Scene provided by Evermotion

You are viewing an old version of this page. View the current version.

Compare with Current View Page History

« Previous Version 23 Next »

Table of Contents

Table of Contents

This page offers information about the toolbars of Chaos Vantage. 



Overview


Chaos Vantage has three sets of toolbar icons that reside in Top, Bottom and Status toolbars.

Use the right mouse button click to reset the parameters numeric values to defaults.



Top toolbar







ButtonDescription

Select. (Shortcut: Q) Not available when in Live Link.

Select group. (Shortcut: Shift+Q). Found by clicking and holding the Select button. Not available when in Live Link.

Enters Move mode. (Shortcut: W). Use move gizmo's center cube to place objects on surface normal. Use Shift + move gizmo's center cube to place objects on surface without changing object orientation. Right-click opens the Move Transform dialogue. Details Not available when in Live Link.

Specifies the coordinate space for transformations. The default is World. Click the arrow to choose between World and Local space. Visible only when Move, Rotate, Scale, or Translate pivot is selected.

Creates a new Chaos Scatter object. Not available when in Live Link.

Opens a dropdown menu with different lights types. Click on a light to create it. Available lights are: Point, Spot, Directional, Rectangle, Disc, Sphere, and IES. Not available when in Live Link. (Shortcut: L)

Creates a new camera from current view. Not available when in Live Link. (Shortcut: Ctrl + K)

Opens camera settings:

Enables/disables automatic calculation of exposure. When enabled, ignores set camera exposure. Transition time between exposure can be set in Edit > Preferences > Interaction > Auto exposure time.

Picks focus point.(Shortcut: T)

Enables composition guides overlay. Right-click opens the Composition guides settings dialogue. Details

Adjusts the Exposure bias value.

– Sets the auto-exposure max range value.

Opens navigation settings:

Enters Free look mode. (Shortcut: `)

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

Navigates around cursor ray hit.

Navigates around target.

Navigates around selection.

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

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

Eye height – Sets the eye height for the camera in meters when in Free look mode and Collision mode is enabled. Visible only when Collision mode is enabled.

– Opens advanced collision settings. Visible only when Collision mode is enabled.

Step height ratio – Adjusts sensitivity when climbing steps or obstacles. Higher values allow stepping on higher surfaces.

Height tolerance – Specifies the height up to which no collision is detected. For example, if you have small rocks or grass below that value, they are ignored and the camera does not bounce up and down.

Gravity – Specifies the acceleration applied on the camera when collision is enabled.



Opens render settings:

Resumes rendering.

– Pauses rendering.

Enables/disables rendering of opacity maps. Note that opacity works as a clipper - it is either fully transparent or fully opaque.

Enables color correction post processes.

– Enables NVIDIA upscaling denoiser. Switches the render core to render at half the resolution and upscales the result to match the required resolution. Available only when Interactive denoiser in Edit>Preferences>Render defaults is set to NVIDIA AI and driver version is 530 or newer.

– Sets the resolution of the render. Available options are: 25% of the current camera resolution, 50% of the current camera resolution, current camera resolution, 25% of the viewport resolution keeping current camera aspect ratio, 50% of the viewport resolution keeping current camera aspect ratio, viewport resolution keeping current camera aspect ratio.

– Sets the quality of the render. Available options are: Low, Medium, High, Ultra, Custom. The presets can be modified my changing the render_quality_presets.json file located in  "%AppData%\Chaos Group\Vantage"

Low – Sets the rendering quality using the following values:

GI – Off;
GI bounces – 1;
Reflection bounces – 2;
Refraction bounces – 4;
Coat – On;
Shading graph – Off;
Noise threshold – 0.5;
Opacity maps(clip) – Off;
Shading graph for glossy/GI – Off;

Medium – Sets the rendering quality using the following settings:

GI - On;
GI bounces – 2;
Reflection bounces – 2;
Refraction bounces – 8;
Coat – On;
Shading graph – On;
Noise threshold – 0.1;
Opacity maps(clip) – Off;
Shading graph for glossy/GI – Off;

High – Sets the rendering quality using the following settings:

GI – On;
GI bounces – 3;
Reflection bounces – 8;
Refraction bounces – 8;
Coat – On;
Shading graph – On;
Noise threshold – 0.05;
Opacity maps(clip) – On;
Shading graph for glossy/GI – Off;

Ultra – Sets the rendering quality using the following settings:

GI – On;
GI bounces – 4;
Reflection bounces – 15;
Refraction bounces – 15;
Coat – On;
Shading graph – On
Noise threshold – 0.01;
Opacity maps(clip) – On;
Shading graph for glossy/GI – On;

Custom – Sets the rendering quality using the settings from the Render settings tab.

Adjusts the Denoiser: 0 disables the denoiser, while 100 shows the denoised image. A mid-value shows the denoised image until it reaches enough number of samples, then it starts to blend with the raw image. Note: images with denoiser > 0 and denoiser = 0 will be different in reflections and refractions. Visible only when denoiser type is set to Vantage in Edit > Preferences > Render Defaults.



Bottom Toolbar







Button

Description

Sets the playback speed.

When enabled, loops the animation.

Plays the animation. (Shortcut: Space )

Sets start of animation sequence

Sets end of animation sequence

When enabled, automatically updates image sequences and animated meshes for the current frame of the timeline or when scrubbing the timeline. Does not update when playing the animation from the Play button. Not available in Live Link. (Shortcut: U)

Saves a high quality snapshot of the current view in the project folder from where the scene file has been imported.

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



Status Bar


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


Left-hand side


  • Open Debug Log button ()
  • Important messages such as:
    • last frame render time
    • loading progress
    • quick tips
    • etc.



Right-hand side


  • Render status – Displays the current Chaos Vantage status. Status can be:
    • [RENDERING] – Interactively rendering the scene.
    • [HQ RENDER] – Rendering offline image or a sequence.
    • [CAM REC.] – Recording camera movement.
    • [ENCODING] – Capturing and encoding viewport to an .mp4 file.
    • [LIVE LINK] – Live Link session is initiated between Chaos Vantage and a V-Ray compatible DCC.
    • [PAUSED] – Rendering is paused.
    • [IDLE] – Rendering is idling after the specified samples(in Edit>Preferences>Stop interactive sapling after)are reached.
    • [IDLE][LIVE LINK] – Rendering is idling after the specified samples(in Edit>Preferences>Stop interactive sapling after)are reached while in Live Link session.


[RENDERING]

[HQ RENDER]

[CAMERA RECORDING]

[VIEWPORT CAPTURE]

[LIVE LINK]

[PAUSED]

[IDLE]

[IDLE LIVE LINK]

  • Rendering device(s) – List of graphic cards used for rendering.

    Note that Chaos Vantage will use up to 2 graphic cards and also those with most compute power e.g. if there is a RTX card and a GTX card, Chaos Vantage will use the RTX card but if you have 2 RTX cards, it will use both.

  • FPS – Speed of the rendered frames per second. Hovering over displays information about:
    • Render time – Time spent in seconds rendering the last frame.
    • Samples accumulated – Amount of samples currently accumulated in the last frame.
    • Last post-process – Time spent for post-processing effects. in the last frame.
  • VRAM — Current amount of VRAM used for the scene. Hovering over displays information about:
    • Primary device total memory – Memory of the primary graphic card used for rendering.
    • Primary device available memory – Currently available memory of the graphic card used for rendering.
    • Number of BLASes – Number of Bottom Level Acceleration Structure (BLAS) currently loaded on the GPU.