MicroStation CONNECT Edition Help

Key-ins to Modify Rendering Behavior

There are two key-ins that you can use to modify the appearance of RPC cells in renderings and animations. Settings for both key-ins are saved as design file settings.

RPC VIEWMODE [ CELL | TARGET ]

Options CELL and TARGET are used as follows:

  • CELL — to select RPC images based on the direction from the camera to the origin of the RPC cell (the default).
  • TARGET — to select RPC images based on the viewing direction.
  • Enter the key-in with no option to display the current mode.

CELL mode, the default, is recommended for creating animations where the camera is panning but position is fixed. In these cases, CELL mode will use the same image from the RPC throughout the animation, whereas TARGET would use different images for each frame. This could cause the RPC to appear to spin during the animation. CELL mode generally should be used in most animations, even when the camera is moving (as in fly-through animations), since the camera frequently will pan during the course of the animation.

TARGET mode generally is recommended only for fly-through animations where the camera passes very close to RPC's. For a fixed viewing direction, TARGET would use the same image from an RPC as it passed by, while CELL would use different images as it passed. This could cause the RPC to appear to spin as the camera passed by.

RPC MODEL [ VIEW | SCENE ] (applies to RPC 3.0 content only)

Options VIEW and SCENE are used as follows:

  • VIEW — to optimize RPC images based on the current view (the default).
  • SCENE — to select RPC images that can be viewed from all sides.
  • Enter the command with no option to display the current mode.

VIEW mode, the default, is recommended for static images where no reflections of the opposite side of the RPC can be seen. VIEW mode also can be used in animations where a solution is created for each frame, again as long as the backs of RPC's would not be visible in reflections.

SCENE mode generally should be used in animations where one solution is used for the entire animation, or when the opposite sides of RPC's can be seen in reflection. It is recommended also for global illumination solutions where the RPC is likely to be redisplayed from the opposite direction.