These settings are identical to those you define through the Visual Quality Management -
Rasterizer section in the Preferences. The manual override defined in the Preferences applies to all tabs and widgets whereas the settings defined in the
Visual Quality panel apply to the current widget, and to the
widgets you might open afterward.
Prefer the use of the Visual Quality panel, unless you want to
override a specific setting for all widgets independently of the quality defined in the
panel. If a manual override is activated in the Preferences, the defined values supersede those defined through the Visual
Quality panel.
Access the Visual Quality Panel
You can open the panel using two methods.
Do one of the following:
From the View section of the action bar, click Visual Quality... .
Right-click in the 3D area, and then select Display > Visual Quality....
General (active) is displayed in blue to
indicate that it is the current render mode.
Render Mode
Description
General
Rasterizer render mode that lets you define the static and dynamic visual
quality.
Virtual Reality
Lets you specify the visual quality in Virtual Reality (VR)
experiences.
Ray Tracing
Interactive ray tracing render mode that lets you apply global
illumination effects. For more information, see Interactive Ray
Tracing.
Apply a Visual Quality
You can apply either ready-to-use, or user-defined presets.
In the General (active) area, click the appropriate command to
link or unlink static and dynamic settings.
Applies the same quality to both static and dynamic settings.
Removes the link between static and dynamic settings.
Important:
Static means that there is no interaction with objects.
Dynamic means that you modify the viewpoint through
handles, a rotation, a zoom, or an animation, for example.
The quality with Dynamic settings cannot be better than
with Static settings.
Some parameters are deactivated in Dynamic settings
because it is impossible to manage different values for
Static and Dynamic
settings.
From the Static and Dynamic lists,
choose a quality preset.
Note:
For VR experiences, use the Virtual Reality list.
These presets are groups of settings that are provided by the app, or
customized by the user.
Preset
Description
Fast
Provides the lowest quality.
Balanced
Provides an average quality.
Quality
Provides a better quality, with a minor impact on performance.
Ultra
Gives the best visualization results, but there is a price to pay in
performance.
Recommended
Settings are defined according to your graphics card to provide the best
quality without compromising performance.
This is the default.
Custom
Applies customized settings.
Immersive
Specific to Virtual Reality.
Lets you optimize performance when
running CAVE or HMD commands.
The values you define are applied as soon as you run the immersive command.
User preset
Applies customized settings saved in user presets.
Customize Visual Quality Settings
You can define your own settings for the static and dynamic visualizations.
Click Advanced Settings.
The Visual Quality panel is refreshed
to display the visualization settings you can customize.
Important:
Settings
in the Virtual Reality tab are identical to those in the
General tab. But even though you can apply user presets, you
cannot save or delete them.
In the General tab, do one of the following:
Choose a quality from the Static and Dynamic
lists to apply the same quality to all the settings in the panel.
Choose a quality in the list next to each settings group to apply the same quality to all
the settings in the group. The quality automatically switches to
Custom.
Click to
expand a settings group and define a value for each setting in this group. When you modify a value, the quality automatically
switches to Custom.
Any change you make is immediately reflected in the current
widget.
To specify your own values for each setting, use the sliders, the lists, or the boxes
as required.
Lets you specify the number of internal renderings made to create the anti-aliasing effect.
Anti-aliasing smoothes rough edges to give the appearance of higher
resolution by taking into account how much an ideal edge overlaps adjacent
pixels.
It also avoids rendering artifacts, such as the staircase
effect, by improving the visual quality of lines and surface edges (whether
they are common or free border edges) in the whole scene. The image is
rendered internally with a resolution higher than the one on screen.
Geometry is drawn only once and for CPU-limited objects, it has a very
positive impact on performance. On the contrary, for GPU-limited objects,
the performance gain is minimal.
With this technique, each given
pixel on screen is divided into "n" subpixels: the more subpixels, the
better the result.
Option
Description
Setting
Click a value from the list to specify the quality level.
None: no super sampling.
nx where
n is the factor value: each pixel is
divided into n subpixels. The quality
is n times better.
