Thea Studio v1.5
Rendering Liquid in Glass

Rendering Liquid in Glass

Liquid inside a glass is a very tricky subject and needs the scene to be modeled in a specific way that is compatible with Thea Engine and also make use of the Assign Container. In this article we will learn how to prepare both a simple and a more complex scene.

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Dealing with noisy scenes!

Dealing with noisy scenes!

This article will show you how to deal with scenes having too much noise or fireflies. Most of the time this happens when the scene setup is wrong. Let’s see them one by one and try finding the best ways to fix them.

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Floating Point Precision may cause Rendering Artifacts

Floating Point Precision may cause Rendering Artifacts

Rendering artifacts may appear when a model has been moved away from the origin or its dimensions are out of this world. It may lead to unconnected/jagged edges and bad tessellation to the surface. The only way to overcome this is to either move the model near to the origin or scale it up/down to the physical size.

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How to properly setup Depth of Field

How to properly setup Depth of Field

Depth of Field is controlled by the f-number that can be found in Camera Settings. The default value is “Pinhole” and it totally removes the DOF effect from the scene. By selecting any other value, you can control DOF. By default, Camera settings have Auto-Focus enabled and this means that even if you set a custom focus distance, it will be overridden by auto-focus. Unchecking Auto-Focus will make Thea use the focus distance that was set by the user.

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Getting Translucent Materials with Presto AO

Getting Translucent Materials with Presto AO

Presto AO by default uses Ambient Occlusion to illuminate the scene and the Diffuse Depth is set to zero (0), in order to have fast feedback. However, translucent materials need to have a Diffuse Depth value greater than zero for the translucency to take effect. In the following images you can see, the influence of the Diffuse Depth parameter on the model.

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