The Model menu
At the top of the Models Menu, we have Model Properties! Model Properties are very important because they allow you customize your subject's look. Clicking on the bar below Diffuse Color will open up a Color Picker. Changing the Diffuse Color changes the Model's base Color. Similarly, Changing the Specular Color of your subject will change how it reflects and shines light. Changing this value allows you to create unique materials, but generally you want to stay to the left ( black, white, grey ). The Smoothness slider changes how glossy an object is, simply put the higher the slider value, the glossier your subject is!
The Color Picker
Any time you click on a Color Option, whether it's your model's Diffuse Color or a Point Light's Color, the Color Picker will appear. At the top left of the Color Picker window you will see a Label telling you what color you are customizing. The white arrow to the right is how you close the Color Picker. The Input Text below that is where you can type or paste ( using CTRL + V ) a Color Code and then hit enter to . Similarly, you can copy a Color Code from PortraitStudio by highlighting this text and pressing CTRL + C on your keyboard. Below the Input Text, we have the Output Color, so this is the final Color that's being applied to your target subject. Beneath that is the Hue Slider, this changes the Hue Value of your Current Color. Moving the little circle vertically in the big Value Gradient Square adjusts the Value of your Current Color. On the other hand, moving it Horizontally adjusts the Saturation of your Current Color.
The Model Library is accessible via the Model Library Button at the bottom of the Model Properties window. Here you can select a new Model to view and customize. To go back after you select a Model, simply close the Model Library by clicking on the White Arrow at the bottom of the window. Keep in mind some models have sub-menu's. For example the first 2 models, Female and Male busts, have a Facial Features menu which allow you to customize the Model's features. ( We'll go over the Facial Features menu next ) Models such as the Female Statues and the Planar People, as well as the Basic Shapes have a sub-library which allow you to choose additional models that are similar to the main Model you selected in the Model Library Window!
The first 2 models in PortraitStudio have a sub-menu called Facial Features. In this menu, you can adjust the features of the bust using sliders. Each slider is labeled according to the feature it adjusts. The features start with Facial Features grouped into categories, followed by Expressions, and finally the Head and Neck Pose. At the top you will notice 2 buttons. The Reset Button resets all the features back to their Default Values. The Randomize Button randomizes all slider's who are Randomize Enabled. But how do you Randomize Enable a slider? The little switch to the left of the slider does that for you. If It is enabled, the switch will be white on the left side and grey on the right. To disable Randomization on a slider, click on the switch and set it so that it is white on the right and the grey is on the left! To close this window, just click on the White Arrow at the bottom just like every other window.
Some Models have an extended library that is similar to the main Model you chose. If they have a sub-library, another button will appear above the Model Library Button!
THE LIGHTING MENU
The first thing you will notice when opening up the Lighting menu are the numbers at the top. These are preset lighting scenarios that we set up for you to help you get started. To load a preset just click on a number!
The Camera Light, as the name suggests, is a light fixed to the camera. More accurately, it is a camera that faces in the direction that the camera is facing. Like every other Light, the camera light has 3 options. First is the toggle button, which lets you turn the light on and off. Next is the Light Color option. Clicking on this, similarly to Model Diffuse Color, opens the Color Picker and allows you to change the Color of the light source. Finally we have a Light Strength slider. This slider determines how bright your light will be, the number at the right, above the slider displaying the percentage of brightness the light currently has.
Like the Camera Light, the Directional Light has a Light Toggle Button, a Color Swatch and a Strength Slider. But unlike the Camera Light, the Directional Light can be moved. Under the Light Toggle button there is a Light Indicator Button. When clicked, this will toggle a 3D arrow representing the direction the light is facing according to the current Camera View. Initially the The Soft Light slider will be hidden. This will be discussed below in the Enhanced Lighting Section! Next are the Horizontal and Vertical sliders. These sliders are used to adjust the Angle of the Directional Light. If you'd like to manually the light angle without using sliders, simply hold the number 1 key and move your mouse around. Moving Left and Right will rotate the Directional Light Angle along the Vertical axis. Moving your mouse up and down will rotate the light angle along the Horizontal Axis!
