Perception Experience Section

The Perception Experience section of the action bar groups the most useful commands when authoring a presentation with Product Perception Experience.

Important: Commands are deactivated when they are useless in a given mode. Unless otherwise specified, the commands available in the Perception Experience section of the action bar are activated in Authoring mode, and deactivated in Presentation mode.

This page discusses:



Project Panel
See Flyout for Displaying Panels.


Add Variant Panel
Adds a Variant panel to store and organize variants.
See Creating Variants.


Show/Hide All Panels
Switches the visibility of all panels (Ctrl+Shift+T).
Click to hide the panels, click again to show them.
Note: This command remains active in the presentation mode.


Insert Existing Product
Inserts a product in the experience, and then creates its associated actor.
The links between the product actor and the physical product are preserved.
See Inserting a Product in the Experience.


Flyout for Using Materials
See Flyout for Using Materials.
Flyout for Working with Humans
See Flyout for Working with Humans.
Flyout for Managing Ambiences
See Flyout for Managing Ambiences.
Insert Existing Physics Simulation
Inserts an existing physics simulation into the experience.
See Inserting Physics Simulations.
Insert Existing Manufacturing Simulation
Inserts an existing manufacturing simulation into the experience.
See Inserting Manufacturing Simulations .
Flyout for Managing Light Sources
See Flyout for Managing Light Sources.
Flyout for Creating Geometric Primitives
See Flyout for Creating Geometric Primitives.


View Controls
Modifies the current viewpoint parameters.
Click and drag the handles to modify the amount of light or view angle, or use the arrows to modify the exposure or shutter speed.
See Using the Viewpoint Manipulator.
Note: This command remains active in the presentation mode.


Flyout for Customizing View Parameters
Lets you define customized view parameters and apply them, and define shading.
See Primary Area.


Flyout for Defining Robot Position
See Flyout for Defining Robot Position.


Flyout for Defining Robot Orientation
See Flyout for Defining Robot Orientation.


Define Pivot Axis
Lets you define the pivot axis for the currently selected actor.
See Defining a Pivot Axis for an Actor.


Highlight Triggers
Highlights in the scene all objects that are defined as trigger objects.
Click to highlight trigger objects, click again to deactivate highlighting.
Note: This command remains active in the presentation mode.


Flyout for Showing Variant Validation Options
Lets you define in which conditions the variant validation options must be shown.
See Flyout for Showing Variant Validation Options.


Flyout for Showing Variants According to their Validation Status
Lets you define which variants must be shown, according to their validation status (favorite, approved, rejected).
See #ppx-r-ui-ActBar-PerceptionExperience__rs-FlyoutforShowingVariantsAccordingtotheirValidationStatus.
Note: This command remains active in the presentation mode.


Flyout for Link Static Cameras
Lets you update the viewpoint in the active tab (while or after manipulating the viewpoint in another widget in the same tab), or switch the active tab to full screen mode.
This is useful for comparing two experiences, or an experience and a physical product.
See Primary Area.


Flyout for Generating Realistic Images with Physically Correct Rendering Engines
Lets you define the render modes to use.
See Flyout for Generating Realistic Images with Physically Correct Rendering Engines.


Export Image to 3DSwym
Publishes an image of the current scene directly to 3DSwym.
Choose the name, file, path format, and publication information.
See Exporting an Image to 3DSwym.
Note: This command remains active in the presentation mode.


Flyout for Getting Started and Preferences
Displays the Getting Started slides, and the preferences.
See Flyout for Getting Started and Preferences.

Flyout for Displaying Panels



Project Panel
Opens the Project panel and displays the experience tree.
See Project Panel.


Properties Panel
Opens the Properties panel and displays the properties for the selected object.
See Properties Panel.

Flyout for Using Materials



Insert Existing Material
Inserts a material resource into the experience.

To search for a material, use one of the following search criteria:

  • mat: *
  • covering_material: *

See Inserting Materials.


Create Material
Creates a covering material, and then adds it to the experience.
See Creating Materials.


Material Palette
Displays materials that are exposed in the experience.
See About Materials.


Pick and Apply Materials
Selects a material from an actor in the experience and applies it to one or more actors.
See Pick Materials.


Pick and Apply to Selection

Applies a given material to the currently selected actors.

See Pick and Apply a Material to the Selection.


Applied Materials
Displays materials that are applied in the experience.
See Apply Materials.

Flyout for Working with Humans

Create Human
Creates a human actor.
See Creating Humans.
Note: This feature is available only when you have the appropriate role.
Insert Existing Human
Inserts an existing human into the experience.
See Inserting Humans.
Note: This feature is available only when you have the appropriate role.

Flyout for Managing Ambiences

Insert Existing Ambience
Inserts an ambience environment into the experience.
See Inserting Ambience Environments.
Manage Ambience
Selects and manages an ambience environment for your scene.
See Editing Ambience Environments.

