later by dragging them into the package set in the
variant list (left side).
Editing the configurations from here is not supported. They must be
edited in the variant configurations panel. Configurations can be deleted
with
.
User actions
• Dragging variant sets into an already existing configuration replaces
the state for existing targets and adds new variant sets and their state
to the target list of the configuration, if they do not exist yet.
• Dragging configuration sets above the first configuration, between, or
below the last configuration (including the empty space) adds a single
configuration at that location with those variant sets and records their
state as in the drag onto existing variant.
• Dragging a selection of configurations above the first configuration,
between configurations, or below the last configuration (including the
empty space) moves the selection of configurations to that location.
Context menu
• SWITCH (Enter): Enabled when a single variant is selected.
Switching a configuration switches each target variant set of that
configuration to the defined variant, leaving the variant set in its
current state if the configuration for that variant set is undefined.
• RENAME (F2)
• REFRESH PREVIEWS
• DELETE (Del)
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• CLONE (Ctrl + shift + C) copies the selected variants.
• SELECT ALL (Ctrl + A)
Variant configuration properties
• The Variant configuration panel shows the same list view of variant sets
as defined in the main display.
• Only the Type, Variant sets and Current variant columns are shown.
• Only variant sets are shown that are part of that configuration.
• The variant set list view allows for multiselection, and sorting
chronologically or alphabetically. But reordering, adding or removing
columns is not supported. The filter options are also not available here.
• The Current variant for a variant set is empty if the state is undefined
for all selected configurations.
Context menu
• UPDATE FROM CURRENT STATE (F5)
• SELECT ALL (Ctrl+ A)
• DELETE (Del)
Multiconfiguration selection
• The variant configuration list view (lower area) shows all variant sets of
all selected configurations (upper area).
• The Current variant column for a variant set (lower area) is displayed as
follows:
-
Empty if the state is undefined for all selected configurations.
-
Variant name if all configurations can switch that variant to the same
variant.
-
# symbol with a hatched background, if configurations switch that
variant set to different variants.
Variant sets guide
Variants sets can be created in several ways:
• Selecting one of the variant icons at the bottom of the variant set list
and clicking
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• Double-clicking on one of the variant icons at the bottom of the variant
set list.
• Selecting a variant from the drop down list.
Create look set
1.
LOOK LIBRARY (WINDOW > LOOK LIBRARY) DRAG THE CURRENT
LOOK TO THE TARGETS IN THE VARIANT MANAGER
FROM THE
2. IN THE LOOK LIBRARY CREATE A NEW LIBRARY (FILE > CREATE)
3. CREATE NEW LOOKS (RIGHT-CLICK AND SELECT CREATE LOOK FROM CONTEXT
MENU)
4. ASSIGN A NEW LOOK BY DRAGGING IT INTO THE VARIANTS
It is possible to switch the looks by using a query. It is also possible to find
target looks based on a metadata query.
For more information see
Query and Targets widget, Page 196.
Query mechanisms work the same for Look, Color and Object sets.
In look variant sets it is now possible to handle target looks and target
shapes.
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Look variants allow scene objects (shapes, groups) as well as looks as
targets and to switch from target mode to query mode and vice versa.
It is possible to drag a shape to update an existing looks variant or to
create a new look variant. The new/updated variant shall use the shapes
look.
Inside TARGETS there are two modes available:
• CONVERT TO SHAPE-BASED TARGET
• CONVERT TO LOOK-BASED TARGET
These modes convert targets from looks to shapes and vice versa. In both
cases it is possible to drag shapes and looks.
Create color set
Look sets and color sets have similar workflows. Both use looks from the
Look library as a target (for example HBR) and define different colors for
the target as a variants. It is also possible to search for the Looks via their
color name.
The differences can be seen in the query. By adding a Color name inside
the Information field (for example, "Look_1") it is possible to use a namebased query (like "look.MaterialName") to search for the target.
Inside the query target it is possible to use the name of a certain attribute
to identify a look. So you can now use the name as a query target, for
example, "look.MaterialName".
Create camera set
The camera model contains a lot of new parameters, detailed settings and
postprocessors as part of the camera.
The camera set allows capturing the whole state at once; for example, the
variant scope shows different parameters which are actually located
within different tabs in the camera OBJECT EDITOR and they all present a lot
of new settings.
For example, whatever changes in the variant scope will also change in the
OBJECT EDITOR and vice versa.
When there is no defined target, the active camera becomes the
target.
With multiselection it is possible to update more than one variant at the
same time to the same scope.
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A hash character (#) means that some of the settings are not
identical for variants.
With REFRESH
it is possible to update the selected displayed
entry; selecting ALL and refresh, will update all states at once.
Create geometry set
For geometry sets there are two possibilities to create variants:
• CREATE VARIANT FOR EACH SELECTED OBJECT
• CREATE VARIANT FOR ALL SELECTED OBJECTS
Only the geometry and overlay variant sets have these options.
Objects can be used as targets by dragging them from the scene tree into
the variants.
When the variant is selected, the targets are visible below.
In case of multiselection inside the variants, targets are not
displayed.
Create switch set
A switch set can be created in two ways:
SELECT A GROUP IN THE SCENE TREE AND PRESS
ALT + V
Or
1.
SELECT A GROUP IN THE SCENE TREE
2. RIGHT-CLICK TO ENABLE THE CONTEXT MENU
3. SELECT CREATE NEW > SWITCH
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In the Variant manager it is not possible to create switches. If a
switch set is deleted from the Variant manager list, it can be added
again by dragging it into the Variant manager. If the switch is
deleted from the scene tree it will automatically be deleted from
the variant sets list. Variants of a switch set are added
automatically by dragging other parts of the scene tree into the
switch.
Changes are possible in the scene tree (for example, creating new groups
and renaming) and in the Variant manager (renaming).
Create logic set
Logic sets have different input variants. These can be seen as input states
with which the switching of other variants is triggered. It is possible to
combine logic inputs to define different input states. The variants to be
switched can be of any type (for example, geometry, look, packages)
except logic inputs.
This allows you to open a Logic table for a logic set and to combine
additional logic sets. A combination of states can be used to call on a
variant.
A Logic table can be opened for each logic input created. If logic inputs
are combined, they have a common Logic table.
The table consists of two dialog boxes:
-
The left dialog box shows the logic inputs with their different input
variants.
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-
The right dialog box lists lines of actions; that is, the variants to be
switched.
Select one of the variant sets (in this case Carpaint) and drag each of the
Carpaint variants from the list into the Logic table, into each row number
in the Inputs.
(In the example above, Logic_Set_1/State_2 combined with Logic_Set_2/
State_1_1 calls on Action number 4. In this case the variant Carpaint D4S).
Create object set
With an object set it is possible to animate the object (for example a door
animation)
• The group (target) has to be selected and dragged into the target area,
or via a query.
• Variants have to be created (for example with the state opened and
closed).
• Depending on the action required, select the scope element required
within the variant scope list (in this case Rotation).
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It is possible to change between the variants (animate the door) by
selecting the target (each target can be switched between opened and
closed).
The right door can be animated by using CLONE from the context menu. To
animate the second door, the rotation angle has to be changed to zero
and a new variant has to be created (closed position)..
The target has to be changed (in this case ANIM_RHD).
The rotation angle and states have to be updated!
You can also set the animation’s duration (to open and close the door) in
seconds.
Create package from selection
Packages can be created from a selection of variant sets (by dragging
them into the package set) to create a configuration group.
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Each configuration group can contain a number of variant sets with
different variants selected.
In a package set containing multiple configurations, a different
configuration group for the package set can be changed from within the
Variant configuration list.
If a configuration is active it is possible to change the variants in the
Variant configuration dialog. You can add additional variant sets by
dragging them into an existing configuration in the Configurations area.
Variants can also be deleted using the context menu. Right-click on a
variant in the Variant configuration to activate the context menu.
Variant switcher
Call with: VARIANTS > VARIANT SWITCHER
The Variant switcher is a multifunctional overview of the variants and
variant sets. Use the Variant switcher to manage and edit existing variants.
You can also create new variants and new camera variant sets. The Variant
switcher also allows you to track the state of variants with the new variant
state tracking functionality. The current state of variants is indicated
before, during, and after transitions.
The Storyboard player allows you to play through a set of variants, you
can also customize the play action and reorder your variants.
User interface overview
adds a new variant to camera variant sets.
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adds a new camera variant set.
plays the variants in a reverse storyboard sequence.
stops the player and returns the to the starting variant of the
storyboard sequence.
plays the variants in a forward storyboard sequence.
pauses the storyboard sequence at the current variant.
switch to list mode.
switch to grid mode.
filters variants.
Storyboard player
The Storyboard player allows you to play through the variants of a variant
set. Enable the Storyboard player by switching to the grid mode
in the
Variant switcher. The Storyboard player functions at both the variant set
and variant levels.
You can also select the default period and the creation of
automatic previews for camera variants in the variant preferences
menu via EDIT > PREFERENCES > TOOLS > VARIANTS.
Variant set level
At the variant set level you can create new camera variant sets and you
can activate the storyboard player to play a variant set.
User actions
• Left-click on a variant set to activate it. This takes you to the variant
level where you can see the variants that make up the set.
• Right-click on a variant set to select it. This enables the storyboard
player.
indicates the variant set currently playing. The icon appears over its
thumbnail.
Variant level
At the variant level you can edit, reorder, and play the variants with the
storyboard player.
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User actions
• Left-click on a variant to activate it.
• Left-click + hold on a variant to drag it to a different place in the play
order.
• Right-click on a variant to display the context menu.
Variant editing context menu
The context menu contains many of the options also available in the
Variant manager, see Context menu, Page 165. Additional options in the
context menu:
DURATION (for camera variants only) determines the transition period to
the next variant.
CREATE NEW VARIANT creates a new camera variant.
EDIT IN VARIANT MANAGER opens the Variant manager to the variant’s
settings.
REFRESH PREVIEW creates a preview based on the camera settings.
VARIANT SCOPE menu is displayed only for camera and object variants.
Variant state tracking
Variant state tracking runs automatically and allows you to keep track of a
variant set’s defined and supposed state before, during, and after a
transition. As in the Variant manager, the variant set's state is indicated in
the current variant column.
The Variant switcher’s List and Grid modes help you identify the state of
your variant set by displaying the current variant and the variant targeted
in a transition.
List mode
In List mode, the current variant column indicates the state of a variant set
before, during, and after a transition.
• Transition periods are indicated by dots appearing left of the intended
variant name in the current variant cell.
• Successful transitions are indicated in the current variant cell when the
name of the intended variant appears.
• Failed transitions are indicated with an empty current variant cell after
an attempted transition. A warning is also displayed in the row of the
variant set. Hover over the warning to read the message or look in the
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LOG WINDOW for a record. The warning will disappear upon a successful
transition within the variant set.
A warning of a failed transition includes the last defined variant and
the intended variant not reached.
To obtain detailed information about the conflict causing the failed
transition check the Conflict monitor.
Grid mode
In Grid mode each variant and variant set is represented by a thumbnail;
the name of the variant or variant set appears under the thumbnail. When
a variant transition is in progress the current and the intended variants are
highlighted with a frame.
• Transition periods between variants are indicated with a frame around
the starting and intended variants.
appears over the variant while the transition occurs.
• Successful transitions also indicate the current variant in the variant set.
indicates a successful transition and the current variant in the set.
indicates an inactive variant. The icon appears when you hover over
inactive variants.
• Failed transitions are indicated with a warning that momentarily
appears over the intended variant. Hover over the warning to read the
message or look in the LOG WINDOW for a record. For more detailed
information check the Conflict monitor.
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Query and Targets widget
Query and Targets widget
The query widget offers the possibility to quickly search elements using
object name or personalized (specified) metadata. Widget is a component
of an interface that enables a user to perform a function or access a
service such as a dialog box or text box.
The result of a query can be used as target in many functionalities like:
Variant manager > Variants
Animations list > Properties
Assignment tables
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Logic Network Editor
Query is available only for External objects group.
Target mode /target list
The target list box contains all assigned targets. Depending on the variant
set only a specific target type is allowed. For further information on
specific Variant set see
Variant manager, Page 160.
The target list box shows the following information:
• rows of targets with an indication on what type of targets can be
dropped (the whole list box is a drop zone)
• each target is shown with its respective icon and its name; a disabled
target is grayed out.
When the target list is collapsed it indicates the number of
assigned targets or the number of targets matching a query.
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If expanded it shows CONVERT TO QUERY and a list of all assigned targets.
Targets list box
Targets can be added by dragging them into the targets list box.
ENABLE/DISABLE
changes the state of the targets.
If multiple targets with different states (enabled/disabled) are
selected the source state is defined by the first target (for example
if the first selected target is enabled, the whole selection gets
disabled and vice versa).
removes the target when selected.
Selecting targets
A target can be selected with left click.
With the keyboard using arrow up/down keys it is possible to navigate
through the target list, changing the selection to the previous or next
target.
CTRL + left click adds or removes a selected target from the list.
SHIFT + left click selects all the targets from the first to the last selected.
CTRL + A selects all targets.
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Converting targets to a query
Query mode is used to create search criteria to find elements (in the
scene) quickly either searching for common metadata or using the objects
name.
CONVERT TO QUERY/TARGET MODE switches between target mode and
query mode.
Conversion examples
-
from Target mode to Query mode
-
from Query mode to Target mode
Query guide
What is a Query?
In general a Query is a precise request for certain information retrieval
with database and information systems. DELTAGEN is using query
language to retrieves elements in a scene.
Why is query useful?
If you need to apply the same type of changes to many objects or
properties, you can avoid doing that manually by using the query system.
It gives the possibility to quickly identify and group object using search by
criteria and apply the changes with one click.
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Query Language
Fields
The queried fields (metadata fields) are composed of metadata set and
the corresponding category, both of which are separated by a dot.
For example, the following fields can generate a valid query:
-
Default.name
-
Default.'construction date'
Special query fields begin with default aspects, like:
-
object.name
-
look.name
-
look.materialName
-
aspect.name
Operators
There are the following operators: =; <; < =; >; >=; =; != ; MATCHES and
INHERITS which can be used only on metadata category.
(Please see Examples below and table Conditional Operators, Page 203)
Of particular note is the operation of MATCHES, which is a star search.
Briefly explained with the help of object “Teapot”:
• object.name MATCHES “po” => result: Teapot
• object.name MATCHES “Tea*” => result: Teapot
• object.name MATCHES “*pot” => result: Teapot
Comparison values
The comparison value is a string and is normally given in quotation marks:
"Value1". Alternatively, numbers are allowed, which then do not need
quotation marks.
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Query and Targets widget
Examples of queries
Writing a query
1.
SELECT THE METADATA CATEGORY, IF EXISTENT
2. ADD CONDITIONAL OPERATORS
Please see below details about Conditional operators
Conditional Operators, Page 203
3. ENTER THE INPUT VALUE (KEY WORD)
A key word has to be written in quotation marks.
It is possible to combine more than one query by using logical
operator (AND and OR).
The AND operator is considered first.
Queries can be deleted by using
query).
(if you are using assignment tables
If the metadata query is not complete (for example because of a typo or
other faulty insertion) the next drag and drop action overwrites the exiting
definition by the new selected metadata set.
When you drag several sets into the query target box one after another,
they are always connected via OR as long as you do not modify the
connection string. Same behavior when you select metadata categories.
When you drag several sets into the query target dialog box via multi
selection, then they are connected via AND as long as you do not modify
the connection string. Same behavior if you select metadata sets which
contain several categories. In this case the categories get connected via
AND as well.
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Query and Targets widget
Using a query in Variant manager
1.
OPEN THE
VARIANT MANAGER
2. CREATE A NEW OBJECT SET AND LOOK FOR THE OBJECT USING THE KEY WORD
TRUNK (OBJECT NAME MATCHES)
The word TRUNK then is searched for in the object.name of every element
inside the scene. The list of objects matching that criteria is displayed by
the query.
It is also possible to find metadata by using query. 
For example Wheels.switch_01 = true finds a group (Wheels) that has
defined metadata.
In this case the query syntax is: <metadata_set.category> <operator>
<“data”>.
If metadata is copied and pasted to other objects, they are also found by
the query.
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Query and Targets widget
Conditional Operators
Operator
Description
Example
=
Checks if the value of two
operands is equal or not.
If yes then condition becomes
true.
(a = b) is not true.
<
Checks if the value of left operand
is less than the value of right
operand.
If yes then condition becomes
true.
(a < b) is true.
<=
Checks if the value of left operand
is less than or equal to the value of
right operand.
If yes then condition becomes
true.
(a <= b) is true.
>=
Checks if the value of left operand
is greater than or equal to the
value of right operand.
If yes then condition becomes
true.
(a >= b) is not true.
!=
Checks if the value of two
operands is equal or not.
If values are not equal then
condition becomes true.
(a != b) is true.
>
Checks if the value of left operand
is greater than the value of right
operand.
If yes then condition becomes
true.
(a > b) is not true.
MATCHES
Used to compare a value to similar
values using wildcard operators
- The percent sign % or asterisk *
- The underscore _ or question
mark ?
object.name
MATCHES 'Tea*'
Note: the [ has to be quoted
by [] for example:
object.name MATCHES "test
[[]test]" finds test [test]
object.name MATCHES "test
[test]" finds these four
strings:
test t
test e
test s
test t
INHERITS
Inherits the content of metadata
fields which has been declared
before.
Note:
Operator is used only for
metadata fields!
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Quasi Unique IDs
Quasi Unique IDs
QUID stands for 'Quasi unique id'. It is used to identify the object without
relying on its name. The name of an element is a just a label because every
object is referenced with a QUID. DELTAGEN tries to manage the QUID of
the object in sensible way, for example when copying a Scene object:
• Copy / paste: The QUID are not copied if the target is the same Scene,
otherwise the reference id is copy.
• Copy / paste as reference: The QUID are kept.
• Move in scene tree: The QUID are kept.
• Replace: The QUID are copied to the new object, if a object is replaced
by another (for example Nurbs shape replaced with poly shape)
Example:
A Look library has different looks with the same names.
These looks can be used in Variant manager in two different Look sets
(Look_set_1;Look_set_2)
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Quasi Unique IDs
Both of the looks have the same target called “my_look”,
But these targets have a different looks, like:
• green teapot has” my_look” assigned
• yellow teapot has “my_look” assigned:
Also the targets in VARIANTS have the same name, but they can be
identified based on unique IDs.
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Quasi Unique IDs
It is possible to switch the variants based on IDs and not based on the
name. For example changing “my_look” for ” Look_set_1”to a different
color:
1.
DOUBLE CLICK ON THE LOOK “MY_LOOK”
2. IN THE LOOK EDITOR CHANGE THE COLOR
The same look has not been changed in the ”Look_set_2”:
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Quasi Unique IDs
Shared Group
The concept of shared groups is tightly linked to the concept of reuse. The
meaning of reuse in this case it is not just copy and paste; it is the
possibility to prepare a setup in advance for usage in new/other elements.
The sharing is keeping a link between the two elements (if one is changed,
then other one is changed). The idea behind shared groups is to combine
everything needed in order to make a scene graph object (SGO) reusable.
This means that a shared group has the following properties:
• shared groups are used to structure large models and to make them
reusable
• shared Groups encapsulate aspects associated with them (Animations,
Variants and Assignment tables)
• the issues are in the shared group persisted (model, selected
GroupObject)
• the aspects can be exported as XML, but it only references to sources
or targets are always persisted, not the objects themselves
• the use of queries allows the reuse of aspects in different models
• geometry and metadata are defined in a way that they need no
modification when the shared group is reused in another context
Variant manager, Animations list and Assignment tables are features that
can be reused in other DELTAGEN scenes.
Before reusing, it is necessary to save these aspects together with
a group in the scene tree. The group becomes available for reuse
and is now called a Shared group.
The following functions in DELTAGEN contain the Shared groups
:
• Variant manager
• Animation list
• Assignment tables
• Scene tree
The column SHARED displays via icon that a group is shared.
The highest shared group in hierarchy is always a model node.
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Quasi Unique IDs
Display aspects of a shared group
In every of the above dialog boxes a SHARED GROUP tab on the right side
informs about all groups it is shared with. It is possible to select more than
one option. The tab now only shows the mutual shared groups.
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Quasi Unique IDs
Clicking on
in the scene tree displays the available options to open the
shared group in:
• OPEN IN ANIMATIONS LIST
• OPEN IN ASSIGNMENT TABLES...
• OPEN IN VARIANT MANAGER...
• DELETE SHARING removes the shared group.
Filtering is possible by selecting FILTER BY USAGE >
SHARED GROUP.
It is possible to IMPORT or EXPORT aspects from a file system into the data
browser.
Creating a Shared group
The logic is the same for Animation list, Variant manager and Assignment
tables:
1.
SELECT A GROUP IN THE SCENE THREE
2. SELECT A VARIANT SET
3. CLICK ON SHARE AS REFERENCE
The aspect is shared.
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Tools
Tools
Transforming
You can transform lights and scene objects such as groups and shapes. A
transformed object is displayed in the scene tree with a blue margin
around the icon.
In the case of simultaneously specified rotation and translation, the
rotation is computed before the translation.
Note that the transformation of a scene object affects all of its subgroups
and objects. If you move one of the subgroups or objects from a
transformed group, it is no longer transformed. The FLATTEN TRANSFORMS
function transfers the transformation definitively to the group and all
subgroups and objects, and the transformation values are reset.
There are two ways of transforming objects in DELTAGEN:
• Exact input of transformation values on the TRANSFORM tab of the
Object editor (
Transform, Page 284)
• Interactive transformation in the viewer using manipulators
Manipulators
With manipulators it is possible to apply transformations to 3D objects
Transformations like position, rotation and scale (please see picture
below). In the OBJECT EDITOR you can specify them numerically in X, Y and
Z coordinates system.
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Tools
Enable manipulators
This function switches the manipulators on/off.
Call with: TOOLS > MANIPULATORS > ENABLE MANIPULATORS or toolbar
Manipulators are visible only if precisely one scene object is selected. With
multiple selections no manipulator is visible. Manipulators are visible for
geometry objects and lights.
Manipulators are always displayed at the scaling/rotation center of
the selected object and can therefore be removed from the
selected object, which places them outside your field of view.