The Point Light is our first type of Moveable Light. A Point Light is best described as a light emitting from a single point in space in all directions. This can be used to replicate the way light-bulbs, candles, orbs and other types of lights work. Like every other light you will see Light Toggle, Color and Strength and like the Directional Light an Indicator Toggle Button. However Moveable Light Indicators are not Flat 3D Images like the Directional Indicator, but an actual 3D object at the center of the light position. In the case of Point Lights, you will see a basic 3D light-bulb in it's place. The Range Slider is an option unique to Point Lights and Spot Lights. ( more on Spot Lights coming up ) Range determines how far the light can reach. The higher the Range Slider's value, the farther the light can reach. Point and Spot Lights also have a button which allows you to toggle Volumetric Lighting on a per light basis. We will take a look at Volumetric Lighting after we discuss Spot Lights. In order to move a Moveable Light like a Point Light, you have two options. The first option is, like the Directional Light, hold a number key and move your mouse left and right or up and down. In the case of the Point Lights, the number 2 key allows you to orbit Point Light 1 and the number 3 key allows you to rotate Point light 2. The second option for moving Moveable Lights will be covered in the later on in the Manipulating Objects with Transform Tools section.
The Spot Light is our second type of Moveable Light. It also emits light from a single point, however it emits light in a cone and depending on the size, otherwise referred to as the angle, of this cone the light can cover a large or small area. The Spot Angle slider controls this property. Increasing the value of the Spot Angle slider means the light covers a larger area and like the Point Light, increasing the value of the Spot Light's Range slider determines how far the cone of light can reach. This type of light is useful for reproducing light shafts or street lamps or any kind of light that is emitted in a uniform direction, rather than a more universal coverage like a Directional Light or a Point Light.
Both Point and Spot Lights have a toggle button which allows you to enable Volumetric Lighting. With Volumetric Lighting enabled, you have extra options available which let you adjust the light's volume, in order to reproduce effects like fog and atmosphere. For every Volumetric dropdown we have 5 sliders. The First slider is the Intensity slider, this controls the overall strength of the Volumetric Effect. The Density Slider allows you to set the thickness of the Volumetric Effect. This is more apparent the closer you are to the light. Now, if you like reading up on things, you can check out the wiki page on Mie Scattering. However, in simpler terms, the Mie Scattering slider affects the light's concentration. A low Mie Scattering value is comparable to a faint light source such as a jar of fireflies or a tea light. On the other side of the spectrum, high Mie Scattering is equivalent to fireworks or the Sun. The Noise slider let's you decide between a flat, uniform volume or one with movement and negative space. The Shadow slider option is what determines how much of the volume can pass through objects. To simulate fog or haze that is value is kept very low or at zero. In order to produce light shafts, keep the value at a higher value!
Manipulating Objects with Transform Tools
There are a variety of objects that can be manipulated using Transform Tools. To edit an object, you click on it. A bounding box will appear in green. Pressing W will bring up the Move tool. This tool will allow you to move the object in world space in an X, Y or Z direction. E will access the Rotation tool which, you guessed it, lets you rotate objects along an axis of your choosing. Finally pressing R enables the Scale tool. This tool is used to manipulate the size of an object! scale does not really apply to Point or Spot lights apart from changing the scale of the indicator, but for Object lights it is very important. ( more on Object Lights in the Enhanced Lighting section! ) Rotation is also irrelevant when it comes to Point lights because they emit light in all directions. However, when it comes to Spot lights, which emit light in a cone, it is very useful. Adjusting the Rotation in hand with the light's position can achieve many different kinds of lighting effects, from rim lighting to overhead light shafts!
When it comes to the Poseable Mannequins, Tranform tools shine! First, when you select the male or female Poseable Mannequin, you will notice a new tab at the top, middle of the window. This tab has 5 icons, the first icon allowing you to enable or disable Mannequin Joints. In order to manipulate and pose the model, you do not need to have Mannequin Joints enabled, but it helps! The second button is the Move Reset button. This button when clicked resets the selected Joint's position relative to its parent. The next button is the Rotation Reset button, which is like the Move Reset Button, but affecting the selected Joint's rotation instead. Simiarly, the Scale Reset button will set all the selected Joint's size back to default, but keep in mind scaling a Mannequin Joint up or down will also affect it's children, just like the Move and Rotation tools. The last Icon is the Root Reset button. This button only affects the yellow indicator. This indicator is the Root Mannequin joint. Manipulating this joint affects the entire model. Clicking on the Root Reset button will reset the position, rotation and scale of the Root Mannequin Joint, effectively resetting the model as a whole.