Scene provided by Evermotion

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Table of Contents

This page provides information about the user interface of Project Lavina. 

 

Buttons


 

ButtonDescription

Pauses the render.

Resolution preset dropdown menu allowing you to choose the resolution. To choose different aspect/resolution press the Lock/unlock button.

Locks/unlocks the resolution aspect.

Extends the render until it fills the viewport width with the specified resolution aspect.

Enters Collision mode. It allows the camera to collide into objects instead of going through them. Works only in Free look mode.

Enters Free look mode.

Choose the coordinate space for transformations. The default is World. Press the arrow to choose between World and Local space.

Select group. Found by clicking and holding the Selection button.

Enters Move mode.

Enters Rotate mode.

Enters Scale mode.

Picks focus point.

Adjusts the Exposure value.

Adjusts the Denoiser: 0 disables the denoiser, while 100 shows the denoised image. A mid-value shows the denoised image until it reaches enough number of samples, then shows the original image.

Enables/disables LUT.

Enables/disables Bloom effect.

Saves the current camera view to a new camera slot.

Overrides the current camera slot with the current camera view. Press and hold the Save new camera slot button for a dropdown to appear.

Picks the animation mode:

Scene  – plays animation imported from the .vrscene;
Walkthrough – plays back the recorded walkthrough in Project Lavina;
Cameras – switches between the saved cameras in the scene.

Sets the playback speed.

Plays once the animation.

Loops the animation. Press and hold the Play once button to select the Loop option.

Records a walkthrough.

Deletes the recorded walkthrough.

Renders high quality sequence.

Renders high quality snapshot.

Quick saves high quality snapshot in the project folder from where the .vrscene file has been imported.

 

Camera tab


Field of view – Specifies the field of view of the camera in degrees.

Move speed – Specifies the speed at which the camera moves. The value is in meters per second.

Eye height – Sets the eye height for the camera in meters when in Free look mode and Collisions enabled.

Depth of field – Enables the depth of field effect.

Aperture size – Determines the width of the camera aperture.

Focus distance – Specifies the distance at which objects are in focus.

 

Post tab


Highlight burn – Applies exposure corrections to highlights in the image.

LUT amount – Specifies the LUT weight, where 0 is no LUT effect and a value of 1.0 applies fully the effect.

Load LUT file... – Loads a LUT (lookup table) file.

Bloom

Intensity – Multiplier for the bloom source. Increasing the value can boost the effect.

Threshold – Sets a minimum value for the rendered pixels to be considered as lens effects source. The Bloom will be generated only regarding pixels with larger value than the specified threshold.

Iterations (speed) – Specifies the size of the bloom spread. Larger values increase the spread but impact performance.

 

Render tab


GI – Enables GI. You can specify the number of bounces for the traced GI rays.

Reflections – Enables reflections. You can specify the number of bounces for the traced reflection rays.

Refractions – Enables refractions. You can specify the number of bounces for the traced refraction rays.

Shading graphWhen disabled all materials are approximated for performance. When enabled the original, non-approximated materials are used.

Bump mapping – Enables rendering of bump maps in materials.

Advanced

Opacity maps (clip mode) – When enabled, opacity maps are rendered. Note that this option works as a clipper - it is either fully transparent or fully opaque.

Shading graph for glossy/GIWhen disabled all materials are approximated for performance for glossy and GI rays. When enabled the original, non-approximated materials are used for glossy and GI rays.

Clamp secondary rays – When enabled, you can specify a clamping number for the secondary rays.

Min reflection glossiness – Sets minimum reflection glossiness threshold for the materials. The effect is a faster render.

Bump multiplier – Specifies a global multiplier for the bump map.

 

Lights tab


Environment texture – Enables the use of an environment texture for lighting.

Clamp to 1 – Clamps the colors of the Environment texture to a value of 1.

Load environment – Loads an image for Environment.

Rotation – Rotates the Environment texture in degrees.

Intensity – Specifies the intensity of the Environment texture.

Background – Specifies a background. Note that the Background texture is not used for lighting, reflections and refractions.

Same as environment – Uses the loaded Environment texture.
Solid color – Uses a solid color for the background. When this option is selected, a Color picker appears.
Image – Uses an image as a background. When this option is selected, you can load the image through the Load background button.

Color – Specifies a color as a background when the Background option is set to Solid color.

Load background – Specifies an image to use as a background, when the Background Image option is selected.

Mapping – This option is available only when Background Image is selected. Specifies the mapping method for the image - spherical or screen.

Rotation – This option is available only when Background Image is selected. Rotates the image in degrees.

Intensity – This option is available only when Background Image is selected. Specifies the intensity for the background image.

Enable Lights – Enables/disables all the lights from the scene. It provides a global override of intensity for all the lights in the scene.

Advanced

Ambient light – Specifies a multiplier for the ambient light.

Lights tree – When enabled uses the Light tree method to trace the lights rays. You can further set the number of samples.

Environment importance sampling – Enables the environment importance sampling. This option aims to reduce the sampling noise on objects that are lit by the environment or have glossy reflections that see the environment. In most situations it is better to have Environment Importance Sampling enabled. You might want to disable this option only when using a solid color for the environment.

 

Materials tab


The materials tab offers a list of all materials in the scene. This includes materials imported with .vrscene file.

You can assign a material from the list to each of the objects in the scene. Select the object, select the material from the list and press the Assign material to selection button at the bottom of the list.

See the Getting Started Objects video for more details.

 

 

Objects tab


The Objects tab offers a list of all objects in the scene imported as .vrscene and/or .vrmesh files.

You can make each object hidden by clicking the checkbox next to the object - that disables the object from rendering.

For more information, see the Getting Started Objects video.

 

Status Bar


The status bar resides in the bottom right corner of Project Lavina. Here you can find information about the rendering device you use, the rendered frames per second (FPS) and the current VRAM used. While hovering over the FPS and VRAM more detail information will pop up.