In this second post of the Team Kratos knowledge sharing Series, we will be sharing how to create high quality rendering of your project models using the Live Rendering app and/or Creative Experience app.
Here's the link to the first post from this series: https://r1132100503382-eu1-3dswym.3dexperience.3ds.com/#community:AH6Out1lTB2kjqDkm0S-Qg/post:fcrCVtYkRweevNE6dO412Q
The example I am showing is of our last year’s Championship winner Electric vehicle Thunderblade 3.0.
NOTE: Before importing and starting the project in Creative Experience, make sure that you have downloaded the additional content for that app from the Tools section.
Here are the high level steps I used to create the render:
1. Importing your Project:
I imported my project directly into the Creative Experience app by clicking on Actors > 3D from the tree which is located to the left side of the screen. (This process can be used to merge many projects too). Tools from Live Rendering are also available in Creative Experience, so you can alternatively use anyone of it.
Do keep your model open in the Live Rendering app in another tab as well. This can be quite useful to add or edit your Decals on the go. Decal materials can only be created in Live Rendering app.
2. Adding Ambience:
After adding the project, I added the desired ambience for the complete scene by creating a background from the Ambience Studio app and selected a default HDRI ambiance type. For my project, I have used a 360 HDR Image which is already present in the startup tab (which will pop up on the left side of your screen).
Add the ambience:
Right-click on Environment and then select Insert Existing Ambience
You can change the surface reflection by adjusting the reflection of the ground by clicking on:
Select the environment and then on the right side of the screen go to the Properties section > Adjust the “Ground Reflectivity” and “Ground Glossiness”
3. Creating Material:
After this I started creating materials. To create the materials:
Go to Rendering section (located at the bottom of your screen) > Click Create Material > Select the type of covering material that you want to create 🡪 Click Create
If you want to change its texture and color go to :
Materials node in the tree > Select the material that you want to modify > From the Properties section, change the Albedo color under Base to the color of the material that you want and change Metallic and Roughness values and specify the texture
To apply a particular material:
Go to Materials node in the tree > Select the material that you want to apply > Click on the Apply button that will appear next to the name of the material > Then select the object on which you want to apply the material > You can use the Display level selector to pick the correct component or sub-assembly.
You can change the properties even after the material is applied on one or many objects.
4. Applying Decals:
Open your project in Live Rendering. Then perform the following steps:
Go to Live Rendering section (located at the bottom of your screen) > Click Create and Apply Decals > Name the Decal > Click on the object on which you want to apply it > Click Materials (From the Tree), then double-click Material Appearance of your Decal > Go to Decal Appearance > Click on Texture Chooser > Drag and Drop (Or open from the database) the image that you want your decal to look like on the Texture Area, then click on Base Color in Channel Area while keeping the image selected in the Texture Area 🡪 Click OK
You can the position and size by clicking on the Material Appearance of your decal.
For my case, I made the decal base color image on Adobe Illustrator.
5. Rendering the Image:
Here's how to render the image.
Go to Rendering > Rendering options
Specify Target quality 🡺 60 dB
Click Setup Background Render
Profile 🡺 4K UHD (3840 x 2160)
Format 🡺 JPEG High Quality(*.jpg)
Iterations Per Frame 🡺 200
Quality Threshold 🡺 60dB
Click on View > Visual Quality
Select Static 🡪 Ultra
Preview the rendering by clicking on Rendering 🡪 Steller or just use the shortcut “Ctrl+Alt+R”
To start the render, click on Rendering 🡪 Render Image
After this, a new window called Background Render Monitor will pop up, where you can see the the progress of your render completion. After completion, double-click on the download and unzip the downloaded folder, your rendered image with the specified format will be present in it.
6. Machine Specifications:
Here are the machine specifications used for the project:
Name: Lenovo Legion 5i
CPU: Intel(R) Core™ i7-1070H 10th GEN
GPU: NVIDIA GeForce GTX 1650
RAM : 16GB (Max Used 11GB)
Here are the rendered images of our project:
Edu Live Rendering Creative Experience 3DEXPERIENCE CATIA Community Knowledge
