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Master Tutorial  »  02. Rendering and light settings, assigning materials and textures

02. Rendering and light settings, assigning materials and textures

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Lesson 02

Complete lesson 01

This lesson will present how to adjust the rendering and light settings to make the scene visually attractive. It will also teach you how to manually assign materials and textures and how to change material settings.

  1. We're going to start with manual assigning of materials. One surface on the helicopter has a basic material assigned. To change it to the proper material select the HELICOPTER_FBX model in the Nodes window and expand the list of elements by pressing , or double press the element in the Render window
    Select Editor settings  - Show and turn on the Visualizer

    Find the element named HATCH, select it and in the Materials window find HELICOPTER_CV material. Select it and press Assign to selection .
  2. Before we start to improve the visual side of the application we need to change the Simulation settings. The settings proposed by us are considered medium settings. Download lesson 02 (the complete lesson 02 can be found in the beggining of lesson 03) and input settings from Simulation settings  to your application.
  3. Now we need to edit the settings of our main source of light and add some additional light sources. First let's take care of the main light. It represents the Sun, so change its name to sun by selecting DefaultLight from the Nodes window and in the Nodes Properties in the Name field change its name. In the tabs Node, LightWorld and LightWorldShadow input values from the application Lesson 02.
  4. Create a Dummy node in the Nodes window. In the upper toolbar press Add a node  and select Dummy node . This will be our container for all additional lights. Name it Hangar_lightning. Set its position like in the application Lesson 02. You can change the node hierarchy by selecting node and pressing Move selected node up/down  . Do this now for the Hangar_lightning node and move it up to the first position. 
  5. Now from the upper toolbar press Add a light source   and select Omni Light . Place the LightOmni_0 in the Hangar_lightning dummy by dragging and dropping it on the node dummy.
  6. Set the parameters of LightOmni_0 just like in the application Lesson 02.
  7. From the upper toolbar press Add a light source  and select Spot Light . Place the LightSpot_0 in the Hangar_lightning dummy by dragging and dropping it on the node dummy.
  8. Set the parameters of LightSpot_0 just like in the application Lesson 02.
  9. In the same manner create next three Spot Lights, set their parameters just like in the application Lesson 02.
  10. The last light needs to be added inside cockpit. Add Spot Light and drag in on the HELICOPTER_DUMMY. Change its name to LightInCabin and set its parametes just like in the application Lesson 02.
  11. When the lights are added and their parameters set we need to focus on materials. First we are going to edit existing materials:

    - hall_ground_dirt
    - hall_ground
    - hall_glass
    - glow
    - all_interior_warning_stripes
    - hall_interior_assets_big
    - metal
    - Material_2291 -- NET
    - MAIN_ROTOR_BLUR
    - BACK_ROTOR_BLUR
  12. To do that we need to add some files to the project. From the assets file that you have downloaded earlier, drag following textures and folders on the File Browser window to the specified location. First in the File Browser window create a new folder. Press Create Directory  , name the folder textures and press ok. From //master_tutorial_basic_assets/additional_textures drag the following textures: rough_diff.dds, rough_nrm.dds, rough_spec.dds, skybox_texture.dds, Studio_alum_1.dds, and selection_texture.png and drop them to the File Browser window to the textures folder.
  13. Now we need to add other textures, from the downloaded file //master_tutorial_basic_assets/helicopter/helicopter_additional_textures drag the folders AMB, NRM, SPEC and drop them on the File Browser window to assets/HELICOPTER_FBX/textures.
  14. Now do this for the HALL_BUILDING.FBX from the downloaded file //master_tutorial_basic_assets/hall/hall_building_additional_textures drag the folders NRM and SPEC and drop them on the File Browser window to assets/hall_building_FBX/textures.
  15. Now do this for the HALL_ASSETS.FBX, //master_tutorial_basic_assets/hall/hall_assets_additional_textures drag the folder SPEC and drop it on the File Browser window to assets/hall_assets_FBX/textures.
  16. We need to change Material_2291 name. To do this find the material in the Materials window, select it and press Move/Rename , enter new name NET and press ok.
  17. By using the application Lesson 02 as a point of reference edit all materials mentioned in step 11.
  18. Note that the helicopter has not been changed. To make it look more attractive we need to create new materials.
  19. Find the material mesh_reflection_cube_base in the Materials window select it and press Inherit , name the new material HELICOPTER_REFLECTION_BASE, select HELICOPTER_FBX libraryand press ok. By using the application Lesson 02 as a point of reference set its parameters.
  20. Now select HELICOPTER_REFLECTION_BASE press Inherit, name the new material HELICOPTER_REFLECTION and press ok. By using the application Lesson 02 as a point of reference set its parameters.
  21. Now from the HELICOPTER_REFLECTION create two new materials named HELICOPTER_REFLECTION_CV and HELICOPTER_REFLECTION_RV. By using the application Lesson 02 as a point of reference set their parameters. Two materials that we have now created will be used for displaying two versions of the helicopter - rescue (RV) and commercial (CV).
  22. We have now two new materials HELICOPTER_REFLECTION_CV and HELICOPTER_REFLECTION_RV. We need to assign them to proper objects.
  23. From the Nodes window select HELICOPTER_FBX and expand the list. Find object mesh called HELICOPTER and select it. In the Materials window find HELICOPTER_REFLECTION_CV and press Assign to selection . Do the same for the HATCH object.
  24. Inside ObjectDummy called REPLACEMENT_PARTS_DUMMY in DOOR_CV_DUMMY find: SIDE, HINGE_CV, DOORS_UPPER_CV, HANDLE_CV and DOORS_LOWER_CV to these elements assign material HELICOPTER_REFLECTION_CV.
  25. Create next material called HELICOPTER_HOIST by inheriting material HELICOPTER_REFLECTION_BASE. Set its parameters by using the application Lesson 02 as a point of reference.
  26. Now from the HELICOPTER_HOIST create two materials for the commercial and rescue version of the helicopter. Name them HELICOPTER_HOIST_CV and HELICOPTER_HOIST_RV. Set their parameters by using the application Lesson 02 as a point of reference.
  27. Inside DOOR_RV_DUMMY find: SIDE_RV,  and HANDLE_RV to those elements assign material HELICOPTER_REFLECTION_RV. To elements HOIST, DOORS_UPPER_RV, DOORS_LOWER_RV and CAMERA assign material HELICOPTER_HOIST_RV.
  28. Because there are two versions of the helicopter we need to turn off, for the moment, the rescue version. To do this find the element called DOOR_RV_DUMMY, select it and in the Node Properties in the tab Node deselect Enabled. In the same manner turn off the INTERIOR_RV element.
  29. Now create material HELICOPTER_WINDOWS by inheriting material HELICOPTER_REFLECTION_BASE. Set its parameters by using the application Lesson 02 as a point of reference.
  30. Assign material HELICOPTER_WINDOWS to object WINDOWS in HELICOPTER_DUMMY, in DOOR_CV_DUMMY on object WINDOW_CV and in DOOR_RV_DUMMY on object WINDOW_RV .
  31. Now create material HELICOPTER_ROTOR by inheriting HELICOPTER_REFLECTION_BASE. Set its parameters by using the application Lesson 02 as a point of reference.
  32. Assign material  HELICOPTER_ROTOR to objects MAIN_ROTOR, MAIN_ROTOR_B, BACK_ROTOR and BACK_ROTOR_B.
  33. Now create HELICOPTER_REFLECTION_BASE_2 by inheriting the mesh_reflection_cube_base material. Set its parameters by using the application Lesson 02 as a point of reference.
  34. Create material HELICOPTER_COCKPIT by inheriting the HELICOPTER_REFLECTION_BASE_2. Set its parameters by using the application Lesson 02 as a point of reference.

