1.0 Introduction

1.1 About Lagoa

Lagoa is the world’s first web-based platform for photoreal 3D visualization and rendering. Fast and powerful, Lagoa enables artists, designers, engineers, architects and advertisers to collaborate while producing spectacular 3D content.

Lagoa was founded in 2012 by Thiago Costa (creator of Lagoa Multi-Physics), Arno Zinke and Dov Amihod to make 3D digital creation available to everyone, everywhere. We are based in Montréal, Canada and Bonn, Germany.

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1.2 Application Requirements

Supported File Formats:

Compressed Files .zip (recommended for all uploads)
2D Images .bmp .exr .hdr .jpeg .jpg .png
3D Models .3dm .3ds .arc .asm .catpart .catproduct .cgr .dae .dlv .exp .fbx .iam .ifc .iges .igs .ipt .jt .lwo .mfl .model .neu .obj .off .par .pkg .ply .prc .prt .psm .pwd .sab .sat .session .sldasm .sldprt .step .stl .stp .unv .vda .vrml .wrml .x_b .x_t .xas .xmt .xmt_txt .xpr
Hair .ase

 

Supported Browsers:

  • Google Chrome (Recommended)
  • Mozilla Firefox
  • Safari
neworangei Lagoa does not support Internet Explorer, if you are using IE please open up the application using a different browser.

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1.3 Features

Lagoa - MultiOptics

Lagoa MultiOptics™ Renderer

Unique to Lagoa is MultiOptics, the world’s first photorealistic interactive 3D renderer for the cloud. Astonishingly fast, the MultiOptics renderer was built to take advantage of the power of cloud computing. It is an advanced path tracer, easily handling the most complex scenes even with global illumination, sub surface scattering and volumetrics. Every scene is modeled using real world materials, lights and cameras, so whether you render leather, plastics, hair, gems, cars, metals, Lagoa MultiOptics will deliver interactive photorealistic renders.

 Lagoa - Lighting

Real World Lighting

One of the keys to a great render is having great lighting. Lighting in Lagoa is simple to setup and easy to get photoreal results.  Choose from using HDR or EXR environments, or any type of geometry as a light source, a physical Sun & Sky, anisotropic dome or good old sphere light.  All of these produce real-world soft shadows in a few seconds.  In most cases the default environment will produce amazingly realistic renders.

Lagoa - DOF

Physically Accurate Cameras

Accuracy in Lagoa extends to the scene cameras. You can specify the film width and height, and match backplate framing directly in your render.  Interactively pick the focal plane and add depth of field in one click, including the effect of camera aperture blades. Additionally you can overscan without reframing your camera as well as set an unlimited resolution for your render.

Lagoa - Materials

Measured Materials

Simple to use real-world materials to get the look you want every time.  Choose from an extensive library including, Paints, Metals, Plastics, Cloth, Ceramics and Fast Volumetrics like solid glass – or make infinite variations with dedicated blending modifiers. Our proprietary Multi-Optics® rendering engine uses materials found in the real-world, which naturally change depending on lighting and viewing angle.  These multi-optic properties can be described in a single material, making for fast, realistic renders.

bgrender

Background Rendering

Fire off background renders to continue rendering in the background while working on a scene. This feature allows you to create several variations of one scene at the same time. Just set the time limit and hit go.

Lagoa 3D rendering in the cloud with collarboration

Scene States

Create infinite variations in just one scene.  No longer do you have to save a scene for each major modification. Scene states can store multiple camera setups, you can compare material and lighting variations in one click, create an exploded view in the same scene as your final beauty render. Collaborate in real-time and show off all your design choices in one place.

 

Lagoa web-based 3D rendering with collaboration

CAD Assembly File Support

Lagoa now supports over 40 popular CAD formats including assembly and part files, making is easier and faster to render your models.  In addition, the original hierarchy is preserved and displayed in our new scene explorer.

Lagoa - Material blending

Texturing

You don’t need to limit yourself to using single images for your textures, bump maps or reflection maps.  You can create an infinite number of combinations by blending and compositing textures and materials inside Lagoa.  You can edit each mesh’s transform properties (new) or add new UVs with primitive projections.  You can also add decals and labels with an all-on-one label material.

Lagoa - Scene Embed

Scene and Render Embed

Show off your scenes to anyone and everyone – and let them render your creations.  Every scene in Lagoa can be embedded in another web page and each come with dedicated controls to interact with the scene.  It is as simple as copying a URL.

rotation

Interactive Tools

Rectangle select, lasso or pick your selection, then place, rotate and scale objects and lights in your scene with a fast interactive toolset.  Access them from the main toolbar or use hotkeys.  No matter what tool is activated, you can always mouse over an object in the viewport or explorer to highlight the object and single click to select, making for a fast and intuitive workflow.

Lagoa - View

Customizable Workflow

Simple scene management and editing. Multi-view layouts with optional isometric or perspective cameras.  Toggle panel visibility.  Create selection groups for easy material assignment.  Export your customized objects, materials and textures to other projects in Lagoa for easy re-use (new).  Edit the scene and connections using a full node-graph schematic view.

 

 

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1.4 Render Limits

Lagoa Render Limits

Lagoa Lagoa users have unlimited render time. However, they are allowed up to 3 simultaneous renders at a time, including background renders.
Lagoa Enterprise Lagoa Enterprise users have unlimited render time. Each Lagoa Enterprise user is allowed up to 5 simultaneous renders at a time, including backgroudn renders.

 

Visit pricing to learn more about our account features.

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1.5 Turn on Web GL

Ensure that Web GL is enabled on your device in order to use the Lagoa 3D Application.

Google Chrome Settings

Open your browser window and head to chrome://flags
Screen Shot 2014-04-01 at 12.08.33 PM

If WebGL is Disabled

If you have a flag that looks like this, showing that WebGL is Disabled, you must enable it. (If it is disabled it will look like below, note the double negative). Screen Shot 2014-04-01 at 2.38.41 PM
Click the blue Disable button below the ‘Disable WebGL’ notification. Screen Shot 2014-04-01 at 2.42.05 PM

 

If your Graphics Card is Blacklisted

Your graphics card may be blacklisted due Google Chrome performing an automatic update. You can test whether or not this is the case by disabling your override software rendeirng list flag. Screen Shot 2014-04-01 at 2.44.04 PM
Click the blue Enable button to override your software rendering list. This will allow your graphics card to be used to enable WebGL. Screen Shot 2014-04-01 at 2.38.08 PM

 

Mozilla Firefox Settings

Open your browser window and head to about:config

Firefox_AboutConfig

If WebGL is Disabled

Search webgl using the search bar and ensure that webgl.force is enabled. Firefox_WebGL

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2.0 User Interface

2.1 Community

Navigating our Community Network

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2.2 Application

Navigating our 3D Application

graphics GRAPHICS WINDOW  (main screen)This is the area where all photo-realistic rendered objects
and overall 3D scenes appear.
tb3 COMMANDS (top middle)This is the area where scene editing tools are enabled.
ex2 EXPLORER (upper right)This is the area where scene activity and asset manipulation takes place.
pro2 PROPERTIES  (lower right)This is the area where scene details are manipulated to user specific levels.

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2.2.1 Commands

toolbar

import IMPORT Click on this button to import any asset into your scene.
file FILE Dropdown Options:
New Scene, Open, Import Asset, Save Scene, Export Selection
render RENDER Dropdown Options:
Start Render, Stop Render, Save Render, Set Output Resolution, Render in the Background
material MATERIAL Dropdown Options:
Diffuse (Diffuse, Glossy Diffuse), Metal (Metal, Gold, Silver, Chromium, Copper, Aluminum, Mirror, Coated Glossy Metal, Anisotropic Metal, Metal/Rust, Metal/Glossy Diffuse, Stainless Steel), Volume (Translucent, Smooth Transparent Volume, Rough Translucent Volume, Mother of Pearl, Skin, Simple Volume, Simple Skin), Glass (Smooth Transparent Volume, Architectural Glass), Paint (Realistic Carpaint, Simple Carpaint, Metallic Paint, Metallic Flop Paint), Measured (Realistic Carpaint, BTF), Cloth (Velvet), Organic (Soap Bubble, Mother of Pearl, Skin, Simple Skin), Ceramics (Glossy Ceramic, Glazed Glossy Ceramic, Ceramic, Glazed Ceramic), Modifier (Mix 2 Materials, Select Front and Back, Make Double Sided, Blend 2 Materials, Opaque to Translucent, Layered Labels), Fibers (Distribute 2 Hair Materials)
light LIGHT Dropdown Options:
Dome, Isotropic Dome, Half Dome, Sphere Light, Sun & Sky
uv UV
Dropdown Options:
Planar, Cylindrical, Spherical
edit EDIT Dropdown Options:
Undo, Redo, Cut, Paste, Delete, Hide/Unhide, Unhide All, New Group, Export Selection, Frame Selection, Frame All, View From, Reset Camera, Pick Focal Plane
select SELECT Dropdown Options:
Rectangle Select, Lasso Select, Pick Select, Select All, Select All Meshes, Select All Lights, Select All Materials, Deselect All, Select Faces Mode
camera CAMERA Dropdown Options:
Frame Selection, Frame All, View From, Reset Camera, Pick Focal Plane
states STATES Dropdown Options:
Create a New Scene State, Reset Selection in Active State, Set Active State
layout LAYOUT Dropdown Options:
Toggle Collaborators, Toggle Schematic, Toggle Explorer, Toggle Properties, Single Viewport, Double Vertical, Double Horizontal, Triple Top, Triple Bottom, Triple Left, Triple Right, Quad, Reset Layout
maximize MAXIMIZE No Dropdown Options:
Click this button to maximize the size of the 3D editor for improved navigation.
help HELP Dropdown Options:
Documentation, FAQ, About Lagoa

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2.2.2 Tools

toolbar

select SELECT Dropdown Options:
Rectangle Select, Lasso Select, Pick Select, Select All, Select All Meshes, Select All Lights, Select All Materials, Deselect All, Select Faces Mode
camera CAMERA Dropdown Options:
Frame Selection, Frame All, View From, Reset Camera, Pick Focal Plane
pan PAN Dropdown Options:
Click to rotate the camera freely around the assets.
dolly DOLLY No Dropdown Options:
Click and hold to change the physical position of the perspective camera in your scene.
orbit ORBIT No Dropdown Options:
Click and hold to navigate your perspective camera around your scene.
 zoom ZOOM No Dropdown Options:
Click and hold to change the focal length of the perspective camera in/out.
move MOVE No Dropdown Options:
Use this tool to alter the location of your meshes in the viewport.
rotate ROTATE No Dropdown Options:
Use this tool to alter the rotation of your meshes in the viewport.
scale SCALE No Dropdown Options:
Use this tool to alter the size of your meshes in the viewport.