MS is for MSAA
(Multisample antialiasing). This method draws the
scene multiple times and slightly jitters the
position of the camera for each version. The
resulting image is a blending of all the
previously drawn versions.
SS is for SSAA
(Supersample antialiasing). This method renders
the image at a higher resolution, then downsamples
it. Sharp edges are smoother with no staircase
effect.
Note:
There is a price to pay in
performance when using this method.
The higher the value, the better the quality but
there is a price to pay in performance if you choose
a very high-quality level. 8x
is a good value to start with because you can obtain
a nice result with a minor impact on performance. In
addition, do not use
Edges/Lines.
Recommendation:
Do not use your driver's
antialiasing.
Post process
Lets you select the post-process technique you want
to apply.
None: no post-process is
applied.
FXAA: applies the FXAA
(Fast approximate antialiasing) technique. This
post-process shader-based method smoothes out hard
edges (even those inside polygons) in all pixels
on the screen.
TAA: applies the TAA
(Temporal antialiasing) technique. This technique
uses the data from the previous frames and the
current frame to converge to an aliasing-free
image. It is basically a smart average between the
N previous frames. As a
consequence, it provides a better temporal
stability for pictures compared to other
techniques like MSAA (Multisample antialiasing).
You have less flickering while moving or in the
HTC Viveā¢.
Important:
A ghosting effect may appear when TAA is
activated.
The TAA result depends on the camera
orientation. For example, a nearly horizontal line
does not give good results.
FXAA
Lets you define the quality level when the FXAA
method is applied.
This option is relevant only when
FXAA is selected for the
Anti-aliasing Post-process
option.
Use with SSAO
Activates anti-aliasing on SSAO (Screen Space Ambient
Occlusion).
All the post-treatment effects are
anti-aliased as well: the normal and the Z map are
anti-aliased, which means that some post effects are
anti-aliased too. Therefore, activating this option
may have a negative impact on performance unless you
have at least a Fermi-based card: Quadro Q2000,
Q4000, and so on.
Important:
This option is relevant only for ambiences
using the SSAO lighting technique (such as
Clean Space). See 3DEXPERIENCE
Native Apps
User's Guide: Native Apps Advanced:
Additional Viewing Commands: Applying Predefined
Ambiences for more information about these
ambiences.
You can use this option only with graphic
cards supporting FBO, FBO with multisampling,
texture with multisampling extension, and OpenGL
3.x. Otherwise, anti-aliasing is not available.
Allow outline view mode
Allows the rendering of outline edges when the viewpoint is animated through available commands, a direct manipulation, or whenever an animation is playing.
Culling & Model
Option
Description
Min obj size (px)
This option is similar to
Level of Details and lets you
define the size of objects you want to hide or display in
your geometry.
Even if you do not want to move geometry,
it is often useful to remove details you do not need to
see. To do so, specify a high value to remove these
details. Setting a high value also enables you to move
large parts more quickly.
On the contrary,
setting a low value displays the details. For example,
setting 2 means that objects
whose size on screen is lower than 2 pixels are static.
Level of details
Defines the display
precision for your objects.
A LOD (Level of Details) is an
approximation of the mesh intended to reduce the number
of polygonal objects in modeling. The purpose of the LOD
mechanism is to adjust the polygonal representation of
an object to the distance of the user.
Specify a
low value to see all the details, or a high value to
remove details.
This option is relevant when:
You do not need a high level of detail in your
geometry. For example, because some portions are
obscured by a visible piece of the object, or are
far enough away to make the detail
meaningless.
Representations support LOD. Otherwise, it has
no effect.
Occlusion
Lets you improve rendering
performance by rendering only visible objects.
Objects
occluded (hidden) by another object are detected and
prevented from being rendered, which optimizes memory
consumption and CPU usage.
Strategy
Lets you choose the size of
the bounding box for occlusion culling.
Precise corresponds to
the standard bounding box (1.0)
Optimal corresponds to a
slightly bigger bounding box (1.25)
Fast corresponds to a
bigger bounding box (1.6). This option gives a
faster result but there is a price to pay in
performance.
