Considerations in Creating Photorealistic Renderings
with I-DEAS Master Series
TM
The purpose of this paper is to "shed some light" (pun
intended) on the key elements which make up the display model for I-DEAS Master Series
shaded image displays. The I-DEAS display model is intended to simulate to some extent the
physics of light interacting with "plastic" surfaces. "Plastic" in
this context should not be limited to the polymer materials; it has a different meaning
within the context of display models. Suffice it to say that the best way to define a
plastic surface (for the purpose of this paper) is to define what it is not, i.e., it is
not, for instance, a metal or fabric surface. Painted metal would act like a
"plastic" surface in this context because of the "plastic" behavior of
the paint.
Some quick reference
settings (courtesy of Ric
Hotchkiss):
| Material |
Radiant |
Diffuse |
Glossiness |
Brightness |
Translucent |
| Chrome |
0 |
0 |
100 |
100 |
0 |
| Glass |
0 |
10 |
100 |
90 |
90 |
| Plastic |
0 |
40 |
50 |
60 |
0 |
|
The I-DEAS display model only applies to what is referenced
on the icon panel as Shaded Software and Ray Tracing. The hardware shading
that is associated with Shaded Hardware and Shaded NURBS is not going to be
discussed in this paper since those are hardware dependent displays with hardware
dependent display models. Every effort is made to map the factors controlling the I-DEAS
Display model to the factors which control hardware shading, but there can be many
differences which make hardware and software renderings often very different for the
"same" display parameters. The user should not use Shaded Hardware or Shaded
NURB to prepare a display for rendering if the intent is to capture the display in a
picture file. The picture file can only be captured using Shaded Software or Ray
Tracing.
James L. Ross
SDRC Operations, Inc.
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