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2.3 Shortcut Keys

Global

Copy Ctrl + c
Cut Ctrl + x
Paste Ctrl + v
Redo Ctrl + y
Undo Ctrl + z
Delete Selection PC: Delete Mac: Fn + Delete

 

Render & Save

Save Scene Ctrl + s
Render in the Background Ctrl + b

 

Edit

New Group Ctrl + g

 

Camera Controls

Dolly d Alt + Middle Mouse Click
Orbit o Alt + Left Mouse Click
Pan p Alt + Right Mouse Click
Zoom z
Reset Viewport/Camera Ctrl + Shift + r

 

Linear Transformation tools

Move w
Rotate e
Scale r

 

Selection System

Enter Select Mode Space Bar
Add to Selection Hold Shift Button + Left Click Mesh
Remove from Selection Ctrl + Left Click Mesh
Select All Ctrl + a
Unselect All Ctrl + d
Frame Selection f
Frame All a
Extend to Sub-Faces Hold ‘Alt’ + Left Click Mesh
Face Selection Mode (CAD models only) g

 

Visibility

Hide/Unhide Selection h

 

Viewports

Undo Viewport Navigation (Not Main Camera) Alt + z
Redo Viewport Navigation (Not Main Camera) Alt + y

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3.0 Account Settings & Community

3.1 Your Profile

  1. Click on the house icon in the top right hand corner of your screen to access your Dashboard
  2. Click on the ‘Account Settings‘ tab in order to edit your profile information
  3. Fill out the information in the text boxes found on this page (Name, Location, Company, Websites, Skills, Bio)
  4. You can update your profile picture by uploading an existing photo or taking a new photo using your computer camera
  5. You must click ‘Update Changes‘ in order to properly save your information

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3.2 Creating a Project

  1. Click on the house icon in the top right hand corner of your screen to access your Personal Home Page.
  2. On the left hand side of your screen, click the blue ‘New Project’ button located directly under your username.
  3. A pop-up will appear in the window. To name your new project, type in the ‘Project Name’ text-box at the top of the window.
  4. Chose a blank template for your scene and click the blue ‘Create Project’ button
  5. Once your new project is created, click on the ‘Open Project’ button to access it’s content
  6. You will be directed to the Project Asset Page, here you can see all of the assets that are currently within your project

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3.3 Adding People to a Project

  1. Click on the home icon in the top right hand corner of your screen to access your Dashboard
  2. From your Dashboard, select the project you would like to add a person to, this will direct you to your Project Page
  3. Click on ‘Team & Activity‘ the second tab under your Project Name
  4. On the left hand side of your Team & Activity page, select Manage Team. (Under this section you can view the current members of the project)
  5. A pop-up will appear on the screen with all of the current project members, click the blue ‘Add User!‘ button on the bottom left hand corner of the window
  6. Within the ‘Name‘ text box, start to type the name of the user you would like to add to your project. A drop-down menu will appear allowing you to select a specific user.
  7. Click ‘Send‘ after you have chosen all the users you would like to invite. You will be re-directed to the Team & Activity page where you will be able to visualize all of your project team members.
neworangei The person you are trying to add must be a Lagoa user in order to become a member of an active Project.

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3.4 Commenting on Content

  1. Click on the globe icon in the top right hand corner of the screen in order to access the Lagoa Community
  2. Beside the word ‘Community‘, click on the categories you would like to explore (Projects, Assets, Users, All)
  3. Directly underneath the word ‘Community’ type your specific search into the given text box and press ‘Enter
  4. Click on the item you would like to view (Project, Asset), you will be directed to it’s unique page
  5. On the lower right hand side of the screen under the word ‘Activity‘, write your comment in the given text box
  6. Click ‘Post a comment‘ to share

 

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3.5 Sharing Content

Since Lagoa is a cloud-based renderer accessed through your local browser, you can easily choose to share your scenes and renders. There are four main methods that allow you to share your content with people not currently registered as a Lagoa user. These methods are:

  • Email Sharing
  • Link Sharing
  • Embedding A Scene
  • Permalink

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3.5.1 Sharing from your Lagoa Project Space

Once you are satisfied with your render, share it to your friends and family whether or not they are using Lagoa.

 

  1. From the Lagoa Workspace, click on the Project containing the scene you would like to share
  2. Hover overtop of the asset you would like to share and click on the blue arrow button
  3. Select Share
  4. A pop-up menu will appear giving you many options on how to share and collaborate with others using the cloud

Privacy Settings

Sharing assets with project members has never been easier. To share an asset with a project member simply copy the link given to you within the privacy settings tab of your Sharing Window and send it to the project member.

If you would like to share your asset with the entire Lagoa Community, you can do so by selecting ‘Shared with Community’ in the Privacy Settings tab of your Sharing Window. Remember, all projects in Lagoa are private by default. Learn more about Lagoa Privacy Settings.

Embed

  1. From your Sharing Window, click on the Embed tab
  2. Choose the properties of the window you would like to share, you can alter the Viewer Settings, Version Settings and Privacy Settings of your scene
  3. To embed, copy the code provided in the ‘Embed Code‘ text box and paste it into your website (html)
  4. To use a permalink of your scene, copy the link provided in the ‘Permalink‘ text box and share it as you so chose (email, website, social media etc)
neworangei When sharing the permalink, the scene will embed into any website/email that accepts an iframe.

 

Guest Editor

Share this link with friends or clients for real-time collaborative editing.Guests don’t need a Lagoa account. For added convenience, simply type in the email address of the your guest and Lagoa will send along an invite granting them access to the scene.

neworangei Link expires in 24 hours.

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3.5.2 Sharing from within the 3D Editor

Once you are satisfied with your render, share it to your friends and family whether or not they are using Lagoa.

  1. From within the 3D Editor, click on the Share button located in the upper left hand corner of the screen
  2. A pop-up menu will appear giving you many options on how to share and collaborate with others using the cloud

Privacy Settings

Sharing assets with project members has never been easier. To share an asset with a project member simply copy the link given to you within the privacy settings tab of your Sharing Window and send it to the project member.

If you would like to share your asset with the entire Lagoa Community, you can do so by selecting ‘Shared with Community’ in the Privacy Settings tab of your Sharing Window. Remember, all projects in Lagoa are private by default. Learn more about Lagoa Privacy Settings.

Embed

  1. From your Sharing Window, click on the Embed tab
  2. Choose the properties of the window you would like to share, you can alter the Viewer Settings, Version Settings and Privacy Settings of your scene
  3. To embed, copy the code provided in the ‘Embed Code‘ text box and paste it into your website (html)
  4. To use a permalink of your scene, copy the link provided in the ‘Permalink‘ text box and share it as you so chose (email, website, social media etc)
neworangei When sharing the permalink, the scene will embed into any website/email that accepts an iframe.

 

Guest Editor

Share this link with friends or clients for real-time collaborative editing.Guests don’t need a Lagoa account. For added convenience, simply type in the email address of the your guest and Lagoa will send along an invite granting them access to the scene.

neworangei Link expires in 24 hours.

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3.6 Community Assets & Favourites

  1. Using the overhead toolbar, click ‘File’ + ‘Import Asset’, the Asset Browser window will appear
  2. Click on ‘Community‘ and type what you are looking for within the search bar located in the top left-hand corner of the window. This is how you access the Lagoa community asset database.
  3. Use key words to search for 2D and 3D assets. Select the asset you would like to use then click on the blue ‘Add to Scene’ button in the bottom right-hand corner of the window.
  4. If you chose a 3D file, your new asset will appear in your viewport and in your Meshes Menu of your Explorer Panel. If you chose a 2D file, your new asset will appear in your Textures Menu of your Explorer Panel.

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3.7 Deleting Your Lagoa Account

Deleting your account permanently removes this account and all associated projects from Lagoa. This action cannot be undone.

  1. Log Into Lagoa.com
  2. From your Account Workspace, click Account Settings
  3. In the left hand toolbar, select Account Settings again
  4. Under the Delete Account section, click the Delete button
  5. A pop-up window will appear where you must type in the word ‘Delete’ in order to complete your request
  6. All of your projects, project data and assets will be deleted from our databases

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3.8 Privacy Settings

Privacy in Lagoa works on a per-project basis. You control who has access your project via managing the members of a project. For enterprise accounts, you can also manage who can access projects by managing the members of an organization. All projects in Lagoa are set to private by default, you can share your work to the Lagoa Community by changing your project privacy settings.