It is possible to switch between three modes:
• Translation and rotation
• Scaling
• Moving the scaling and rotation center
Only the translation and rotation mode is available for lights.
Although the representative object can be moved with directional
lights, only rotation has any influence on the lighting property.
POINTLIGHTS have only one translation manipulator.
Translate & rotate
The manipulator is switched to Translation and Rotation mode.
Call with: TOOLS > MANIPULATORS > TRANSLATE & ROTATE or toolbar
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Tools
By clicking inside the Viewer, keeping the left mouse button pressed and
dragging:
• an axis, moves it along the same axis.
• a square, moves it on the respective layer.
• one of the circle segments, rotates it around the respective axis.
Scale
This function switches the manipulator to scaling mode.
Call with: TOOLS > MANIPULATORS > SCALE MODE or toolbar
In order to scale in an axis, click the corresponding colored cube of the
manipulator, keep pressed and drag to the desired scale.
By clicking the light blue cube, the user is scaling all three coordinates.
Transform center
This function switches the manipulator to the mode for moving the scaling
and rotation center.
Call with: TOOLS > MANIPULATORS > TRANSFORM CENTER MODE or toolbar
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Tools
This works in the same way as the transformation manipulator and permits
the moving of the scaling and rotation center.
Create annotation set
Generates a new annotation set. It is possible to add annotations to this
set.
Call with: TOOLS > CREATE ANNOTATION SET
This menu contains functions for creating annotation pages in HTML
format.
Information can be exchange by using annotations. Annotations can
contain a 2D image of the current contents of the viewer or any text you
choose to enter. The HTML pages can be opened with any web browser
such as Netscape or Microsoft Internet Explorer.
Annotations are managed in sets. Each set
• is saved under the file name index.html.
• has a name (<title>) by which the directory containing all associated
files is named.
• can contain one or more annotations.
Each annotation in a set
• has a name.
• contains text.
• contains an image (optional).
An annotation page with the 3DEXCITE template looks like the one in the
figure. This layout can be changed by substituting your own image files for
the default image files. The image files used are located in the 3DEXCITE
software installation directory:
Used for
Images
Header for an annotation
Ann_1.jpg
Header for an annotation set page
header_1.jpg
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Tools
The CREATE NEW ANNOTATION SET dialog box opens:
Name of annotation set
Enter the name of the annotation set.
Directory
Specify the directory in which you want to create the annotation set.
This directory contains the name of the annotation set. 
After confirming your input, you can add the first annotation.
A dialog for creating the annotation opens.
Add to annotation set
An annotation to the current annotation set is added.
Call with: TOOLS > ADD TO ANNOTATION SET
In case that an annotation set is not created yet it is automatically
generated.
The DESIGN ANNOTATIONS dialog box opens in which you can create the
annotation set.
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Tools
Enter Title / Enter Text
Enter the name and the text of the annotation.
Make Snapshot
Adds a 2D image showing the current content of the viewer to the
annotation.
Show Annotation set after creation
After the annotation set has been created, the site opens in a web
browser.
Surface check
With functionality various options for form recognition of surfaces are
provided.
Call with: TOOLS > SURFACE CHECK or ALT + U
Three evaluation methods, activated by selecting the respective tab, are
available. The look of the geometry is replaced temporarily by a single
look.
Diagnostic light
With this function it is possible to set a directed light source for the scene.
The direction of the light source with the light manipulator in the top left
corner of the viewer can be changed.
LIGHT INTENSITY changes the intensity of the light source.
BACKLIGHT INTENSITY changes the intensity of the light source from the
opposite direction of the light source.
SHININESS specifies how shiny the color is.
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Tools
Common Settings
Here you find general settings for all Surface check functions.
HUE specifies the hue of the temporary look.
SATURATION specifies the saturation of the temporary look.
VALUE specifies the brightness of the temporary look.
AMBIENT INTENSITY specifies how strongly the ambient lighting affects the
color.
PROJECTION MODE toggles between perspective and orthographic view.
ALWAYS ON TOP: The Tools Surface check dialog box always stays in the
foreground. Press ALT + U to toggle the SURFACE CHECK dialog box
between the foreground and the background.
View
TOP, LEFT, RIGHT, FRONT and BACK move the camera to the respective
predefined positions for the: top view, the left/right view and the front/
back view.
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Tools
Show pointer
The bright spot in the viewer is switched on and off.
Call with: TOOLS > SHOW POINTER or P
As with a flashlight, you can light up particular areas or point to them.
The size of the spot can be change by:
• turning the mouse wheel 
• or with the + and - keys (from keyboard)
Modules & Plug-ins
This function shows which modules and plug-ins are loaded. Modules and
plug-ins are extensions of the function scope of DELTAGEN. With
DELTAGEN running, modules and plug-ins can be accessed via the TOOLS
> MODULES & PLUG-INS menu, activating these does not require a restart.
You can also select one or more plug-ins to be loaded automatically when
you start a DELTAGEN session.
Call with: TOOLS > MODULES & PLUG-INS
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Tools
The MODULES & PLUG-INS dialog box opens.
Any module or plug-in can be used only with an appropriate
license. If a module is loaded, it is shown as a menu option.
Plug-ins are shown on the TOOLS or WINDOW menu.
AUTOLOAD specifies which modules are to be loaded at the next program
start of DELTAGEN. The selected plug-ins are loaded at every start of
DELTAGEN.
LOADED/UNLOADED displays the current state of modules and plug-ins.
ADD PLUG-IN... opens the file browser to add further modules or plug-ins.
The plug-ins that come with DELTAGEN are in the installation directory.
SHOW THE DIALOG ON START displays the MODULES & PLUG-INS dialog box
when by starting DELTAGEN.
For more information on modules and plugins please refer to the
DELTAGEN Modules & Plug-ins User Guide.
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View
View
View menu contains functions for setting the scene view.
Hide background lines
This function switches hidden lines ON/OFF, either selection as wireframe
or full wireframe view.
Call with: VIEW > HIDE BACKGROUND LINES or L or toolbar
ON
OFF
View normals
This function switches the magenta coloring of back faces of shapes ON/
OFF.
Call with: VIEW > VIEW NORMALS or BACKSPACE
With this function, it is possible to easily identify the shapes which have to
be flipped with the FLIP SURFACE NORMALS function.
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View
Selection as wireframe
Using this function the highlighting of the wireframe for selected objects
are switched ON or OFF.
Call with: VIEW > SELECTION AS WIREFRAME or H or toolbar
This function helps to see all selected objects easily. The color of the
highlighting can be set in PREFERENCES -> VIEW -> VISUALS.
Selection as solid
Using this function the solid highlighting for selected objects are switched
ON or OFF.
Call with: VIEW > SELECTION AS SOLID or toolbar
This function helps to see all selected objects easily.
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View
Selection as bounding box
Call with: VIEW > SELECTION AS BOUNDING BOX or toolbar
This function displays the bounding box for one or more selected objects
and visualizes the volume of these objects within the scene. The bounding
box is axis-aligned, which means the change of the position of an object in
the coordinate system is changing also the coordinates for the bounding
box. A selection is possible only in one of these tree selection views or
neither.
NURBS faces
Call with: VIEW > NURBS FACES
BOUNDARIES are all open borders of the object.
OPEN BOUNDARIES are all open borders of the object. This tool is more likely
used to displayed defect borders.
ISOLINES are responsible to display the construction line of 3d object
In DELTAGEN it shows only middle line.
Highlight B-Sides
By using this function the B-sides of face objects with a special color are
highlighted. The color of the highlighting can be set in EDIT > PREFERENCES
> VIEW > VISUALS.
Call with: VIEW > HIGHLIGHT B-SIDES
Visibility submenu
This submenu contains settings for the visibility of objects.
Submenu icons are also available inside the toolbar general workspace.
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View
Unhide all
With this function all hidden objects are shown again.
Call with: VIEW > VISIBILITY > UNHIDE ALL or CTRL + ALT + H
Hidden objects using switches or ISOLATE VIEW are not displayed.
Toggle visibility
Hides visible objects and shows hidden ones.
Call with: VIEW > VISIBILITY > TOGGLE VISIBILITY or CTRL + H or toolbar
This function is used on selected objects only.
Hidden objects are displayed gray instead of black in the scene
tree.
It is also possible to use this function for object selection with both hidden
and visible objects.
Isolate view
This function turns off the rendering for all not selected objects. The
Visibility status of the objects is not changed for that!
Call with: VIEW > VISIBILITY > ISOLATE VIEW or V or toolbar
This function is used on selected objects only. If nothing is selected while
calling the function nothing remains visible.
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View
To disable this visibility mode, repeat the function.
Mask view
With MASK VIEW activated the background color is applied to all
unselected objects.
Call with: VIEW > VISIBILITY > MASK VIEW or SHIFT + V
This function is used on selected objects only.
With this function, it is possible to show objects separately, whereby other
objects are displayed in the background color and are therefore invisible
but can still hide selected objects.
In contrast to ISOLATE VIEW, MASK VIEW affects the new selection when the
selection changes.
Show A-sides
This function switches the A-side of all face objects to visible.
Call with: VIEW > VISIBILITY > SHOW A-SIDES
Show B-sides
This function switches the B-side of all face objects to visible.
Call with: VIEW > VISIBILITY > SHOW B-SIDES
Enable help geometries
With this function disabled geometries for displaying lights are enabled.
Call with: VIEW > VISIBILITY > ENABLE HELP GEOMETRIES or toolbar
Lighting submenu
This submenu contains camera light settings.
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View
Enable headlight
The headlight is switched ON/OFF.
Call with: VIEW > LIGHTING > ENABLE HEADLIGHT
This is a directional light that always shines in the direction the camera is
pointing. It provides a general basis light. For this reason, it is considered
as a property of the scene.
It only illuminates the fronts of shapes.
Edit headlight
This function displayed the headlight editor.
Call with: VIEW > LIGHTING > EDIT HEADLIGHT
This editor is also displayed as object editor when the HEADLIGHT in the
scene tree is selected.
It is also possible to regulate the intensity of the headlight with the Page
Down and Page Up keys.
Viewer submenu
This submenu contains settings for the viewer.
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View
Float viewer
With the float viewer mode you can get the viewer window detached so it
can be moved freely, even to another screen. This enables a comfortable
workflow as there is enough space for both, workspace and viewer.
Call with: VIEW > VIEWER > FLOAT VIEWER or CTRL+W
Fullscreen
This function switches full screen mode ON/OFF.
Call with: VIEW > VIEWER > FULLSCREEN or SPACEBAR
Pressing the spacebar and Shift together switches on both full screen and
presentation mode, which deactivates key calls for internal functions of
DELTAGEN. This may be necessary for calling some animations to avoid
conflicts with internal functions (for example S for STATISTICS or H for
HIGHLIGHT SELECTION).
You can also exit full screen mode by pressing ESC.
Orientation axis
Switches the axis cross at the lower right edge of the viewer ON/OFF.
Call with: VIEW > VIEWER > ORIENTATION AXIS
The axis cross quickly orients you to the alignment of the scene.
Framerate
With this function a display of the frame rate of the viewer in the upper
left corner of the viewer is switched on.
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View
Call with: VIEW > VIEWER > FRAME RATE or CTRL + M or toolbar
The frequency is displayed in frames per second (Hertz). The value
indicates how many frames per second are rendered in the viewer. This
permits an objective check of how well a scene is operating.
When this function is activated, IDLE SOFTWARE-ANTI-ALIASING does
not work, as the display of the frame rate in the viewer is
interpreted a movement in the scene.
Idle progress cursor
Provides a graphic display of the progress of computation for Idle
software anti-aliasing and Idle global shadow.
Call with: VIEW > VIEWER > IDLE PROGRESS CURSOR
The reached steps are displayed next to the memory consumption
information in the bottom right corner of the DELTAGEN application
window.
Reset view
The basic settings of the viewer is restored.
Call with: VIEW > VIEWER > RESET VIEW
Enables TEXTURE MODE and ACCURATE SHADING.
Disables WIREFRAME MODE, HIGHLIGHT SELECTION, VIEW NORMALS, STRIPE LIGHT
and SPEXTRA.
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Navigation
Navigation
This menu contains functions for navigating in the scene.
Fly To
Zooms the camera to the selected objects and positions the navigation
center of rotation on their geometric center.
Call with: NAVIGATION > FLY TO or F
In the PREFERENCES, you can set the length of the camera movement and
the acceleration at the beginning and the slowing down at the end.
Alternatively, you can press and hold down the Alt key and click an object
in the viewer with the center mouse button. There is no need to select
objects.
Zoom all
Zooms the camera out until the complete scene is visible and places the
navigational center at its geometric center.
Call with: NAVIGATION > ZOOM ALL or ALT + RIGHT MOUSE BUTTON
In the Preferences, you can set the length of the camera movement and
the acceleration at the beginning and the slowing down at the end.
Realsize view
Displays the model in the original size.
Call with: NAVIGATION > REALSIZE VIEW
Select EDIT > PREFERENCES > VIEW > CAMERA > REALSIZE VIEW to specify the
viewer height used. This value can refer to the viewer used or to the whole
screen if full screen mode is active.
For the computation, the BOUNDING BOX of the model is used without a
surrounding.
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Navigation
The part of the model on which the current scene pivot is placed is
displayed in its original size. You can set this as follows:
NAVIGATION > FLY TO (key combination F) to the selected object
Shortcut ALT + CENTER MOUSE BUTTON on the object in the viewer
Shortcut SHIFT + RIGHT MOUSE BUTTON on any point of the geometry in the
viewer
Objects behind or in front of this position are not shown at the original
size in perspective camera mode due to distortion.
Subsequent navigation (for example zoom) can lead to quitting the 1:1
display. For this reason, the REALSIZE view must be restarted following
changes to the camera position.
Camera view
Use this function to call up preset camera directions.
Top
Sets the camera to viewing direction -Z.
Call with NAVIGATION > CAMERA VIEW or with shortcut SHIFT + F1
Bottom
Sets the camera to +Z line of vision.
Call with NAVIGATION > CAMERA VIEW or with shortcut SHIFT + F2
Right
Sets the camera to viewing direction -Y.
Call with NAVIGATION > CAMERA VIEW or with shortcut SHIFT + F3
Left
Sets the camera to +Y line of vision.
Call with NAVIGATION > CAMERA VIEW or with shortcut SHIFT + F4
Front
Sets the camera to +X line of vision.
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Navigation
Call with NAVIGATION > CAMERA VIEW or with shortcut SHIFT + F5
Back
Sets the camera to –X line of vision.
Call with NAVIGATION > CAMERA VIEW or with shortcut SHIFT + F6
Perspective
Switches the camera of the current viewer to perspective mode.
Call with: NAVIGATION > PERSPECTIVE or with shortcut SHIFT + P
Orthographic
Switches the camera of the current viewer to orthographic mode.
Call with: NAVIGATION > ORTHOGRAPHIC or with shortcut SHIFT + O
Camera target
Switches the camera of the current viewer to view the defined target
object (in Camera editor).
Z is up vector
Changes between Z and Y as the up vector when navigating.
Call with: NAVIGATION > Z IS UP VECTOR
You cannot tilt the coordinate axis of the scene specified as the up vector
on its side when the camera is rotated.
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Navigation
Examine mode
This submenu contains functions for the Examine mode.
Examine mode
Switches Examine mode on/off.
Call with: NAVIGATION > EXAMINE MODE > EXAMINE MODE
Examine mode allows you to view a model from all sides without using
navigation key. In Examine mode, it can be freely rotated and moved to
show the effect of reflections and lights from different directions.
Examine mode is applied to the currently active model.
If you change the navigating function from the Ctrl to the Alt in
PREFERENCES, all navigation descriptions here change accordingly.
Rotating the model
Hold down left click.
The red circle around the model shows the area in which the model is
rotated round the center point of the mouse pointer. If the mouse pointer
is outside the circle, the model is rotated around the camera axis.
Rotating the Model on the Z axis: Hold Alt+left click to rotate around the Z
axis.
Moving the model
Moving the model on the camera plane: hold the center mouse click to
move the model.
Moving the model on the X/Y plane: hold Alt + center mouse click to move
the model only in the horizontal direction.
Moving the model on the camera axis: hold the right-click to move the
model towards the camera or away from it.
Moving the model on the Z axis: hold Alt+right-click to move the model on
the Z axis only.Reset active model
Returns the currently active model to its original position.
Call with: NAVIGATION > EXAMINE MODE > RESET ACTIVE MODEL
Use this function to return one of several models in the scene that you
have positioned with Examine mode to its original position.
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Navigation
Reset all models
Returns all models to their original positions.
Call with: NAVIGATION > EXAMINE MODE > RESET ALL MODELS
Use this function to return all models to their original positions.
You can load more than one model to a scene only with 3DEXCITE
XPLORE DELTAGEN. That means that the differences from RESET
ACTIVE MODEL and RESET ALL MODELS only have an effect there.
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RENDER MENU
Render menu
Rendering in DELTAVIEW is based on a render engine supporting the
RASTERIZING render mode.
When starting DELTAVIEW, rendering is initially set to RASTERIZING mode.
The rendering options are available via the RENDER menu in the main toolbar.
This menu is context aware and shows only the options supported by the
render engine set active for the scene. Also, the context menu of your scene
and geometries is updated when switching the render engine.
RELATED LINKS:
Stellar rendering
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STELLAR RENDERING
Stellar rendering
3DEXCITE Stellar is a new generation of rendering technology, the
physics-based rendering. Physics-based rendering visualizes utilizing physically accurate material, lighting and shadowing algorithms. The results look
extremely real and materials easily related to reality.
This rendering technology can be found within DELTAGEN and is called
DELTAGEN Stellar (short Stellar).
In short using Stellar has the potential to increase your render realism and
provide easier ways into the rendering technology for full exploitation.
Stellar, as with all physics based render engines, hinges on three key
elements which must be physically correct in-order to achieve the most realistic images possible
•
Materials - surface, volumetric and emission elements are all available in
the new DELTAGEN materials.
•
Lighting - Stellar supports point, spot, directional lights, image based
lighting from HDR images (Local Surrounding) and Emissive materials
(mesh lights).
•
Scale & units - model scale and scene units need to be accurate as they
are used for the physical rendering calculations.
Supplied with DELTAGEN are a set of physics based material types to
generate a range of real-world material configurations and appearances.
Also, as with previous releases, a complete library populated with a selection
of materials accompanies DELTAGEN.
As a physical based render engine Stellar can utilize path tracing as well as
photon mapping render techniques.
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RENDER MENU OPTIONS
Render menu options
In the RENDER menu you can set up your rendering configuration.
SETTINGS influence your current scene. These settings deliver a realtime
display in your viewer. The output is not only for your work in the viewer but
also for rendering in real-time on displays.
RELATED LINKS:
Render menu
Render menu - Settings
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RENDER MENU - SETTINGS
Render menu - Settings
This is a dynamic dialog box showing the available render settings. It
synchronizes with other options from the RENDER menu.
You can also call this option with Shift + R.
The settings dialog consists of various settings options. Your Marketing
package comes only with the RASTERIZING mode.
NOTE:
Since the settings parameters have an impact on performance,
the settings have to be confirmed by clicking on Apply before taking affect.
RELATED LINKS:
Render menu
Render menu options
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SETTINGS DIALOG IN STELLAR - RASTERIZING
Settings dialog in Stellar - Rasterizing
SAMPLING & ANTI-ALIASING FOR ACTIVE CAMERA offers various setting options for
Stellar.
ANTI-ALIASING
CENTER WEIGHT specifies the Gaussian filter curve. Higher values reduce
smoothing.
SIZE specifies the size of the anti-aliasing filter.
HARDWARE ANTI-ALIASING
OPAQUE GEOMETRY enables multisampling for opaque objects. IfOPAQUE GEOMETRY is deselected the option TRANSPARENT GEOMETRY is inactive too, even if it
is selected.
•
TRANSPARENT GEOMETRY enables multisampling of transparent objects.
•
NUMBER OF SAMPLES specifies the number of samples used for opaque
and transparent multisampling. The valid range is 2, 4 and 8. The default
value is set to 2. Other entered values are rounded to the next valid
value. For best quality (highest performance impact) the value should
be set to 8.
FULLSCREEN ANTI-ALIASING enables the post-processing filter that reduces
high-frequency noise in general.
RENDER SHADOWS enables shadow calculation in Rasterizing mode. This
applies to light sources (point, spot, directional). Disabling this option can
improve Rasterizing performance. It automatically also disables the AMBIENT
OCCLUSION as well, even if that option is selected.
AMBIENT OCCLUSION is an effective lighting technique for real-time scenes. In
Stellar voxels are utilized to generate Ambient occlusion, resulting in a good
quality effect balanced with good performance. Objects in distance are not
computed. AMBIENT OCCLUSION requires an HDRI to be present for illuminating
the scene. It is effective only, if RENDER SHADOWS is enabled.
INTENSITY adjusts the AMBIENT OCCLUSION shadowing intensity levels.
Min: 0.0 Max: 3.0 Default: 1.0
VOXEL RESOLUTION adjusts the resolution of voxels used to compute the
lighting in scene. Effects vary depending on scene setup - some scenes see
better results at higher value, other scenes medium values produce just as
sufficient results. Higher values impact rendering as well as scene update
performance and require more GPU memory.
•
Min: 8 Max: 1024 Default: 128
EDGE DEPTH adjusts depth threshold of the Ambient occlusion effect for
edges. High values cast harder shadows deeper in geometry edges. Edge
depth is unit sensitive (0,001 = 1mm depth cast).
•
Min: 0.0 Max: 1.0 Default: 0.01
EDGE INTENSITY adjusts the shadowing intensity level of edges.
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SETTINGS DIALOG IN STELLAR - RASTERIZING
•
Min: 0.0 Max: 3.0 Default: 1.0
DISPLAY VOXELS displays the underlying voxel grid to better understand and
counter particular effects coming with the voxel based Ambient occlusion.
This option is intended to use just for debugging purposes to assist the scene
modeler to configure all geometries (especially surrounding geometries)
correctly with regards to AMBIENT OCCLUSION parameters and VISIBILITY flags.
It is recommended to be turned off for the final renderings.
