Instructions
The Scene Beautification function supports replacing the materials of S3M tiles (only for Rendering Engine V2) to achieve visual enhancement at the data level; it also supports batch adding vegetation or static models to the scene.
Notes:To ensure the smooth operation of S3M tile material replacement, the material type of the tiles to be processed must be UE material; otherwise, the operation will be invalid. Therefore, it is recommended that when initially generating S3M tiles through functions or tools such as Model Dataset Cache Generation, Merge Model Cache Builder, Vector Pull-up Cache Creation, explicitly specify the material type as "UE Material" in the data beautification parameter settings.
Through the Scene Beautification function, you can open the Asset Manager. The Asset Manager supports viewing and editing materials, vegetation, or static models.
- Materials: By clicking the Materials button in the Asset Manager, you can access the built-in material library of the software (storage path: SuperMap iDesktopX installation path\templates\Materials), including PBR (Physically Based Rendering) materials such as concrete, masonry, metal, plastic, stone, etc. If you need to use more other material resources in the software, place them in the same path as the default materials. More material resources (extraction code: smsw) can be accessed by clicking the blue text.
- Vegetation: By clicking the Vegetation button in the Asset Manager, you can access the built-in vegetation library of the software (storage path: SuperMap iDesktopX installation path\templates\Assets\Plant\Samples), including species such as French parasol trees and birch trees. If you need to use more other vegetation resources in the software, place them in the same path as the default vegetation resources. More vegetation resources (extraction code: smsw) can be accessed by clicking the blue text.
- Static Models: By clicking the Static Models button in the Asset Manager, you can access the built-in model library of the software (storage path: SuperMap iDesktopX installation path\templates\Assets\Asset), including characters, urban plot accessories, sports facilities, road accessories, etc. If you need to use more other model resources in the software, place them in the same path as the default static models. More static model resources (extraction code: smsw) can be accessed by clicking the blue text.
Function Entrance
- Scene tab -> Scene Beautification group -> Scene Beautification button
Operation Steps
Replacing Materials
- Open or create a scene, open the S3M tile data to be operated, select the model dataset layer in the Layer Manager, and right-click Quickly Locate to This Layer.
- Click the Scene Beautification button in the Scene Beautification group under the Scene tab. The "Asset Manager" dialog box will pop up at the bottom of the current window. In the dialog box, select "Materials" to display the built-in material resources of the software.
- The Asset Manager includes the toolbar, material library list, material list, etc.
- The toolbar provides functions for back, refresh, and search.
- Back: Supports returning to the upper-level menu from the current list.
- Refresh: Refreshes the content in the current material library list.
- Search: Enter the specified asset name in the text box on the upper right of the specific material list to display only relevant materials in the current material list.
- Material Library List: Displays the current built-in PBR material types such as Concrete, Masonry, Metal, and Stone.
- Material List: Displays all materials in the currently selected material library and also supports showing the effect of materials after parameter adjustments.
- Right-click on a specific material to perform operations such as copy, rename, open location, delete, etc.
- Copy: Copies the current material texture to the clipboard.
- Rename: Modifies the name of the currently selected material file.
- Open Location: Opens the folder where the currently selected material is located.
- Delete: Deletes the currently selected material file from the current material library.
- Right-click on a blank area in the material list to provide operations for new, paste, and open folder.
- New: Creates a new PBR material in the current material library.
- Paste: Pastes the previously copied material into the current material library.
- Open Folder: Opens the folder where the current material library is located.
- The right-click menu of the material library node provides functions for renaming and deleting folders.
- Rename: Sets a new name for the currently selected material library.
- Delete Folder: Deletes the local folder corresponding to the currently selected material library.
- The toolbar provides functions for back, refresh, and search.
- Material Editing: The Asset Editing panel supports adjusting and saving various parameters of the selected material.