Flyout for Managing Light Sources

Spot Light
Creates a 3D actor with a conical shape and emits light around the x-axis.
For example, you can use a spot light to simulate car headlights.
See About Spot Lights.
Point Light
Creates a 3D actor that emits light in all directions.
See About Point Lights.
Directional Light
Creates a 3D actor that emits parallel light along the x-axis.
Unlike point and spot lights, directional lights do not attenuate.
See About Directional Lights.
Note: If light sources are visible in the 3D area when creating viewpoint variants, they are also visible on viewpoint variant thumbnails. If you do not want light sources to appear in thumbnails, click in the Project panel to hide them.

Flyout for Creating Geometric Primitives

Create Cube
Creates a cube primitive.
Quickly create a 3D actor with a cubical shape. You can use the primitive to create a first draft of a physical product.
See Creating a Cube .
Create Sphere
Creates a sphere primitive.
Quickly create a 3D actor with a spherical shape. You can use the primitive to create a first draft of a physical product.
See Creating a Sphere .
Create Cylinder
Creates a cylinder primitive.
Quickly create a 3D actor with a cylindrical shape. You can use the primitive to create a first draft of a physical product.
See Creating a Cylinder .
Create Capsule
Creates a capsule primitive.
Quickly create a 3D actor with a capsule shape. You can use the primitive to create a first draft of a physical product.
See Creating a Capsule .
Create Torus
Creates a torus primitive.
Quickly create a 3D actor with a torus shape. You can use the primitive to create a first draft of a physical product.
See Creating a Torus .
Create Plane
Creates a plane primitive.
Quickly create a 3D plane actor.
See Creating a Plane .
Create Arrow
Creates an arrow primitive.
Quickly create a 3D actor with an arrow shape.
See Creating an Arrow .

Flyout for Defining Robot Position



Robot Position: Origin
Places the Robot at the origin of the selected actor.


Robot Position: Anchor
Places the Robot at the bounding box base of the selected actor.


Robot Position: Punctual
Places the Robot at the selected location.


Robot Position: Pivot
Places the Robot at the location of the pivot axis of the selected actor.

If no pivot axis is defined, then the Robot is placed at the origin of the selected actor (that is, as with Robot Position: Origin). Click Define Pivot Axis to define a pivot axis.

Flyout for Defining Robot Orientation



Robot Orientation: World
Aligns the Robot's orientation with world axis.

The Robot is fixed.



Robot Orientation: Parent
Applies the orientation of the selected actor's parent to the Robot.


Robot Orientation: Local
Applies the orientation of the selected actor to the Robot.


Robot Orientation: Punctual
Defines the Robot's orientation at a specific point.
The selected actor's surface normal is used for the computation of the Robot's orientation.


Robot Orientation: Pivot
Applies the orientation of the pivot axis of the selected actor to the Robot.

If no pivot axis is defined, then the orientation of the selected actor is applied to the Robot (that is, as with Robot Orientation: Local). Click Define Pivot Axis to define a pivot axis.

Flyout for Showing Variant Validation Options



Show Never
Hides validation options at all times.
See Validating Variants and Managing Favorites.


Show when Hovering Over
Displays validation options when you hover over a variant's thumbnail.
See Validating Variants and Managing Favorites.


Show Always
Keeps validation options visible on variant thumbnails at all times.
See Validating Variants and Managing Favorites.

Flyout for Showing Variants According to Their Validation Status

Show All
Displays all variants.
See Validating Variants and Managing Favorites.


Show Only Favorites
Displays only variants that have been marked as favorite.
See Validating Variants and Managing Favorites.


Show Only Approved
Displays only variants that have been approved.
See Validating Variants and Managing Favorites.


Show Only Rejected
Displays only variants that have been rejected.
See Validating Variants and Managing Favorites.
Hide Rejected
Hides rejected variants.
See Validating Variants and Managing Favorites.
Apply Customized Filters
Displays variants according to customized filters.
See Validating Variants and Managing Favorites.
Customize Filters
Combines filters.
See Validating Variants and Managing Favorites.

Flyout for Generating Realistic Images with Physically Correct Rendering Engines



Iray (Ctrl+Alt+R)
Starts or stops an Iray live render.
Click to activate the ray tracing that helps you produce high-quality images.
See Rendering Objects.
Note: This command remains active in the presentation mode.
Stellar
Activates or deactivates ray tracing for the current view.
Ray tracing is stopped for non-active views.
See Rendering Objects.
Note: This command remains active in the presentation mode.
Distributed Iray
Starts or stops a distributed Iray live render (Ctrl+Alt+R).
Distributed ray tracing helps you produce high-quality images using a cluster of computers or a VCA.

Start by activating "Enable distributed rendering" in the Preferences, and then define the appropriate options.

You also need to install satellites.

See Rendering Objects.
Distributed Stellar
Activates or deactivates distributed ray tracing for the current view.
This helps you produce high quality images using a cluster of computers.

To run Distributed Stellar, the DIR license is required and the cluster configuration needs to be defined in the Preferences.

Flyout for Getting Started and Preferences



Getting Started
Displays the Getting Started slides.
Learn about the key capabilities of the Product Perception Experience app.


Preferences
Displays the application preferences.
Change key application preferences according to your needs.