Making Your Project Public

  1. Log into your account to get to your personal Lagoa Workspace
  2. Click on the project you would like to make public (notice the lock icon indicating that the project is currently private), you will be directed to the project page.
  3. Click Project Settings
  4. Select the check-box beside “Make project profile visible to the Lagoa community and click Save
  5. To confirm that your project is now public, return to your Workspace and click on Public under the Project Menu on the right. Here you can see all of your public projects.

Making Your Project Private

  1. Log into your account to get to your personal Lagoa Workspace
  2. Click on the project you would like to make private, you will be directed to the project page.
  3. Click Project Settings
  4. Unclick the check-box beside “Make project profile visible to the Lagoa community and click Save
  5. To confirm that your project is now private, return to your Workspace and click on Private under the Project Menu on the right. Here you can see all of your private projects.

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3.9 Managing Organization Members

You are only able to manage members within your Organization if you are an Admin or an Owner of an Organization. All members of Organizations will have access to projects within the Organization.

Adding Members to Organizations

  1. Upon logging into lagoa.com, you are directed to your personal workspace
  2. Click the downward arrow beside your name and profile picture on the left hand side of your screen, from here select the organization you would like to manage
  3. Click the Members button located on the upper left hand side of your workspace, here you can see all of the members within your organization
  4. Click the blue Manage Members button
  5. Click Add Members… and type in the email of the person you would like to add to your organization
  6. Beside the text box containing the user’s email, select what type of privileges you would like this person to have (Member, Admin, Owner)
  7. Click Send, an email will be sent to the user inviting them to the organization

Deleting Members from Organizations

  1. Upon logging into lagoa.com, you are directed to your personal workspace
  2. Click the downward arrow beside your name and profile picture on the left hand side of your screen, from here select the organization you would like to manage
  3. Click the Members button located on the upper left hand side of your workspace, here you can see all of the members within your organization
  4. Click the blue Manage Members button
  5. From the list provided, find the member you would like to remove from your organization. Click Remove.

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4.0 Uploading & Downloading

4.1 Supported File Formats

Compressed Files .zip (recommended for all uploads)
2D Images .bmp .exr .hdr .jpeg .jpg .png
3D Models .3dm .3ds .arc .asm .catpart .catproduct .cgr .dae .dlv .exp .fbx .iam .ifc .iges .igs .ipt .jt .lwo .mfl .model .neu .obj .off .par .pkg .ply .prc .prt .psm .pwd .sab .sat .session .sldasm .sldprt .step .stl .stp .unv .vda .vrml .wrml .x_b .x_t .xas .xmt .xmt_txt .xpr
Hair .ase

 

Recommended File Types with Corresponding Software

3ds Max .obj + .mtl
Autodesk Inventor .ipt
Blender .obj + .mtl
CATIA .catpart, .catproduct, .cgr .session
Creo Parametric .asm, .prt
I-deas .x
Lightwave .lwo
Maya .obj + .mtl
Parasolid .x_b, .x_t
PRC .prc
Pro/Engineer .asm .prt
Rhino .3dm
Siemens PLM Software’s NX .x
Softimage .obj + .mtl
Solid Edge .asm, .par, .psm
SolidWorks .sldasm .sldprt
ZBrush .obj

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4.2 Uploading 3D Files

3D Models .3dm .3ds .arc .asm .catpart .catproduct .cgr .dae .dlv .exp .fbx .iam .ifc .iges .igs .ipt .jt .lwo .mfl .model .neu .obj .off .par .pkg .ply .prc .prt .psm .pwd .sab .sat .session .sldasm .sldprt .step .stl .stp .unv .vda .vrml .wrml .x_b .x_t .xas .xmt .xmt_txt .xpr

 

neworangei  Use .zip format for fast and easy uploading of 3D assets.

 

Uploading a 3D Asset from the Dashboard

  1. Create a new project or open an existing project by hovering overtop of your project in your Dashboard and clicking the blue ‘Open Project‘ button that appears
  2. You will be directed to your Project Assets tab of your Project Page
  3. Click on the blue ‘Upload‘ button on the left hand side of the screen. You can see the supported file formats when you hover overtop of this button.
  4. Select the file you would like to add to your project from your hard drive and click ‘Open
  5. Your new 3D file will appear in your Project Assets tab

Uploading a 3D Asset inside the Open Application

  1. While working in the rendering application, you may add more 3D assets to your scene. Click ‘File + Import Asset‘ (or press ‘Ctrl+i’).
  2. Your Asset Browser will appear as a pop-up window, select the grey ‘Upload‘ button located on the upper right hand side.
  3. Select the file you would like to add to your scene from your hard drive and click ‘Open
  4. Your new 3D file will appear in your Asset Browser, select it and press the blue ‘Add To Scene‘ button
  5. Your new 3D model will appear inside your scene

Add a 3D Asset inside the Open Application through the Lagoa Community

  1. While working in the rendering application, you may add more 3D assets to your scene. Click ‘File + Import Asset‘ (or press ‘Ctrl+i’).
  2. Select the ‘Community‘ tab to the right of the search bar
  3. Search for a 3D asset by typing key words into the search text-box
  4. Select your desired 3D model in your Community Asset Browser and press the blue ‘Add To Scene‘ button
  5. Your new 3D model will appear in your scene

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4.2.1 CAD Assembly Support

Lagoa supports over 40 different CAD file formats, including assembly and part files.  The original hierarchies are conserved and our new Explorer Panel allows you to see the full mesh tree structure.

 

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4.2.2 Material Matching Support

When exporting from some 3D modelling softwares, you may be given the option to add material descriptions to different meshes within your model. Upon importing these models, Lagoa will try to mimic the described material.

warning Lagoa material matching support is only functional when the material description is contained in a .zip file along with the 3D CAD model file.

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4.3 2D Files

2D Images .bmp .exr .hdr .jpeg .jpg .png

 

 

You can upload 2D files in Lagoa and use them to create a texture or project it as a background.

Uploading a 2D Asset from the Dashboard

  1. Create a new project or open an existing project by hovering overtop of your project in your Dashboard and clicking the blue ‘Open Project‘ button that appears
  2. You will be directed to your Project Assets tab of your Project Page
  3. Click on the blue ‘Upload‘ button on the left hand side of the screen. You can see the supported file formats when you hover overtop of this button.
  4. Select the file you would like to add to your project from your hard drive and click ‘Open
  5. Your new 2D file will appear in your Project Assets tab

Uploading a 2D Asset inside the Open Application

  1. While working in the rendering application, you may add more 2D assets to your scene. Click ‘File + Import Asset‘ (or press ‘Ctrl+i’).
  2. Your Asset Browser will appear as a pop-up window, select the grey ‘Upload‘ button located on the upper right hand side.
  3. Select the file you would like to add to your scene from your hard drive and click ‘Open
  4. Your new 2D file will appear in your Asset Browser, select it and press the blue ‘Add To Scene‘ button
  5. Your new 2D image will appear in your textures menu of your Explorer Panel

Add a 2D Asset inside the Open Application through the Lagoa Community

  1. While working in the rendering application, you may add more 2D assets to your scene. Click ‘File + Import Asset‘ (or press ‘Ctrl+i’).
  2. Select the ‘Community‘ tab to the right of the search bar
  3. Search for a 2D asset by typing key words into the search text-box
  4. Select your desired 2D image in your Community Asset Browser and press the blue ‘Add To Scene‘ button
  5. Your new 2D image will appear in your textures menu of your Explorer Panel

Once the asset is loaded in the scene window, you can manipulate the 2D image in several ways.

Tonemapping controls
Gamma mapping

Exposure slider
Gamma slider

Reinhard05

Exposure slider
Color adjustment slider
Contrast slider

Spline

Exposure slider
Spline points and drag spline

Effects

Blooming
Strength slider
Radius slider

Glare

Radius slider
Amount slider
Number of blades slider
Threshold slider

Vignetting

Strength slider
Maximum angle slider

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4.3.1 Textures

Add depth to your scene by applying a texture to a material. Upload a 2D image to use as a texture.

Add Texture as a Bump Map

Add Texture as a Reflectance Value

neworangei You need to add a UV projection to your scene in order to visualize the 2D file projected onto the mesh properly. Learn how here.

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4.3.2 Backgrounds

Method 1: Setting the Image on the Dome Light

  1. Add a 2D Asset to your opened scene
  2. Under the Lights Menu of the Explorer Panel, select a Dome Light in your scene
  3. In the Properties Panel located on the bottom right, scroll down until you find the Textures section
  4. Click on the image icon within the background section and select the 2D Asset you would like to add as your background
  5. Ensure that the ‘Activate‘ text box is selected, your background will appear as a camera property
neworangei For best results make sure to choose a spherical image (e.g. .exr) rather than a flat image (e.g. jpg) when uploading a dome light texture If you use a flat image, the background will appear distorted.

 

Method 2: Add an Image as a Backplate for the Camera

  1. Add a 2D Asset to your opened scene
  2. Under the Camera Menu of the Explorer Panel, select the Perspective Camera
  3. In the Properties Panel located on the bottom right, scroll down until you find the Background section
  4. Click on the image icon within the background section and select the 2D Asset you would like to add as your background
  5. Ensure that the ‘Activate‘ text box is selected, your background will appear as a camera property
neworangei For best results make sure to choose a flat image (e.g. jpg) rather than a spherical image (.exr) when uploading a camera background. If you use a spherical image, the background will appear distorted.
warning When you add an image as a backplate the image is just a background, it doesn’t provide any lighting information.

 

 

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4.4 Downloading

  1. Hover overtop of the ‘Render’ button, select ‘Save Render’ from the drop-down menu.
  2. Return to your Project Assets tab of your browser.
  3. A purple 2D image of your render will appear in the Asset Panel. Click on the gear icon within the asset and select ‘Download jpeg’ (Or another 2D file format)
  4. An image of your render will appear in your computer’s Downloads folder

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4.5 Background Rendering

Simultaneously render multiple images in the background while working on a project.