Important:
Activate Occlusion
first, otherwise the Occlusion
Strategy list is grayed.
Static and
Dynamic modes must use the
same occlusion strategy.
By default, this option is set to
Precise.
Force
rendering
Activates rendering
optimization on scenarios where visual elements are created
(for example, skeleton bones on DELMIA manikins, or VR scenarios with interactors).
Important:
This option is available in
Static mode only.
As internal data is reorganized, there might be
an impact on performance depending on the number
of loaded and displayed data.
By default, the option is cleared for all profiles except
Immersive in the
Virtual Reality list.
Transparency
Tip:
For partially transparent objects, the higher the value, the better the result. But
for textures with opaque elements, a Fast quality
mode might produce a better result than a Balanced
one.
To help you with your choice, some transparency modes are associated
with the presets available in the Static and
Dynamic lists. For example, choosing the
Ultra preset automatically applies the
Order Independent Colored transparency
mode.
Transparency Mode
Description
Alpha Blending Without Sort
Produces an effect similar to looking through clear glass.
Use this option when you need to
view several transparent objects located at different
depths of a scene. For example, looking through a car
windscreen at other opaque objects inside the car.
This effect is impacted according to the value you
specify. You need to specify the transparency
coefficient on selected objects through the
Transparency slider in the
Properties dialog box. See 3DEXPERIENCE
Native Apps
User's Guide: Native Apps Advanced: Editing
Objects: Editing Graphic Properties for more
information.
Regarding polygons, the result might
not be as expected because the triangles are blended
with the rest of the scene. As it is too costly and may
adversely affect performance, transparent polygons are
drawn at the end of the draw phase but are not
depth-stored. Therefore, when the transparent polygon is
blended, the scene might not be fully drawn behind.
Important:
When working in Shading with
Material mode, if you apply the
maximum value (that is, 255) to the transparency
in the object properties, then nothing is
displayed in the work area.
This mode is computation-intensive and
consequently has an adverse effect on display
performance.
Alpha Blending
Similar to Alpha Blending Without Sort, except that objects are sorted
according to their distance from the viewer. This gives
slightly better results.
Weighted Average
Improves the quality of transparent rendering, and renders mixed opaque/transparent geometry.
This rendering technique also improves the visualization
quality of edges: edges in the back are less visible than
edges in the front, and their colors are blended with the
geometry.
This technique applies to 3D geometry only and has no
impact on other transparent geometries such as the Compass.
Warning:
Shaders must be supported.
GL_EXT_blend_func_separate must
be supported.
Floating textures must be available on the
device.
When this option is selected, there is a price to
pay in performance because more memory/CPU is used. In
full screen mode, approximately 30-40 Mo of textures are
allocated. As the scene is drawn many times, the higher
the number of transparent faces, the higher the impact
on performance.
Note:
About this mode:
Mirroring with alpha blending is rendered in
classical mode and therefore, visual artifacts
might occur especially for objects with edges.
When the geometry contains a high number of
layers, the back edges seem to disappear. The
reason is that an average on the layer is
computed, and the edge color has no significant
impact on the computation.
This mode does not support MSAA (Multisample
Anti-aliasing).
Order Independent
This technique lets you render transparency in your scene by sorting geometry per pixel. It
provides the highest transparency quality.
Important:
Refraction and roughness are not
taken into account.
Order Independent Colored
Provides a better real time transparency by taking into account the albedo color, absorption
color, attenuation distance, and Fresnel color.
Important:
Refraction and roughness are not
taken into account.
Shadows
Shadow Type
Description
On ground
Simulates the shadows of
the objects on the ground, provided that the current
ambience supports this effect.
Inter objects
Enables shadow-casting
between objects.
From transparents
Enables transparent objects
to cast shadows on opaque objects and on the ground but they
do not receive any shadows from other objects.
From area lights
Renders soft shadows cast
by rectangle, disk, or sphere area lights. You can have up
to 4 area lights.
This option can be used with the Inter
objects option.
