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Programmatical selection methods recap
Eyeshot offers a list of methods that allows to programmatically select entities or their sub-items in the scene. A brief recap of these method follows. Entities Selection Visible Selection A pseudo-color image of the scene is taken into account in order to process the selection. GetAllEntitiesUnde…
by Federico Fucci | January 04, 2024 | Share
Infinite Grid
Non-maintained solution The proposed solution is not natively supported and may not work in all scenarios and versions. It is possible to draw an infinite grid by using a custom shader. This effect can be achieved by enabling this shader and drawing a square covering the entire wanted plane in …
by Federico Fucci | October 06, 2023 | Share
EDM Simulation using MultiFastMesh
In this article, we explore a practical application of the new MultiFastMesh entity in a real-world scenario, specifically focusing on creating a fast and efficient 3D visualization for a wire-cut EDM simulation. Before diving into the details, we highly recommend reading our introductory articl…
by Leone Ruggiero | July 05, 2023 | Share
MultiFastMesh
In certain situations, there is a need to showcase a 3D object that consists of numerous smaller sub-parts, each with its own color and visibility settings. For instance, let's consider a 3D printing simulation where the final piece is built by adding a small amount of material at each step. If …
by Leone Ruggiero | July 05, 2023 | Share
Custom Entity with EntityGraphicsData
Starting from Eyeshot 2023 the EntityGraphicsData class is abstract. This article explains the recommended approach for creating an instance of the concrete class in a custom Entity. For a complete sample, you can see the SelectTriangle source code. To create an instance you should override the Ent…
by Simone Maccaferri | April 18, 2023 | Share
Limitations of AntiAliasing
Eyeshot offers the possibility to enable multisample anti-aliasing (MSAA), a technique that removes the artifacts known as jaggies from the raster image of a 3d scene. It can be activated like this: design1.AskForAntiAliasing = true; // in the Form/Window constructor design1.AntiAlisasing = true; …
by Leone Ruggiero | April 14, 2023 | Share
Fast and approximate world position under mouse cursor
Sometimes it is convenient to get a rough estimate of the 3d position of whatever is under the mouse cursor. It is possible to get that information by reading the depth value corresponding to the mouse screen location. The method Workspace.ScreenToWorld() does exactly that. The following code sam…
by Leone Ruggiero | April 06, 2023 | Share
Screen-Space Ambient Occlusion
Ambient occlusion is a shading and rendering technique used to calculate how exposed each point in a scene is to ambient lighting (source: Wikipedia). Starting from Eyeshot 2023, it is possible to enable the Screen-Space Ambient Occlusion effect (SSAO): a fast approximation of ambient occlusion …
by Leone Ruggiero | March 14, 2023 | Share
Image-based Silhouettes
Starting from Eyeshot 2023, it is possible to detect and draw silhouettes by leveraging the computational power of the GPU. To enable this feature you should set the relative property: DisplayModeSettings.SilhouettesDrawingMode = silhouettesDrawingType.ImageBased; Benefits Fast Independent fr…
by Leone Ruggiero | March 13, 2023 | Share
Limitations of TempEntities
TempEntities are a powerful, useful, and natively supported tool, very handy when some Entities must be drawn over others as described in this article. However, they suffer from a number of limitations: They are neither affected by light nor by shadows effects (e.g they are drawn always in display…
by Federico Fucci | October 07, 2022 | Share