IBL SAMPLING
NOISE-FREE GLOSSY IBL SAMPLING replaces progressive sampling, when active
with approximate, but noise-free sampling for glossy surfaces with local
surrounding illumination.
MAX. SAMPLES PER PIXEL sets the number of samples in noise-free sampling.
The value range is from 8 to 128 in power of two steps. The higher the value
the, the more accurate (closer to PROGRESSIVE SAMPLING and GLOBAL ILLUMINATION), however at cost of rendering performance.
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RENDER MENU - RENDER EXPORT...
Render menu - Render export...
In the RENDER EXPORT window it is possible to finalize the scene visualization
by creating a picture, a set of pictures, a movie or a panorama.
NOTE:
Exporting a render job is no backup for a complete .csb file!
For every output generated it is possible to specify different settings to
customize the render. Some settings are for general usage and some settings
are available only for specific output mode. The default output format is
SINGLE IMAGE.
Depending on which other output format has been selected, the RENDER
dialog gets a separate corresponding tab.
EXPORT
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RENDER EXPORT... - OUTPUT TAB
Render export... - Output tab
By default the RENDER EXPORT always opens with the OUTPUT tab. This tab
contains the general setting necessary to start to specify the desired render.
For Stellar rendering in the options area the options BACKGROUND COLOR,
ALPHA and PREMULTIPLY are not available.
PRESETS can be used to quickly setup a render job selecting an existing preset
from the drop down menu. Existing presets can be adjusted by applying all
the desired changes in the different tabs. The word (MODIFIED) next to the
selected preset marks the preset as changed.
SAVE saves the preset which takes all the made changes in the existing preset
and replaces the previous settings.
SAVE AS... saves the made changes in a new preset with the same name but
an ongoing number in brackets. You may change the name after initially
saving it once with the default naming and use save to overwrite with the
new name.
In both cases the PRESETS are automatically added to the list of available
presets and are available in any moment to be reused avoiding to manually
set again all the parameters.
RESTORE DEFAULT PRESETS allows to reset the render settings to default status.
This option opens a dialog where the default settings can be viewed and the
restore confirmed or canceled.
LOAD RENDER SETTINGS loads previously saved settings from rendered images,
see "Loading
settings from previously rendered images".
DESTINATION provides a complete solution to customize the render destination folder and, in addition, offers a complete solution of customizable automatic naming generation for image sequence.
•
FOLDER can be manually compiled or automatically filled using the
Folder icon to browse the entire computer.
•
SUBFOLDER allows the automatic generation of a subfolder. In case the
subfolder does not exist, as soon as the Render job is submitted, a
warning message appears asking to confirm or not the subfolder
creation.
–
PADDING sets the number of digits for auto-naming extensions.
–
In addition, it is possible to automatically generate part of the
name using the AUTO-NAMING option. Simply selecting one or more
entry from the drop down menu, a variable part of the subfolder
name is added and generated automatically acquiring the necessary information directly from the project file. If for example the
“Render mode” auto-naming option is part of the name, the
subfolder is created adding the kind of render mode selected
during the render job definition.
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RENDER EXPORT... - OUTPUT TAB
NOTE:
The auto-naming option can be added only at the end
of the name and not at the beginning. Consider also that Padding
parameter accept only values between 0 and 9.
•
FILE operates the same as the SUBFOLDER field. It contains the name of
the render file.
•
For convenience it is possible to have a preview of how the name will
be composed in the section EXAMPLE.
FORMAT
MODE specifies the final render output with
•
Single image
SAVE SETTINGS AS enables the saving of the render setting through two
different options:
.XML generates a new .xml file during the render process and stores it in the
specified render folder. This file contains the render settings and can be
reused to produce the same render without any need to manually set again
all the parameters. This file can be loaded using Load render settings procedure, see
"Loading settings from previously rendered images".
IN IMAGE stores the render settings directly inside the image file produced
during the render phase. To reload the settings for a new render job the
procedure is similar to the previous one. In this case the file to be selected to
load the render settings is directly the rendered image.
NOTE:
The two options can be used in combination. Please remember the
render settings cannot be stored inside all the different file formats.
OPTIONS extends the number of settings available for every single render job.
The main STEREOSCOPIC render options are supported. By default Mono is
enabled. In this case the rendered image is generated in standard two dimensions. Enabling the others check boxes it is possible to render images for
three-dimensional purpose.
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•
MONO: no stereo output
•
STEREO LEFT: Separate output of image for the left eye
•
STEREO RIGHT: Separate output of image for the right eye
•
STEREO ANAGLYPH: Output with the red and green method
•
BANDING REDUCTION reduces the banding effect in case a gradient or
multiple gradients generate a picture where colors don't merge properly creating bands.
•
GAMMA OVERRIDE options can be enabled to face the common overall
dark-fetched result in illumination generated using physically correct
formulation of the light. A high value (for example 5) of Gamma override exponentially reduces the dark area of the rendered scene, especially in case of interiors.
•
ALPHA enables the usage of alpha channel. Please consider not all digital
image file formats support the Alpha channel; for this reason, in case
RENDER EXPORT... - OUTPUT TAB
the FILE FORMAT selection does not support Alpha, the option is automatically hidden.
If the ALPHA option is enabled in RENDER EXPORT is possible to also apply
the option PREMULTIPLY. Premultiplied images change how ALPHA and
RGB color relate to each other in terms of anti-aliasing and semi-transparent edges. The PREMULTIPLY option in Stellar is only available for
DISTRIBUTED STELLAR rendering.
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LOADING SETTINGS FROM PREVIOUSLY RENDERED IMAGES
Loading settings from previously
rendered images
CONTEXT
You can load settings from previously rendered images in order to import
these for the new render export job. This is only possible if the settings have
been saved in the rendered image or as .xml before.
PROCEDURE
1.
Click on the folder icon next to LOAD RENDER SETTINGS.
STEP RESULT: A new dialog box appears showing the IMPORT IMAGE
PARAMETERS option.
The right side of the dialog box is a standard folder browser to
locate and select the previously created image or.xml file. The
left side of the dialog box allow to decide if to import all the
settings of the render settings file or just part of them.
2.
Check/uncheck the different options to specify the settings to be
imported.
RELATED LINKS:
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RENDER EXPORT... - EXPORT FOR BATCH RENDERING
Render export... - Export for batch
rendering
EXPORT FOR BATCH RENDERING is an active option only available for Stellar
rendering with active Distributed Stellar. Please refer to the DELTAGEN
Distributed Rendering User Guide for more information.
RELATED LINKS:
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RENDER EXPORT... - RENDERING JOBS
Render export... - Rendering jobs
In the RENDER EXPORT... dialog you can start and manage your render jobs
from the bottom of each tab.
In left-lower corner the options enable the possibility to manage a queue of
render job.
SHOW RENDER JOB LIST displays the render queue.
ADD SETTINGS AS RENDER JOBS adds a render job in the queue. In case the
queue area is hidden, this option shows the queue area and add the new job
at the same time.
A render job list can be saved and reloaded to be submitted again.
•
LOAD reloads a job list.
•
SAVE creates a file to be stored or copied for further usage as soon as
the job list has been prepared.
•
IMPORT imports a previously saved job list in the actual list of render
jobs. Before to import the list, please select the job after which the jobs
part of the saved list have to be inserted and press the icon.
•
Render settings of a job are not automatically applied to a job or loaded
from a selected job. To perform those operations it is necessary to
select these options:
–
is used to apply the settings of Render export dialog box to the
selected job. To submit a change in the render settings select the
option again after the changes keeping selected the interested
job. Please consider that any change not submitted are lost
selecting this option.
–
is used to load render setting from a selected job and display
them in Render export dialog box. To display the settings of a
different job, select the other job and select this option again.
Parameter in Render export dialog box are substituted.
•
The order of jobs can be freely changed simply selecting and dragging
a job at the desired position.
•
in the status column deletes a selected render job from the list.
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RENDER EXPORT... - RENDERING JOBS
•
It is also possible to rename a job double-clicking on the name of the
selected job to be renamed. The status of render is displayed in the
column STATUS as soon a single job return some feedback to the queue
system (for example completed or failed).
•
RENDER ALL JOBS starts processing the list of render jobs, following the
order of jobs.
•
RENDER SELECTED JOBS renders only selected jobs from the list in the
queue system. Only the selected jobs are processed. In this case, the
order used to select the jobs is used as order of processing overriding
the original queue order (for example the first job selected from the list
are processed as first).
OPEN FILE/FOLDER(S) AFTER COMPLETION opens the processed file, as soon as
the render process is finished. The destination folder is automatically open to
immediately access the result.
RENDER starts the rendering of the entire job list.
RELATED LINKS:
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RENDER EXPORT... - GLOBAL TAB
Render export... - Global tab
In the GLOBAL tab parameters related to quality details in terms of frame size,
resolution and level of details can be set.
SETTINGS
RENDER MODE specifies the way the scene gets rendered.
•
RASTERIZING
RESOLUTION specifies the size of the rendered image. The size can be set using
PRESETS or manually.
PRESETS can be used to quickly setup a render job selecting an existing preset
from the drop down menu. Existing presets can be adjusted by applying all
the desired changes in the different tabs. The word (MODIFIED) next to the
selected preset marks the preset as changed.
SAVE saves the preset which takes all the made changes in the existing preset
and replaces the previous settings.
SAVE AS... saves the made changes in a new preset with the same name but
an ongoing number in brackets. You may change the name after initially
saving it once with the default naming and use save to overwrite with the
new name.
In both cases the PRESETS are automatically added to the list of available
presets and are available in any moment to be reused avoiding to manually
set again all the parameters.
RESTORE DEFAULT PRESETS allows to reset the render settings to default status.
This option opens a dialog where the default settings can be viewed and the
restore confirmed or canceled.
UNIT sets the size unit of the resolution.Values of WIDTH and HEIGHT can be
inserted manually to specify a custom size.
UNIFORM links and locks the ratio between WIDTH and HEIGHT, saving the
image aspect.
inverts the values (for example a picture with landscape aspect changes
in portrait aspect).
GET FROM loads WIDTH and HEIGHT values from active view or active camera.
•
gets values from the active viewer.
•
gets values from the active camera.
APPLY TO applies the values inserted in the RESOLUTION area and apply them
on the active viewer or active camera.
DPI options are used to specify the number of Dot Per Inch. Higher is the
number of dpi and higher is the quality of the image. The size is counted in
terms of Megabytes. For example 300 dpi are used for printing purpose and
72 dpi for screen visualization purpose.
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RENDER EXPORT... - GLOBAL TAB
•
RESULT: dynamically displays the size in mm of the resulting rendered
image.
RELATED LINKS:
Render menu - Render export...
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RENDER EXPORT... - COMMENTS TAB
Render export... - Comments tab
In COMMENTS tab is possible to type AUTHOR and COMMENT of the RENDER
EXPORT.
The text is added in the file details to be reused for further purpose with
applications that support image file metadata.
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RENDER MENU - ACTIVATE SOFTWARE SAMPLING & ANTI-ALIASING
Render menu - Activate software
sampling & anti-aliasing
This option switches Sampling & anti-aliasing for active camera on/off with
the settings specified under ANTI-ALIASING settings.
You can also call this option with Ctrl + A.
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RENDER MENU - INCREASE/DECREASE SAMPLES
Render menu - Increase/Decrease
samples
This shortcut of the view menu increases or decreases the quality of the
permanent software anti-aliasing.
INCREASE SAMPLES can be also called with the keyboard shortcut >.
DECREASE SAMPLES can be also called with the keyboard shortcut <.
Each action on this raises or lowers the maximum samples per pixel to the
next higher or lower level (minimum level is 2x). This can be seen in the LOG
WINDOW and the ANTI-ALIASING dialog box.
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RENDER MENU - POST-PROCESSOR MODE
Render menu - Post-processor mode
This option switches POST PROCESSOR MODEon/off and with that all post
processor effects for all cameras in the scene.
By default it is set to ON for new scenes.
You can also call this option with Alt + P.
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Real Light
RealLight is a function for creating and displaying shadow textures with
ambient occlusion.
You may generate from presets and set shadow textures.
For more information see also
Object editor, Page 282.
Generate from presets
Opens a dialog box for computing RealLight shadows with preconfigured
settings (presets).
Call with: RENDER > REALLIGHT > GENERATE FROM PRESETS
If you select a preset, the computation is started with the stored values.
You can specify and save presets in the GENERATE REALLIGHT dialog box,
Generate..., Page 255
There are options:
• AMBIENT OCCLUSION IN HIGH/MEDIUM/PREVIEW QUALITY
Generate...
Opens a dialog box for generating RealLight shadows.
Call with: RENDER > REALLIGHT > GENERATE...
Shadows are generated only for selected objects and for all objects
contained by selected groups. All visible objects of the scene are used for
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forming the shadow. If nothing is selected, the computation is made for
the complete scene.
If the graphics card memory is insufficient for the presentation,
RealLight is shown only partially. RealLight is shown on as many
shapes as possible, depending on the amount of graphics card
memory available. See the note in the log window. However, you
can still save the scene and present it correctly when you have
sufficient graphics card memory.
The tessellation of the geometry has no influence on the result.
Presets
If you select a preset, the stored values are placed in the dialog box and
are available for the shadow computation. See Render export... - Output
tab, Page 1.
Type
Specifies the type of shadow computation.
For the current selection, enables a preview of the computation
that combines the diffuse color component with the shadow
component.
For the current selection, enables a shadow texture preview.
shows the selected preview option for all scene objects.
AMBIENT OCCLUSION generates a shadow texture, independent of the light
direction and taking into account the mutual occlusion of visible geometry
objects. The result is shadows in joints and hollows.
Texture preview for ambient occlusion
General
QUALITY sets the shadow quality. With high values, they are smooth.
However, higher values mean longer computation times.
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Example:
Quality = 1
Quality = 2 (+blurred)
Quality = 4
The computation duration is not prolonged linearly for each quality
step.
TEXTURE SIZE specifies the size of the shadow texture used. The lower the
resolution, the coarser the shadow. If you make the computation for more
than one object, only the largest assembly receives the selected texture
size. For all others, proportionally smaller textures are used.
• MIN specifies the texture size of the smallest parts in the computation of
more than one part. This enables you to prevent the texture sizes from
becoming too small.
• MAX specifies the texture size of the largest parts in the computation of
more than one part. This enables you to prevent the texture sizes from
becoming too large.
Example:
Texture size = 120
Texture size = 600
MAX. DISTANCE specifies the light radiation distance in model units for the
shadow computation. The shadow computation ends following the
entered value and you can control the extent to which objects and light
influence each other. This enables, for example, the computation of an
interior scene without the scene becoming too dark as a result of the
mutual shading of the objects.
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RealLight without MAX DISTANCE specification MAX DISTANCE with light radiation distance
specified = Controlled darkening
= Darkening in the entire interior
You can also select MAX DISTANCE to remove any obtrusive artifacts. In the
following example, you can detect a slight stripe formation in the shadow
area as a result of the sharp contrast. If you set MAX DISTANCE to a very
high value, the shadow is computed with a different radiation behavior
and the stripe formation is avoided.
RealLight with MAX
DISTANCE
specification
MAX
DISTANCE
with high light radiation
distance
Advanced
OFFSET specifies a limit for how far away an object has to be for it to cast
shadows on another object. With this setting, you can prevent objects that
are near to each other from casting shadows on each other.
If the value is too low, polygons cast shadows on themselves. If the
value is too high, shadows disappear from the geometry.
Example:
Offset = 1.8
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Offset = 20
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Real Light
SHADOW TEXTURE UVS
• USE EXISTING uses a shadow UV layout (if present) for computing the
RealLight shadow.
• OPTIMIZE EXISTING optimizes the existing UV layout for showing the
shadows.
• CREATE NEW generates a new UV layout for RealLight computation.
You can trigger the creation of new shadow UVs as per the preset
AUTOMATIC FOR SHADOW by selecting the options MERGE VERTICES
and USE SEGMENTATION.
• DETAILS specifies how much the texture size is to be adapted for
detailed geometry. In places with strong distortion in the UV layout,
artifacts can appear. You can therefore specify here that the shadow
texture has a higher resolution for these parts of the geometry. The
more detailed the geometry, the higher the value should be.
Example:
Details = 0
Details = 15
• MERGE VERTICES merges the vertices of polygons within the specified
tolerance range in order to remove any small geometry overlaps that
may exist.
With this function, the geometry is changed and cannot be
changed back. You should save the scene first, if applicable.
• USE SEGMENTATION applies segmentation with automatic unwrapping.
Shadow type
Opens a dialog box to set the shadow types.
Call with: RENDER > REALLIGHT > SHADOW TYPE
There are different choices:
• NONE
• SHADOW TEXTURE
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• SHADOW TEXTURE TYPE: OCCLUSION
• SHADOW TEXTURE: LIGHTMAP
Shadow intensity...
Enables the setting of shadow intensity.
Call with: RENDER > REALLIGHT > SHADOW INTENSITY...
The settings refer to selected objects. You can set the dark and light areas
and change the overall brightness of the shadow computation.
PRESETS saves and retrieves your selected settings as presets.
EXPOSURE: Values greater than 1 increase the overall intensity of the
shadow, and values less than 1 reduce it.
GRAPH adjusts the horizontal dimensions of the individual areas SHADOWS,
DARKS, LIGHTS and HIGHLIGHTS. The vertical oscillation of the curve within
the area is specified by the values of the individual areas. Curve
progressions below neutral (linear curve) lead to a darkening of the
shadows, curve progressions above to a lightening of the shadows.
• HIGHLIGHTS changes the intensity of the right area.
• LIGHTS changes the intensity of the third area.
• DARKS changes the intensity of the second area.
• SHADOWS changes the intensity of the left area.
To apply your changes, click APPLY or OK.
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HIGH QUALITY SETTINGS: With these two values, you can adjust the transition
of highlights and reflections in the shadow areas.
This option is effective only if HIGH QUALITY SHADOW is enabled.
• SPLIT adjusts the limit for hiding the specular parts and the reflection.
• SPLIT STRENGTH regulates the transition between visible reflections as
well as highlights and the shadow area. A value of 1 produces a hard
transition according to the split value set, and a value of 0 produces a
very gentle transition.
If you use HDR shadow textures (EDIT > PREFERENCES > FILE
HANDLING > FILE FORMATS > REALLIGHT OFFLINE SHADOW TEXTURE
FORMAT), the curve at the end of the right area is continued as a
tangent.
If shadows exist from previous versions, the values remain active
until overwritten by new values. In the information field
under
OBJECT EDITOR > ILLUMINATION, either the old or the new settings are
displayed, depending on the version.
Shadow textures
Loads the AMBIENT OCCLUSION or LIGHTMAP shadows (offline shadows) for
the scene.
Call with: RENDER > REALLIGHT > SHADOW TEXTURES
Here you can find the options OPEN... and DELETE.
Requirement: The texture files have been created in the actual scene. Else
the shadow textures can not be assigned correctly. Under EDIT >
PREFERENCES > FILE HANDLING > FILE FORMATS > REALLIGHT OFFLINE SHADOW
TEXTURE FORMAT you can specify the color depth of the texture.
If you load an LDR offline shadow (.bmp) from previous versions
that have been calculated with RealLight they are converted into
an non linear color space automatically (as long as you are not in
Legacy Mode). This does not concern 16-bit shadow textures (.dds)
.
At conversion the new shadow textures are generated in the folder
of the original texture files. You can see the new files with the
changed naming: RTT_RL2_NL_SHADOW_ (in opposition to the prefix
so far: RTT_RL2_SHADOW_). The insertion _NL_ means "non linear".
The old data will not be overwritten.
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Tips for computing RealLight
For a good computation result, make sure you have a good segmentation
of the individual shapes first. Free-standing objects should be treated as
individual objects for the computation. Artifacts can appear if, for
example, shapes are comprehensively combined (for example all painted
parts distributed across the complete object). Since only a specific
resolution is available for the shadow texture, the quality is also reduced
for excessively large objects.
The following procedure is recommended for efficient computation with
optimal results, particularly if the geometry is very large.
1.
Rough precalculation
Set low values:
QUALITY: 1 or 2
TEXTURE: 500 to 1000
DETAIL: 3
The result can appear patchy, which is cured later with a higher quality.
2. Correction for individual objects
Select the corresponding objects and start them for this computation
only.
a. Shadow edges too coarse
Increase the value of TEXTURE.
If the model consists mainly of medium-sized parts, lower values
are sufficient. But if it contains very large parts (almost as large as
the model itself), select a higher value.
If you make the computation for more than one object, only the
largest assembly receives the selected texture size. For all others,
proportionally smaller textures are used.
The size of the texture used is shown in the editor of the object on
the SHADOWS tab.
Then run a new computation of RealLight.
b. Faulty places (artifacts) on radii
Increase the value of DETAIL.
Then run a new computation of RealLight.
c. Faulty places (artifacts) on adjacent edges
Run a new computation of RealLight with the MERGE VERTICES
option.
This changes the geometry, which cannot be changed back. You
should save the scene first, if applicable.
d. Faulty places (artifacts), general
You can correct the UV layout externally.
Copy the UV layout to another UV set with UV TO SHADOW TEXTURE.
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Real Light
Save the object with FILE > SAVE SELECTION AS.
Open the file in Autodesk Maya®, edit the UV layout there, and save
it.
Load the edited file with FILE > INSERT.
Run a new computation of RealLight with USE SHADOW TEXTURE
LAYOUT.
e. Widely displaced shadows (faulty UV layout).
This is rare but can happen with closed geometries (for example
sphere, cylinder, teapot) if they are created from a single shape.
Create triplanar UV coordinates with GEOMETRY > GENERATE UV
COORDINATES.
Then run a new computation of RealLight.
Apart from in this rare case, you should not create triplanar UV
coordinates before the RealLight computation since the quality of
the shadow can suffer.
3. Raising the quality
After completing individually applied computations for all the different
objects, you can increase the general quality by running a new general
computation. All other previously set values remain valid.
Run a new computation of RealLight.
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Material editor (Stellar)
Stellar comes with a set of material types, based on materials found in the
real world, preset and fully optimized for the render engine.
The material editor is used to work on the materials existing in your scene
or external library. With this editor you can change the name of the
material, select the specialized type, adjust material parameters and add
material textures.