 

  1. Once you are satisfied with your render, hover overtop of the ‘Render‘ button on the left hand side, select ‘Render in the Background‘.
  2. A pop-up will appear, name your background render by typing inside of the text box next to the word ‘name’
  3. Choose the quality of image you would like to render using the drop-down menu (coarse, medium, fine, superfine) or customize how long you want to render by typing in the text-box provided and selecting the unit of time (min, hr)
  4. Change the resolution pixel value by altering the number in the text-boxes next to the width and height parameters
  5. Click the green ‘Render‘ button to start your background render
  6. View your Background Render by returning to your Project Page tab in your browser. Under Project Assets you will be able to access your newly generated 2D image of your render by clicking ‘Open’ once the render has completed.
  7. To download your rendered image, click the gear icon within your new 2D image asset found in your Project Asset tab, select ‘Download jpeg‘.
  8. A jpeg of your render will appear in your Downloads folder of your hard drive

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4.6 Export Selection

Our export selection tool allows you to export individual meshes and materials within Lagoa in order to create a unique library of assets. You can export individual assets or you can also export multiple materials and assets all at once.

Export Selection of Materials

Export Selection of Meshes

 

neworangei By favouriting your exported assets, you can use them in multiple projects. Learn how to add favourite assets to a scene here.
warning You cannot export assets out of the 3D application, the exported files will appear in your Project Assets tab of your Project Page.

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5.0 3D Objects

5.1 Meshes Overview

A mesh is a 3D model composed of edges, vertices and faces that take up space along an x, y and z plane. Any object that you can manipulate or add a material to is considered a mesh. Without meshes, your scene would be empty.

Learn how to upload a 3D mesh to your scene here.

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5.2 Transformations

Unlike changing camera settings, applying a transformation on an object in 3D space will physically change the location and/or size of the object. There are three ways you can apply transformations to objects in Lagoa: Move, Rotate and Scale.

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5.2.1 Move

Moving an object alters its coordinates in a 3D space.

Moving an Object using the Overhead Toolbar:

  1. Click on the ‘Select‘ button from the overhead toolbar and choose which mesh you would like to move. (To select multiple objects hold down the shift button while clicking on meshes)
  2. Once all of the meshes you would like to move are selected, click ‘Move‘ from the overhead toolbar. Three arrows sprouting from a yellow circle will appear.
  3. Click and hold the arrows to move your object along a certain axis (red = x, green = y, blue = x) or the squares to move it along a plane
  4. You can also click and hold the yellow circle to move your object freely through space – this is not recommended for beginner renderers.

Moving an Object using the Properties Panel:

  1. Click on the ‘Select‘ button from the overhead toolbar and choose which mesh you would like to move. (To select multiple objects hold down the shift button while clicking on meshes)
  2. In the Properties Panel on the lower right hand side of the screen, scroll down until you find the Kinematics Section
  3. Under the ‘Position‘ menu, manually alter the values within the x, y, z rows or use the slider to alter the position of your meshes

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5.2.2 Rotate

Rotating an object alters its positional angle in a 3D space.

Rotate an Object using the Overhead Toolbar:

  1. Click on the ‘Select‘ button from the overhead toolbar and choose which mesh you would like to rotate. (To select multiple objects hold down the shift button while clicking on meshes)
  2. Once all of the meshes you would like to move are selected, click ‘Rotate‘ from the overhead toolbar. Three rings (red, blue, green) will appear overtop of your object.
  3. Click and hold the rings to rotate your object along a certain axis (red = x, green = y, blue = x)

Rotate an Object using the Properties Panel:

  1. Click on the ‘Select‘ button from the overhead toolbar and choose which mesh you would like to rotate. (To select multiple objects hold down the shift button while clicking on meshes)
  2. In the Properties Panel on the lower right hand side of the screen, scroll down until you find the Kinematics Section
  3. Under the ‘Rotation‘ header, manually alter the values within the x, y, z rows or use the slider to alter the rotation of your meshes
neworangei If you hold down the ‘Shift’ key while you click and hold the rings to rotate the object, you can rotate the object at 45 increments. If you hold down the ‘Alt’ key while clicking and holding the a ring to rotate the object, you will obtain very precise rotational control to 2 decimal points.

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5.2.3 Scale

Scaling an mesh alters its size in a 3D space. There are two ways you can scale a mesh uniform scaling and non-uniform scaling. Uniform scaling alters the size of the entire mesh at the same rate, where non-uniform scaling only changes the size of one component (or axis) of the mesh.

Uniform Scaling

Via the Overhead Toolbar

  1. Click on the ‘Select‘ button from the overhead toolbar and choose which mesh you would like to scale. (To select multiple objects hold down the shift button while clicking on meshes)
  2. Once all of the meshes you would like to move are selected, click ‘Scale‘ from the overhead toolbar. A cube with large circles at its corners and small circles within its interior will surround your mesh.
  3. Click and hold the large circles on the corners of the cube to scale your mesh in uniform. Your mesh will be anchored to the opposite corner to which you are dragging.
  4. If you hold down the space bar while clicking and dragging the large circle, your mesh will be anchored centrally. Therefore, the opposite corner will be moving positions in space.

Via the Properties Panel

  1. Click on the ‘Select‘ button from the overhead toolbar and choose which mesh you would like to scale. (To select multiple objects hold down the shift button while clicking on meshes)
  2. Once all of the meshes you would like to move are selected, go to your Properties Panel and scroll down until you reach the Kinematics Section
  3. Under the Scale Menu, change the value manually by clicking on the text-box containing the number, or use the scroll bar to scale your mesh
  4. Scaling your mesh via the Properties Panel uses a central anchor. Therefore, the absolute centre of your mesh will remain in the same location in space

Non-Uniform Scaling

  1. Click on the ‘Select‘ button from the overhead toolbar and choose which mesh you would like to scale. (To select multiple objects hold down the shift button while clicking on meshes)
  2. Once all of the meshes you would like to move are selected, click ‘Scale‘ from the overhead toolbar. A cube with large circles at its corners and small circles within its interior will surround your mesh.
  3. Click and hold the small circles on the interior of the cube to scale only certain portions o your mesh. When you click and hold onto the small circles a line will appear which represents the axis which you are scaling.
  4. Normally, the axis will be anchored on the opposite side of the line which you are scaling.
  5. If you hold down the space bar while clicking and dragging the large circle, your mesh will be anchored centrally.

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5.3 Edit Settings

By using the Edit Menu of the Overhead toolbar you can copy, cut, paste, delete and hide your meshes.

Edit Shortkeys

Copy Ctrl + c
Cut Ctrl + x
Paste Ctrl + v
Redo Ctrl + y
Undo Ctrl + z
Delete Selection PC: Delete Mac: Fn + Delete

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5.3.1 Cut, Copy & Paste

  1. Select the item you would like to cut or copy. You can select meshes, materials and lights. Make sure what you would like to Cut/Copy is highlighted.
  2. Click ‘Edit‘ and select either ‘Cut’ or ‘Copy’ depending on which action you would like to perform
  3. To Paste the object, click ‘Edit’ + ‘Paste’. The pasted object(s) will appear in the exact same location where they were copied. This means if you copied the item, you have to move it in order to visualize the second copy since it will be placed directly overtop of the original item.
warning You cannot paste a copied or cut object into a new scene. In order to use an item in multiple scenes you must use the Export Selection tool.

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5.3.2 Delete

When you use the Edit Menu to delete something within a scene, you are simply deleting the item (mesh, light, material, texture) from the scene. If you are deleting an imported item (e.g. mesh, texture) you will no longer see the item in your Explorer Panel however the Asset will remain in the Project Asset tab of the Project Page.

  1. Select the item you would like to delete
  2. Click ‘Edit + Delete
  3. The item will be removed from the scene

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5.3.3 Hide

Hiding meshes allows you to make some components of a model invisible while the mesh itself remains in the scene. This is useful when rendering complex models with many internal components.

Hide Your Mesh in Both the Rendered Scene and the Web GL Viewport

  1. Select the mesh you would like to hide
  2. Click ‘Edit + Hide/Unhide‘, the mesh itself will be invisible however the outline of the mesh will remain. Please note that once you deselect the hidden object, you can no-longer select it in the viewport. To select a hidden object, you must use the Asset Panel
  3. You can unhide a selected mesh by selecting ‘Edit’ + ‘Hide/Unhide’ or you can unhide all of your hidden meshes by clicking ‘Edit’ +  ‘Unhide All’.

Hide Your Mesh in the Rendered Scene but not Web GL

  1. Make sure you are rendering (the ‘Render’ button will be red) and select the mesh you would like to hide, click ‘Edit + Hide/Unhide
  2. In the Properties Panel, scroll down until you reach the Visibility Menu
  3. Check the box beside the word ‘Visible
  4. Stop your render by clicking the red ‘Render’ button to return to WebGL, you will see that you can visualize your mesh

Hide Your Mesh Web GL but not in the Rendered Scene

  1. Ensure that you are not rendering (the ‘Render’ button will be green) and select the mesh you would like to hide in Web GL mode
  2. In the Properties Panel, scroll down until you reach the Visibility Menu
  3. Uncheck the box beside the word ‘Visible‘, you will see that you can no-longer see your mesh
  4. Start your render by clicking the red ‘Render’ button, you will see that you can visualize your mesh

 

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5.4 Selection Tools

Select meshes in Lagoa using the Rectangle Select tool, Lasso Select tool or Pick Select tool.

