![]() ![]() To hide the source, double click on the pSphere1 entry in the Scene tree to edit the light properties. Using the Area light, you can choose whether you want the camera to see the physical light (sphere) or just the affects of the light. There are several to choose from and you can experiment to see which one gives you the effect you want. Drag the desired light type onto the Sphere object in the Scene tree. Next, assign a Light material to the Sphere. Select the Move Tool command and then using the arrows, drag the Sphere object inside of your part. Select the Sphere entry in the Scene tree, and on the Position Tab in the lower pane, drag the Scale slider to the left to make it small enough to fit inside the part. The sphere is huge and will obscure your scene initially. This adds an entry in the Project pane in the Scene tree. ![]() From the Add Geometry fly-out in the Edit tab, add a Sphere to the scene. Next, we need to add an object to which to assign a light source. It is always a good habit to add perspective to the model to make it look more realistic. This is best to reflect the illuminating light and the shadows.Īdd a lighting environment from the Library. Send the model to KeyShot by clicking the KeyShot render button.įrom the material Library, drag a glass material onto your part.įrom the Add Geometry fly-out in the Edit tab, add a Ground Plane. Note: currently in academic versions of the software, you are limited to 800 x 600 output regardless of this In theory, instead of a cube, this could be any solid model you wish to use to emit light from. Using the KeyShot options, set the slider for the Highest Quality and the desired output size. When creating a 3D rendering in Solid Edge, how do you create internal lighting? I was recently asked by a colleague how to go about adding an interior emitting light INSIDE of a model in KeyShot. For example, how do you add a light to the inside of a solid cube of glass? Here’s how.įirst, model the cube in Solid Edge.
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