    The parameter in States tab - Options - Ambient emission, you have to turn it on to add the Emission texture, when the texture is added and parametes Glow and Scale are set, turn off the Ambient emission. This option will be enabled through blocks, inside the application. In this way we will simulate how the controls on the cockpit are turned on.
  35. Assign the material HELICOPTER_COCKPIT on object COCKPIT in HELICOPTER_DUMMY.
  36. Create material HELICOPTER_INTERIOR by inheriting the HELICOPTER_REFLECTION_BASE_2. Set its parameters by using the application Lesson 02 as a point of reference.
  37. Now create materials HELICOPTER_INTERIOR_CV and HELICOPTER_INTERIOR_RV by inheriting the HELICOPTER_INTERIOR. Set their parameters by using the application Lesson 02 as a point of reference.
  38. Material HELICOPTER_INTERIOR_CV assign to object INTERIOR_CV  in REPLACEMENT_PARTS_DUMMY.
  39. Material HELICOPTER_INTERIOR_RV assign to object INTERIOR_RV  in REPLACEMENT_PARTS_DUMMY.
  40. Create material HELICOPTER_INTERIOR_EQUIPMENT by inheriting the  HELICOPTER_REFLECTION_BASE_2. Set its parameters by using the application Lesson 02 as a point of reference.
  41. Material HELICOPTER_INTERIOR_EQUIPMENT assign to the second surface of the INTERIOR_RV object in REPLACEMENT_PARTS_DUMMY. To do this, select INTERIOR_RV in the Nodes window, in the Node properties window select tab Surface. You can see two surfaces here, INTERIOR_RV and INTERIOR_EQUIPMENT_RV. Select the surface INTERIOR_EQUIPMENT_RV and assign the material HELICOPTER_INTERIOR_EQUIPMENT.
  42. Create material HALL_REFLECTION_BASE by inheriting mesh_reflection_cube_base. Set its parameters by using the application Lesson 02 as a point of reference.
  43. From the material HALL_REFLECTION_BASE inherit two materials named HALL_REFLECTION_WALL and HALL_REFLECTION_ROOF. Set their parameters by using the application Lesson 02 as a point of reference.
  44. In the Nodes window select the HALL_BUILDING.FBX, extend it and in the hall_group assign material HALL_REFLECTION_WALL to objects hall_walls, hall_door_1,  hall_door_2.
  45. Material HALL_REFLECTION_ROOF assign to the object hall_roof.
  46. Now the helicopter, hangar and terrain have proper materials. There are, however seven elements that do not have proper materials. These elements are special, they will indicate places of interaction for the user. We need to create one more material and assign it to certain meshes.
  47. First create new library in Materials window called materials.
  48. Create material called element_selection by inheriting material mesh_base and select Library: materials. Set its parameters by using the application Lesson 02 as a point of reference.
  49. Assign the material element_selection to following elements: SELECTION_CHECKLIST, SELECTION_COLLECTIVE_STICK, SELECTION_START_BUTTON, SELECTION_WIPERS_BUTTON, SELECTION_HEADSET, SELECTION_HANDLE_CV, SELECTION_HANDLE_RV, power_switch_box_selection_box.
  50. Assign the element_selection material to SELECTION_ARROW.
  51. Now we are going to close the hall doors. Select the hall_door_1 and change its Position to: (-4,8953, -35,6992, -6,1889). Select the hall_door_2 and change its Position to: (5,2180, -35,7054, -6,1889).
  52. Move the HELICOPTER_FBX in hierarchy. Select the HELICOPTER_FBX and drag it to the location presented on the screen.
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  1. Your helicopter and all other elements should now look like the ones in the application Lesson 02. The next lesson will teach you how to create and add the Viewer camera.

 

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