Rectangle Select

  1. Click on ‘Select‘ from the overhead toolbar
  2. Choose ‘Rectangle Select‘ from the drop-down menu (it may already be selected since this is the default selection tool).
  3. Move your cursor to the viewport of the scene, click and drag overtop of the meshes you would like to select. The meshes will be surrounded by a rectangle.
  4. Once you release your mouse, all of the meshes within the rectangle will be selected, this is indicated by a blue outline around the meshes

Lasso Select

  1. Click on ‘Select‘ from the overhead toolbar
  2. Choose ‘Lasso Select‘ from the drop-down menu
  3. Move your cursor into the viewport of the scene. You can select items either by clicking and dragging in a straight line overtop of the meshes you would like to select or by clicking and dragging a circle around the meshes you would like to select.
  4. Once you release your mouse, all of the meshes along the drag line or within the circle will be selected. This is indicated by a blue outline around the meshes.

Pick Select

  1. Click on ‘Select‘ from the overhead toolbar
  2. Choose ‘Pick Select‘ from the drop-down menu
  3. Hover overtop of the meshes you would like to select in the viewport and click
  4. To select multiple meshes, hold down the ‘Shift‘ key while clicking on meshes
  5. The mesh that you have selected will be outlined in blue
neworangei You can pick select using all of the selection tools available in Lagoa by simply clicking on top of the mesh you would like to select.

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5.5 Export Selection of Meshes

Export individual meshes within Lagoa and use them in multiple scenes. This feature allows you to save an object with all of its original parameters. Exporting a mesh also exports the material applied to the mesh and any texture that has been applied to that material.

Exporting a Mesh and Adding it to an Existing Scene

  1. Highlight the mesh you would like to export and click ‘Edit + Export Selection
  2. Your exported mesh will appear in your Project Page tab of your browser under the Project Assets tab
  3. From your Project Page, open up an existing scene.
  4. In your existing scene, Select ‘File + Import Asset‘ to access your Asset Browser
  5. Here you can access your Exported Mesh under ‘All My Assets‘ or the ‘Current Project‘ tab
  6. Select your Exported Mesh and click the blue ‘Add To Scene‘ button
  7. Your Exported Mesh will appear in your Existing Scene, this is confirmed when checking in the Meshes Menu of the Explorer Panel to ensure that the mesh name appears

Exporting a Mesh and Adding it to a New Scene

  1. Highlight the mesh you would like to export and click ‘Edit + Export Selection
  2. Your exported mesh will appear in your Project Page tab of your browser under the Project Assets tab
  3. From your Project Page, select the blue ‘New Scene‘ button on the left hand side of the screen
  4. Once you have opened your new scene, Select ‘File + Import Asset‘ to access your Asset Browser
  5. Here you can access your Exported Mesh under ‘All My Assets‘ or the ‘Current Project‘ tab
  6. Select your Exported Mesh and click the blue ‘Add To Scene‘ button
  7. Your Exported Mesh will appear in your Existing Scene, this is confirmed when checking in the Meshes Menu of the Explorer Panel to ensure that the mesh name appears

Exporting a Mesh and Opening it as a New Scene

  1. Highlight the mesh you would like to export and click ‘Edit + Export Selection
  2. Your exported mesh will appear in your Project Page tab of your browser under the Project Assets tab
  3. From your Project Page, click the blue ‘Open‘ button within your newly exported asset
  4. Once you have opened your new scene, you will see that your scene will appear black since no lights were exported along with the mesh. (See the ‘Lights’ tab of the Explorer Panel).
  5. To add a light to see your mesh in the render view, chose a light from the drop-down menu of the overhead toolbar. Take note that any changes that you save in this scene will be retained in the exported mesh.  See above to maintain the exported mesh’s properties while adding it to a new scene.

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5.6 Scene States

Create multiple states within your scene with different camera, lighting, mesh, material and texture settings. Easily alternate between scene states using either the Explorer Panel or the overhead toolbar.

  1. Select ‘States’ from the overhead toolbar and click ‘Create a New Scene State’ from the drop-down menu.
  2. Your new state will appear in your Explorer Panel to the right.
  3. Alternate between scene states via the Explorer Panel by hovering the mouse over the state you would like to use and clicking on the ‘Set Active’ button that appears.
  4. Create as many scene states as you like, each with their own camera, material, texture, mesh and lighting settings. All scene states appear in your Explorer Panel.
  5. You can also switch between scene states using the overhead toolbar. Click on ‘States,’ select ‘Set Active Scene‘, then click on the scene state you want to use.
  6. To customize the name of a state, select a state from your Explorer Panel. In the Properties Panel directly below, you can change the name of your state using the given text bar.
neworangei You can apply transformations to your meshes in scenes and it will not affect other scenes. This allows users to generate multiple views of teh same scene with different parameters.

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5.7 Inverted Normals (Black Meshes)

Many uploads end up with meshes that appear black which simply means that the normals of the mesh are inverted. This can be solved in two ways:

Method 1: Flip Normals

  1. Select the mesh that appears to be black
  2. In the Properties Panel on the lower right hand side of your screen, scroll to the section titled Normal Orientation
  3. Select the Check Box beside Flip the Normal, your mesh will no longer appear black.
Screen Shot 2014-01-22 at 3.43.32 PM Screen Shot 2014-01-22 at 3.43.40 PM

 

 neworangei The flip normals will only work if the whole mesh is black. If some of the faces are black you will have to use the make double sided material (see below).

cidhgcig ibegbfbc

 

Method 2: Add a Double Sided Material or a Front-Back Material

Double Sided Material

  1. Select the mesh that appears to be black
  2. In the overhead toolbar, select Materials + Modifier + Make Double Sided
  3. You will see that your mesh no longer appears black
  4. In the Properties Panel add Materials using the drop-down menus select which Material you would like to apply to both sides of your mesh
doublesided

 

Front & Back Material

  1. Select the mesh that appears to be black
  2. In the overhead toolbar, select Materials + Modifier + Select Front and Back
  3. You will see that your mesh no longer appears black
  4. In the Properties Panel add Materials using the drop-down menus select which Material you would like to apply as the ‘Front’ and the ‘Back’ of the mesh
frontback

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6.0 Materials

6.1 How to Apply a Material

You must have a 3D mesh in your scene in order to apply a material. There are many different ways you can apply a material to a mesh.

Overhead Toolbar

  1. Select the mesh (or meshes) that you would like to apply the material to
  2. Click on Materials in the overhead toolbar, a drop-down menu of material categories will appear
  3. Hover overtop of the category you are interested in and select a specific material
  4. The material will be instantly applied to the mesh, it will also appear in your Materials Menu of the Explorer Panel as it is now part of your scene

Drag & Drop

  1. Click on Materials in the overhead toolbar, a drop-down menu of material categories will appear
  2. Hover overtop of the category you are interested in and select a specific material
  3. The material that you selected will appear in the Materials Menu of the Explorer Panel
  4. Click and drag the material from the Explorer Panel overtop of the mesh you would like to apply it to
  5. When you release your mouse, the material will be applied to the mesh instantly

Explorer Panel

  1. Click on Materials in the overhead toolbar, a drop-down menu of material categories will appear
  2. Hover overtop of the category you are interested in and select a specific material
  3. The material that you selected will appear in the Materials Menu of the Explorer Panel
  4. Select the mesh (or meshes) that you would like to apply the material to
  5. Hover overtop of the Material in the Materials Menu, click on the arrow on the right hand side of the highlighted material
  6. The material will be applied to the mesh

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6.2 Material Properties

For Visual Examples and Exact Parameters, check out our Materials Guide

warning Not all properties are relevant to every material.

 

Material Properties

Absorption Describes the quantity of light particles that are absorbed by the material. Light absorption is the opposite of light reflectance.
Blend Weight The contribution between the two materials you are blending together
Color Defines the pigment of the material
Eta & K Describes the complex refractive index of the material characterizing color and the Fresnel effect
Film Thickness Unique to Soap Bubble, describes the thickness of the soap layer
Flake Size Unique to Realistic Carpaint, a property that defines the size of the metallic flake of the paint (if there are any).
Ior Describes the refractive index of the material
Orange Peel Unique to Realistic Carpaint, a property that defines the imperfections of the clear coat layer overtop of the paint
Phase Forward and backward scattered light
Reflectance Determines the color of reflected light as measured dependent of the thickness of a material. Can alter the ‘Red, Blue and Green’ light values independently or using the color wheel. Sub-categories: Ground Reflectance, Plastic Reflectance, Rust Reflectance…
Reflectivity Determines the color of reflecting light, especially reflectance as measured independently of the thickness of a material. Can alter the Red, Blue and Green light values independently or using the color wheel
Roughness  Determines the degree of material glossiness.
Scattering Describes the degree of light particles that are deflected or diffused when passing through a material. The higher the value, the more scattering of light. A high scattering value will cause a transparent/translucent volume material appear foggy or frosted.
Transmittance  Defines the ratio of total light falling on a material to the amount of light transmitted through the material
World Scale A property unique to the Mother of Pearl material that by increasing it makes the material optically thicker

 

Functions for Measured Materials

BRDF Bidirectional Reflectance Distribution Function
BSDF Bidirectional Scattering Distribution Function
BTDF Bidirectional Transmission Distribution Function
BCSDF Bidirectional Curve Scattering Distribution Function
BSSRDF Bidirectional Surface Scattering Reflectance Distribution Function
BTF Bidirectional Texture Function

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6.3 Adding A Texture to a Material

Create a more realistic render by applying a 2D image as a texture to any supporting material in Lagoa. There are two methods behind applying a texture to a material:

  1. Applying a Texture as a Bump Map
  2. Applying a Texture as a Reflectance Value

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6.3.1 Applying a Texture as a Bump Map

  1. Add a 2D asset to your project
  2. Import your 2D asset into your opened scene by clicking ‘File + Import Asset‘, your Asset Browser will appear.
  3. From the Asset Browser, select the 2D asset you would like to use as a texture, click the blue ‘Add to Scene‘ button
  4. From the Explorer Panel, select the Material you would like to apply the texture to.
  5. Below the Explorer Panel in the Properties Panel, expand the ‘Bump Map‘ menu
  6. In the section titled ‘Bump Scale‘ click on the photo icon on the right hand side, a pop-up will appear containing all of your uploaded 2D assets
  7. Select the 2D asset you would like to apply to this material
  8. The 2D asset will appear as a bump map on your mesh
 warning Is your texture not applying? Some meshes are imported with UVs, if your texture is not applying it is likely that your mesh does not have a UV applied to it. Learn how to project a UV on to your mesh in order to visualize your texture.

