This video explores the different object types found in Thea Render and how to add them.
- [Instructor] In this lesson, we will look at how to add all the available staging elements to a scene. We are starting the lesson with an empty scene, and except for the current camera view and the listed element categories, the scene preview tab is empty. Starting from the top, we can add models to the scene, either from the file menu using either open or merge or we can make use of the browser panel. In the browser, we've already seen that we have a number of default primitives available to us.
We could have our own libraries with models as well and I'll show you later how to create your own models for reuse. To add a primitive to the scene, you can drag and drop the item into the view port. As I'm dragging, you will note that the white arrow in the top left of the displayed icon, wherever you release this arrow, the object will be placed. You can also double click a primitive to add it to a predefined position within the scene as we've seen before and as you add an object it is listed under the models group in the scene preview tab.
To delete an object, you can select it in the view port and press the delete key, you can use the action tool bar delete icon, or delete it from the context menu, or, if you select it in the scene panel, you can use the preview tool bar delete icon as well. Note that the delete key does not work in the scene panel. Note that as you delete an object, its material remains in case you want to reuse the material.
To tidy that up, we can use the clean up scene tool to remove any unused elements from the panel. Thea offers a number of standard lights which can be found in the view port action tool bar. From the insert drop down menu. We will look at these lights in more detail later, but for now, to add it, I'll simply select any light from the list. Now, you will notice, in the view port, that you can't see the light in the scene, however, we can see in the scene panel that a light has in fact be added.
Now, the reason we can't see the light in the view port is because the light has been added at exactly the same position as the current view camera, or what is known as the viewer frame. And we can confirm this with the coordinates tab active and looking at the center values. If I toggle between the light and the current view camera, you will see that the position values are in fact identical. So if I now rotate my view, you will see the light in the position where the current view was.
Now, we do have a number of ways that we can control the placement of inserted lights and if we go back to the insert menu, down at the bottom we can add any lights, either at the viewer frame, which is what we just did, or we can add it at the global frame position which is the center of the scene that can actually be moved. And, finally, the lights can also be placed at the cursor frame. So I can select and reposition the cursor frame and add a new light at that exact position.
So with the lights, we are given a lot of flexibility in how we are able to place them within our scene. In the scene panel, if you pull up the context menu on a selected light, you can select all lights in the scene and then delete them. To add a camera to the scene, we can either use the plus icon on the toolbar, from the camera category context menu, from the context menu on any selected camera, from the action tool bar insert menu, or from the context menu anywhere in the view port.
If I rotate around the scene, we can see all the cameras that we've just added. Cameras are always added at the viewer frame. Once again, we can select and sort all cameras when needed. I'll select all and delete for now. Similar to how we added cameras, we can add materials as well. From the tool bars and the various contexts menus.
Additionally, because we have saved materials in the browser library, we can drag and drop a material from the browser panel into either the scene panel or directly onto an object within the scene. You now know how to add the various scene elements listed in the scene panel, however, we also need to understand how Thea works with importing our own assets which we'll look at next.
- Thea Render workflow considerations
- Configuring system devices
- Loading and saving scenes
- Exploring the user interface
- Customizing the interface
- Navigating the Viewport
- Working with objects
- Lights and environments
- Working with materials
- Adding and adjusting a camera
- Animating in Thea Render