Considerations in Creating Photorealistic Renderings
with I-DEAS Master Series
TM

BackgroundMouse.jpg (24536 bytes)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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