The 3D Scene Editor section allows to manage:
- and Cameras.
The object editing tools are on the left side of the screen.
On the top, instead, you'll find the three main sections of Zakeke 3D product configurator:
- 3D Scene Editor,
- and the Shopping Preview.
It's possible to switch to the Composer only when the scene editor as been set up. The last section as well will be visible once the product will be configured in both scene editor and composer.
On the bottom center of the scene it will be possible to find the visualization options: Show/Hide Grid, Show/Hide Axis, Show/Hide Bounding Box, Show/Hide Highlights and the Viewer Preview.
The Viewer Preview shows a preview of the scene as the final user will see it.
This is the section that handles the 3D model components organization.
Once uploaded the 3D model on Zakeke, here you'll be able to:
- Show/Hide objects;
- Group two ore more objects (using the Group tool or simply dragging one object to one other);
- Clone objects and groups of objects;
- Rename objects and groups of objects;
- Remove objects;
- Edit position, rotation and scale of any object.
By clicking on the object you can see the matching material and change it with another from the Material drop down.
Furthermore the objects are hierarchically represented.
Here it will be possible to create brand-new materials or just manage the pre-set ones.
As well as for the Objects section, you'll be able to Create materials, Group, Clone, Rename, Remove them.
In particular, there's the possibility to create four different types of material:
- PBR Metallic Roughness;
- PBR Specular Glossiness.
Standard material is a basic material that allows to change meshes in color and textures.
The material, whether it is a color or a texture, can react to light in different ways. Let's see together the parameters for the Standard material on Zakeke 3D product configurator:
- Diffuse - the basic color or texture of the material as viewed under a light;
- Specular - the highlight given to the material by a light;
- Emissive - the color or texture of the material as if self lit;
- Ambient - the color or texture of the material lit by the environmental background lighting.
Diffuse and Specular material require a light source to be created.
Ambient color requires the ambient color of the scene to be set, giving the environmental background lighting.
Physically Based Rendering (PBR) is a method of shading and rendering that provides a final effect closer to reality. It ensures an accurate representation of how light interacts with surfaces. In this way, the final result is more natural looking. Physically based Materials will work equally well in all lighting environments.
PBR has two main workflow options: Metalness and Specular.
The specific parameters to manage Metal/Roughness are Base Color, Metalness, and Specular.
- Base Color can be a texture or solid color for reflected color in case of non-metals materials, reflectance values in case of metals;
- Metalness is a linear grayscale texture. It is black at 0.0 for non-metals and white at 1.0 for raw metals;
- Specular: a linear grayscale texture for Fresnel values (non-metals).
*Fresnel value is a specific parameter that handles reflection and transmission of light when incident on an interface between different optical media. By changing its values it's possible to simulate glass or reflection effects.
The channels specific to Specular/Glossiness are Albedo and Specular.
- Albedo can be a texture or solid color, without reflectance values;
- Specular can be the value for reflectance of a texture or solid color.
Normal / Bump Map
Furthermore there's the possibility to add bumps and dents to a texture. This will give the assets a more natural texturing effect.
Basically there are four types of lights that you can set in the scene:
- the Hemispheric Light;
- the Point Light;
- the Spot Light;
- the Directional Light.
The Hemispheric Light is a very accurate way to simulate an ambient environment light. This is defined by directioned to the top of the scene, towards the sky. It can be managed by regulating its Intesity, Diffuse color, Specular color and Ground color to achieve the best results.
The Point Light is defined by a single point of light. The light is emitted in every direction from this point. A good example of a point light is a standard light bulb.
The Spot Light is a cone of light that starts from the position and illuminates toward the direction set. It is defined by its position, direction, angle and exponent. The angle defines the size of the cone of light, and the exponent defines the extention of the light.
The directional light is defined by a direction. The light is emitted from everywhere in the specified direction, and has an infinite range.
Concerning the cameras, you can save any camera on the Scene Editor.
Go to the Viewer Preview, put the assets in the position you prefer to see the product in the end and save the camera.
Please remember that the saved position of the camera can be used during the configuration of the assets on the composer section. Once assigned one camera position to one object, on the store you will see the object in that specific view.