Important:
This shadow type requires a GPU supporting
Vulkan ray tracing.
The On ground option has
no effect on shadows cast by area lights.
This option is not available for the
Virtual Reality mode.
The following capabilities are not supported:
Multi-GPU environment
Large scale models
High-memory pressure
Local clipping planes
Shadows cast by transparent objects.
Max map size
Defines the maximum
resolution at which shadows are rendered.
The higher the
resolution, the sharper the shadows.
Use bounding box
Uses the bounding box
around the selected object (the bounding sphere) instead of
the scene bounding box when casting shadows.
The scene bounding box casts more precise
directional shadows. However, as the box is
recomputed based on all triangles in the object
whenever the scene is modified, there is a price
to pay in performance.
The bounding sphere takes less time to recompute
but casts less precise shadows.
Filtering to use
Lets you select the method
to use when filtering the shadow map.
PCF (Percentage-Closer
Filtering) calculates the percentage of the surface
that is closer to the light.
ESM (Exponential Shadow
Mapping) enables hard shadow anti-aliasing.
PCSS (Percentage-Closer Soft
Shadows) uses a variable penumbra to render
realistic soft shadows.
Filtering quality
Lets you define the quality
level to apply when filtering the shadow map.
Reflections
Option
Description
On ground
Lets you apply a mirror or
SSR effect.
None: no mirror effect is
applied.
Mirror: applies a mirror
effect on the ground, and hidden objects are also
reflected.
SSR: SSR (Screen Space
Reflections) replaces the mirror effect on the
ground, but only visible parts are reflected. This
avoids rendering hidden parts when computing
reflections and may be useful when working with
heavy objects.
SSR allows simple reflections
on reflective objects from other objects visible on
screen. SSR can replace the mirror effect in predefined
ambiences.
Inter objects
Lets you display
inter-object reflections.
None: no reflections are
displayed between objects.
SSR: displays inter-object
reflections using the SSR algorithm.
You can use SSR for inter-objects
reflections in the following ambiences:
White Review
Dark Review
Outdoor
Indoor
City
Road
All ambiences where the mirror effect can be
replaced.
SSR quality
Defines the level quality
for the Screen Space Reflections (SSR) algorithm, either
Low or
High.
Use the
Screen space reflections
quality option with the
Reflections on ground, or the
Reflections between objects
option.
Ambient Occlusion
Option
Description
Allow
Displays shaded surfaces by considering light attenuation from nearby actors. The theory is
when an object is surrounded by many other objects, it
appears darker because less light can reach it.
Mode
Lets you select the type of ambient occlusion.
SSAO: SSAO (Screen Space
Ambient Occlusion) is a simplified calculation of
the global indirect illumination. It produces
enhanced realism by taking into account light
attenuation caused by occluding objects. With this
technique, the scene is equally lit with soft
shadows and small surface details are accentuated to
give more relief.
HBAO: HBAO (Horizon-Based
Ambient Occlusion) provides a more accurate ambient
occlusion.
When this
option is activated, you can use the
HQAO cache size option to
define memory usage for the cache. Keep in mind
that using less memory uses more compute power
every frame to compute things that are not stored
in the cache.
Important:
For both
SSAO and
HBAO:
There is s small radius of impact. It is not
made to have large smooth shadow on the floor.
There is a price to pay in performance.
As these techniques are an approximation of
ambient occlusion, it might not work in all cases.
Some artifacts might appear on screen for
edges because there is no data.
For HQAO:
This option is available only if your graphics
card supports the required features
(vk_nv_ray_tracing extension).
Activating HQAO deactivates Max
sampling, Blur
mode, and Max blur
level.
The following capabilities are not supported:
multi-GPU environment, large-scale models,
high-memory pressure, and local clipping
planes.
Max sampling
Lets you define the maximum number of depth samples per pixel for ambient occlusion.
Blur Mode
Lets you select the blur type.
None: no blur effect.
EDZ: fast blur with edge
detection from Z-depth.
EDZN: fast blur with edge
detection from Z-depth and normal.