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6.3.2 Applying a Texture as a Reflectance, Transmittance or Color Value

  1. Add a 2D asset to your project
  2. Import your 2D asset into your opened scene by clicking ‘File + Import Asset‘, your Asset Browser will appear.
  3. From the Asset Browser, select the 2D asset you would like to use as a texture, click the blue ‘Add to Scene‘ button
  4. From the Explorer Panel, select the Material you would like to apply the texture to.
  5. Find the section titled ‘Reflectance‘, ‘Transmittance‘ or ‘Color‘ (depending on your material) and click on the photo icon on the right hand side, a pop-up will appear containing all of your uploaded 2D assets
  6. Select the 2D asset you would like to apply to this material
  7. The 2D asset will appear as a reflectance value on your mesh
neworangei To create a color pattern on your material apply the 2D image to one of the three parameters listed above. You may notice that you are also able to apply a 2D asset to other parameters in your properties panel (e.g. ior, reflectivity), these settings are mainly for advanced renderers.
warning Is your texture not applying? Some meshes are imported with UVs, if your texture is not applying it is likely that your mesh does not have a UV applied to it. Learn how to project a UV on to your mesh in order to visualize your texture.

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6.4 Hair

Hair .ase

 

In order to use the Lagoa hair shader, you must upload your model in .ase format. This file type can describe hair without long waiting times behind loading the hundreds of thousands of hair follicles. Upon uploading an .ase file, you can apply any material to your hair mesh. However, for the most photorealistic results, apply the Lagoa measured hair material to the uploaded mesh.

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6.4.1 Exporting Hair Files from Max

  1. To export your file from max, you need to convert every hair fiber, into a spline, (every hair, not the guides).

  2. Then, select the format .ASE with the following configuration:

    ExportingWindow

  3. With this configuration, you will export every spline of your scene. (Notice that “Export Selected” doesn’t work well with .ase, therefore simply click ‘Export’.

    If you use this method to export your file, it will only export the shapes, you don’t need to delete any other meshes.)

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6.4.2 Importing Hair Files into Lagoa

  1. For faster uploading, zip your .ase file that you exported for Max
  2. Open up a project and click ‘Upload file’ select your zipped .ase file
  3. Open your newly uploaded file as a scene or import it into an existing scene within your project

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6.4.3 Hair Mesh Properties

 

Property Description Example
Radius scale It changes the thickness of the hair. Radius Scale 1:
radius1
Radius Scale 12:
radius12
Number of Subdivisions It adds subdivisions to the hair strands  Number of Subdivisions 1:
sub1
 Number of Subdivisions 2:
sub2
Subsampling Step Size It will not render some hair strands, default value is 1, if the value is 2, you render 50% of the strands Subsampling Step Size 10:step
Maximum Number of Hairs It’s the maximum number of hairs on that geometry that will render, don’t worry, the default is a million, but if you need, you can increase the value. No Visual.

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6.4.4 Hair Material Properties

Hair geometry accepts the application of any Lagoa material, however there is a specific Hair Fiber material that you can use for the most photorealistic results.

Distribute 2 Hair Materials:

Property Description Example
Bump Map It adds noise detail to the hair, an excellent tool to achieve highly realistic hair fibers. Bump Intensity 0:
bump0
Bump Intensity 10:
bump10
UV Using the UV property you can set the frequency of the noise detail applied by the bump map.  UV Scale 1:
uv1
 UV Scale 5:
uv5
Component 1 & 2 To customize the color of your hair, select two differents presets of hair colors from the dropdown menu. You can use the ratio slider (description below) to change the distribution of each color. No Visual.
Ratio A slider that allows you to change the distribution of each color component (Compoenent 1 & 2). With values closer to 1 you will see more of the first color component, with values clsoer to 0 you will see more of the second color component. At a value of 0.5 both color components are equal. No Visual.

 

Distribute 2 Hair Materials Examples:

Component 1 Component 2 Ratio Visual
 Caucasian Natural Blond  Caucasian Auburn Red  0.5  br0.5
 Caucasian Natural Blond  Caucasian Auburn Red  0.1  br0.1
 Caucasian Natural Blond  Caucasian Auburn Red  0.9  br0.9
 Asian Black  Asian Black  0.5  AsianBlack
 Caucasian Aubergine  Caucasian Aubergine  0.5  Auburgine

 

Other Materials Applies to Hair Meshes:
Distribute 2 Hair Materials Examples:

Material Visual
Glossy Diffuse GlossyDiffuse
Glazed Ceramic  GlazedCeramic

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6.5 Creating a Materials Library

Create a materials library with our Export Selection tool. Use a material with unique properties in multiple scenes by exporting it out of one scene into your asset menu. You can then drag and drop your material into different scenes and the properties will be maintained.

  1. Once you are happy with your material properties, we recommend that you rename your unique materials. To do this, select the material you would like to rename in from the Explorer Panel. Then, in the Properties Panel, rename your material using the Name text-box. Make sure the name is descriptive and unique so you can easily identify it in different scenes.
  2. Select one or more (by holding down shift) of your materials in the Explorer Panel. From the overhead toolbar, click ‘Edit + Export Selection‘.
  3. Your material(s) will appear under Project Assets of the Project Page tab in your browser.
  4. Open a new or existing scene, then click on ‘File + Import Asset‘ to access the Asset Browser
  5. Select your exported materials library and click the blue ‘Add To Scene‘ button located on the bottom right hand side of the window
  6. Your customized materials will appear in your Materials Menu of the Explorer Panel. You can now apply these unique materials to new meshes in your opened scene.

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6.5.1 Custom Measured Materials

Lagoa uses advanced Xrite scanning technology to measure real-life materials use within the rendering application. Although measuring custom materials is not included in Lagoa subscriptions, obtaining custom measured materials is available to all users. For more information on pricing and requirements please contact sales@lagoa.com.

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6.6 Mixing & Blending Materials

Mixing Materials: When mixing materials, there are two weight textures responsible for mixing two materials together.

  1. Click Materials from the overhead toolbar and select the two materials you would like to mix together in order to add them to your scene
  2. Select the mesh you would like to apply your mixed material to
  3. Click Materials from the overhead toolbar and select Modifier + Mix 2 Materials
  4. With the Mix 2 Materials material selected and applied to your mesh, head to the Properties Panel in the lower right and corner
  5. Under the Materials section, select from the dropdown menus which Materials you would like to act as Material 1 and Material 2
  6. To customize your mixed material, use the two weight sliders to change the distribution of each independent material

 

Blending Materials: When blending materials, there is only one weight texture responsible for blending two materials together.

  1. Click Materials from the overhead toolbar and select the two materials you would like to blend together in order to add them to your scene
  2. Select the mesh you would like to apply your mixed material to
  3. Click Materials from the overhead toolbar and select Modifier + Blend 2 Materials
  4. With the Blend 2 Materials material selected and applied to your mesh, head to the Properties Panel in the lower right and corner
  5. Under the Materials section, select from the dropdown menus which Materials you would like to act as the Blend and the Base
  6. To customize your mixed material, use the single weight slider to change the weight of the base.

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6.7 UVs

warning Some meshes come with UVs, however if your 3D file does have them you may project a one onto your mesh. Choose between a planar, cylindrical or spherical UV in order to add a texture to your scene.

UV Properties

Planar, Cylindrical or Spherical
Kinematics

Position

x: -100 to +100 cm

y: -100 to +100 cm

z: -100 to +100 cm

Rotation

x: -360 to + 360 degrees

y: -360 to + 360 degrees

z: -360 to + 360 degrees

Scale

Value: 0.001 to 10.000 cm  (locked x, y, z values)
(or individual control:)

x: 0.001 to 10.000 cm

y: 0.001 to 10.000 cm

z: 0.001 to 10.000 cm

Guide

Texture

(a 2D image must be dragged into the scene to set the texture here)

Display

Wireframe – checkbox

Visible – checkbox

Repeat v – checkbox

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6.8 Layered Labels (Decals)

Use our Layered Label Material to create decals within Lagoa. Each Layered Label Material has the capacity to create different decals simultaneously.

BGRender - BMW 502

  1. Import the model and image you would like to use as your label into your scene. Ensure that the areas you wish to be transparent on your image are darker than the foreground.
  2. In the 3D application, click UV and select the UV map you would like to use to project your label onto your mesh. (Planar, Cylindrical or Spherical). If no projection is applied, the mesh’s texture coordinates are used.
  3. Select your imported object in your viewport then head to the UV Menu of the Explorer Panel. Hover overtop of your UV and click the arrow button in order to apply it to the selected mesh.
  4. Once your UV is applied to your mesh, head to the Materials button in the overhead toolbar and add a Decal Material (your choice, in this case Gold), Base Material (your choice, in this case Realistic Carpaint) and a Layered Label Material (under the Modifier section).
  5. Without applying it to your object, select the Decal Material in your Explorer Panel. Once selected, head to the Properties Panel and under Reflectance apply your imported label image.
  6. Now, select the your mesh and apply the Layered Label material to it
  7. In your Materials Menu of the Explorer Panel, select your Layered Label material. Then, head to the Properties Panel and add your chosen Base Material under Base and your Decal Material as Material 1 using the dropdown menus provided.
  8. Under the Material 1 Weight section, add your imported Label Image as a texture value. Drag the value slider provided to eliminate the black background.
  9. To reposition the decal, select your UV from the Explorer Panel and manipulate its position by using the Move, Rotate or Scale commands.
  10. To Add Multiple Labels, repeat the above process. However, you must scroll to the bottom of the Properties Panel to allocate a UV Projection to its affiliated Material

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6.9 Specular Mapping

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7.0 Lights

7.1 Adding A Light to A Scene

Each new scene comes with a default dome light. However, you can add more lights to a scene or delete the default dome light and chose a different source of primary lighting. You are also able to create mesh lights, in which 3D models become an emitting light source.