Material types
When opening a scene in Stellar for the first time, it is recommended to
change from the temporary PLASTIC material, to the appropriate material
type for final renderings. This provides the following advantages:
• better quality and higher reliability in rendered results
• optimized render time
• increased efficiency via a simplified material parameter set
With the Material editor type list you can switch between the various
material types, see
List of material types for Stellar, Page 273.
When switching between Stellar material types, common attributes are
transferred between them or mapped to the respective attributes
accordingly. Also used textures are reused when switching the material
type.
When switching between material types, values or textures of
parameters, which are not available, are omitted.
RESET can be used to set all parameters back to their default values.
Also provided is the tab for working with material metadata.
Material attributes
Different material types contain varying parameter and texture
configurations, based on physical properties. These are specifically
designed to effectively achieve the types realistic rendering efficiently.
See list of material types for full parameter descriptions
.List of material
types for Stellar, Page 273.
It is possible to set these parameters below or above the recommended
value range by typing into the number fields.
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Parameter values overshoot and undershoot
Some parameters can now be extended beyond their set limits,
overshooting (or undershooting) the recommended values.
This allows users to exaggerate some physical based effects, which can
lead to unrealistic results, particularly in materials. Such parameters are
highlighted yellow to indicate a value has been set outside the
recommended limits.
The color bar and color picker combination allows selecting and setting
colors within the editor much faster and easier.
See also
Working with the color
picker, Page 1.
It is always recommended to set color not to full saturation (255)
otherwise the chosen color acts like a filter and exclude the realistic
influence of other colors!
When using full saturation with colors, Stellar internally handles
energy conservation by balancing the colors. This ensures materials
do not add energy, which is perceived as additional illumination.
This can lead to unrealistic and unexpected results.
Texture banks
Adding textures to materials is easy using the new texture bank setup,
located in the material texture area of the material editor.
Available texture banks differ depending on the material type selected.
Banks are arranged and named for easy reference.
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The below texture banks are in use across the material types:
DIFFUSE is used to apply texture to the material's diffuse color value.
REFLECTION is used to apply texture to the material's reflection properties.
REFLECTION BUMP is a separate bump map for the reflection layer. It creates
much more realism by affecting the reflections on the surface as well, this
is the standard behavior for every Bump texture of other material types.
BUMP is used to apply texture to the materials surface properties. This also
works on regular tangent-space Normal maps.
Conversion material: Differences Bump and Reflection bump
ROUGHNESS is used to apply texture to the material's anisotropic
properties. Uses gray-scale information, where white is interpreted as
highest roughness and black has no roughness at all.
ANISOTROPY ROTATION is used to apply texture to the material's anisotropic
angle properties. Uses the luminance information, where brighter values
are interpreted as a positive rotation direction and darker as negative
direction.
REFRACTION is used to apply texture to the material's refraction properties.
CLEARCOAT BUMP is used to apply texture to the material's clearcoat
properties.
ALPHA is used to apply texture to the material's surface properties. White
is interpreted as complete opaque, black as complete transparent, and
different grays vary translucency.
TRANSCULENCY is a texture to influence the color of translucency and
translucency can be used as effect alternatively to subsurface scattering
to create rough glass. It can be used to simulate the effect of light
transmission through thin plastic or textile surfaces. To see the
translucency effect OVERRIDE SSS WITH TRANSLUCENCY must be checked.
The TRANSLUCENCY texture bank can be used to define the strength of the
effect based on the gray scale values of a texture.
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Light shining through a translucent textured surface
VELVET is a texture to control the strength of the velvet effect (textile
material). The effect adds an additional color gradient on top of the
material based on the curvature of the geometry and the viewing
direction. It can be used to imitate the look of smooth textile surfaces or
thin layers of dust. The visual appearance can be modified by a texture if
needed.
Pure Velvet effect and Velvet with a texture assigned
TUFT COLOR is diffuse color getting combined with a base diffuse color
when activating the tuft effect. This effect adds an additional color
gradient on top of the material based on the curvature of the geometry
and the viewing direction. The ANISOTROPY VALUE and SOFTNESS sliders can
be used along with the COLOR to adjust positioning and appearance of the
effect to your needs. The COLOR can optionally be specified by a texture.
ATTENUATION defines the tinting of transparency, for example the color of a
THIN GLASS material. The texture is combined with the attenuation color to
create the final appearance. The strength of the effect can be tuned by
changing either the THICKNESS (MM) or the ATTENUATION DISTANCE (MM) of
the material.
A floral attenuation texture and a white attenuation color
EMISSION defines the colors and the strength of the light emitted by the
material, the darker the color the less light will be emitted. The overall
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brightness and color can still be adjusted with the INTENSITY slider and
EMISSION COLOR value. Geometries with emissive material are illuminating
the scene like a light source.
The same texture using a white and a blue Emission color
SHININESS controls the glossiness of a surface. This texture is only available
in the CONVERSION material to stay as close to the original Look
appearance as possible when switching to Stellar. In the other Stellar
material types this is replaced by ROUGHNESS.
FLAKE uses automatically created Flakes to imitate tiny enclosures in real
car paints. It is possible to mask the effect by using a FLAKE texture. The
masking is done by considering the UV coordinates of the whole object.
Metallic Paint: Pure Flake effect and Flake texture to mask areas without flakes
This way of managing textures allow faster interactions and takes up less
space in the editor. It also provides the below features:
• Double click on the bank to load new or change current textures.
• Drag to copy one texture bank to another, or Ctrl+ drag to move
texture bank to another.
• Sync all texture bank transformations (Scale, Translation, Wrap mode)
via LINK located in the top right corner of the texture area.
See selected texture details (name I size | channels) instantly via the
texture information area.
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All texture formats supported in Look remain supported in Stellar.
The BUMP texture bank of the CONVERSION material behaves a little
bit different than the BUMP texture banks of the other Stellar
materials, as it affects only the diffuse part of the material. This can
be useful when importing existing Looks but does not provide the
most realistic result.
The TUFT effect takes the UV coordinates of an object into account
to generate proper ANISOTROPY values. To avoid hard edges in the
color gradient the ANISOTROPY value should be used carefully.
Texture settings
Below the texture banks you can find the texture attributes area. This
appears when a texture bank is selected and contains typical texture
parameters used in both render engines.
• ENABLE TEXTURE toggles texture on and off in viewer without affecting
set parameters and file loaded.
• ROTATION rotates the texture around its center
• BUMP SCALE adjust the strength of the bump effect.
• SCALE is the size of the texture within the objects' UV (values between
0 and 1 reduce the texture size and lead to a tiling if wrap mode is set to
repeat).
• TRANSLATION moves the texture in U or V direction. Positive values
move the texture right (U) or up (V), negative values move the texture
left (U) or down (V).
• WRAP MODE toggles how the texture it treated outside its borders. The
following options are available:
-
CLAMP is always showing black
-
BORDER shows with below additional attributes:
BORDER
BORDER FLOAT
BORDER SPECTRUM
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BORDER ALPHA
BORDER NORMAL
-
REPEAT shows again the same
-
MIRROR shows the texture flipped (mirrored) alternating
All these settings only have an effect when at least one of the scale value
is between 0 and 1.
Adding video textures
You can also add video textures.
1.
SELECT A BANK
2. SELECT THE FOLDER ICON TO CHOOSE A VIDEO FILE
The video file is loaded onto your material texture and the playing controls
PLAY, STOP and LOOP are being displayed.
3. CHECK ENABLE TEXTURE TO DISPLAY YOUR VIDEO TEXTURE ONTO YOUR
MATERIAL SURFACE
Texture tone mapping
Tone mapping allows you to adjust the brightness, contrast, saturation or
hue of the loaded texture.This function can be accessed through TONE
MAPPING next to the transformation parameters in each material texture
bank. It opens a floating dialog box which allows the following
adjustments:
TONEMAPPING
SELECT THE TEXTURE YOU WANT TO ADJUST.
EXPOSURE adjusts the light intensity of the texture.
GAMMA adjusts the Gamma value the texture should be used with.
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HUE shifts the overall color.
SATURATION increase or decreases the overall saturation.
INPUT LEVELS
-
AUTO automatically adapts the ranges for black and white and
distributes the values between them proportionally. The result is
normally an image with higher contrast, providing a greater value
range for the intermediate tones by cutting off the edges.
HISTOGRAM 
The histogram represents the distribution of the pixels in levels of
brightness. 
The outer adjustment handles of the slider specify the brightness value for
black or white. All values outside this range result in black or white pixels.
The pixel values between the ranges are redistributed accordingly. The
center slider influences the distribution between the two outer values and
therefore the brightness of the medium tones (gamma value).
OUTPUT LEVELS
USE THE TWO SLIDERS TO INFLUENCE THE MAXIMUM VALUE RANGE TO BE
DISPLAYED.
If you move the left slider to the right, the darkest part of the picture is no
longer black but corresponds to the selected gray value.
Saving the values
The values of all parameters can be saved in a preset that can be loaded
and applied to textures in other materials. Tone mapping is only available
for the following texture types:
• Diffuse
• Reflection
• Refraction
• Translucency
• Velvet
• Roughness (all except Hue / Saturation)
Additionally, this indicates if any parameters have been changed from
their default settings and therefore any tone mapping takes place. If no
parameter is changed the option is grayed out and in color if a tone
mapping was adjusted.
An icon in the top right corner of the texture bank or material preview icon
indicates if tone mapping was applied to the respective texture or any
texture of the material.
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Advanced area
Advanced area, behaves same as Look editor Advanced but containing
only Information and Mapping.
This indication can be disabled in PREFERENCES > APPEARANCE.
This method of adjusting materials parameters is not
recommended as is can lead to unrealistic render results.
Specialized materials
In order to improve the render performance especially in Rasterizing
mode, you have the option to specialize your materials. This means that
you can “freeze” the state of your material settings in the MATERIAL EDITOR.
This specialization compiles the variables for the settings directly onto the
shader, consequently speeding up the rendering.
indicates that the material has been modified and requires
specialization. The counter adjacent to the icon located next to the render
modes indicates the number of the materials to be specialized. The
specialization number is always counted per material, even if there are
several settings changed in one material.
CLICK ON THE ICON TO START THE SPECIALIZATION
When the specialization is done, the material icon in the MATERIAL EDITOR is
updated to indicate that the selected material has been specialized and
the specialized materials counter is reset to 0.
It is possible to adjust the material settings, even after the specialization.
Then the material status changes back again to unspecialized, the counter
updated according to the changes and the specialization for that
particular material has to be performed again.
Specialized materials are saved to the scene, when saving as .csb or .3xf
format.
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List of material types for Stellar
Stellar comes with a set of material types, based on materials found in the
real world, preset and fully optimized for the render engine. In the
following each type is described.
Conversion - Plastic as default material
When opening a scene in Stellar for the very first time out of any other
format all materials are transfered to a temporary 'bridging material'
designed to help transition scenes into Stellar.
If at conversion the Look library is empty or a look cannot be found new
looks are created. With creation of a new look the default type of the
material is of type PLASTIC. From this material you can switch into the full
use of Stellar physics based materials by switching to the appropriate
material type. 
This material type is purely for conversion purposes. You can
experiment with it, once switched to Stellar. For final render
purposes it is recommended to switch to another material type.
This material can not be selected from the type selection list and is
unavailable once the type is changed to another material!
Matte
Matte is a plain material useful for simple glossless (without
highlight or reflection) surfaces (wall paint, paper, clay etc).
The material parameters are as follows:
•
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Metal
Metal is optimized for creating metallic materials, useful for
polished or brushed metallic surfaces (gold, chrome,
aluminium, steel, copper etc). The material parameters are as
follows:
•
REFLECTION: sets the surface reflection color and intensity
•
ROUGHNESS: adjusts the roughness (higher values lead to
blurred reflections)
•
ANISOTROPY VALUE: adjusts the intensity of the anisotropy
(higher values lead to stretches in reflection, good for
brushed metal)
•
ANISOTROPY ROTATION: adjusts the angle of effect relative
to the light sources
Anisotropy requires a proper UV layout.
Plastic
Plastic is used for glossy surfaces (plastic, leather, wood etc),
combined with volumetric scattering effects for translucent
materials (rubber, jade etc). The material parameters, divided
into distinct groups, are as follows:
•
DIFFUSE: sets the surface diffuse color
•
REFLECTION: sets the surface reflection color and intensity
•
ROUGHNESS: adjusts the roughness (higher values lead to
blurred reflections)
•
IOR: uniformly controls reflection and refraction
VOLUMETRIC
•
TRANSPARENCY: adjusts the material transparency
•
ATTENUATION distance: sets fall-off distance of the
attenuation color within the volume
•
SUBSURFACE SCATTERING: Sets the amount of diffuse light
scattered within an object when passing through its
surface (more scattering means more cloudy)
TRANSLUCENCY: Allows simulating a fast and simple
Subsurface scattering for single sided geometry
•
OVERRIDE SSS WITH TRANSLUCENCY: Enables the effect
•
COLOR: Sets the color of the backside of the surface
CLEARCOAT
•
CLEARCOAT TINT: sets a tint color on clearcoat
CLEARCOAT REFLECTION INTENSITY: adjusts the intensity
•
of clearcoat reflection, independent of the IoR.
CLEARCOAT ROUGHNESS: adjusts the roughness (higher
•
values lead to blurred reflections)
CLEARCOAT IOR: uniformly controls clearcoat reflection
•
and refraction
Subsurface scattering only works on translucent objects
(for example with transparency set above 0), and as it is
operating on the actual object volume, it is sensitive to scene
dimension and specified model units. You may need to
increase your rays and AA render setting to achieve desired
results. Excessive use of SSS in scene could have
performance implications.
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Leather
Leather has many common attributes like plastic, but is
optimized for just the necessary material features required
combined with the new parameters of Velvet for a rough
leather effect.
DIFFUSE: sets the surface diffuse color
•
•
REFLECTION: sets the surface reflection color and
intensity
•
ROUGHNESS: adjusts the roughness (higher values lead to
blurred reflections)
•
IOR: uniformly controls reflection and refraction
VELVET: Allows simulating the behavior of dens thin hairs on
top of the surface
•
ENABLE: Enables the effect
•
COLOR: Sets the color of the backside of the surface
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Textile
Textile is used for fabric surfaces with scattering volumetric
effects (carpet, fleece, nylon, velvet etc). The material
parameters, divided into distinct groups, are as follows:
•
DIFFUSE: sets the surface diffuse color
•
REFLECTION: sets the surface reflection color and intensity
•
ROUGHNESS: adjusts the roughness (higher values lead to
blurred reflections)
•
ANISOTROPY VALUE: adjusts the intensity of the anisotropy
(higher values lead to stretches in reflection)
•
ANISOTROPY ROTATION: adjusts the angle of effect relative
to the light sources
•
IOR: uniformly controls reflection and refraction
VOLUMETRIC
•
TRANSPARENCY: adjusts the material transparency
•
ATTENUATION DISTANCE: sets fall-off distance of the
attenuation color within the volume
•
SUBSURFACE SCATTERING: Sets the amount of diffuse light
scattered within an object when passing through its
surface (more scattering means more cloudy)
TRANSLUCENCY: Allows simulating a fast and simple
Subsurface scattering for single sided geometry
•
OVERRIDE SSS WITH TRANSLUCENCY: Enables the effect
•
COLOR: Sets the color of the backside of the surface
VELVET: Allows simulating the behavior of dens thin hairs on
top of the surface
•
ENABLE: Enables the effect
•
COLOR: Sets the color of thin hairs
•
WIDTH: Specifies how much the Velvet color is visible
TUFT EFFECT: Allows simulating the behavior of thin surface
structure which is view angel dependent and can have
stroking patterns via Anisotropy rotation.
•
ENABLE: Enables the effect
•
COLOR: Sets the color of the surface structure
•
ANISOTROPY VALUE: Adjust the influence of the Anisotropy
rotation value or texture
•
SOFTNESS: Regulates the softness between areas which
show the Tuft effect color and which don't
Subsurface scattering only works on translucent objects
(for example with transparency set above 0).
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Thin Glass
Thin Glass is used for thin transparent surfaces (windows or
film) but provides no refraction (no distortion of objects seen
through the surface). The material parameters are as follows:
•
ATTENUATION: sets the surface color
•
ATTENUATION DISTANCE: sets fall-off distance of the
attenuation color. Higher distance results in fading color.
•
THICKNESS: sets the density of the thin surface. Higher
thickness results in more solid, darker color.
•
IOR: uniformly controls reflection
THICKNESS does not emulate geometry, it only influences
the level of ATTENUATION COLOR. Higher values prevent more
light to pass through the surface and give darker results. The
thickness is influenced by the attenuation distance and is
only effective with values higher than 0.
Glass
Glass materials are used for transparent volumes (vases,
statues, gems, ice cubes etc) and provides refraction
(distortion of objects seen through the volume). The material
parameters are as follows:
•
ATTENUATION: sets the volumes' color
•
ATTENUATION DISTANCE: sets fall-off distance of the
attenuation color within the volume
•
IOR: uniformly controls reflection and refraction
•
ROUGHNESS: adjusts the roughness (higher values lead to
blurred reflections, such as frosted glass)
•
ABBE NUMBER: sets the amount of color dispersion
To achieve glass with no changes of hue at depth, use
GENERIC with ATTENUATION DISTANCE set to maximum and
REFRACTION color set to same as ATTENUATION COLOR.
Solid Paint
Solid Paint is used for surfaces containing a solid basecoat
and clearcoat. The material parameters, divided into distinct
groups, are as follows:
BASECOAT
•
DIFFUSE: sets the surface diffuse (basecoat) color
CLEARCOAT
•
CLEARCOAT TINT: sets a tint color on clearcoat
•
CLEARCOAT REFLECTION INTENSITY: adjusts the intensity of
clearcoat reflection, independent of the IoR.
•
CLEARCOAT ROUGHNESS: adjusts the roughness (higher
values lead to blurred reflections)
•
CLEARCOAT IOR: uniformly controls clearcoat reflection
and refraction
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Metallic Paint
Metallic Paint is used for surfaces containing metallic flakes
with clearcoat. The material parameters, divided into distinct
groups, are as follows:
BASECOAT
•
DIFFUSE: sets the surface diffuse (basecoat) color
FLAKES
•
FLAKE: sets the (paint highlight) color of the metallic
flakes
•
FLAKE SIZE: scales the size of the individual flakes
•
FLAKE DENSITY: set the amount of flakes across the surface
area
•
FLAKE ROUGHNESS: adjusts the roughness (higher values
lead to blurred reflections)
•
FLOP: sets the backside color of the flakes
•
BALANCE: adjusts the balance of flop and flake color on
paint
CLEARCOAT
•
CLEARCOAT tint: sets a tint color on clearcoat
•
CLEARCOAT REFLECTION INTENSITY: adjusts the intensity of
clearcoat reflection, independent of the IoR.
•
CLEARCOAT ROUGHNESS: adjusts the roughness (higher
values lead to blurred reflections)
•
CLEARCOAT IOR: uniformly controls clearcoat reflection
and refraction
Clearcoat is works like a layer of glass ontop of the
material - therefore it is filtering the color and intensity of
lights which is reacting with the colors of diffuse, flake and
flop. Assigning a clearcoat tint other than white can lead to
unexpected results and even a drastic darkening of the
material.
Emissive
Emissive is used to create mesh based lighting. It radiates
light into the scene from the assigned mesh surfaces. The
material parameters are as follows:
•
EMISSION: sets the surface color to emit into scene as light
•
INTENSITY: sets light intensity using Watt per square meter
(W/m2).
•
BOTH SIDES: sets both sides of a surface to emit light
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Display
Display is an extended version of the Emissive Material that
combines features of plastic with the option to have it emit
illumination as well. Therefor it is intended to work as a
Material for Displays which can be reflective or even
transparent.
DIFFUSE: sets the surface diffuse color
•
•
REFLECTION: sets the surface reflection color and
intensity
ROUGHNESS: adjusts the roughness (higher values lead to
•
blurred reflections)
IOR: uniformly controls reflection and refraction
•
TRANSPARENCY: adjusts the material transparency
•
ATTENUATION DISTANCE: sets fall-off distance of the
•
attenuation color within the volume
EMISSION: Emissive is used to create mesh based lighting. It
radiates light into the scene from the assigned mesh surfaces.
EMISSION: sets the surface color to emit into scene as
•
light
INTENSITY: sets light intensity using Watt per square
•
meter (W/m2).
BOTH SIDES: sets both sides of a surface to emit light
•
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Generic
This material is used for creating various advanced materials
utilizing surface and volumetric elements. The expanded
parameter sets give additional control for advanced material
manipulation. The material parameters, divided into distinct
groups, are as follows:
DIFFUSE
•
DIFFUSE: sets the surface diffuse color
•
DIFFUSE ROUGHNESS: adjusts the diffuse channel roughness
REFLECTION
•
REFLECTION: sets the surface reflection color
•
REFLECTION INTENSITY: sets the surface reflection intensity
ROUGHNESS
•
ROUGHNESS: adjusts the material roughness
•
ANISOTROPY VALUE: adjusts the intensity of the anisotropy
(higher values lead to stretches in reflection)
•
ANISOTROPY ROTATION: adjusts the angle of effect relative
to the light sources
REFRACTION
•
REFRACTION: sets the surface refraction color
•
IOR: uniformly controls reflection and refraction
FRESNEL
•
OVERRIDE FRESNEL: allows further control over the Fresnel
•
FRESNEL 0: sets the fresnel color at minimum angle
•
FRESNEL 90: sets the fresnel color at maximum angle
•
FRESNEL EXPONENT: Adjusts the fresnel effect
VOLUMETRIC
•
ATTENUATION: sets the surface color
•
ATTENUATION DISTANCE: sets fall-off distance of the
attenuation color within the volume
•
SUBSURFACE SCATTERING: sets the amount of diffuse light
scattered within an object when passing through its
surface (more scattering means more cloudy)
TRANSLUCENCY: allows simulating a fast and simple Subsurface
scattering for single sided geometry
• OVERRIDE SSS WITH TRANSLUCENCY: enables the effect
• COLOR: Sets the color of the backside of the surface
VELVET: allows simulating the behavior of dens thin hairs on
top of the surface
• ENABLE: enables the effect
•
COLOR: sets the color of the backside of the surface
CLEARCOAT
•
CLEARCOAT TINT: sets a tint color on clearcoat
•
CLEARCOAT REFLECTION INTENSITY: adjusts the intensity of
clearcoat reflection, independent of the IoR or reflection
color.
