how to draw ar in 3d
Lighting and Rendering / Blender
This folio contains the information well-nigh lighting, rendering and background properties which can be used with Verge3D for Blender.
- Renderers
- Surround Lighting
- Lights
- Reflection Cubemap Light Probes
- Reflection Plane Light Probes
- Background
- Global Rendering Backdrop
- Ambient Occlusion
- Outline Rendering
- Per-Object Rendering Properties
- Rendering on HiDPI (Retina) Screens
- Fit to Camera Edge
- Visibility Breakpoints
- Line Rendering
- Clipping Planes
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Renderers
Verge3D is designed to represent Blender's EEVEE renderer as closely as possible. It supports physically-based shading, lights, shadows and paradigm-based lighting (IBL).
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Environs Lighting
Environment lighting is a very important component of Verge3D graphics pipeline. You can illuminate your entire scene with simply an surround map alone, without using whatever calorie-free objects. See the Scooter demo equally an instance of this arroyo.
The default cube template provides an HDR texture for image-based lighting. You tin can supplant this texture with your ain file, or setup environment lighting from scratch. Hither is the bones World nodes setup which uses the same texture for both environment lighting and background:

When using HDR textures, make sure you set the Color Space setting to Linear.
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Lights
In some cases, using just image-based lighting to illuminate your scene is not plenty. If you'd like to simulate some additional light source, need dynamic shadows, or if you need to motility your lights (every bit with car lights), you lot may use direct lite sources.
Verge3D supports the post-obit lite types:
- Bespeak Lights — Color and Ability properties are supported in Verge3D.
- Sun Lights — Color and Strength backdrop are supported in Verge3D.
- Spot Lights — Color, Power, Spot Shape: Size and Blend backdrop are supported in Verge3D.
- Area Lights — Color, Ability, as well Size for Square-shaped and Size X/Size Y for Rectangular-shaped lights are supported in Verge3D. Disk and Ellipse shapes are non supported.
In addition, yous can assign Shadow backdrop on your point, sun, or spot lights. See the corresponding department for more info.
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Reflection Cubemap Light Probes
Reflection Cubemap Light Probes are objects intended for adding indirect lighting locally by generating a local reflection cubemap. This type of light probe objects add specular indirect lighting to a scene.
The following properties are supported:

- Probe
- general probe settings:
- Blazon
- type of the influence volume: Sphere or Box. Simply objects located inside this book are affected by the probe'due south lighting.
- Radius/Size
- controls the size of the influence volume. You lot can also modify object scaling and make the shape of the influence volume not-compatible.
- Intensity
- the intensity of the indirect lighting. Whatsoever value different from 1.0 is not physically correct.
- Clipping Start
- about clip distance. Objects located closer than this value won't exist rendered into the reflection cubemap.
- Clipping Terminate
- far prune distance. Objects located further than this value won't be rendered into the reflection cubemap.
- Visibility
- object visibility settings:
- Visibility Drove
- limit objects that should announced on the reflection cubemap to this drove. If not specified all scene objects are used.
- Invert Visibility Collection
- invert the selection of objects visible to this probe if Visibility Collection is specified.
- Custom Parallax
- enable custom settings for the parallax correction. This group of settings defines a parallax book, which is used to project the lighting captured past the probe. If Custom Parallax not enabled the parallax upshot is calculated based on Type and Radius/Size of the influence book.
- Blazon
- type of the parallax book: Sphere or Box.
- Radius/Size
- the size of the parallax volume.
- Custom Influence
- enable custom influence settings. This group of settings allows defining a collection of objects that will exist afflicted past this light probe. Influence Collection (if specified) will be used instead of the Blazon and Radius/Distance general probe settings.
- Influence Collection
- limit objects that should be affected by this light probe to this collection. If specified it is used instead of the Type and Radius/Altitude general probe settings.
- Capsize Influence Collection
- capsize the choice of objects affected past this probe if Influence Collection is specified.
In order to meet in Blender'due south viewport the results of using Reflection Cubemap objects you lot need to bake their cubemaps first via the Broil Cubemap Only or Bake Indirect Lighting buttons both located in the Indirect Lighting panel, which is in the Render Properties tab.
Too the Cubemap Size property controls the size of the cubemap texture used past Reflection Cubemap objects.
The IBL Surroundings Mode setting also affects cubemaps generated by Reflection Cubemap objects.
Due to implementation specifics there are differences of how Reflection Cubemap calorie-free probes bear in Blender and in Verge3D:
- Blender supports multiple calorie-free probes per object while Verge3D only a single i. That's why objects in Verge3D employ a single cubemap either from a Reflection Cubemap object or from the globe environment. Falloff is not supported.
- Blender doesn't apply Backface Alternative for meshes by default while Verge3D does. Hence in Blender objects placed within the probe'southward influence volume tin appear on the reflection cubemap as black spots due to back faces being rendered if the Clipping First/Clipping End settings are not properly adjusted. This doesn't happen in Verge3D by default.
- When rendering objects into a calorie-free probe's cubemap (blistering) Blender considers simply the diffuse component of an object's cloth, while Verge3D renders them no different from how they are rendered on the main scene. That's why for example fully metal objects are rendered black in Blender, merely in Verge3D they still reflect the globe surround.
- For the Visibility Collection property to piece of work in Blender it'due south required that the specified collection is too linked to the scene. Information technology'due south not needed in Verge3D and it'southward enough to just assign an object to a collection.
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Reflection Aeroplane Light Probes
Reflection Airplane Light Probes used to apply existent-time reflections (indirect lighting) to planar objects, such equally mirrors, floors, walls, etc.

