Clarisse Primer

UI

Panels

Browser

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
  • Translate, Rotate, Scale: Adjust as necessary to accommodate geometry within scene.

  • Displacement Object
  • 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.

  • Texture Map File
  • 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.