•
CLEARCOAT ROUGHNESS: adjusts the roughness (higher
values lead to blurred reflections)
•
CLEARCOAT IOR: uniformly controls clearcoat reflection
and refraction.
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Excessive use of generic materials in scene could have
performance implications.
The amount of transparency in Generic is influenced by
the intensity of the diffuse color. The less diffuse color the
more transparent the object appear. The tint of a transparent
material is influenced by the refraction and attenuation color
in the volumetric section. Subsurface scattering only works
on translucent objects.
Attenuation parameters are affected by the scene and
object scale. Attenuation and roughness may require
increases to trace depth (in render settings) to achieve the
desired results. Roughness also applies to refractions when a
transparency value greater than 0 is set. Roughness also
applies to refractions and subsurface scattering when a
refraction color other than 100% black is set.
Linear Light Scanner
This is a measured material for use only with real world
materials scanned with a linear light scanner. The material
parameters, divided into distinct groups, are as follows:
•
DIFFUSE: sets the surface diffuse color
•
REFLECTION: sets the surface reflection color and intensity
•
SHININESS: adjusts the material shine (opposite to
roughness - term is inbuilt into scanner hardware)
•
ANISOTROPY VALUE: adjusts the intensity of the anisotropy
(higher values lead to stretches in reflection)
•
ANISOTROPY ROTATION: adjusts the angle of effect relative
to the light sources
•
FRESNEL 0: sets the fresnel color at minimum angle
•
FRESNEL 90: sets the fresnel color at maximum angle
•
FRESNEL EXPONENT: Adjusts the fresnel effect
FLAKES
•
FLAKE: sets the (paint highlight) color of the metallic
flakes
•
FLAKE SIZE: scales the size of the individual flakes
•
FLAKE DENSITY: set the amount of flakes across the surface
area
•
FLAKE ROUGHNESS: adjusts the roughness (higher values
lead to blurred reflections)
•
FLOP: sets the backside color of the flakes
•
BALANCE: adjusts the balance of flop and flake color on
paint
CLEARCOAT
•
CLEARCOAT TINT: sets a tint color on clearcoat
•
CLEARCOAT REFLECTION INTENSITY: adjusts the intensity of
clearcoat reflection, independent of the IoR.
•
CLEARCOAT ROUGHNESS: adjusts the roughness (higher
values lead to blurred reflections)
•
CLEARCOAT IOR: uniformly controls clearcoat reflection
and refraction
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Object editor
Object editor
The Object editor displays the properties of the look of the selected scene
object. If several objects are selected or no object is selected, the Object
editor remains blank. By default, it is docked to the lower edge of the
DELTAGEN window. However, it can be docked to other dialog boxes,
stacked or moved anywhere on the screen as a free-standing dialog box.
To display the editor of a particular object permanently, you can open a
second Object editor
• by double-clicking an object in the scene tree or in the viewer
• using the SHOW OBJECT EDITOR function in the context menu.
If you open the Object editor in this way, the dialog box remains open for
the selected object until you close it.
Each change made with the Object editor takes immediate effect and can
be undone with the UNDO function.
The editor dialogs consist of tabs on which you can change properties
related in content.
Properties
This tab displays general properties of an object and is available for the
following object types: All objects except camera and light. If you select a
shape, settings for the RealLight Interactive shadow LIGHT OBJECT are
added.
Visible
Shows whether the object is visible. This option is equivalent to the
TOGGLE VISIBILITY function. Same as in the context menu you can activate/
deactivate the VISIBLE IN REFLECTION/REFRACTION options.
An object can be hidden even if the VISIBILITY option is enabled.
This occurs if the object is located in an inactive variant or in a
parent group whose visibility has been switched off.
Object
REFERENCE shows how often the object is referenced. References are
objects that have identical recurrences in the scene tree that have been
generated with the COPY and PASTE AS REFERENCE functions. For example if
an object is switched from shown to hidden, this affects all other
referenced objects.
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OCCURRENCE shows how many identical occurrences of the object exist.
Objects can have identical recurrences without being explicitly
referenced. This occurs when references have been created for parent
groups. The objects contained are not referenced themselves but are
identical all the same. In terms of their object properties, however, these
objects behave just like references.
If a referenced object is deleted, its references are not deleted. But
if you delete an identical recurring object, the parent group and its
references are modified – for example identical recurring objects
are deleted as well.
UNIQUENESS shows how often the object name has been used.
Bounding box
Here you find how the bounding box of an object is set.
You can choose between MANUAL UPDATE and AUTO UPDATE. If MANUAL
is checked, initially at selection change a bounding box calculation
takes place. After that it can be started with UPDATE. At AUTO UPDATE, the
change takes place at selection change and if the bounding box is being
modified through operations like transformation changes. The default
setting here is MANUAL UPDATE.
UPDATE
BOUNDING BOX DIMENSION specifies the dimensions of the bounding box of
the object. The bounding box is the rectangular volume that encloses the
entire object. These values cannot be changed.
BOUNDING BOX CENTER specifies the coordinates of the center point of the
bounding box for the entire object.
Optional properties
Is A-side
If you select a face, you can specify the side that is visible. This refers to a
Nurbs object. You can select A-Side and B-Side.
Override look
This option specifies the override look for the objects of this group. If [m]
appears after the name on this tab, this component is not assigned ([m] =
missing).
ASSIGNED LOOK specifies the override look used for the object, for example
the look in which the selected object is presented. The override look used
is normally assigned to a group higher up in the hierarchy. To set a look as
override look, drag a look symbol from the look library to the area of the
ASSIGNED LOOK. You can change the override look by double-clicking the
look symbol in the look library. It can be also deleted here.
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External format parts specifics
MODEL specifies the source for the entire model.
SOURCE specifies the source file for the live update.
breaks or re-links the link to the source file for the Live
LIVE UPDATE
update. Is the link broken, the SOURCE file is marked in red. See also
Live update settings, Page 68.
For a new .csb the source is not set as Live Update is incompatible
with.csb files.
The source is an absolute path! Once the source gets moved or
removed, the Parts are lost for your DELTAGEN model and no relinking is possible.
Multiedit
If you make a multiple selection, the OBJECT EDITOR displays the values of
all selected objects. For different object types, only the values the objects
have in common are displayed for editing.
You can multiselect objects and edit their values simultaneously. For
numeric values, you can enter an absolute and a relative value. If you enter
a relative value, a formula is inserted following the field content (such as “*
3” or “- 1.1”). This formula is then applied to all objects of the selection.
Transform
You can change the values for translation, rotation and scaling here. This
tab is available for the following object types only: shape, group, switch
and group. See also
Transforming, Page 210
TRANSLATION contains the values for the translation of the object.
PICK specifies a new placing by selection in the viewer. If you then pick on
any part of an object in the viewer, the origin of the object is placed on the
new position.
SCALE contains the values for the scaling of the object.
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UNIFORM changes all SCALE values proportionally to each other. If UNIFORM
is not enabled, you can change the three dimensions independently of
each other.
SCALE & ROTATION CENTER contains the coordinates of the point about
which the object is to be rotated and scaled.
USE SCENE PIVOT specifies the current scene pivot as object pivot.
USE OBJECT CENTER specifies the center of the object's bounding box as the
rotation point of the object.
PICK TRANSFORM enables selection of one of the following transformation
types:
Center & axis by 3 points
1.
SELECT THE OBJECT YOU WANT TO POSITION
2. SELECT CENTER & AXIS BY 3 POINTS FROM THE LIST
3. SELECT THREE POINTS ON ANY SURFACE ON WHICH YOU WANT TO PLACE THE
OBJECT
From the three selected points, an imaginary circle is generated whose
center specifies the position to which the object is to be moved. The circle
itself represents the alignment in that the surface normal of the circle
specifies the local Z-axis of the object to be moved.
4. SPECIFY THE Z-AXIS OF THE OBJECT IN THE SAME SEQUENCE IN WHICH YOU
SELECT THE THREE POINTS
If you select the three points in a clockwise direction so that the second
point is further to the right than the first, the Z-axis of the object points
towards the camera.
If you select the three points in an anticlockwise direction so that the
second point is further to the left than the first, the Z-axis of the object
points away from the camera.
Center & axis by 1 point
1.
SELECT THE OBJECT YOU WANT TO POSITION
2. SELECT CENTER & AXIS BY 1 POINTS FROM THE LIST
3. SELECT A POINT ON ANY SURFACE TO WHICH YOU WANT TO MOVE THE
SELECTED OBJECT
The scaling and rotation center of the moved object is now positioned on
the selected point.
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Axis by 3 points
You can move the rotation axis of an object without transforming the
object itself.
The AXIS BY 3 POINTS feature works similarly to CENTER & AXIS BY 3 POINTS.
1.
SELECT THE OBJECT WHOSE ROTATION AXIS YOU WANT TO POSITION
2. SELECT AXIS BY 3 POINTS FROM THE LIST
3. SELECT THREE POINTS ON ANY SURFACE
An imaginary circle is generated whose center specifies the new position
of the center of rotation. The surface normal of the circle specifies the new
rotation axis.
Axis by 2 points
AXIS BY 2 POINTS is a simplified version of the AXIS BY 3 POINTS function.
Two points are needed. The first point specifies the start of the axis vector
as well as the new position of the center of rotation. The second point is
the end point.
ROTATION contains direction components and the angle of the axis about
which the rotation is to be performed.
ROTATION AXIS contains the coordinates axis or the camera angle as
rotation axis.
EULER ROTATION contains the angle around each of the three coordinates
axes. This is an alternative to the specification concerning rotation and
rotation axis.
Mapping
Mapping sets how textures are projected on to an object. To assign
mapping types for several objects together, select GEOMETRY > GENERATE
UV MAPS.
Generate UV maps..., Page 324.
This tab is available for shapes only.
Projections can be set in two ways: numerically in the editor or with the
aid of the manipulator in the viewer. The projection direction,
transformation and, if applicable, the scaling are specified.
activates the manipulator for texture transformations. This allows you
to transform the texture projection in the viewer.
• Use the arrows to move on the corresponding coordinate axis.
• Use the squares to move on the corresponding coordinate axis.
• Use the quarter-circles to rotate around a coordinate axis.
• Use the cubes to scale in a coordinate plane.
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• Use the cube in the center to scale the projection evenly in all planes.
The UV coordinates are used for mapping for the selected shape. The
following mapping types are distinguished:
PLANAR projects the texture from a specific direction flatly onto the object.
TRIPLANAR projects the texture from all three axes flatly onto the object.
SPHERICAL projects the texture from all sides as with a ball onto the object.
CYLINDRICAL projects the texture from all sides of a selected axis as with a
cylinder onto the object.
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IMPORTED imports the texture coordinates created in another program (for
example Autodesk Maya® or TexGen from DELTAGEN up to V7.5)
Mapping is a component of the object.
ORIENTATION specifies the direction of the coordinate system from which a
texture is to be projected. The following linear projection types are
possible:
X / Y / Z: Specifies the direction vector for the projection.
CAMERA PLANE: The camera plane is the projection plane for the texture.
CENTER specifies the shift of the projection target point.
ROTATION ANGLE specifies the rotation of the texture on the projection
plane.
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Illumination
Illumination (object)
Edits the parameters for generating real-time shadows and assigning
offline shadows (shadow textures). This tab is available for shapes only.
DELTAGEN distinguishes between different kinds of shadows, like:
• Drop shadows
-
RealLight Lightmaps (precalculated)
-
Hard shadow (real-time)
• Ambient occlusion
-
RealLight (precalculated)
-
Global shadow (real-time)
Precalculated shadows
In this case, the shadow is laid over the object as a texture, which is
calculated from an existing light setup. The shadow texture is
precalculated from an existing light setup. The position of the shadow on
the object is fixed. The shadow achieved is of very high quality and can be
hard or soft, depending on the light setup used, but it cannot be changed
in real-time.
Shadow settings
Contains functions for setting the real-time shadows used. The settings
always refer only to the objects selected in the scene tree.
The following settings are possible for real-time shadows. You can select a
single shape, several shapes, a group, or several groups. If you select one
or more groups, the setting applies to all shapes contained in the group(s).
In case of real-time shadows the shadow is computed according to the
lighting situation in the scene in real-time. A preliminary computation
calculates which parts of the geometry can be reached by the light rays.
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The achieving shadow is of very high quality.
In case of the HARD SHADOW the shadow is constantly computed
determined by the following conditions:
• The light source: Any scene light (directional light, spotlight or point
light) can cast shadows.
• The shadow-casting object: For each geometry object, you can specify
whether it casts shadows or not.
The shadow-receiving object: You can specify whether an object permits
the representation of a shadow on its surface or not.
Please be aware that real-time shadows have significant influence
on computation times.
The GENERATE REALLIGHT function computes a RealLight shadow for all
selected objects, whereby all visible objects in the scene are included in
the computation.
The computation of the RealLight is independent of the tessellation of the
geometry. If you select the RealLight type AMBIENT OCCLUSION or LIGHTMAP,
the result is saved as a shadow texture. The results of the INTERACTIVE
SHADOW computation are saved in RTR format.
Later changes to geometry objects, for example through transformation,
do not influence the displayed shadow result.
If the directional lights in the scene or the IBL textures activated in the
local surroundings are changed, the shadow adapts in real-time under the
following conditions:
• You have selected INTERACTIVE MODE
or
• You have refreshed the computation with REFRESH.
To get different RealLight shadows for referenced objects, you have to
cancel the references with GEOMETRY > FLATTEN TRANSFORMS.
Note the following for illumination with RealLight:
• The computed RealLight shadow appears black if it is not illuminated
by any light source. Exception: The HIGH QUALITY SHADOW option is
enabled and the type is set to LIGHTMAP.
• There must be at least one directional light present.
• Transparent objects are not taken into account for the computation
(value in TRANSPARENCY > 0).
Hard shadow
CAST SHADOW: The selected shape casts a real-time shadow.
RECEIVE SHADOW: The selected shape receives a real-time shadow.
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Masks
• GLOBAL SHADOW
The context menu even for a multiselection of objects offers you to
set VISIBILITY FLAGS, HARD SHADOW, GI and MASKS in the OBJECT
PROPERTIES or the shadow textures and the REALLIGHT computation
within the SHADOW SETTINGS.
Masking
The GLOBAL SHADOW does not have to be used globally in the scene. It is
possible to activate/deactivate a mask for each object in the scene in
order to activate/deactivate for example the GLOBAL SHADOW. However
masking does not work with transparent objects.
This can be done in the OBJECT EDITOR in the ILLUMINATION tab with a
selected object.
It can also be accessed via the context menu (Right-click on object).
Please note that using HARDWARE ANTI-ALIASING together with
GLOBAL SHADOW, results in darker shadows.
It is recommended to set up the scene first and activate GLOBAL
as final step.
SHADOW
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RealLight
If you point the mouse to the symbol, the values used for setting the
shadows are displayed.
NONE: No shadow texture is assigned to the shape.
INTERACTIVE SHADOW enables RealLight shadows for selected objects.
SHADOW TEXTURE specifies the file of a generated shadow texture.
You can still process offline shadows after they are assigned in the
scene.
If you use RealLight with the AMBIENT OCCLUSION, LIGHTMAP option or after
converting RealLight interactive shadows with CONVERT TO OFFLINE
TEXTURES, the shape displays the shadow textures generated with
RealLight.
TYPE: If HIGH QUALITY SHADOW is enabled in the look properties of the
object, you can choose between two different computation methods for
the shadow textures:
• OCCLUSION uses existing light sources of the scene and ensures
darkening by the shadow texture.
• LIGHTMAP computes the incidence of light on the object and uses the
texture as a light map for distributing the brightness.
Metadata
It is possible to efficiently handle large sets of metadata in complex
scenes. Earlier releases of DELTAGEN only offered metadata for certain
scene objects, which could be edited by the user manually or imported
through certain CAD formats. Viewing, editing and searching metadata is
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now possible in real-time and available not just for any scene object, but
also for looks, variants and animations.
With the metadata tab selected, the typical layout comprises of the
following areas:
1.
Metadata toolbar - contains options to add or delete metadata sets
and categories and a search bar.
2. Metadata sets list - for the current selection.
3. Metadata information - displays a list of metadata contained for the
selected metadata set/s.
4. Category column - displays the metadata categories (keys).
5. Data column - displays the values for the categories of selected
metadata.
6. Add metadata - double-click to add a new metadata category here
(alternatively via the toolbar)
7. Add metadata set – double-click to add a new metadata set
(alternatively via the toolbar).
Create/Rename/Delete metadata
ADD METADATA SET allows the option to add a metadata set. A list of
options is available.
ADD METADATA SET adds a new metadata set to the list on the left. Each
action adds a new row at the end of the list that requires you to add the
name of the metadata set.
ADD METADATA CATEGORY adds a new category information for the selected
metadata set in the list.
Adding metadata entries is only possible for user defined metadata sets
and not for predefined metadata sets. If the name corresponds to a
predefined metadata set, the predefined metadata set is inserted into the
list.
ADD PREDEFINED METADATA SET adds a predefined metadata set. A new row
in METADATA SETS / CATEGORY is created allowing to add any text
information. If predefined metadata sets exist you can select a predefined
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metadata set within the list that appears when you start typing (autocomplete).
A predefined metadata set can be specified only inside a specially
licensed plug-in.
DELETE deletes the selected metadata and metadata sets from the list,
except predefined metadata and the standard user metadata set
(UserData).
Only Category and Data (values) are deleted.
metadata sets are visible after deleting metadata inside the list of
defined sets!
SEARCH through any stored metadata by entering the appropriate
keyword within the search bar and pressing the ENTER key. By default,
the entered keyword is searched in all columns and fields of the table. The
search results are displayed if:
• the keyword matches a category content.
• the keyword matches a data content.
• the keyword matches a metadata set content.
Not matching metadata is not displayed.
The metadata sets listed after the search query may have the searched
keywords contained in the Category or Data columns, in which case these
can be viewed after first selecting each metadata set on the left side.
CLICK THE ARROW IN THE
SEARCH BAR TO OPEN A LIST OF FURTHER OPTIONS
FOR A BASIC SEARCH.
• Select ALL to search on all fields of the metadata table.
The table displays only the results that match the entered text in all
columns and fields.
• Select CATEGORY to search only within the CATEGORY column.
The table displays only the results that match the entered text when
these results are under the CATEGORY column and its corresponding set.
• Select DATA to search only within the DATA column.
The table displays only the results that match the entered text when
these results are under the DATA column and its corresponding set.
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• Select METADATA SETS to search only within the metadata sets list.
The table displays only the results that match the entered text when
these results are under the metadata sets list.
erases any text from the search box.
If text is still present in the search bar after a search query, some
metadata entries maybe hidden from view. Remove any text from
the search bar to show all metadata entries.
Context menu
COPY AND CUT: If the selection does not contain values with different
content, you can copy the selection to the clipboard. If this is not the case
the user is notified that this operation is not possible. Also useful for
copying metadata information to a Excel spreadsheet. If displayed
metadata belongs to a multiselection of scene tree objects, it is only
possible to copy them if all selected scene tree objects have exactly the
same metadata sets. If this is not the case the user is notified that this
operation is not possible. Cut works the same as copy, but metadata
entries are removed from the metadata set. In case of predefined
metadata sets, that can not be deleted, the values are set back to
standard.
PASTE (USER-DEFINED): the metadata entries of the clipboard are inserted
into the metadata set (at the end). Existing entries with the same key are
overwritten. Useful for importing metadata information from an Excel
spreadsheet. Pasting a new metadata set to selected targets is possible, if
none of the metadata sets names already exist in the targets. If the targets
already have metadata sets with the same name, a warning appears that
this operation overwrites those metadata sets completely.
PASTE (PREDEFINED) is only possible if all metadata entries of the clipboard
already exist in the metadata set. If not the user is asked whether they
only want to paste the matching entries.
DELETE: deletes the selection. In the case of predefined sets, only the value
(data column) and not the keys (category column) are deleted.
Rename metadata
You can rename metadata inside the list view either double-clicking or
pressing F2. Only metadata from user defined metadata sets can be
renamed.
APPLY TO SELECTION is similar to copying the Key and Values from a
selected metadata set and then pasting this information to other
individually selected metadata sets. However when using the Apply to
selection method, multiple metadata sets can receive this copied
information at the same time. If multiple objects are selected each
metadata set that does not exist for all objects allows you to apply that
metadata set to the whole selection. In case the metadata set exist on
more than one object of the selection, apply to selection only works if they
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all have the same content (key-value pairs), in that case you are notified
that this operation does not work.
Multiple metadata set selection (SINGLE selected scene object)
When multiple metadata sets are selected (left side), the metadata entries
for all the selected metadata sets are displayed in a single list view (under
category and data columns on the right side). An arrow to the right of the
metadata set name is shown to indicate which metadata set the metadata
(key and values) belongs to which is being edited.
If metadata entries with the same key exists (DATA column) in more than
one metadata set, for each occurrence a different entry is shown in the list
view. You are able to edit the key and the value for each entry. If one
metadata entry (on the right) is selected which belongs to more than one
metadata set, arrows display to which metadata sets this entry belongs to.
It is also possible to copy, cut and delete a multiple selection, but it is not
possible to add a metadata entry. Only when a single metadata set is
selected is it possible to add a metadata entry.
Multiple metadata set selection (MULTIPLE selected scene objects)
In the case where multiple scene objects are selected, any metadata sets
displayed on a diagonal hatched background contain unique metadata
entries. Identical metadata set names are merged, and any entries with the
same key (CATEGORY column) but different values (DATA column) shows a
"####" (hash symbol)
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In addition, a list lets the user select one of the different values for the
whole selection.
Manipulating metadata entries (User- and predefined)
Manipulation of metadata entries (right side) is only possible if only a
single metadata set is currently selected. In the case where multiple scene
objects are selected, each manipulation has effect on the whole selection.
Editing metadata entries
In edit mode you can edit the key (category) and the value (data) of
metadata entries. Keys are unique per metadata set.
ENTER accepts the new key/value and exits the edit mode.