The following properties are supported:

- Distance
- Influence altitude of the probe.
- Falloff
- Controls how fast the probe influence decreases.
- Clipping Commencement
- Virtually photographic camera clipping for objects rendered in the light probe.
- Visibility Collection
- Collection of the objects visible for the probe.
Planar reflection probes tin can greatly reduce performance of your scene, since they multiply the number of draw calls by a gene Due north+one. To brand rendering faster, specify a express set of objects as the Visibility Collection property.
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Background
By default Blender and Verge3D render the aforementioned image for groundwork and surround lighting. To render them split up, use the avant-garde World nodes setup based on Is Camera Ray output of the Low-cal Path node. For case, to set the background colour to solid grey and keep using the HDR map for surround lighting:

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Global Rendering Properties
Global rendering backdrop attainable on the Blender's Render Properties panel.

- Cubemap Size
- texture size to apply for surroundings lighting:
- 64, 128
- do not apply, 256 is the minimum value supported by Verge3D.
- 256
- optimum quality with low retentivity consumption (recommended).
- 512
- ameliorate quality with moderate memory consumption and reduced performance. Use it to return high quality reflections e.chiliad for rendering jewelry.
- 1024
- best quality with high memory consumption and low performance (mostly non recommended).
- 2048, 4096
- exercise non use, 1024 is the maximum value supported in Verge3D.
- View Transform
- boosted colour correction applied to Verge3D renderings:
- Standard
- no additional color correction applied. Switch to this method if you don't need color correction as it works slightly faster than Filmic.
- Filmic
- Blender default method.
- Filmic Log, Raw, Simulated Colour
- unsupported, Verge3D will employ Standard instead.

- Enable Shadows and Shadow Map Side
- shadow properties, read more about these here.
- Anti-Aliasing
- select what anti-aliasing algorithm to employ for the scene:
- Auto
- use system default method.
- MSAA 4x
- prefer multisample anti-aliasing with 4x samples if the target hardware supports information technology.
- MSAA 8x
- prefer multisample anti-aliasing with 8x samples if the target hardware supports information technology.
- MSAA 16x
- adopt multisample anti-aliasing with 16x samples if the target hardware supports information technology.
- FXAA
- force fast approximate anti-aliasing (FXAA).
- None
- disable anti-aliasing.
- Use HDR Rendering
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enable loftier-dynamic-range rendering.
If activated, Verge3D will use sixteen-scrap float textures as rendering buffers. This feature can significantly improve rendering of the Bloom post-processing every bit well every bit smoothness of node-based gradient textures. The downside of this — increased GPU memory consumption and reduced performance.
This feature is not related to HDR textures which are commonly used to produce epitome-based lighting, thus activating it won't better rendering of such textures.
- IBL Environment Mode
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- PMREM (slow)
- high quality (default value).
- Lite Probe + Cubemap (medium)
- reduced quality of image-based specular reflections, better functioning.
- Low-cal Probe (fast)
- disabled image-based specular reflections, highest performance.
- Outlining Result
- see below.
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Ambient Occlusion
Ambient Apoplexy is a rendering technique that improves a scene's realism past adding soft shadows from indirect (ambience) lighting based on how much the signal is exposed to the light sources.
Blender uses Ground Truth Ambient Occlusion (GTAO) (link) and Verge3D Implements the same technique under the hood.
Verge3D supports the post-obit AO settings which can be plant in the Ambient Occlusion department on the Render Properties console:

- Ambience Occlusion
- Enable Ambient Occlusion in the scene.
- Distance
- The radius (in arrangement units) within which to calculate ambience occlusion. Higher values make the effect more noticeable by over-darkening and expanding the surface area of it, just as well can subtract functioning. Lower values brand occlusion less noticeable.
- Factor
- The strength of the occlusion consequence.
- Trace Precision
- Higher precision means more accurate apoplexy at increased operation cost. Lower precision means meliorate functioning but the upshot appears less prominent.
- Bent Normals
- Apply modified (or "bent") normals to sample the environment instead of the original ones. The modified normals stand for the least occluded management and make environment lighting a chip more realistic.
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Outline Rendering
Outline rendering (aka silhouette edge rendering) is a common not-photorealistic rendering (NPR) technique that tin significantly enhance the visual perception of your scene. This effect can be used for various applications such as east-learning, games, architecture visualization, and technical cartoon.

To employ object outlining (and optional glowing) in your Verge3D application, kickoff enable the effect on the Blender'southward Render Backdrop panel:

and so use the outline puzzle to apply it to your object(s).
The outline rendering does not work inside AR/VR sessions. Employ other methods to highlight your objects, such as animation or irresolute material's colour.
You can tweak outlining using the following properties:
Enabled — enable/disable the effect.
Edge Forcefulness — outlining strength factor.
Edge Glow — intensity of additional glowing (rendered beyond the main outline edge).
Border Thickness — outline edge thickness factor.
Pulse Menstruum — pulse period in seconds. Specify to brand the result animated.
Visible Edge Colour — visible edge color.
Subconscious Edge Colour — colour of the outline edge being rendered behind whatsoever other scene objects.
Return Subconscious Edge — enable/disable rendering of the outline edge backside other scene objects.
Though information technology's possible to return glowing objects, in the most cases the outline rendering is used to improve visual clarity of your scene. If y'all need glowing from lamps or some other bright objects, consider using the blossom post-processing instead.
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Per-Object Rendering Properties
Verge3D supports the following additional rendering properties for your geometry objects:

- Rendering Order
- Modifies the rendering gild for a detail object. The smaller the index, the earlier the object will be rendered. In most cases, you need to tweak this value when using Alloy transparency to eliminate transparency artifacts.
- Frustum Culling
- Enables/disables frustum alternative optimization for the object. Uncheck this option if you lot take some skinned object which can move beyond the screen space to prevent information technology from being culled.
- Receive Shadows
- Render or not shadows on the given object. Run into here for more info.
- HiDPI Compositing
- Render object using HiDPI compositing laissez passer. Run across below for more info.
- Set up Ortho Zoom
- Apply changed orthographic camera zoom as scaling factor for this object. Enable this property for object parented to ortho camera, so they don't movement/scale when the user zooms the photographic camera.
If your object is nonetheless zoomed in/out, clear its Parent Changed matrix:
- Fit to Camera Edge
- See here for more info.
- Visibility Breakpoints
- Enable object visibility breakpoints. Come across here.
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Rendering on HiDPI (Retina) Screens
Every bit of today, near mobile and many desktop screens have high pixel density (so called "Retina" displays). These displays let you to essentially increase quality of your renderings. The downside of rendering many pixels is reduced performance.
There are two approaches how to make your content look improve and practise not make your scenes really slow:
- Using somewhat better resolution, e.k by setting screen scaling factor to 1.5 or so. Run into here for more info.
- Using HiDPI rendering only for important content, such as text, screen-space UI elements, etc.
The latter approach tin be easily achieved past enabling the HiDPI Compositing property located on the Object Backdrop panel:

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Fit to Camera Edge
Fit to Camera Border is a technique to depict screen-infinite UI elements based on Blender models. This approach to UI blueprint is more "native" to the 3D artist than using HTML/CSS, and does not crave external tools. But there is more in it: since the UI elements are genuine 3D objects, you tin utilize shaders, lighting, animation, morphing – you name it – making them truly interactive and seamlessly integrated into the scene.
When you parent some object to the camera, the following settings appear on the Object Properties panel:

- Horizontal
- Horizontal canvass edge to fit object to. None — no horizontal fit, Left — fit to left border, Right — fit to right border, Stretch — calibration object horizontally to fit on the screen.
- Vertical
- Vertical canvas edge to fit object to. None — no vertical fit, Pinnacle — fit to tiptop edge, Lesser — fit to lesser edge, Stretch — scale object vertically to fit on the screen.
- Fit Shape
- Canvas fit shape. Box — use object'due south bounding box, Sphere — use object's bounding sphere to fit the object on the screen.
- Fit Offset
- Additional offset used to fit object on the screen. Effectively, this value extends object bounding (box or sphere) by the specified absolute value.
To set possible issues with camera fit, clear the object's Parent Inverse matrix:
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Visibility Breakpoints
Visibility Breakpoints let you to testify/hide content depending on 3D viewport width/summit or orientation settings. The about important use example of this feature — adapting your scene to different screen sizes and orientations. E.thou you lot may have two different models for portrait and mural screen orientations.
If assigned to the electric current camera, tries to switch to an alternative camera (must have adequate visibility breakpoints) in the scene, if no alternative camera is found, does cipher.
Use the Indistinguishable Linked Blender feature to share geometry among 2 objects. One object will be rendered in portrait mode while another in landscape fashion. This mode you tin save a lot of GPU memory and decrease app loading time.
You lot can configure the breakpoints on the Object Backdrop panel:

- Min Width
- Minimum sail width the object stays visible.
- Max Width
- Maximum canvas width the object stays visible.
- Min Height
- Minimum sheet height the object stays visible.
- Max Top
- Maximum canvas meridian the object stays visible.
- Orientation
- Screen orientation the object stays visible.
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Line Rendering
With this feature you tin can render Blender objects by using lines. The most mutual utilise case of Line Rendering is cartoon curve objects, which do not have any geometry on their own. However, you lot tin can also apply this technique to regular meshes and surfaces:

Line Rendering is activated in Verge3D Settings located on the Object Data Backdrop panel:

Hither you can also assign Emission color and width of the rendered lines.
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Clipping Planes
Clipping planes (aka section planes, cross-section planes, mesh sections) is a technique used to show internal arrangement of complex objects, such as buildings, cars, appliances, gadgets, machines etc.

To add a new clipping plane, use the Clipping Plane bill of fare item from the Blender's Add Object carte:

The objects on your scene volition be clipped in the negative Z management of the clipping plane object.
Clipping planes take the following properties:

- Affected Objects
- Collection of the objects clipped by the plane. If empty, all scene objects will exist clipped.
- Negated
- Swap clipped and unclipped sides.
- Clip Shadows
- Clip shadows bandage from the clipped objects.
- Union Planes
- Construct a union from all the clipping planes, affecting the object, not their intersection.
- Filled Cross-Department
- Fill up cross-section between the clipping airplane and the affected objects.
- Cross-Section Color
- Cross-section diffuse colour and opacity.
- Render Side
- Cantankerous-section return side. Specify Double-sided to render complex geometry with cuts and holes.
- Cross-Section Size
- Cross-section plane size. Increase this value if you use larger scene size.
Got Questions?
Feel complimentary to ask on the forums!
Source: https://www.soft8soft.com/docs/manual/en/blender/Lighting-and-Rendering.html
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