UI
Panels
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Folders are referred to as 'Contexts'
Context
Basically this is a scene encapsulation. Each folder contains a 'Context', each with different objects, geo, etc.
3D View
Can be locked to a Context by dragging and dropping the specified Context into the Display Selection Mode dropdown menu.
New panels can be created using a variety of configurations (top right corner).
Highlight Mode
Each geometry has this attribute within its Attribute Editor
> 3D View
section to define how it is viewed when selected.
Bounding Box
: This is a good option for viewing the entirety of selected objects, particularly as they are transformed and edited.
Rendering
This is done via 'Image' view.
Render Images are based on the Context they are in, and all of the lights, cameras, geo, etc. within that specific Context.
Geometry
Parenting Geometry
By default, Edit > Preferences > Layout > Parent In Place is enabled, which allows for parenting of geometry, but preserves the child's world space position> By disabling this option, parenting geometry will move the child object to the parent's local space.
Geometry With Displacement
Components:
- Geometry Polygrid
- Displacement Object
- Texture Map File
Translate
, Rotate
, Scale
: Adjust as necessary to accommodate geometry within scene.
Attribute Editor
> Front
>
Front Value
: apply the Texture Map File
to the Texture Binding
icon.
The value in the above Front Value
attribute can be adjusted to account for the intended displacement amount, such as ranges between Meters (m) and Kilometers (km).
Bound
: Depending on the displacement amount, the Bound
attributes above the Front Value
may need to be extended beyond the default of 0.0 m
to fully view the displaced geometry.
Offset
: Adjust to align geometry with origin.
In the case of a texture map intended for displacement, verify that the following attribute is set in the Attribute Editor
> Evaluation
> Single Channel File Behavior
> Force Luminance.
Materials
Luminance
Texture maps such as Metallic, Roughness, and Displacement need to be imported with Force Luminance
enabled under Attribute Editor
> Evaluation
> Single Channel File Behavior
.
Linear Color Space
Texture maps including Metallic and Roughness also need their color space set to Linear via Attribute Editor
> Process
> File Color Space
and by disabling the Color Space Auto Detect
.
Normal Maps
Normal maps need to have Use Raw Data
enabled under Attribute Editor
> Process
.
In the Material Editor
, this map needs to be vectorized with a Texture Normal Map
node before inputting into a Material
node.
Volumes
Forward Scattering
Increasing this parameter makes the effect of the sun in the atmosphere volume a bit stronger around the sun.
Lighting
Distant Light
Lighting
> Angle
This parameter also corresponds to the size of the 'sun' created by the distant light. Verify that Visibility
> Unseen By Camera
is disabled so that the light source can be viewed in the 3D View.