TAB accepts the new key/value and edits the next field value/row. The edit
mode automatically starts with the whole text selected, so that the user
can start overriding the content while typing.
Metadata is available inside the:
• Variant manager
• Animation list
• Look editor
Metadata should always be saved to any item it can be attached to when a
project is saved. That metadata should then be visible when the file is
reloaded inside Variant manager, Animation list, Look editor and Object
editor.
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Add/create new a category and data
To create a new metadata set it is necessary to select the object inside the
scene tree. Then the METADATA tab within the Object editor is
automatically highlighted.
When a metadata set has been created it is possible to add a new
Category and Data.
Editing
It is only possible to edit the category and data. Metadata sets
cannot be renamed or changed.
TAB of your keyboard navigates to the next panel, and switches trough
category and data.
Copy and paste
Metadata sets can be copied and pasted to another group inside the scene
tree, to Microsoft Excel® and vice versa. Microsoft Excel® enters the
metadata information automatically into different columns.
Multiselection
When using the multi-selection inside the scene tree it is possible to see
the differences inside the metadata tab. Data that is not assigned to one of
selected groups, is marked with a hash symbol.
APPLY TO SELECTION assigns a category and data to a group.
It is possible to assign to a multiselection or only one part.
Multiediting
One category may contain more the one data if at least two objects have
the same metadata set. Only the data value of the objects need to be
changed.
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It is possible to select some part of the model (for example front light) and
to create a metadata set for the whole selection using copy and paste.
This metadata set can for example be used within assignment tables to
assign a new look to the selected parts.
Remove metadata
1.
LOAD THE
rttRemoveMetadata.xml PLUG-IN FROM THE TOOLS MENU
A dialog box is added with additional options.
2. SELECT REMOVE METADATA FROM THE WINDOW MENU
3. SELECT A PRESET OR ENTER KEYWORDS THAT SHOULD BE HANDLED
Key words can be stored with SAVE or SAVE AS... for quick selection.
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Individual words may be deleted from the list via DELETE highlighted to the
right side of each word.
When set to DELETE ALL, no further settings are shown. Only DELETE
is activated. When clicked, DELTAGEN scans through the
current scene tree to find all elements attached to shared groups of the
scene. For each of these elements attached metadata sets are removed
that are user defined and set to be deleted.
METADATA
KEEP SPECIFIED specifies if metadata sets (name sets) or metadata keyvalue pairs (name categories) or both should be removed. In the editing
box to the right you can enter a list of names that should be checked
before deleting metadata.
DELETE METADATA starts the DELTAGEN check depending on the mode
(SETS, CATEGORIES or SETS AND CATEGORIES), if the respective value matches
one of the given criteria. If yes, nothing is done. If not, the entry is deleted.
CATEGORIES: the set type must have the property-free layout in order to be
able to remove individual key-value pairs.
SETS: the human readable name of the set should be compared to the
given criteria.
DELETE SPECIFIED behaves similar to KEEP SPECIFIED, it only inverts the
decision, if something should be removed or not.
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USE WILDCARDS starts the comparison mode with wildcard character rules,
as commonly used within the command line of Windows®.
When using wildcards in a search, an asterisk (*) or a question mark
(?) can be used to represent one or more characters when
searching for metadata. An asterisk is used as a substitute for zero
or more characters. A question mark to substitute a single
character.
Example 1: Bolt* also finds and displays key words such as; Bolt1,
Bolt23, BoltDoor2, BoltWindow34.
Example 2: Bolt? finds; Bolt1, Bolt2, Bolts. But does not display;
BoltWindow, BoltDoor, BoltEngine78.
Switch
This tab is only available for switch groups. In it you can select the switch
children of one or multiple switch groups selected in the scene tree.
You can also use the VARIANT MANAGER and VARIANT SWITCHER to
activate the switch children.
SELECTED CHILD displays the available switch children. When multiple
switches are selected DELTAGEN classifies the switch children, based on
their shared names, into common and uncommon switch children:
• Common switch children are present in all selected switches.
• Uncommon switch children are not shared by all switches. Uncommon
children appear once under UNCOMMON SWITCH CHILD even if they are
shared by some switches.
SHOW ALL shows or hides the switch children objects in the scene. The
checkbox is in tri-state mode if only some but not all switch children are
selected.
Selecting switch children
The selected switch children are indicated in the scene tree with a small
triangle to the right of their name.
There are a few simple rules for the selection of switch children:
• Common and uncommon switch children cannot be selected
simultaneously.
• Multiple common switch children cannot be selected simultaneously.
• Multiple uncommon switch children can be selected simultaneously if
they are from different switches.
Conflicting selections of switch children are indicated with a hatched
selection window.
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Effect objects
Lens flare effect object
The lens flare can be animated and it is real-time-capable.
Call with: SCENE > CREATE EFFECT > LENS FLARE EFFECT OBJECT or context
Effect
TYPE determines the type of light that specifies the lens flare. The
following types can be chosen:
• XENON ANAMORPH
• REAR LIGHT ANAMORPH
• BRIGHT WARM SUN
• DISTANT LAMP
• DESERT SUN
• SUN
• LENSFLARE WARM
• LENSFLARE COLD
• DIODE FRONTLIGHT
• DIODE REARLIGHT
• FRONTLIGHT XENON
• FRONTLIGHT HALOGEN
• REARLIGHT
• BLINKER
• LANTERN GLOBAL
• LANTERN LOCAL
• GLOW WHITE
• GLOW RED
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• GLOW YELLOW
• GLOW BLUE
• GLOW GREEN
FADE RADIUS specifies how strongly the lens flare is visible if it is rotated
into the field of view.
INTENSITY adjusts the intensity of the effect.
SIZE adjusts the size of the effect.
Sun shafts effect object
Call with: SCENE > CREATE EFFECT > SUN SHAFTS EFFECT OBJECT or context
The sun shafts image effect simulates the radial light scattering that arises
when a very bright light source is partly obscured.
Effect
TYPE determines the type of light that specifies the sun shafts. There are
three different sunset types which can be chosen.
INTENSITY adjusts the intensity of the effect.
SIZE adjusts the size of the effect.
LENS FLARE enables the lens flare which is only available for sun shafts.
FADE RADIUS specifies how strongly the lens flare is visible if it is rotated
into the field of view.
Metadata
Metadata can also be added to effects objects.
Only one sun shafts per scene is shown. The first sun shaft in the
scene tree is interpreted. All others are ignored.
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Light
Here you can edit the light settings. This tab is available for lights only.
The position of a light in the scene tree is crucial for the lighting of
a scene. An object is lit by a light only if it is lower than the light in
the group hierarchy.
Headlight
HEADLIGHT switches the light on and off. By default, there is a headlight in
the scene.
Illumination
• INTENSITY specifies the light intensity.
The intensity of the camera light can also be regulated with the + and –
keys on the numbers keypad.
• AMBIENT INTENSITY specifies how strongly the light affects the color.
Color
In the list, you can choose between different color models.
opens the color circle as an alternative method to color setting.
• HUE specifies the hue of the light.
• SATURATION specifies the saturation of the light color.
• VALUE specifies the brightness of the light color.
NORM LIGHT offers different standardized light sources.
Directional Light
In the LIGHT tab you can set the direction vector for directional lights.
DIRECTIONAL LIGHT switches the light on/off.
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Illumination
• INTENSITY specifies the light intensity.
The intensity of the camera light can also be regulated with the + and –
keys on the numbers keypad.
• AMBIENT INTENSITY specifies how strongly the light affects the color.
Color
You can choose between different color models.
opens the color circle as an alternative method to color setting.
• HUE specifies the hue of the light.
• SATURATION specifies the saturation of the light color.
• VALUE specifies the brightness of the light color.
NORMED LIGHT offers different standardized light sources.
DIRECTION specifies the axis of direction in which the light shines. Either
enter the coordinates of the axis or click CAMERA AXIS for the direction axis.
USE CAMERA DIRECTION uses the current direction of the camera as the light
direction.
You can also change the arrangement of lights using manipulators
(
Enable manipulators, Page 211).
Place, Date & Time
Specifies the light direction as the current position of the sun according to
the PLACE, DATE and the TIME.
The X/Y plane specifies the Earth's surface, whereby the positive X-axis
points to the north and the positive Y-axis points to the west.
PLACE specifies any place on Earth illuminated by the sun. You can specify
it either with its LATITUDE and LONGITUDE or just by its name (PLACE).
In the rttlocations.ini file (in the install directory), you can specify the
locations that can be selected under PLACE.
DATE & TIME specifies the precise date (DAY/ MONTH), time (HOURS/
MINUTES) and time zone (TIMEZONE). This data is used to compute the
exact direction from which sunlight shines on the scene.
Spotlight
In the LIGHT tab you can edit the spotlight settings.
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SPOTLIGHT switches the light on and off.
Illumination
ATTENUATION specifies the light attenuation as the distance from the light
position increases. These are the coefficients of a quadratic equation used
to help calculate the attenuation factor.
• CONSTANT specifies the constant attenuation coefficient.
• LINEAR specifies the linear attenuation coefficient.
• QUADRATIC specifies the quadratic attenuation coefficient.
INTENSITY specifies the light intensity. The intensity of the light can also be
regulated with the + and – keys on the numbers keypad.
AMBIENT INTENSITY specifies how strongly the light affects the ambient
color.
INTENSITY DISTRIBUTION specifies the decrease in intensity of the light from
the axis of the light direction to the edge of the cone.
CUT OFF ANGLE specifies the cut off angle of the light cone.
PENUMBRA ANGLE specifies the softness of the light cone at the outer edge.
This option works with OpenGL, Raytrace and GI and can also be used for
RealLight lightmaps.
Color
Color, Page 305 for the color settings.
POSITION specifies the position of the light.
DIRECTION specifies the axis of direction in which the light shines. Either
enter the coordinates of the axis or click CAMERA AXIS for the direction axis.
USE CAMERA POSITION/DIRECTION uses the current position/direction of the
camera as the light position/direction.
By default, spotlights are generated at the current camera position.
To see the corresponding auxiliary object, you have to zoom out
from the scene a little.
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Pointlight
In the LIGHT tab you can edit the point light settings.
POINTLIGHT switches the light on and off.
Illumination and Color
Illumination, Page 306 for more information on Attenuation and
Intensity.
Color, Page 305 for the color settings.
POSITION specifies the position of the light.
USE CAMERA POSITION uses the current position of the camera as the light
position.
Local surrounding
A local surrounding easily enables you to apply nice reflections and
lighting to scenes without using a real 3D surrounding. Local surroundings
can be applied either to the whole scene, or to single groups. By using the
context menu (right-click) with a group or the scene node, a local
surrounding can be applied under CREATE NEW > LOCAL SURROUNDING.
DELTAGEN drastically increases the flexibility offered by local
surroundings. Exposure, contrast and saturation of reflections are
configurable. Rotations and translations of reflection and IBL are possible.
This gives you the freedom to create visually appealing or even more
plausible reflections. It is also possible to adjust both, the reflection and
the light of a local surrounding. The generated local surrounding is located
in the scene tree.
Local surrounding
In the LOCAL SURROUNDING tab you can edit the settings of a local
surrounding.
SOURCE specifies the surrounding texture that is used for the reflection and
from which the illumination is computed. You can use existing surrounding
textures HDRS (cube maps, vertical cross or longitude/ latitude), but you
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can also generate a source texture from a loaded surrounding in
DELTAGEN.
OPEN: Files for a local surrounding can be opened here.
REFRESH: The loaded file can be refreshed here.
CLEAR deletes the loaded file.
EDIT opens the loaded picture in an editor. This editor can be chosen in the
preferences.
Sun
BRIGHTEN IN SOURCE brightens the sun in an HDR or OpenEXR. At the same
time, the sun's position is analyzed.
COLORED accepts a realistic coloring of the light source from the HDR or
OpenEXR. DELTAGEN computes the color from an analysis of the sun
position on the local surrounding.
CREATE LIGHT creates a separate light from the information of the light
source of the HDR or OpenEXR, which can then be configured completely
normally.
Optional sun brightening
Sun brightening is optional and enables artistic effects. Furthermore, it
provides the option of introducing a sun color on the basis of the sun's
position. You can also take the sun from the surrounding as a directional
light source and place it in the scene tree (for local surroundings only). This
enables you to adjust the brightness and color of the sunlight precisely
according to your requirements.
REFLECTION adjusts the Reflection values.
• INTENSITY controls the intensity of the reflection.
• CONTRAST controls the contrast of the reflection.
• SATURATION controls the color saturation of the reflection.
IMAGE BASED LIGHTING enables illumination of the scene by an Image Based
Lighting map of the surrounding. The texture used for this is computed
automatically from the reflection texture in the surrounding when the
option is enabled.
The IBL texture can be adapted with the following sliders:
• INTENSITY controls the intensity of the lighting.
• CONTRAST controls the contrast of the lighting.
• SATURATION controls the color saturation of the lighting.
The automatic computation can take some time.
LINK REFLECTION AND IBL links the reflection values and the IBL values in
order to change equally. Even if reflection and IBL got different values for
the same parameter they can be linked. If then one of the parameters is
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changed after linking, the parameter of the other function gets the same
value.
For example, if the Exposure in IBL has a certain value and LINK REFLECTION
AND IBL is active and the slider is being moved, the Exposure in REFLECTION
and IBL receives the same value.
Only one surrounding texture can ever affect an object. In the case
of two or more existing surrounding tectures, this is the next
surrounding texture above the object with enabled option
REFLECTION or IBL.
Since the properties of the surrounding texture are inherited
hierarchically according to the light source, a surrounding texture
can for example be used for the IBL light distribution (only option
IBL enabled). A second surrounding texture uses a different source
texture for computing the reflection (only option REFLECTION
enabled). Then, both IBL and REFLECTION affect the objects below
them in the hierarchy.
Transformation
In the TRANSFORMATION tab you can translate reflection and IBL; a
meaningful extent of the surrounding has to be chosen. You can align the
center and diameter of the local surrounding with its parent.
However, as you have full control over all parameters, scene elements
outside the surrounding can be affected. This fault is visualized by a
configurable warning color.
All LOCAL SURROUNDING parameters can be animated and can be
accessed via the 3DEXCITE DELTAGEN SDK (Software Developer
Kit).
ROTATION sets the rotation axis (X, Y, Z) for the surrounding.
DIAMETER sets the surrounding size with a certain diameter you can
specify. The size of the geometry is also taken into account, which results
in a more realistic appearance of the reflection, as the reflection shift is
now also having an effect.
If the customized size is too small for the object, it is displayed with
an orange warning color. This color can also be customized within
the preferences menu.
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• ALIGN WITH PARENT calculates the diameter according to the size of the
object(s) affected by the Local surrounding.
• INFINITE SIZE: When enabled, the surrounding is specified with an infinite
size.
TRANSLATION: this allows users to move the reflection on the object. This
option only works when INFINITE SIZE is enabled.
Properties
VISIBLE turns the reflection and IBL of the local surrounding on and off.
OBJECT displays information of the surrounding.
BOUNDING BOX
Bounding box , Page 283.
Anti-aliasing
You can find this tab selecting the shell level of a geometry.
OVERRIDE RAYTRACING ANTI-ALIASING SETTINGS: Object based it is possible to
use different settings for MINIMUM and MAXIMUM STEPS. This overrides the
settings done in the dialog box. It can be used either way to optimize
quality for just a few parts or to improve the frame rate by reducing the
values, compared to your general settings, for barely visible parts.
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File origin
This tab contains information about the origin of imported geometry from
foreign formats. Depending on the selection within the scene tree, a list of
the original file names appears. This information is linked to the geometry
and remains there, even if the geometry is moved to other parts of the
assembly.
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OBJECT EDITOR - CAMERA
CAMERA TAB
Object editor - Camera
The Camera tab of the Object editor is intuitive and provides real world
parameters.
The OBJECT EDITOR contains various tabs to edit your camera settings.
Camera tab
Position tab
In this tab the position of the camera gets specified.
Sensor tab
Usually when creating offline productions, you have image material that was
created by a certain camera and therefore a certain camera sensor.
Clipping planes tab
The scene can only be seen by a camera between one near and one distant
boundary plane.
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Object editor in Stellar
Lights in Stellar
Stellar supports:
• Image based lighting (IBL) via surrounding
• Point, Spot, and Directional lights
• Geometry with a Emissive material type applied
For more information see
Point, Spot and Directional lights, Page 316.
Light tab
This tab is similar to the known LIGHT tab; see
Object editor, Page 282.
The VISIBILITY options are the same as for LIGHT OBJECTS; see
objects, Page 317.
Light
You can set the INTENSITY of the ILLUMINATION. For POINTLIGHTS you can also
insert a LIGHT PROFILE, for example an .ies file for GONIOMETRIC LIGHTS. An
.ies file contains settings such as light temperature, direction and
illumination factor. This FACTOR can be set where the INTENSITY is set for
pointlights as the value changes with loading a goniometric light.
To create a GONIOMETRIC LIGHT follow these steps:
1.
CREATE A POINT LIGHT
2. SELECT THE CREATED POINT LIGHT IN THE SCENE TREE
3. OPEN THE OBJECT EDITOR
4. SELECT THE LIGHT TAB
OPEN opens a selection dialog for a new light file, for example .ies
REFRESH updates the settings according to the edited changes within
the .ies file.
REMOVE removes the selected file and turns the GONIOMETRIC LIGHT
state back to POINT LIGHT in the scene tree. Any previous changes made on
the light parameters, such as ROTATION, POSITION or COLOR remain. This is
useful if you want to add another GONIOMETRIC LIGHT file later on with the
same parameter settings.
5. IN THE ILLUMINATION SECTION CLICK ON OPEN TO LOAD A LIGHT FILE
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6. SELECT THE LIGHT FILE IN THE LIGHT PROFILE DIALOG
7. CLICK OPEN
The POINT LIGHT converts to a GONIOMETRIC LIGHT
file and the icon is updated.
after adding the.ies
After the conversion into an GONIOMETRIC LIGHT, you can change the EULER
parameter in the LIGHT tab of the OBJECT EDITOR.
ROTATION
To reload a file you simply select another file as described above.
Any changes on parameters from the previous light parameter
settings (DIRECTION and ROTATION) remain the same.
You can filter for these lights also in the scene tree, see
elements, Page 19 via the filter FILTER BY STAGING option.
Filter by
Transformations tab
FLATTEN GROUND creates a virtual ground plane for a local surrounding.
Enabling creates a hemispherical surrounding with a ground plane
movable in height. It results in a hemisphere and requires a camera height
to be specified.
To use FLATTEN GROUND the option INFINITE SIZE must be
deactivated.
• CAMERA HEIGHT sets the height at which the actual image was captured
by the real camera. In this way the parameter influences which amount
of the image is mapped to the flat bottom of the surrounding
hemisphere.
Illumination tab
Ambient occlusion
Stellar supports Global shadow Ambient occlusion. The shadowing effect
is calculated using new voxel technology. The Global shadow is not linked
between the render engines. Ambient occlusion can be further adjusted in
the Object editor. This is only available for opaque geometry. Transparent
parts do not receive Ambient occlusion.
AMBIENT OCCLUSION is an effective lighting technique for rea1-time scenes.
In Stellar voxels are utilized to generate Ambient occlusion, resulting in a
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good quality effect balanced with good performance. Objects in distance
are not computed.
MAX. DISTANCE adjusts the range of the ambient occlusion approximation.
Higher values widen the shadow spread over geometry.
• Min: 0.0
• Max: 1.0
• Default: 0.1
OFFSET adjusts the quality, balancing (errors) artifacts and ambient
occlusion approximation. Higher values result in brighter shadowing.
• Min: 0.0
• Max: 1.0
• Default: 0.5
Point, Spot and Directional lights
Lights in Stellar always operate with a quadratic attenuation of their
intensity.
In RASTERIZING mode, soft shadows can be created by simply setting the
radius in the ILLUMINATION tab of the OBJECT EDITOR.
To see shadows of light sources in Rasterizing mode, the
respective option has to be enabled in the Render settings first.
Emissive objects (mesh lights)
Stellar can utilize geometry to operate as a direct light source with the
application of an Emissive material type. Objects with an Emissive material
type applied are indicated as light objects
in the scene tree if they
have an emission color brighter than pure black. It is possible to set scene
importance to individual emissive objects to improve sampling
performance. Handling of this importance is via Stellar render settings, see
EMISSIVE OBJECT IMPORTANCE SAMPLING render settings.
With a factor in the ILLUMINATION tab of the selected mesh light the
importance can be adjusted individually. This factor is used to influence
the amount of samplings given for individual objects. With increasing
rendered samples the image converge to a even smooth result, but the
lights with a higher Factor accumulate more samples at an early stage of
rendering. In this way also lights with less intensity can be given more
importance when sample information is calculated with each render step.
If the factor is set below 1 it is useful to reduce the sampling of very small,
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very dim or very distant light sources. They are less sampled then which
leads to a better Time-To-Quality.
Actual light emission is only working in GI render mode. This factor
is dependent/calculated with the global emissive objects factor in
render settings.
Render settings: Distribution = Equal / (global) Factor = 1
Light objects
Light objects (Point, Spot, Direct, Local surrounding) only have the
following visibility attributes (see
Visibility options, Page 317):
• Primary visibility
• Visible in reflection
• Visible in refraction
• Visible in transmission
• Cast direct shadow
• Cast caustics
Visibility options
Visibility options are used to define how objects are included or excluded
in the image calculation process, especially the behavior towards light.
Properties tab
In Stellar, these settings are all located together in the PROPERTIES tab of
the OBJECT EDITOR. They can also be accessed via the context menu
For group and switch objects these options are only accessible
through the right-click context menu.
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By default all visibilities are active as this is the physical correct behavior.
An object in this context can be a geometry, group, switch or light. This
menu can be teared off when selecting the dashed line on top.
Visible
Sets the current visibility to the camera. All secondary ray calculations (for
example Reflection, Refraction, Illumination, Shadows) are still taken into
account.
PRIMARY VISIBILITY: The local surrounding is set by default to invisible in the
camera view. In the PROPERTIES tap a PRIMARY VISIBILITY can be enabled.
