Pro/ENGINEER Render Format files can be imported into . The translator converts the triangle data of the Pro/ENGINEER Render format into Polysets. It is important that the Pro/ENGINEER designer assign each part of an assembly a different color, so that each part will become a separate Polyset in . The colors are also translated into simple shaders and these shaders are assigned to the appropriate objects.
Determines how files stored in the Pro/ENGINEER Render file format are retrieved. When ON, objects are retrieved as a single group for easier manipulation.
If the units of the Pro/ENGINEER Render coordinate data is known, it can be set using one of the options in this popup menu so that the data is properly converted to the linear units set in . The default is INCHES.
Changes the size of models stored in the Pro/ENGINEER Render file format as you retrieve the file.
Vertex normals in Pro/ENGINEER Render files all point towards the inside of objects. For rendering purposes in , these normals must point towards the outside of objects. Consequently, the translator flips all vertex normals during the translation.
The vertex normals of polysets are usually recalculated by the renderer before it renders polysets. By default, the normals assigned to vertices in the Pro/ENGINEER Render file are “frozen” so that they are used by the renderer rather than discarded and recalculated. This allows the renderer to produce a better quality rendering.
To suppress this behavior, set Keep Normals OFF so that the renderer will discard the Pro/ENGINEER assigned normals and recalculate them.
By default, the translator may merge the vertices of triangles along apparent shared edges. If two vertices have the same x,y,z position within a tolerance and have the same normal within angular tolerance, they are merged into one vertex. This allows to do smooth shading across the edges. If two vertices have the same x,y,z position, but have different normals, then these vertices are not merged to maintain the hard edge.
If set to OFF, no vertex merging occurs and all edges are rendered “hard”.
If set to ON, the POSITION/NORMAL menu becomes available.
Determines how vertices and normals are merged.
| List Item | Description |
|---|---|
| POSITION + NORMAL | vertices and normals are merged based on their x, y, z position. |
| POSITION | vertices only are merged based on their x, y, z position. Normals are not merged. |
The tolerance used for comparing vertex positions can be specified using the Input Units option selected. The value specified is in the same units as the data. For example, if you specified 0.01 MILLIMETERS from the Input Units menu, the tolerance for comparing vertex positions is 0.01 millimeters.
The tolerance used for normal comparisons can be specified in degrees and is the angle between the normals of two vertices. The default is that two vertices will be merged if their positions are equal within tolerance and the angle between the normals is less than 1 degree.