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Table of Contents

Table of Contents

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

 

 

Overview


Lavina Project has two sets of toolbar icons and several tabs that give you access to a range of functionalities for managing your scene performance and settings.

 

You can use the right mouse button click to reset the parameters numeric values to defaults.

Navigation can be set to work as in 3ds Max, SketchUp or Maya. Go to Edit > Preferences > Interaction > Navigation and choose from the presets.

Toolbars


Below are listed the available functionalities in the Top and Bottom toolbars.

 

Top Toolbar

 

 

 

 

 

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.

Displays the zoom factor between the current viewport size and the render specified when Fill is enabled.

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.

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

Enters Move mode.

Enters Rotate mode.

Enters Scale mode.

Picks focus point.

Translates an object's pivot point.

Navigates around cursor ray hit.

Navigates around target.

Navigates around selection.

Increases the mouse precision for navigation. This option is useful for fine camera adjustments.

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.

 

 

Bottom Toolbar

 

 

 

 

 

ButtonDescription

Expands the Animation Editor. For more information, see the Animation Editor page.

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.

Sets start of animation sequence

Sets end of animation sequence

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.

 

 

You can crop your animation sequence using the Set Start and Set End markers

Status Bar

The status bar resides in the bottom of Project Lavina. Here you can find information about:

  • Timing information about last snapshot render located in bottom left after a successful render.

 

 

  • 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 pops up.

 

 



Camera tab


Basic

Focus distanceSpecifies the distance at which objects are in focus.

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.

Sensor & Lens

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

Film gate – Specifies the horizontal size of the film gate in millimeters.

Focal length – Specifies the equivalent focal length of the camera lens.

Zoom factor – Specifies a zoom factor. Values greater than 1.0 zoom into the image; values smaller than 1.0 zoom out.

Aperture

Film speed(ISO) – Determines the sensitivity of the film and consequently the brightness of the image. If the ISO value is high (film is more sensitive to light), the image is brighter. Lower ISO values mean that the film is less sensitive and produces a darker image.

F-Number – Controls the aperture size of the camera. Lowering the F-Number value increases the aperture size and so makes the image brighter since more light enters the camera. In reverse, increasing the F-Number makes the image darker, as the aperture is closed. This parameter also determines the amount of the Depth of Field (DOF) effect. Changing the f-number will affect the image brightness and DOF when the Exposure option is set to Physical.

Shutter speed – Determines the exposure time for the camera. The longer this time is (small shutter speed values), the brighter the image would be. In reverse - if the exposure time is shorter (high shutter speed value), the image would get darker.

Color & Exposure

Exposure – Specifies how the F-numberShutter speed, and Film speed (ISO) settings affect the image brightness.

NoneShutter speed, F-number and ISO settings do not affect the image brightness.

Physical – Image brightness is controlled by the Shutter speed, F-number and ISO.

Value – Uses the Exposure value to control image brightness. Uses F-number values only for Depth of field if Aperture size is disabled.

Exposure value – Controls the exposure value when the Value option is selected.

White balance – Allows additional modification of the image to compensate for the "color temperature" of a light source, which refers to the relative warmth or coolness of white light. Objects in the scene that have the specified color will appear white in the image.

Depth of field – Enables the depth of field effect.

Aperture size – Determines the width of the camera aperture in millimeters. When enabled overrides F-Number.

Create New CameraSaves the current camera view to a new camera slot.

Save (Overwrite) – Overrides the current camera slot with the current camera view.

Delete – Deletes the camera slot. It has to be clicked twice.

You can switch between the camera slots using the F1-F12 keyboard keys.
 

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.

Noise threshold – Specifies the noise threshold that determines when to stop refining a pixel. Higher values allow more noise in the image, but the render is faster. Lower values help reduce the noise, but take more time to render. A value of 0.0 traces the entire image unconditionally.

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.

Active Pixels Overlay – Displays an overlay that shows the pixels that are currently being rendered. Light pixels are the ones that are still being shaded and the dark ones have reached the set noise threshold.

 

 

 

Lights tab


The light tab offers a list of all lights and their properties in the scene. This includes lights imported with .vrscene file.

Lights will be automatically grouped/instanced if they share similar properties. This functionality will be available if the Display controls for all lights is disabled in the UI section of the Preferences dialogue.

Environment mode – Specifies the mode which will be used for scene lighting.

Texture – Enables the use of an environment texture for lighting. When this option is selected, Load environment, Clamp to 1 and Rotation parameters appear.
Solid Color – Enables the use of a solid color for lighting. When this option is selected, Environment Color parameter appears.
Physical Sky – Enables the use of an sky texture for lighting. Available only when imported .vrscene has VRaySky texture. When this option is selected, Sun light parameter appears.

Load environment – Loads an image for Environment. This option is available only when Environment mode is set to Texture.

Clamp to 1 – Clamps the colors of the Environment texture to a value of 1. This option is available only when Environment mode is set to Texture

Rotation – Rotates the Environment texture in degrees. This option is available only when Environment mode is set to Texture.

Environment Color – Specifies the Environment color. This option is available only when Environment mode is set to Solid Color.

Sun light – Specifies which Sun light in the scene will be taken into consideration when computing the appearance of the sky. This option is available only when Environment mode is set to Physical Sky.

Intensity – Specifies the intensity of the Environment lighting.

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

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

Same as environment – Uses the specified Environment source.
Solid color – Uses a solid color for the background. When this option is selected, Color parameter appears.
Image – Uses an image as a background. When this option is selected, Load background, Mapping and Rotation parameters appear.

Color – Specifies a color as a background. This option is available only when Background option is set to Solid color.

Load background – Specifies an image to use as a background. This option is available only when Background Image option is selected.

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

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

Intensity – Specifies the intensity for the background image/color.

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.