• PRIMARY VISIBILITY ON: The object behaves normally. It is visible in
camera, cast shadows and appears in reflections and refractions, as
well as emits light if an Emissive material is assigned.
• PRIMARY VISIBILITY OFF: Object is hidden in camera, yet still cast shadows
and appears in reflections and refractions, as well as emits light if an
Emissive material is assigned.
Then it is visible not only in reflection and refraction and contributes as
light source (IBL), but also can be seen as background in the camera.
Together with the Flatten ground option it gives a fast and easy way to
place an object into a real scene. For best results the used image should
have a higher resolution.
VISIBLE IN REFLECTION sets if the selected object can be seen, in the
reflecting surface of other objects. This option is disabled for DELTAGEN
HUB, except for Local surroundings.
VISIBLE IN REFRACTION sets if the selected object can be seen, through
another refractive surface. This only influences the direct visibility of
refraction. A reflected refraction is still visible as long as VISIBLE IN
REFLECTION is active.
VISIBLE IN TRANSMISSION sets if the selected object can be seen, through
another transparent non-refractive surface. This option is disabled for
DELTAGEN HUB.
VISIBLE IN INDIRECT ILLUMINATION sets if the selected object contributes to
indirect illumination. If disabled no diffuse light is reflected from the
object, and indirect light is not blocked. In other words no active and
passive indirect illumination influence the calculation. This option is
disabled for DELTAGEN HUB.
VISIBLE TO PHOTONS sets if the object is taken into account for photon
calculation. This setting effects FINAL GATHERING and CAUSTIC PHOTONS alike.
This option is disabled for DELTAGEN HUB.
CAST DIRECT SHADOW sets if the selected object is casting a shadow from
direct light.
CAST INDIRECT ILLUMINATION sets if the selected object creates indirect
illumination. The object does not create diffuse light bounces (color
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bleeding), but still block indirect light from other objects. This option is
disabled for DELTAGEN HUB.
CAST CAUSTICS sets if the selected object is generating photon caustics.
This option is disabled for DELTAGEN HUB.
RECEIVE DIRECT SHADOW sets if the selected object is showing shadows,
casted from other objects by direct illumination light.
RECEIVE INDIRECT ILLUMINATION sets if the selected object is affected from
any diffuse light that bounced off from other surfaces. This option is
disabled for DELTAGEN HUB.
RECEIVE CAUSTICS sets if the selected object is affected by any photon
caustics, created from other objects. This option is disabled for
DELTAGEN HUB.
Line to tube mesh conversion
TUBE MESH RADIUS sets the radius of multiple or individual wiresets. The
default size of 1mm is applied to all tube mesh conversions and can be
modified to your specifications.
# is displayed in the radius size window when multiple wiresets with
different radii are selected. The radius size you choose will apply to all
wiresets selected.
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UV editor
UV editor
The integrated UV editor allows the creation and editing of UVs for scene
objects directly in DELTAGEN. Automatic unwrapping reveals the selected
geometries and creates a two-dimensional view of the UV coordinates. In
this way, textures can easily be adapted to complex geometries, and the
use of the texture space is optimized. Artifacts and texture gradients can
quickly be corrected and adapted with the functions of the UV editor.
More options can be found in PREFERENCES > TOOLS > UV EDITOR.
Call with: WINDOW > UV EDITOR
Basics
Navigation, Page 321
UVs, Page 321
Charts, Page 321
Texturing, Page 321
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Navigation
Navigation in UV
editor
Action
pan
middle mouse button
zoom
scroll wheel
alternatively: hold the right mouse button while moving
the mouse up and down
UVs
UV coordinates are a two-dimensional representation of a 3D geometry in
a texture coordinate system, using the axis U and V. The UV coordinates
are saved with the geometry analog to the vertex coordinates.
The figure shows the UVs of the mug that are placed exactly above the
texture. The texture used is shown immediately on the geometry and is
used optimally. On the right, the orange points of the UVs in the UV editor
correspond to the vertices of the mug.
Charts
A coherent mesh of geometry is known as a chart in DELTAGEN. These
charts can be merged together. 
If multiple geometries are combined into one shell in the scene tree, their
UVs are also arranged in the same UV space. Based on the topology they
can be linked together or independent.
Texturing
The UVs in the UV editor create a direct link between the 3D geometry
and its 2D representation.
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In DELTAGEN there is a direct visual reference between the UV editor and
the Viewer. The UV editor selection can also be shown in the viewer, which
makes mapping very comfortable.
•
Pixels of textures outside the 0-1 space are not shown.
•
Texture preview on geometry only works with assigned texture
coordinates.
•
In the UV editor you can switch between two different UV sets.
One for the texture coordinates and one for the RealLight
shadow UVs. You can copy UVs from one set to the other if
needed.
The above figure shows all six sides of the cube in the UV layout, lying
separately side by side. Only a small area of the texture is available per
side, and parts of the texture are not used. The resolution of the texture on
the object is therefor reduced. Changing the UV size is affecting the
texture size on the object.
The figure shows the position of the six sides of the cube on the texture.
The overlapping uses the texture space from 0 to 1 optimally and the
whole texture resolution is available.
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Generating UVs
UV projections, Page 323
UV unwrap, Page 324
Visual assistance - Top bar and View options, Page 332
Editing UVs - File and Edit options, Page 328
Selecting UVs, Page 329
Transforming UVs, Page 330
UV editor tips, Page 333
UV projections
With a shell or polygon object selected you can go to the MAPPING tab in
the OBJECT EDITOR. There you can choose one of the predefined mapping
types:
• PLANAR
• TRIPLANAR
• SPHERICAL
• CYLINDRICAL
• NATURAL NURBS UVS
Please be aware that the selected mapping type automatically
changes to IMPORTED once you alter the UVs.
For further information see
Mapping, Page 286
The figure shows an example of triplanar mapping. The layout is skewed
and shows clear seams. The chart boundaries are not smooth and the
seams are not in the optimized position.
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UV unwrap
The terms unwrapping or unfolding describe the automatic or manual
process of creating 2D UV texture coordinates from a given 3D geometry.
The result should always be as seamless and distortion-free as possible.
DELTAGEN provides an automatic unwrap computation for this process,
which is suitable even for complex geometries with a large number of
polygons.
The figure shows the same steering wheel with unwrapped UVs in a clear
layout. The charts are not skewed anymore and their boundaries are
smoothed and lay in an optimized position.
Unwrap options
Polygons and NURBS objects can be used to generate UV coordinates
using the UNWRAP menu in the UV editor. You can generate new UVs and
adjust existing UVs.
Generate UV maps...
This option calls a dialog with various functions to specify how to create
the UV coordinates.
UV set
This option shows the currently active UV set. The newly created UVs are
applied to this set. The two available options are:
• TEXTURE UVS
• REALLIGHT SHADOW TEXTURE
Presets
SELECT PRESET... loads the values stored in the preferences for the different
tessellation steps.
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Presets can be selected from the list of standard presets.
• AUTOMATIC is the default mapping type, delivering very good results
already with minimal effort.
• BEST FIT creates new UVs with a special unfold algorithm.
• PLANAR generates UV coordinates from one direction, depending on
the camera.
• TRANSFER NATURAL NURBS UVS creates the texture coordinates simply
by copying the original two-dimensional NURBS parametrization.
• TRI PLANAR generates UVs from three different axes, based on camera
direction.
• AUTOMATIC FOR SHADOW applies overlap resolution, in addition to
automatic unwrapping, to allow shadow texture baking. This preset is
only available for RealLight UV sets.
You can also create custom presets. Whenever you change some settings
in the dialog that differ from the standard preset settings, the selected
setting gets an addition behind its name (modified). Now you can
choose to save your modifications:
SAVE saves the modified preset overriding the old.
SAVE AS saves the changed settings into a preset and gives a new name for
it. If no renaming has been done in the preset text field, the original preset
name gets an extension (n+1).
RESTORE DEFAULT PRESETS resets changed presets into the standard
configuration. It also removes custom presets.
The following section is divided into a general setting area that does not
differ much between the mapping types and an ADVANCED section for BEST
FIT and PLANAR. BEST FIT and AUTOMATIC have additional LAYOUT OPTIONS.
Available options for all mapping types are:
SCALE AND NORMALIZE
• USE DEFAULT SCALING uses the default scaling set in the PREFERENCES.
• USE SCALE REFERENCE displays the grid in the set size in cm.
• NORMALIZE TO GRID SIZE scales the UVs to fit the current grid. For this
option the NORMALIZE OPTIONS dialog can be opened (NORMALIZE UVS)
Normalize UVs
This dialog box contains options where you can set to KEEP ASPECT RATIO
or NORMALIZE V and NORMALIZE U independently. You can change the
TEXTURE SETTINGS, SET TEXTURE SIZE, and LAYOUT PADDING.
KEEP ASPECT RATIO keeps the actual proportion for each chart. If
deactivated you can select NORMALIZE U and NORMALIZE V independently.
PRESERVE EXISTING CUT EDGES: existing cut edges are not changed in a
subsequent unwrapping process. This option is only available for BEST FIT.
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LAYOUT CHARTS distributes the generated charts in the UV texture space
evenly.
TREAT EACH SHAPE SEPARATELY indicates whether the selected objects are to
be laid out with respect to each other, meaning there is no overlap in the
used UV space, or each object is handled completely by its own.
-
OFF – all objects are laid out together without overlap
-
ON – every object is laid out into the same UV-space (with
overlapping)
Example: Two objects laid out together (in one single step).

two selected objects
setting: OFF
setting: ON
Layout options
LAYOUT OPTIONS is available for the presets Best Fit and Automatic with
additional options. It provides various settings to customize the result with
the LAYOUT CHARTS dialog box. 
It can also be called via
from the Unwrap menu.
-
SET TEXTURE SIZE changes the size of the UV charts. When enhancing
this value, the maximum size for each chart is calculated. Therefore,
the charts are rearranged in order to use maximum space.
-
CHART PADDING specifies the distance value between different Charts.
In order to achieve perfect use of texture space, it is recommended
to keep this value low.
-
FIT INTO GRID [ ] SEGMENTS specifies how many grid segments may be
used for placing the UV charts.
-
LAYOUT QUALITY: A higher value leads to a better use of the texture
space at the cost of a slower computation.
Advanced
This setting area is only available for the presets BEST FIT and PLANAR.
BEST FIT
• MINIMAL CUT
This option creates a cut in closed surfaces to allow unfolding without
overlaps. This is very useful in conjunction with Ignore overlapping
polygons.
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SINGLE BOUNDARY
This option finds a way to automatically unify the boundaries, by
adding a cut that passes trough sharp edges.
Examples:

Unwrap example with the options MINIMAL
DISTORTION and LAYOUT CHARTS on.
CUT, IGNORE OVERLAPPING POLYGONS,
MINIMIZE AREA
Unwrap example with the options MINIMAL
DISTORTION and LAYOUT CHARTS on
CUT, IGNORE OVERLAPPING POLYGONS,
MINIMIZE AREA


Unwrap example with additional SINGLE
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• IGNORE OVERLAPPING POLYGONS: UV operations can be processed
independent of overlapping UVs.
• MINIMIZE AREA DISTORTION adjusts the generated UVs further in order to
reduce distortions.
• SEGMENT OBJECT INTO CHARTS creates more charts with the help of
additional cuts if there are overlapping polygons inside a chart.
PLANAR:
• BOTH DIRECTIONS projects the UVs from the current camera view and
from the opposite direction of the current camera view.
• AWAY FROM CAMERA projects the UVs from the current camera view.
• TOWARDS CAMERA projects the UVs from the opposite direction of the
current camera view.
In case faces without UVs are being added to an existing UV layout of
a NURBS shell, it is not necessary to recalculate the whole layout. For that
the UPDATE UNWRAPPING function is used. It adds and adjusts the UVs of the
new faces in the shell with regard to the already existing UV Layout.
If the newly added faces are part of a shell object and can be
merged with its existing UV layout, this happens automatically;
otherwise a separate chart is generated.
RELAX is a function which reduces the tension within UV charts.
The current state is always used as the starting point for further
computations. This allows you to add or remove options step by
step.
NORMALIZE TO GRID scales the UVs to fit the current grid.
NORMALIZE SETTINGS...
LAYOUT CHARTS
Normalize UVs, Page 325.
Layout options, Page 326.
Many of these options can be called directly from the UV editor toolbar.
Editing UVs - File and Edit options
File options
SAVE SNAPSHOT creates a texture template of the selected UVs for later
use in external programs.
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Edit options
COPY UVS copies the UV information of a selected geometry in the
corresponding UV set. It is also possible to copy one UV Layout to
different UV Sets.
PASTE UVS pastes the UV information to any UV set in the same object
or its UV scaling to another object.
COPY and PASTE can be used to transfer UVs between different
shapes or UV sets.
DELETE UVS deletes all UVs in the current UV set.
CUT cuts edges or NURBS faces along a manual selection.
MERGE... merges edges or UV charts. The MERGE... function changes its
dialog depending on the current selection.
Merge charts and Merge edges
The dialogs for MERGE CHARTS and MERGE EDGES are very similar. Only
differing in one single option - the FRAGMENT CHARTS WITH POLYGON COUNT
UP TO slider. During UV preparation small pieces of an UV chart may get
separated. MOVE AND MERGE SMALL CHART FRAGMENTS BACK INTO PLACE fixes
this phenomenon. IGNORE OVERLAPPING POLYGONS excludes overlaps from
this merge.
In the PREFERENCES, you can specify whether the first selected chart,
the last selected chart or the biggest chart isused as calculation
target. EDIT > PREFERENCES > TOOLS > UV EDITOR > EDIT UVS > MERGE
TOWARDS.
With FLIP EDGES the triangulation of meshes can be edited by flipping
edges. The geometry is adjusted similar to the flipping.
PIN SELECTED UVS fixes vertex points so that they can not be
transformed any more.
UNPIN removes the fixation from the selected vertex points.
UNPIN ALL frees all vertex points so that they can be moved again.
Selecting UVs
To select you have different options:
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• GROW SELECTION expands the current selection to any open side.
• SHRINK SELECTION reduces the current selection from any open side.
• INVERT SELECTION
• CLEAR SELECTION
• ALL
• AUTOCOMPLETE EDGE SELECTION completes the connection between
selected edges. Therefore, the shortest distance on the geometry is
taken into account. In this way, a continuous selection can be
generated very quickly.
• EDGE LOOP selects a geometrically coherent edge loop.
• OVERLAPPING TRIANGLES
• CHART SILHOUETTE selects the borders of all charts.
• COMMON FACE BOUNDARIES
• VERTEX
• EDGE: double-click selects the corresponding edge loop.
• POLYGON
• NURBS FACE
• UV CHART
Transforming UVs
Only selected components are transformed. You can use this to manually
edit an automatically generated UV layout. To access the transformation
options you can either use the TRANSFORM options or the top bar icons.
SCALE TO affects the size of the UV grid. You can choose between three
different values. Two of them can be configured in the DELTAGEN
preferences. The third value can be set with PICK SCALE REFERENCE.
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ROTATE BY gives you additional preset options to rotate or flip.
Alignment
The UV alignment tools allow you to straighten-out the boundaries so that
the texture that is mapped onto the soft parts is also accurately aligned to
the boundaries of the soft parts (for example, seat belts).
Call with: UV EDITOR > TRANSFORM > ALIGNMENT
Manual UV alignment
The following tools are used to align a selection of edges onto a straight
line corresponding to the bounding box of the selected object.
ALIGN LEFT
ALIGN RIGHT
ALIGN TO VERTICAL CENTER
ALIGN TOP
ALIGN BOTTOM
ALIGN TO HORIZONTAL MIDDLE
You can also align the selected edges to the corresponding grid boundary.
This ensures that the relative lengths of the UV edges correspond to their
relative lengths in 3D. The tools for this method are:
ALIGN TO LEFT GRID-BOUNDARY
ALIGN TO RIGHT GRID-BOUNDARY
ALIGN TO TOP GRID-BOUNDARY
ALIGN TO BOTTOM GRID-BOUNDARY
Automatic UV alignment
AUTO ALIGN & RELAX automatically aligns the selected chart boundaries
onto the grid boundaries. You can manually select the vertices to be
interpreted as corner points or you can choose an automatic selection.
Manual selection
1.
CLICK ON
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2. SELECT THE FOUR VERTICES TO BE INTERPRETED AS CORNER POINTS
3. CLICK AUTO ALIGN & RELAX
Automatic selection
1.
CLICK ON
SELECT BY UV CHART
2. CLICK AUTO ALIGN & RELAX
For more information on automatic unwrapping and UV alignment tools
check out our Knowledge Base entry at
http://support.3dexcite.com/.
Visual assistance - Top bar and View options
Toolbar
COMPONENT MODE enables the display and selection of UVs directly
from the 3D camera view.
While component mode is active, you cannot select objects in the
3D window since only subcomponents such as vertices and edges
are selectable. By direct selection in the scene tree, however, you
can add new objects to the selection.
Selection options
SHARED BORDERS displays the coherent edges of a geometry within
charts.
FACE SHADING switches the shading of the UVs on/off. It visualizes the
alignment and overlapping parts of the UVs with different colors.
• Red: UVs point away from the viewer, the texture gets inverted
• Blue: Uvs point towards the viewer
• Light blue: overlapping UVs
FACE DISTORTION visualizes UV distortions with a color gradient. It is
visible in the camera view and the UV editor.
GRID ONLY shows the default UV grid in the UV editor.
REFERENCE GRID shows/hides an auxiliary texture for checking the
unwrap quality. This is a help function for the viewer to better judge the
UV Layout. To configure the used reference texture go to: EDIT >
PREFERENCES > UV EDITOR > DISPLAY > CHOOSE TEXTURE.
IMAGE TEXTURE displays the assigned texture in the background.
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Transform and Edit options
GENERATE UV MAPS...
LAYOUT CHARTS
Generate UV maps..., Page 324.
Layout options, Page 326.
NORMALIZE TO GRID scales the UVs to fit the current grid.
NORMALIZE SETTINGS
.Normalize UVs, Page 325.
View options
FLY TO moves the current selection to the center of the UV editor.
ZOOM ALL fits the UV layout in the UV editor dialog box.
COMPONENT MODE
Toolbar, Page 332.
HIGHLIGHT
• FACE SHADING
• FACE DISTORTION
• WIREFRAME switches the wireframe display of the UVs on/off.
• SHARED BORDERS
• NURBS BOUNDARIES
• CUT EDGES
BACKGROUND
• GRID ONLY shows the default UV grid in the UV editor.
• REFERENCE GRID shows/hides an auxiliary texture for checking the
unwrap quality, which helps to better judge the UV Layout. To
configure the used reference texture go to: EDIT > PREFERENCES > UV
EDITOR > DISPLAY > CHOOSE TEXTURE.
• IMAGE TEXTURE displays the assigned texture in the background.
CROP IMAGE TO UVS
UV editor tips
• Ensure a clean topology in your models to avoid problems during
UNWRAP, LAYOUT CHARTS, MERGE and so on.
• Avoid overlapping charts as they might lead to false texturing.
• Pay attention to the distance between charts in a layout. If charts are
too close to each other, overlapping textures can be the result.
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• Normalized UV charts ensure that the texture is completely mapped on
the object. Especially shadow textures should cover the complete
object.
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Model optimizer
Model optimizer
In 3DEXCITE DELTAGEN you can automatically optimize most complex
data and convert your DELTAGEN .csb files, into .3xf files for export
purposes to other tools like game engines.
The MODEL OPTIMIZER is feature to optimize model data of your loaded
scene within DELTAGEN. In difference to the Save for distribution
functionality in DELTAGEN, the feature optimizes the scene data for the
export. It simplifies the structure, geometry and assets of model data. This
should reduce the manual efforts of optimizing the scene through a
automated and faster conversion process. You also have the possibility to
deploy existing content to several experiences. Currently you can create
various versions of .3xf data files, depending on the purpose and
destination of your export.
In order to use your model data externally the MODEL OPTIMIZER gives you
many options to optimize your data. It is accessible via the WINDOW menu.
This is done by several presets, depending on the destination software
and what scope of model data you want to export.
The range here differs from a .3xf file with model data to a .3xf file with
model data including variants and animations. You may create .3xf files
with the matching presets.
Deployment options
The DEPLOYMENT OPTIONS tab allows you to set up your configuration for
the OPTIMIZE process.
PRESETS can be used to quickly setup a render job selecting an existing
preset from the drop down menu. Existing presets can be adjusted by
applying all the desired changes in the different tabs. The word (modified)
next to the selected preset marks the preset as changed.
SAVE saves the preset which takes all the made changes in the existing
preset and replaces the previous settings.
SAVE AS... saves the made changes in a new preset with the same name
but an ongoing number in brackets. You may change the name after
initially saving it once with the default naming and use save to overwrite
with the new name.
In both cases the presets are automatically added to the list of available
presets and are available in any moment to be reused avoiding to
manually set again all the parameters.
RESTORE DEFAULT PRESETS allows to reset the render settings to default
status. This option opens a dialog where the default settings can be
viewed and the restore confirmed or canceled.
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PRESERVE OBJECTS BY METADATA configures the scene in such a way, that
some parts are not touched during optimization. This feature allows you
to selectively exclude some parts of the scene from the optimization
operations.
• SET CATEGORY sets the metadata category which is being preserved.
• SET KEY sets the metadata key for the preservation.
CLEAN UP
• REMOVE HIDDEN OBJECTS is useful when a scene object is hidden then it
will be deleted.
• REMOVE LIGHTS is removing all the lights from the scene.
-
REMOVE LOCAL SURROUNDINGS removes all local surroundings.
• INTEGRATE FILE LINKS is useful when exporting as you want to have a
monolithic file.
• RESOLVE REFERENCES substitutes all references with unique objects.
-
ONLY IN ANIMATION GROUPS substitutes the reference child within
animation groups with unique groups.
• OPTIMIZE TRANSFORMATIONS respects the aspects (for example
animations, variants and logic networks).
OPTIMIZE STRUCTURE
• CONSIDER VARIANTS removes scene objects which are not referenced in
the variant .xml file and are hidden if their look has another scene
object assigned to it (preserve look library). Switch objects that are not
referenced in the variants are replaced by their active child. Hidden
switch objects not referenced in variants, are removed completely. If
this model contains a POS file, the POS model appears in this selection
field automatically. You have the option to CLEAR your selection or
SELECT another one.
