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Rendering

Botcha includes a simple rendering engine called BotchaTrace that allows you to create photorealistic images of the product you developed inside of our tool. We will present here some technical and user information about the tool and how to use it.

Render

Creating materials

Botcha support the use of physically based material. These kind of material are usually made out of a number of components:

  • Albedo (color): the color channel represent the visible color of the material per pixel. in botcha you can either specify that with a solid color or via a texture.
  • Roughness: the roughness represent the micro-faceted rugosity of each pixel. Imagine that as the inverse to the polish amount. The more a material is polished the less is rough.
  • Metallic: the metallic represent how much a material respond to light like a metal. In an ideally super-polished material (i.e. with zero roughness) with 100% metallic you have something like gold, iron or silver and with 0% metallic you have a paint or plastic.
  • Normals: botcha also allow you to specify normals per pixel. This allows to fake a textured and complicated surface with a simple normal map.

To access material creation in botcha, you can use the Edit menu > Palette and it will show you the material view. The view present you the list of the material you have in the current model.

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For each material here you can specify the several maps (or a flat value for the whole channel) and potentially resize the textures. When you input a texture to a material it will always be resized to match the other that are in that material, they will all be kept in sync dimension-wise.

The materials can then be applied to paths and objects on the canvas editing. This makes so that you can mix and match several different material on the same mesh and botcha will take care of mixing and matching the proper channels.

Render settings

When in the default view with no selection, you can find the "Render" button. When you click on it you will have a number of options popping up.

Render settings

We will detail here the options that are given to the user.

  • Scene resolution: is the resolution in pixel of the render viewport that will be opened or of the generated image from the batch render.
  • Render depth: is the amount of bounces that the ray will perform before stopping the calculation. If you have lot of reflections you may want to raise this to 5 or more.
  • Batch mode: this means that the rendering will not run in an interactive mode but it will be run headless until the target iterations are performed and then an image is stored.
  • Use background color/HDR: these options can be later changed in the interactive version and represent what is used as background for the render, either a solid color or an HDRi image with lights.
  • Virtual lights: some lights with default settings will be created.
  • Grid floor: a metred floor will be added to the scene
  • Glass floor: a transparent floor will be added to the scene

The scene will then be exported and the renderer will be started. The camera will be in the same position with the same properties as the one you have in botcha.

Viewport settings

Once the renderer is started you will be presented with a similar view as the one you will see below. From the render view you will be able to change several things for your scene and get a render of the current image. Being an interactive rendering you will notice that the more you let the software work the more you will have a clear picture

Render viewport settings

Note

You will also be able to move and rotate objects if you need to quickly fix something before getting your shot. Please note that this will not affect how your scene back in botcha will look. The changes are temporary and will not change the original scene.