AEDZN: high-quality blur with
accurate edge detection from Z-depth and normal.
Max blur level
Lets you define the maximum shadow sharpness for ambient occlusion.
HQAO cache size
Lets you define memory usage for the cache.
For example, using less memory uses more
compute power every frame to compute things that are not
stored in the cache.
Bloom
Allow Bloom
Applies a glow-like effect on brightly lit objects.
Max quality
Lets you define the maximum quality level applied to the bloom effect.
Allow depth of field
Makes portions of the scene away from the camera focal
point appear blurred.
Enable multi-color capping
Lets you use multiple colors for the capping plane when
running sectioning commands or clipping tools.
To edit the
capping plane, right-click in the 3D area.
Note:
This option is relevant only for geometry
created with the 3DEXPERIENCE.
Downsampling factor
Lets you enhance the rendering performance by applying a downsampling factor to the image
displayed on-screen.
The image is generated with a lower resolution to have
better performance but with a lower visual quality (the image looks slightly
blurry).
This option is especially relevant on laptops with a low-end
graphics card. In this case, selecting Medium or
High provides a good quality/performance ratio.
By default, this option is set to
Ultra.
Material
Option
Description
Metallic flakes quality
Lets you tune the simulation quality of
flakes (thin and highly reflective particles) at interactive frame rates when a
car paint material is applied.
The frame rate defines the number of images
displayed per second (FPS). The higher the FPS, the better the result. Virtual
Reality scenarios, for example, require a very high FPS.
Low: no individual flake is visible, only a rough
approximation.
This value is used by default for the
Immersive preset.
Medium: some flakes are visible, but not all of
them.
High: most of the flakes are visible.
Ultra: all the simulated flakes are visible (with
two different colors).
Closeup flakes mode
Lets you activate or deactivate large flakes
on car paint materials.
Depth Buffer Options
Option
Description
Buffering mode
Default means that normal
depth buffering is activated.
Log means that the
logarithmic Z buffer is activated. This provides
better depth precision, which is useful for
large-scale models, but there is a price to pay in
performance.
Offsetting mode
Edge means that the edge
rendering technique is activated. When edges are
drawn, some artifacts (such as specular aliasing)
that might occur on surfaces are corrected. There is
a price to pay in performance.
Face is the default mode and
provides optimal performance.
Flickering
reduction
Improves visual quality by
reducing visual artifacts (called "Z-fighting" or stitching
effect) that may occur with overlapping models.
The scene
is prerendered in the depth buffer, without rendering
any colors. The depth buffer is a simple 2D image
containing depth values of an individual pixel on
screen. It is used for comparing the current pixel's
depth value with the value already present in the
buffer, before deciding to overwrite it.
Once the
depth values have been retrieved, the scene is rendered
again and:
A bias is added to the computed z-values.
Comparisons are made, but nothing is written to
the depth buffer. Color values that fail the
comparison are overlapped.
Visual flickering is thus significantly
reduced by overlapping zones. However, there is a price
to pay in performance because the frame rate is
decreased. The bigger the model, the more significant
the decrease.
Important:
This option may have no effect on small
structures, and overlapping surfaces with high
curvature.
This option does not work in ray tracing view
mode.
By default, this option is cleared.
To save your customized settings in a dedicated user preset, click Save
Preset
.
Important:
This command is available only if you choose Custom in the Static list.
You can save up to 10 user presets.
The Save Preset dialog box indicates that the Static settings are associated with the new user preset and lets you enter a name for this preset.
After clicking OK, the new preset is added at the end of the Static list and is automatically activated instead of Custom.
User presets are stored across sessions, which means that you recover them next time you open the Visual Quality panel.
To remove a user preset, make sure it is active, click , and
then click OK to confirm.
Note:
You can only remove user presets created through the Visual
Quality panel or the Stellar settings,
not those created through Manage User Presets in the
preferences.
Click OK to store your customization in the Preferences, and recover it next time you apply the Custom preset.
If you are not satisfied with your changes, click
Cancel to restore the previous values.