Adding a Light Source

  1. From the overhead toolbar, select Lights and a drop down menu will appear
  2. Select the light you would like to add to your scene from the drop down menu
  3. The light will be added to your scene as well as to the Lights Menu of the Explorer Panel
warning When you add light sources to your scene, it will not replace an existing light source. In order to change light sources completely, you either need to delete the initial light or decrease its intensity to 0.

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7.1.1 Dome Lights

Description
The Dome Light is the most commonly used light source. It is used to light a scene from all directions (360°) with a constant color/intensity light (also known as “ambient light”). It can also be used as the primary lighting in a scene. In Lagoa, the Dome Light is very useful for adding an image backdrop (texture) to your render. This image will color the light as well, creating realistic lighting that allows you to place your object “into” a scene. The Dome Light must always have a texture; if you want something unobtrusive, try using the default gradient or an Isotropic Dome Light.

The Dome Light

Dome Light Properties
Object Name Click the text window to edit.  Textbox
Intensity The brightness of the light. Type a number in or drag the slider. Range: 0 to infinity
Render Visible Deselect to hide the dome light in the final render. Checkbox
Rotation Deselect to hide the dome light in the final render. x: -360 to + 360 degrees
y: -360 to + 360 degrees
z: -360 to + 360 degrees
Display Make the dome light invisible or transparent in the non-rendered 3D editor. Visible Checkbox
Opacity: 0 to 1
Color Change emitted light color. Red: 0.000 to infinity
Green:  0.000 to infinity
Blue:  0.000 to infinity
Texture Background image. Must be .HDR or .EXR format. Use the asset importer to bring in more options. HDR and EXR files are High-dynamic-range image formats for capturing a greater dynamic range of the lightest and darkest areas of an image compared to standard methods used. HDR/EXR dragged into the scene to set the texture.

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7.1.2 Isotopic Dome Lights

Description
The Isotropic Dome Light is similar to the Dome Light, except it does not allow for a texture and is slightly brighter.
It illuminates the scene from all directions with a constant intensity/color light.
It is useful for creating something akin to a “clay render”, where an object’s form is clearly shown with little to no shadows. It is also used in scenes where an ambient light is required, but a gradient or background image is not.

The Isotropic Dome Light

Isotopic Dome Light Properties
Object Name Click the text window to edit.  Textbox
Intensity The brightness of the light. Type a number in or drag the slider. Range: 0 to infinity
Render Visible Deselect to hide the isotopic dome light in the final render. Checkbox
Color Change emitted light color. Red: 0.000 to infinity
Green:  0.000 to infinity
Blue:  0.000 to infinity
Display Make the isotopic dome light invisible or transparent in the non-rendered 3D editor. Visible Checkbox
Opacity: 0 to 1

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7.1.3 Half Dome Lights

Description

The Half Dome Light is similar to the Dome Light, except it illuminates only half of the world (180°) at any one time. This type of lighting is excellent for directional ambience, where you want the subtle diffusion of a Dome Light, but only on one half of your model.
The Half Dome Light

Half Dome Light Properties
Object Name Click the text window to edit.  Textbox
Intensity The brightness of the light. Type a number in or drag the slider. Range: 0 to infinity
Render Visible Deselect to hide the half dome light in the final render. Checkbox
Color Change emitted light color. Red: 0.000 to infinity
Green:  0.000 to infinity
Blue:  0.000 to infinity
Rotation Deselect to hide the half dome light in the final render. x: -360 to + 360 degrees
y: -360 to + 360 degrees
z: -360 to + 360 degrees
Texture Background image. Must be .HDR or .EXR format. Use the asset importer to bring in more options. HDR and EXR files are High-dynamic-range image formats for capturing a greater dynamic range of the lightest and darkest areas of an image compared to standard methods used. HDR/EXR dragged into the scene to set the texture.
Display Make the half dome light invisible or transparent in the non-rendered 3D editor. Visible Checkbox
Opacity: 0 to 1
Show Texture Checkbox

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7.1.4 Sphere Light

Description
The Sphere Light is the second most commonly used light source within Lagoa, and it is essentially a sphere mesh that emits light. Often used to create localized, high-intensity light, you can think of it like a pre-made lightbulb. It is excellent in product shots to create dramatic lighting and shadows. By increasing the radius of the light, you are essentially moving the light “closer” to the object’s surface, without moving its center point. A larger light will illuminate more area, but by keeping its intensity low, you can keep lit areas from being blown out with white light.

The Sphere Light

Sphere Light Properties

Object Name Click the text window to edit.  Textbox
Intensity The brightness of the light. Type a number in or drag the slider. Range: 0 to infinity
Radius The size of the light. The larger the light, the closer its surface is to the object, and the more that object is illuminated (up to the maximum intensity of the light). Radius: 0.01 cm to infinity
Render Visible Deselect to hide the sphere light in the final render. Checkbox
Color Change emitted light color. Red: 0.000 to infinity
Green:  0.000 to infinity
Blue:  0.000 to infinity
Display Make the sphere light invisible or transparent in the non-rendered 3D editor. Visible Checkbox
Opacity: 0 to infinity
Position Affect the light’s position within the scene. x: – infinity to + infinity cm
y: – infinity to + infinity cm
z: – infinity to + infinity cm

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7.1.5 Sun & Sky Lighting

Description

This page may look daunting, but the Sun & Sky is actually very easy to understand. It is a based off of a physical model of  our actual sun – it’s distance and behavior is all as it would be in the real world. This light is similar to the Half Dome Light, in that it only emits light from 180° of the sky; in real life, the sun doesn’t shine through the ground! All you have to do is input the time of day, location on the planet, etc., and the software will take care of the rest. This light is commonly used in architecture and event planning to generate the most realistic natural lighting scenario possible.

The Sun & Sky

Sun & Sky Lighting Properties

Object Name Click the text window to edit.  Textbox
Intensity The brightness of the Sun & Sky. Type a number in or drag the slider. Range: 0 to infinity
Render Visible Deselect to hide the Sun & Sky in the final render. Checkbox
Year Control that allow you to adjust for yearly variables in the sun’s position. Year: 1900 – 2050
Month Control that allow you to adjust for monthly variables in the sun’s position. Month: 1 – 12
Day Control that allow you to adjust for daily variables in the sun’s position. Day: 1 – 31
Hour Control that allow you to adjust for hourly variables in the sun’s position. Hour: 0 – 23
Minute Control that allow you to adjust for minute long variables in the sun’s position. Minute: 0 to 59
Second Control that allow you to adjust for second long variables in the sun’s position. Second: 0 to 59
Time Zone Control that allow you to adjust for various times zones. Time zone: -12 to +12
Turbidity Controls the amount of particles (dust, pollution, etc.) in the atmosphere. Lower numbers mean a clearer, bluer sky (countryside), higher makes for a yellow and/or orange sky (city life). Turbidity: 1.00 to 10.00
Longitude Precise longitudinal coordinates allow you to get the most accurate location based lighting. Longitude: -180 to +180
Latitude Precise latitudinal coordinates allow you to get the most accurate location based lighting. Latitude: -90 to +90
Color Change emitted light color. Red: 0.000 to infinity
Green:  0.000 to infinity
Blue:  0.000 to infinity
Ground Color Change emitted light color. Red: 0.000 to infinity
Green:  0.000 to infinity
Blue:  0.000 to infinity
Display Make the Sun & Sky light invisible or transparent in the non-rendered 3D editor. Visible Checkbox
Opacity: 0 to 1
Show Texture Checkbox
Rotation Deselect to hide the Sun & Sky light in the final render. x: -360 to + 360 degrees
y: -360 to + 360 degrees
z: -360 to + 360 degrees

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7.2 Mesh Lights

Turn any 3D mesh into a light emitting source.

  1. Add a 3D Model to your scene
  2. Select the mesh you would like to illuminate
  3. In the Properties Panel, scroll down until you reach the section entitled ‘Light Emission
  4. Click the checkbox beside the word ‘Enable‘ in order to create a mesh light
  5. Change the intensity of the light by altering the value under the word ‘Intensity‘ or the color of the light using the by changing values in the ‘Color‘ menu
neworangei Use the Export Selection tool to export your mesh light and use it later in a different scene.

Description
The Mesh Light function in Lagoa allows you to turn any object into an illuminator. This allows you to use real world objects, such as light bulbs, to light your scene. Additionally, flat planes make excellent wide-area lighting solutions. Use your imagination, and experiment with different geometry to create interesting lighting solutions.