• PRESERVE TRANSPARENCY SORTING does not consider a transparent shape
for combining. A shape is considered transparent if the visibility slider is
not set to 0.
OPTIMIZE GEOMETRIES
• SPLIT GEOMETRIES splits the geometries, which is useful in DELTAVIEW.
OPTIMIZE LIGHT MAPS
• CONVERT TO POWER OF 2 TEXTURES generates power of 2 textures for light
maps.
•
CONVERT TO SQUARE TEXTURES uses square textures for light maps.
• REMOVE ALMOST BLACK TEXTURES collapses all the textures that are almost
black into a 1px black texture when merging lightmaps.
• MERGE INTO ATLASES packages the light maps into atlases so less texture
memory is used and less texture changes are done at run-time.
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Depending on the complexity of your model the optimization process
can last from minutes to several hours. The option MERGE INTO ATLASES
requires quite a long time, as it analyzes the full model and tries to pack
each shape into atlases. If you want to do a quick check, the suggestion
is clear the selection for this option.
• MAX. SIZE specifies the maximum image size.
CONVERT TEXTURES converts all the textures used inside the processed
model to either .png (8-Bit textures) or .exr (all other textures).
SAVE OPTIMIZES MODEL AFTER COMPLETION saves the optimized model into
the destination folder under the name specified in FILE NAME.
FILE NAME: specifies the target directory and target file name.
OPTIMIZE starts the optimization process and DELTAGEN will be locked
until the end of the optimization.
Optimization statistics
This dialog appears after the OPTIMIZE option has been completed and
contains all the statistics regarding the last deployment of the
optimization process.
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Support
Contact
In case you have any questions, our support team is happy to help you:
3DEXCITE.Support@3ds.com.
Inquiries for support can be dealt with faster if you describe your
problem as precisely as possible.
To help us solve your problem as fast as possible, please send us the
following details:
• Program name with version and revision number, which you can find in
the following menu:
HELP > ABOUT
• Operating system
• Name of the graphics card with version number of the driver
• Exact description of the problem
If an unknown error causes a program error of DELTAGEN or of a
DELTAGEN Scale client, a dialog box with an error message opens. In this
dialog box, you can save a diagnostics file explaining how to remove the
error.
Please send this file, together with a description of the problem and the
last performed action, to
3DEXCITE.Support@3ds.com.
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Appendix - Docking
Appendix - Docking
Docking means the positioning of a dialog boxes within the DELTAGEN
workspace.
A dock is a container which can hold a collection of persistent dialogs.
Docks cannot hold nonpersistent dialogs such as the EDIT > PREFERENCES
dialog or an Image window.
If the user removes one of the fixed areas from its standard location, he/
she can drag it to another place within the DELTAGEN workspace.
Docking behavior activation (and deactivation)
There are different ways to activate and deactivate the docking behavior
in DELTAGEN:
• generally for all dialog boxes via EDIT > PREFERENCES > USE INTERFACE >
WINDOW HANDLING > ENABLE DOCKING behavior
• generally for all dialog boxes via WINDOW > DOCKING > ENABLE DOCKING
behavior
• for a specific dialog box open the context menu of the dialog box tab
and select ENABLE DOCKING BEHAVIOR (this setting is valid only for this
one dialog box)
If the DOCKING BEHAVIOR is enabled the dialog boxes in DELTAGEN become
dockable.
If the DOCKING BEHAVIOR is generally disabled:
• docking dialog boxes is no longer possible.
• undocking already docked dialog boxes is possible.
Automatic docking behavior
When initially opened, all dialog boxes are free-floating. Some dialog
boxes open automatically docked, as for example the Scene tree dialog or
Object editor.
The automatic docking behavior can be activated and deactivated
• via EDIT > PREFERENCES > USER INTERFACE > WINDOW HANDLING > ENABLE
AUTOMATIC DOCKING
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• via WINDOW > DOCKING > ENABLE AUTOMATIC DOCKING
If an automatically docked dialog box is open and another one with
the same defined automatic docking place is opened, the new box
is automatically docked above the existing dialog box.
Docking proposal - Visual indication for docking
When you are docked, you are offered docking proposals based on the
size of the current to-be-docked dialog box.
The visual indications for docking always appear by the cursor and
automatically work analogously to where the dialog box is currently
dragged to. Only the options that are currently applicable and relevant are
shown.
The visual indication for docking can be activated or deactivated:
• via EDIT > PREFERENCES > WINDOW HANDLING > ENABLE VISUAL INDICATION
FOR DOCKING
• via WINDOW > DOCKING > ENABLE VISUAL INDICATION FOR DOCKING
When VISUAL INDICATION FOR DOCKING is deactivated, only a yellow frame
appears to indicate the docking position for the to-be-docked dialog box.
1.
DRAG THE DIALOG BOX TO THE DOCKING AREA
The visual docking indications appear
2. MOVE OVER THE DOCKING INDICATIONS (YELLOW ARROWS AND SQUARE)
A yellow area indicates where the dialog box will be docked when
releasing it.
The to-be-docked dialog box can be tabbed with the already docked one
if the middle square is used for the docking.
3. DOCK THE DIALOG BOX BY RELEASING THE IT
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The dialog box is now docked..
The number of placement arrows (max. 4) depends on the fit of the
window at that location.
Inside the docked area it is possible to resize the windows one by
one but only horizontally. By resizing them vertically the whole
docked area is resized.
4. REMOVE ONE OF THE DOCKED DIALOG BOXES FROM THE DOCKED AREA
This leaves an empty space and one or more of the remaining dialog
boxes get an expand option.
5. CLICK ON EXPAND
The empty area fills with the corresponding dialog box.
Merging floating dialog boxes (Containers)
1.
DRAG ONE FLOATING DIALOG BOX ONTO ANOTHER FLOATING ONE
The docking indications appear.
2. MERGE THE TWO DIALOG BOXES
Options:
• as one single tabbed window (stacking)
• as a container with the two windows combined horizontally or
vertically
The two combined dialog boxes can be treated as one single window and
can hence be freely moved (via dragging) together around the screen in
the free-floating condition.
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Resizing the dialog boxes inside the container
The size of each dialog boxes inside the container can be resized
individually.
.
A combined container cannot be docked (hence, it cannot be
docked to any DELTAGEN main screen side, as a tab, or adjacently
to a current window).
The container may easily be separated either by clicking on X of the
container or by dragging one dialog box out of the container.
Docking as a tab
Docking as a tab is possible for general docking and tabbing of containers
by dragging one dialog box into another.
When dialog boxes are docked as tabs it is possible to undock or close the
tabs by selecting the drop down menu for tab control.
When there are multiple dialogs docked as a tab, further tabs are
indicated with arrows.
If the docking area size is less than the defined minimum size of the
window to be docked, it cannot be docked there.
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Appendix - Shortcuts
Appendix - Shortcuts
Most of the functions in DELTAGEN can be accessed more quickly using
keys and shortcuts.
The corresponding keys can be found in the menus next to the name of
the function.
Use the Shortcut manager to assign shortcuts to functions that have no
shortcut or to edit the existing shortcut of a function.
3DEXCITE suggests using PRINT PREVIEW in the Shortcut manager dialog.
This function opens an HTML overview of the current shortcuts in the
configured standard web browser.
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All main shortcuts
Function
Keys
Function
Keys
Function
Keys
Function
Keys
Create
Ctrl + N
Performance tuning
Ctrl+ Shift + G
Perspective Shift + P
Idle SW anti-aliasing
Ctrl + A
Open
Ctrl + O
Statistics
S
Orthogonal Shift + O
Activate Software antialiasing
Alt + A
Insert
Ctrl + Shift + O
Deselect all
Ctrl + D
Enable examine mode
Alt + E
Strength SW anti-aliasing
<, >
Close
Ctrl + F4
Invert selection
Ctrl + I
Reset active model
Alt + R
Viewer fullscreen mode
Spacebar
Save
Ctrl + S
Select by color
F6
Unhide all
Ctrl + Alt + H
Show frame rate
Ctrl + M
Save as
Ctrl + Shift + S
Select by look
F7
Toggle visibility
Ctrl + H
Settings
Shift + R
Save selection as
Ctrl + Alt + S
Select by effect
F8
Isolate view
V
Refresh
Ctrl + Shift + R
Save for distribution Alt + S
Select by object
F9
Mask view
Shift + V
Do all render jobs
Ctrl + Shift + J
Backup attached files Ctrl + Shift + B
Select by group
F10
Texture mode
T
Decrease software antialiasing quality
<
Exit
Ctrl + Q
Box selection: only
visible
F3
Wireframe mode
W
Increase software antialiasing quality
>
Undo
Ctrl + Z
Box selection: all within
F4
Highlight selection
H
Post processor mode
Alt + P
Cut
Ctrl + X
Box selection: all
overlapping
F5
Hide hidden lines
L
Presentation mode
Ctrl+ spacebar
Copy
Ctrl + C
Select polygons in
selection
F12
View normals
Backspace
Flip surface normals
N
Paste as copy
Ctrl + V
Find...
Ctrl + F
Flatten transforms
Alt + F
Fly to
F
Paste as reference
Ctrl + R
Render image
Ctrl + P
Combine geometries
Alt + C
Create new switch
Alt + V
Copy shape property
to assign
Ctrl + Shift + C
Top view
Shift + F1
Create animation
Ctrl + Shift + A
Create new group
Alt + G
Assign shape property
Ctrl + Shift + V
Bottom view
Shift + F2
Flip triangle order
Shift + N
Left view
Shift + F4
Preferences
Ctrl + U
Right view
Shift + F3
Surface check
Alt + U
Advanced picking
Ctrl + Shift + Left
click
Tessellate
Alt + T
Front view
Shift + F5
Show pointer
P
Create new camera
Ctrl + Alt +
Shift + C
Back view
Shift + F6
Strength of camera light
PageUp/Down
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File menu
Function
Shortcut
Create
Ctrl + N
Open
Ctrl + O
Insert geometry...
Ctrl + Shift + O
Close
Ctrl + F4
Save
Ctrl + S
Save as...
Ctrl + Shift + S
Save selection as copy...
Ctrl + Alt + S
Save for distribution...
Alt + S
Exit
Ctrl + Q
Edit menu
Function
Shortcut
Undo
Ctrl + Z
Cut
Ctrl + X
Copy
Ctrl + C
Paste
Ctrl + V
Paste as reference
Ctrl + R
Paste transformation
Ctrl + Alt + V
Delete
Del
Copy shape property to assign
Ctrl + Shift + C
Assign shape property...
Ctrl + Shift + V
Preferences...
Ctrl + U
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Selection menu
Function
Shortcut
Deselect all
Ctrl + D
Navigate selection hierarchy up
Alt + PgUp
Navigate selection hierarchy down
Alt + PgDown
Grow selection in body
Shift + PgUp
Shrink selection in body
Shift + PgDown
Invert selection
Ctrl + I
Select by same color
F6
Select by same look
F7
Select by object
F9
Select by group
F10
Box selection: Select only visible
F3
Box selection: Select all within
F4
Box selection: Select all overlapping
F5
Select polygons in selection
F12
Find...
Ctrl + F
Scene menu
Function
Shortcut
Create camera
Ctrl + Alt + Shift + C
Create object: Group
Alt + G
Create object: Switch
Alt + V
Show statistics...
S
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Geometry menu
Function
Shortcut
NURBS: Tessellate...
Alt + T
Flatten transforms
Alt + F
Dereference objects
Alt + D
Combine geometries
Alt + C
Flip surface normals
N
Flip triangle order
Shift + N
Generate UV maps...
U
Animation menu
Function
Shortcut
Create animation...
Ctrl + Shift + A
Set key
K
Append key
Shift + K
Presentation mode
Ctrl + Space
Jump to last timeline key
Ctrl + Shift + Right
Jump to next key
Ctrl + Right
Jump to next frame/second
Right
Play
Shift + Space
Stop
Shift + Space
Reverse play
Ctrl + Shift + Space
Jump to previous frame/second
Left
Jump to previous key
Ctrl + Left
Jump to start key
Ctrl + Shift + Left
Record
Q
Auto key
A
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Tools menu
Function
Shortcut
Surface check...
Alt + U
Show pointer
P
View menu
Function
Shortcut
View normals
Backspace
Hide background lines
L
Texture mode
T
Decrease headlight intensity
PageDown
Increase headlight intensity
PageUp
Selection as wireframe
H
NURBS faces: Boundaries
B
NURBS faces: Open boundaries
O
NURBS faces: Isolines
I
Wireframe mode
W
Decrease convergence distance
;
Increase convergence distance
:
Decrease eye separation
,
Increase eye separation
.
Close full screen
Esc
Fullscreen
Space
Float viewer
Ctrl + W
Framerate
Ctrl + M
Mask view
Shift + V
Unhide all
Ctrl + Alt + H
Isolate view
V
Toggle visibility
Ctrl + H
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Navigation menu
Function
Shortcut
Fly to
F
Front view
Shift + F5
Back view
Shift + F6
Left view
Shift + F4
Right view
Shift + F3
Top view
Shift + F1
Bottom view
Shift + F2
Perspective
Shift + P
Orthogonal
Shift + O
Enable examine mode
Alt + E
Reset active model
Alt + R
Real size view
Ctrl + 1
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Render menu
Function
Shortcut
Rasterizing mode
Z
Settings
Shift + R
Tune performance
Ctrl + Shift + G
Refresh
Ctrl + Shift + R
Do all render jobs
Ctrl + Shift + J
Decrease software anti-aliasing quality
<
Increase software anti-aliasing quality
>
Post processor mode
Alt + P
Activate software sampling & anti-aliasing
Ctrl + A
Window menu
Function
Shortcut
Windows
Alt + 2
Log window
Ctrl + -
Scene graph
Ctrl + T
Object editor
Ctrl + E
Look editor
Ctrl + K
Scene tree
Function
Shortcut
Closes the selected and all contained groups
/ (on numeric keypad)
Opens the selected and all contained groups
* (on numeric keypad)
Opens the selected group
+ (on numeric keypad)
Closes the selected group
- (on numeric keypad)
Navigate selection hierarchy up
Alt + Left
Navigate selection hierarchy down
Alt + Right
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Appendix - Shortcuts
UV editor
Function
Shortcut
Delete UVs
Del
Unpin all
Alt+Shift + J
Unpin
Shift + J
Pin
Alt + J
Flip edges
X
Merge…
M
Cut
C
Save snapshot...
Ctrl + P
Edge loop
Ctrl + F10
Select All
A
Clear selection
Space
Invert selection
Ctrl + Space
Shrink selection
-
Grow selection
+
UV chart
Ctrl + F9
NURBS face
Ctrl + F8
Polygon
Ctrl + F7
Edge
Ctrl + F6
Vertex
Ctrl + F5
Face distortion
Shift + 3
Face shading
Shift + 1
Overlapping triangles
Ctrl + F11
Scale
Ctrl + L
Rotate
E
Translate
W
Rotate 90° CCW
Left
Rotate 90° CW
Right
Flip UVs vertically
Ctrl + Up
Flip UVs horizontally
Ctrl + Left
Scale to 1cm by 1cm
Shift + C
Relax
Shift + A
Generate UV coordinates
U
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Appendix - Shortcuts
Function
Shortcut
Normalize to grid
Ctrl + G
Layout charts…
Shift + T
Fly to
Y
Zoom all
Shift + F
Image texture
Shift + 6
Reference grid
Shift + 5
Grid only
Shift + 4
Wireframe
Shift + 2
Activation keys (Triggers and Initiators)
Possible activation keys
• Characters (a to z)
• Numbers (0 to 9)
• F1 to F12
• Cursor (up, down, left, right)
• Screen Controls (INSERT/INS, HOME, END, DELETE/DEL, PAGE UP/PGUP,
PAGE DOWN/PGDOWN)
Modifier
All these keys (except for numbers) can be combined by typing in the
following modifiers:
• ALT
• SHIFT
• CTRL
• META (Windows® key)
It is also possible to use two or more modifiers by linking them with +.
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Appendix - Shortcuts
CTRL+ALT can also be executed with ALT GR.
If a modifier or a combination of modifiers is not possible it is corrected
automatically.
All these keys also work for the TRIGGERS dialog box:
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Appendix - Notes on using gamma correction
Appendix - Notes on using gamma
correction
Gamma correction
With the help of gamma correction, brightness differences in a picture can
be presented realistically on an output medium.
In case of using older graphics cards (up to G70 chipset), it is possible to
have hardware-related banding problems that cannot be solved with the
above settings.
If artifacts appear in dark shadow areas, try the following:
• Disable Hardware anti-aliasing.
If the effect still occurs, try the following options:
• Under VIEW > LIGHTING, disable TWO-SIDED LIGHTING.
• Enable HIGH QUALITY SHADOW or generate a high quality look.
Important: This can reduce performance.
Gamma correction has its origins in the age of tube monitors (CRTs). CRTs
have the following physical problem: the rise in the amount of energy
required to increase the brightness of a picture is not linear but
logarithmic. Which means that double the amount of energy does not
produce double the brightness.
In order for the monitor to display the brightness values recorded by a
camera (for example), the input signal must be calculated with an inverse
gamma curve. The result is that the two curves cancel each other out,
producing a linear function. This process is known as gamma correction.
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Appendix - Notes on using gamma correction
Linear color space
LDR textures and graphics usually have a precalculated gamma correction
with which they are saved. For this reason, the textures in DELTAGEN are
offset with a corresponding correction value to linearize them for image
generation.
For the initial color values, the sRGB color space is used in DELTAGEN.
HDR textures deviate from this since they are already in the linear color
space.
The following graphic shows the processing of color values with the
respective gamma factor:
The color value input takes place in the usual value range as long as the
output color or texture is in the sRGB color space. These values are now
linearized so that succeeding calculations can be made correctly.
Linearization is important for correct shading computation and correct
blending. If color values are gamma-corrected before offsetting, the
computation result is false. To correct false results later, changes were
usually made in nonlinear color spaces to the material settings in order for
the output to correspond approximately to the desired impression.
Linearization of the color space ensures that correct values are always
used for the computation and no false result is displayed on the output
medium.
This guarantees consistency between input and output, whether on the
monitor, as picture, or as HDR picture.
Color output
HDR
For output as HDR, no correction is needed as HDR data is always in the
linear range (gamma 1.0). For output as picture, the computation is
converted to the sRGB color space for correct display.
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Appendix - Notes on using gamma correction
Screen display
If the brightness signal of a linear-based monitor is to be shown correctly,
it must be calculated with a suitable gamma value. A typical value for
monitors is a gamma value of 2.2. The correction value can be adapted to
be used by DELTAGEN to the gamma correction used by the monitor
under PREFERENCES > VIEW > DISPLAY ADAPTION > COLOR CORRECTION.
Image output
The human eye is more sensitive to brightness in dark areas than in light
areas. The perception is like a nonlinear curve that rises faster in a dark
area and flattens off in a light area. Perception is therefore like the
behavior of the gamma curve. This property is used for saving picture
information with 8-bit color depth in a sufficient spectrum. In order for the
picture values to be shown correctly, they are converted to the sRGB
color space.
DELTAGEN uses the sRGB color space for picture output (except
for HDR).
If a source – except for HDR – not in the sRGB color space, use the
gamma correction slider in the look editor. If the gamma value is
known, the correction factor can be calculated from it.
Correct color gradients and correct blending are now achieved in
the linear color space.
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Glossary
ANE – Animation Network Editor: The ANE is an 3DEXCITE software tool
for creating simple animation networks.
CgFX: CgFX effects are programmable effects based on a standard
published by NVIDIA®.
CSB – Cosmo Binary: Open 3D file format, supporting NURBS, polygons
and materials. 3DEXCITE uses this format as standard and has
extended it to support effects.
3DEXCITE DELTAGEN: The basis software of 3DEXCITE software is used
for efficient preparation of 3D-CAD data for real-time or virtual
reality applications. In addition to data conversion and
optimization, complex VR scenes can also be specified and
reproduced within DELTAGEN.
3DEXCITE DELTAVIEW: With DELTAVIEW, you can view scenes but not
edit them.
Display List: OpenGL-specific method of allowing the data of a scene to
be better managed on the graphics card.
Environment: Environments are tree nodes in the scene graph with which
lights can be concentrated on specific areas of a scene.
FresnelReflect: FresnelReflect is an extension of RealReflect with which
the reflection can be changed according to the viewing angle.
HDR – High Definition Range: HDR allows better display and saving of
colors in interaction with light intensity.
Look: OpenGL-based material representation, consisting in the 3DEXCITE
software of material color, properties and texture display.
Nodelocked – Floating: Nodelocked: A Nodelocked license designates the
usage rights for a specific computer. Floating: A Floating license
applies to a central computer accessed by workplaces to use the
software. The maximum number of licenses that can be used
simultaneously is the same number as the number of those
installed and active on the server.
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Glossary
NURBS – Non Uniform Rational B Splines: Mathematical method of
describing surfaces that was specially developed for automotive
design.
Presentation mode: An 3DEXCITE software mode in which animation
shortcuts are activated instead of work shortcuts.
Real Reflect: Real Reflect is an effect integrated into the 3DEXCITE
software simulating the reflection of a surrounding.
3DEXCITE Look: 3DEXCITE-specific description of the visual display of
the combination of color, texture, reflection, bump and further
setting options.
3DEXCITE Powerwall: 3DEXCITE Powerwall permits the synchronization
of standard PCs with Powerwall projections (with several
projectors) at a high resolution.
3DEXCITE Software: 3DEXCITE Software consists of the basis
DELTAGEN, the different modules, as well as further applications.
SketchTool:The 3D sketch tool enables direct sketching on the 3D model
for allowing simple, clear feedback on the design.
Switch: Tree node that displays either one, none, or all of its children. This
makes it possible to manage different versions of a component
while only ever displaying one.
UV coordinates: Coordinates assigned on a 3D shape, defining the
positioning of 2-dimensional textures.
Variants: Method of managing visibilities, switches and color variants. This
enables easier management of different versions of geometries
and colors in a scene.
3DEXCITE XPLORE DELTAGEN: a module of DELTAGEN that
automatically generates a graphical user interface according to the
specified variants.
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