Rendering, lights and materials

Rendering

Some rendering effects such as depth of field or motion blur are only available in the high-quality rendering mode. To learn about the two rendering modes supported by PocketStudio see Preview and high quality rendering.

In the preview mode, surfaces are rendered as single-sided by default. See here for more information.

Works on:PreviewHigh-quality

Adding fog to a scene can help create a sense of depth, add atmosphere and realism to that scene. This effect can help viewers get a better sense of the scene’s size.

This current version of PocketStudio has a simple fog model which only contains a couple of properties: the fog color and the distance at which the fog starts. The falloff of the fog itself (how it fades in with distance) cannot be controlled at the moment. Fog is applied in the two rendering modes. Note however that this fog will only affect the color of the objects of the scene. It will not affect the sky itself. To do so, you would need to use volumetric objects which are not yet supported.

The fog properties are part of the scene description. To add fog to the scene do as follows:

  1. To select the scene properties, click anywhere on the sky in the Viewport. The scene properties (including the physical sky or skydome properties) will be displayed in the Property Editor panel to the right of the Viewport (in the default layout).
  2. At the bottom of the Property Editor panel, you will find a Fog section, under which you will find two properties: Fog Color and Fog Distance. Set a value greater than 0 for the Fog Distance property in order to see the fog (a distance of 0 means no fog at all). This value is expressed in the scene’s distance unit (1 unit = 1 meter).

The current fog model uses a very basic and standard distance-based exponential falloff.

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Works on:PreviewHigh-quality

Depth of field is available in the high-quality rendering mode only (type F2 to switch between the preview and the high-quality rendering modes).

Cameras in PocketStudio uses physical values. This allows you to reproduce the result of real-world cameras and lenses. Depth of field depends on the camera sensor size, focal length, focus distance and F-Stop value. The look of the bokeh effect can be adjusted with the Aperture Blades and Blade Curvature parameters.

To get depth of field in the viewport, do as follows:

  1. Switch to the high-quality rendering mode if you are not in this mode already by pressing the F2 key.
  2. Open the camera panel and double click on the camera for which you wish to get depth of field. This will display the camera properties in the property editor panel (to the right of the viewport in the default layout). Expand the Depth of Field group.
  3. Set the Focus Distance with the distance from the camera to the object you want to be in focus. By pressing the Shift key while clicking with the right mouse button on the object you want in focus (Shift + ), that distance will be precisely calculated for you. You can look at it as a camera focus picker tool.
  4. Adjust the F-Stop value (default to 5.6) if necessary. The smaller the value the greater the blur (or technically, the shallower the depth of field).
Under this group you will find the parameters that let you control depth of field.

The smaller the values, the greater the blur. In the real-world, F-Stop doesn’t generally go below 1.4. For artistic reasons though you can set that number to a value lower than 1.4 (the lower limit is 0.1).

F-Stop = 1.4

ps docs dof aperture radius01

F-Stop = 8

ps docs dof aperture radius03

The distance (in meter) to the object that is in focus.

ps docs dof dist0

ps docs dof dist1

Aperture Blades = 5

ps docs dof blade5

Aperture Blades = 6

ps docs dof blade6

Blades Curvature = 0
Blades Curvature = 1

Setting the focus distance automatically using the focus picker tool: to set the focus on a particular point in the scene press Shift and click in viewport on the object you want in focus with the right mouse button ().

Keep your shot in focus while filming a moving object and/or filming with a moving camera: select the object you want to keep the focus on while looking through the camera then press F3.

Works on:PreviewHigh-quality

Motion blur is on by default in the high-quality rendering mode. There is no motion-blur in the preview quality mode.

You can define the amount of motion blur for each camera in the scene. If you click on a camera to select it, or double click it in the camera panel to select and view through it, you will notice a subheading in the property editor called Motion Blur. In here we have the Shutter Angle parameter. Set this parameter to 0 for no motion blur. It defaults to 180 degrees.

Under this group you will find the parameters that let you control motion blur.
Shutter angle 172.8
Shutter angle 0

Works on:PreviewHigh-quality

Tone mapping improves the display of scenes with high-dynamic range on low-dynamic range monitors.

PocketStudio provides only one tone mapping operator of function at the moment. It is designed to preserve details in the highest values of the images, details that would be otherwise clamped when converted to the monitor lower dynamic range. To activate tone mapping do as follows:

  1. Press the F1 key to open the render options floating panel. Two small windows will show up on top of the viewport. If they are closed, click on the small triangle icon in the upper left corner of the window to expand it and make its content visible.
  2. Check the Tone Mapping option in the Render Debug window to activate tone mapping.

ps docs ui tonemapping

If tone mapping is on, it will be applied to images or videos rendered out from the application.

It is not possible at the moment to edit this tone mapping operator. Adding and customizing tone mapping operators or functions will become available in future versions of the software.

Tone Mapping: OFF
Tone Mapping: ON

Works on:PreviewHigh-quality

PocketStudio supports Nvidia’s AI-accelerated denoiser. The denoiser is an AI-based kind of filter that produces a noise free image out of an input image in which the noise is visible. This method can help you get rid of noise in the image while cutting render time.

To activate noise reduction:

  1. Press the F1 key to open the render options floating panel. Two small windows will show up on top of the viewport. If they are closed, click on the small triangle icon in the upper left corner of the window to expand it and make its content visible.
  2. Check the Use denoiser option in the Raytracing Debug window to activate noise reduction.

Rendering with noise reduction

The noise reduction tool is great for static images; for sequences of images, you may have to increase the sample count to get rid of the visual temporal artifact caused by the denoiser.

The denoiser operates on a per frame basis and makes intelligent choices on how the frame should look based on the data in the current frame. Because the denoiser operates on a per frame basis it could make decisions in each frame that do not play smoothly together when viewed back as a sequence. In effect it can introduce temporal visual artifacts when the sequence of images is played back, even if each frame looks “perfect” when looked at individually.

To render a scene, you will need to create a sequence first, add this scene to the sequence’s timeline (the scene will need at least one camera), then render the sequence out. For rendering sequences see: play and render movies.

Press the F4 key to scroll through the different available rendering passes (beauty, normal, diffuse color, object ID, etc.).

PocketStudio doesn’t currently handle scenes whose data don’t fit in the GPU’s memory. If you get into this situation, you will need to somehow simplify your scene (decrease poly count, texture resolution, etc.).

Press x in the scene editor to display the Heads-Up Display (HUD); it contains basic information about the scene such as the total amount of triangles the scene contains, etc.