The Mesh Light

Mesh Light Properties
Object Name Click the text window to edit.  Textbox
Render Visible Deselect to hide the mesh in the final render. This will not stop it from casting light. Checkbox
Enable Mesh Light When checked, allows the mesh to emit light. Checkbox
Intensity The brightness of the light. Type a number in or drag the slider. Range: 0 to infinity
Color Change emitted light color. Red: 0.000 to infinity
Green:  0.000 to infinity
Blue:  0.000 to infinity
Visibility Change visibility of mesh in non-rendered 3D editor. Visible Checkbox

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7.3 Scene State Lighting

When adding lights to scene states you need to be aware that you are adding a new element to your scene. With that said, your new light will appear in every scene state you have already generated. You can generate different lighting settings by altering the light source properties within each scene state. By setting the intensity value of a light source to zero, you can eliminate the light emission from this source even if it remains an element in the scene.

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7.4 Changing the Lighting Environment

  1. Add a 2D Asset to your opened scene
  2. Under the Lights Menu of the Explorer Panel, select a Dome Light in your scene
  3. In the Properties Panel located on the bottom right, scroll down until you find the Textures section
  4. Click on the image icon within the background section and select the 2D Asset you would like to add as your background
  5. Ensure that the ‘Activate‘ text box is selected, your background will appear as a camera property
neworangei For best results make sure to choose a spherical image (e.g. .exr) rather than a flat image (e.g. jpg) when uploading a dome light texture If you use a flat image, the background will appear distorted.

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7.5 Shadow Catchers

Description

Shadow Catchers are used when you want to create a shadow without having the geometry that is receiving the shadows be visible in the final render. The most common use for this is when you want you want to rest an object on the “ground” in a background texture, and need the ground shadows but do not want the ground plane to occlude the background image.

Shadow Catchers

Shadow Catcher Properties
Object Name Click the text window to edit.  Textbox
GI Bounces Set to 0 to prevent the ground from receiving reflections. Range: 0 to infinity
Direct Compositing Select to enable the Shadow Catcher functionality. Checkbox

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8.0 Camera

8.1 Basic Camera Settings

Changing the camera settings has no effect on the meshes and 3D files within your scene. For example, you can make an object appear bigger or smaller by zooming in or out of a scene, this has no effect on the actual size of the mesh.

Orbit

  1. Select Orbit from your overhead toolbar. This is selected by default upon opening a scene.
  2. Move your cursor into the viewport, click and drag. You can orbit around your scene from any angle within a 3D plane

Pan

  1. Select Pan from your overhead toolbar
  2. Move your cursor into the viewport, click and drag. You have the ability to move the camera along one plane.

Zoom

  1. Select Zoom from your overhead toolbar
  2. Move your cursor into the viewport, click and drag. You can zoom in and out of the scene from the point where you initially clicked.

Dolly

  1. Select Dolly from your overhead toolbar
  2. Move your curser into the viewport, click and drag. You can dolly in and out of the scene from the point where you initially clicked.
neworangei The difference between zoom and dolly is that when you are zooming you are changing the properties of the lens, where as when you dolly you are changing the position of the physical camera.

 

Camera Settings Shortkeys

Orbit o Alt + Left Mouse Click
Pan p Alt + Right Mouse Click
Zoom z
Dolly d Alt + Middle Mouse Click
Reset Camera Ctrl + Shift + r

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8.2 Camera Properties

Camera Properties

Name <text box>
Lens Depth of field radius:  0 to 5mm
Blades: 5 to 32
Blades rotation: 0 to 360 degrees
Focal length: 0.001 to 23.999 mm
Zoom: 2 to 24mm
Target Position x: -100cm to +100cmy: -100cm to +100cmz: -100cm to +100cm
Film Fit render checkbox off/on
Width: 1 to 125mm
Height: 1 to 125mm
Aspect (Displays the ratio between Width to Height)

Resolution

Lock aspect checkbox off

Value: 10 to 2048 px

Lock aspect checkbox on

Width: 10 to 2048 px

Height: 10 to 2048 px

Background Activate checkbox

Color

Red: 0.0000 to 1.0000

Green: 0.0000 to 1.0000

Blue: 0.0000 to 1.0000

Kinematics

Position

x: -100cm to +100cm

y: -100cm to +100cm

z: -100cm to +100cm

Clipping Plane  Near: 0.01 to 1.00 cm
 Far: 1 to 1,000,000 cm

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8.3 Framing

Frame Selection

This is used when you want to focus on a particular aspect of your scene. You must have a mesh selected in order to use this tool.

  1. Use the Selection Tools to select a mesh (or multiple meshes) within your scene
  2. From the overhead toolbar, select ‘Camera + Frame Selection’
  3. Instead of using the overhead toolbar, you can click the ‘f‘ button on your keyboard which is the Shortkey for this action

Frame All

  1. From the overhead toolbar, select ‘Camera + Frame All’
  2. You will be able to visualize all of the meshes in your scene

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8.4 View Options

You can change the point of view of the camera from Perpsective, Top, Bottom, Front, Back, Left and Right. Hover overtop ‘Camera + View From‘ and from there select which view.

neworangei Using the ‘Layout’ button in the overhead toolbar you can choose how many viewports to have in the graphics area.
warning At this time, the camera always has perspective. Currently there is no orthographic camera.
warning At this point if you select any view other than perspective the camera/view is locked to this view and you WILL NOT be able to orbit the camera until you set the camera/view back to perspective.

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8.5 Focal Plane and Depth of Field

Setting the camera’s focal plane and adding depth of field.

Lagoa_DOF

  1. Select Camera and Pick Focal Plane from the drop down menu, a crosshair will appear as your cursor
  2. Aim your crosshair on the focal point you would like and click to select this as the focal plane.  This remains active until you change your current tool
  3. To add depth of field, select the camera in the Explorer Panel on the right and increase the Depth of Field value in the Properties Panel
  4. As you increase the Depth of Field value, the focal plane you selected remains in focus

neworangei Click and drag the crosshair to see the focal point change as you move

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8.6 Set Output Resolution

  1. From your Explorer Panel, select the Perspective Camera within the Camera Menu
  2. Scroll down your Properties Panel until you find the Resolution Menu under the Film section
  3. If the Lock Aspect box is checked, then the length and width of your scene will match that of the film (located above), if this is the case you only have 1 parameter you can change
  4. If the Lock Aspect box is unchecked, you can manually change the height and width resolutions
  5. The higher the resolution value the higher the quality of image
warning The higher the resolution the longer it will take for your image to render completely. We recommend not to go any higher than 1500 this is how you set your output resolution.

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8.7 Camera Settings & Scene States

When creating scene states, you are able to save different perspective camera settings and properties. This allows you to quickly alternate between different views of the same scene and allows you to create pre-set camera values.

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8.8 Reset Camera

  1. From the overhead toolbar select Camera, a drop-down menu will appear
  2. Click Reset Camera and your Camera settings will return to its last saved properties

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9.0 Working with Data

10.1 Level of detail

Upon import of 3D files, Lagoa creates different Level Of Detail (LOD’s) automatically for you. We store the original files and also generate new versions with different tessellation levels in our proprietary format. This process occurs in order to more quickly load the geometry in WebGL. By default in the viewport Lagoa loads the number of triangles to 20%. However when you are rendering, our engine will load the geometry at 100% tessellation.

In WebGL, you can alter the amount of tessellation within your viewport using the Properties Panel:

  1. Select the mesh you would like to alter
  2. In the Properties Panel, find the Level of Detail section
  3. Select the amount of tessellation you would like to see in WebGL (4%, 20% or 100%) from the drop-down menu.

lagoa_property_lod

 

* More LOD levels may become available, so the option list may vary.

 

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10.0 Asset Library

11.1 Mini Asset Library

Located on the left hand side of your screen easily apply materials, backgrounds, textures and new models by dragging and dropping them into your scene.

You can filter your assets via the following categories.

  • This Project
  • All My Assets
  • My Favorites
  • Community
  • Samples

In order to view your own assets in the Mini Asset Library they must be tagged accordingly.

  1. Head to your Project Page and hover over the Asset you would like to add to your Mini Asset Library
  2. Click the dropdown arrow button and select Profile Page
  3. In the Profile Page, select the text box below the Asset Tags
  4. Type in your tags (Mesh, Material, Environment, Texture). If you are adding multiple tags press enter between each tag or use commas.

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11.2 Mini Asset Library Materials

Materials

My default, when opening a new scene you will see the Lagoa Material Samples in the Mini Asset Browser to the left of your screen. Browse through the materials by scrolling through the pages. Use the arrow keys in the upper right hand corner of the Mini Asset Library to find more sample materials provided to you by Lagoa.

To apply a Mini Asset Library Material to a scene, simply select the material you would like to add, then drag and drop it into your scene. Your new material will appear in your Materials Menu of your Explorer Panel.

warning If you drag a Lagoa Sample Volumetric Material (e.g. Jewels) onto a Large Mesh, it may appear black or opaque. This is due to the thickness of your mesh now allowing the light to pass through the object. In order to make the material look like it does in the sample image, you must alter the World Scale value in the Properties Panel of the Volumetric Material applied.

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11.3 Mini Asset Library Environments

Environments

The Lagoa Sample Environments are a series of .exr files that you can drag and drop into your scene to render your model in different settings. The mesh will be applied as a property of the dome light in your scene. In order to apply a Lagoa Sample Environment, you must have a dome light in your scene.

Find out more information on Dome Light Environments.

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11.4 Mini Asset Library Textures

Unlike the Lagoa Sample Materials and the Lagoa Sample Environments, when you drag and drop the textures into the scene it will not automatically apply to any meshes that you have selected. Once you have dragged and dropped your desired Lagoa Sample Texture, you can find it in your Textures Menu of the Explorer Panel located on the right hand side of your screen.

Learn more about how to Apply Textures to a Material:

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11.5 Mini Asset Library Models

Models

The Lagoa Sample Models allows you to easily drag and drop various meshes from the Mini Asset Library directly into your scene. Many of the models include planes, cubes and turntables. Many of the Lagoa Sample Models will be imported with a material and texture.

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