- Base Color Adjustment
- Texture Settings: Sets the texture file that represents the surface color of the object. By clicking the texture image, you can edit the texture source (replace, delete, export), texture offset/rotation/scale, and other parameters in the popped-up "Asset Editor" dialog box.
- Base Color: Sets the surface color of the object. By clicking the drop-down menu, you can specify the color in the popped-up color table.
- Translation: Enables translation motion of the base color texture. Translation motion supports setting the speed along the U and V directions, with the range in texture coordinate units per second.
- Period: The time taken for a single translation, in seconds.
- U: The motion speed of the texture along the X-axis (positive value moves along the negative X-direction; negative value moves along the positive X-direction).
- V: The motion speed of the texture along the Y-axis (positive value moves along the negative Y-direction; negative value moves along the positive Y-direction).
- Scaling: Enables scaling motion of the base color texture. Scaling motion supports setting the speed of scaling change along the U and V directions, with the range in texture coordinate units per second.
- Period: Sets the time taken for a single scaling, in seconds.
- U: Sets the scaling speed of the base color texture along the X-axis (positive value scales along the negative X-direction; negative value stretches along the positive X-direction).
- V: Sets the scaling speed of the base color texture along the Y-axis (positive value scales along the negative Y-direction; negative value stretches along the positive Y-direction).
- Metallic Roughness Settings
When the metallic roughness texture is not used, the effect of metallic roughness is determined solely by the metallic coefficient and roughness coefficient. When the metallic roughness texture is used, the effect is determined by the product of the texture and the coefficients. The following image shows examples of the metallic effect varying with metallic values (with roughness at 0, the metallic effect changes from left to right, with metallic values of 0, 0.2, 0.4, 0.6, 0.8, 1).

The following image shows examples of the roughness effect varying with roughness values (with metallic at 0, the roughness effect changes from left to right, with roughness values of 0, 0.2, 0.4, 0.6, 0.8, 1).
- Texture Settings: Sets the metallic roughness texture file. In the texture, the R channel controls metallic, and the G channel controls roughness. By clicking the texture image, you can edit the texture source (replace, delete, export), texture offset/rotation/scale, and other parameters in the popped-up "Texture Editor" dialog box.
- Metallic Coefficient: Controls the degree to which the material surface "appears metallic," with a range of 0~1. A higher value indicates a higher level of metallic appearance. Higher surface metallic increases the influence of environmental reflections on the surface color, making the material's own color more blurred. Lower surface metallic reduces the influence of reflections, making the material's own color more apparent.
- Roughness Coefficient: Controls the roughness of the material surface, with a range of 0~1. A higher value indicates greater roughness. The roughness of the material affects the reflection of light: the rougher the surface, the higher the micro-surface details, and the more blurred the environmental reflections; the smoother the surface, the stronger the reflectivity, and the clearer the reflections of the environment.
- Normal Settings
- Texture Settings: Normal map texture file.
- Strength Factor: The influence degree of the normal map texture.
- Emission Settings
When the emission texture is not used, the emission effect is determined solely by the emission color value. When the emission texture is used, the effect is determined by the product of the emission texture and the color value. The emission effect is shown in the following image.
- Texture Settings: By clicking the emission texture image, select the specified emission texture file (*.png/*.jpg/*.bmp/*.gif/*.tif/*.jpeg) in the popped-up browse folder dialog.
- Color Value: Enter the RGB value corresponding to the color in the input box next to Emission to control the emission color of the material surface.
- Occlusion Settings: By clicking the occlusion texture image, select the specified occlusion texture file (*.png/*.jpg/*.bmp/*.gif/*.tif/*.jpeg) in the popped-up browse folder dialog.
- Mask: By clicking the mask texture image, select the specified mask texture file (*.png/*.jpg/*.bmp/*.gif/*.tif/*.jpeg) in the popped-up browse folder dialog.
- Alpha Rendering Mode: Sets the transparent rendering mode of the object.
- Opaque: This is the default setting, suitable for ordinary solid objects without transparent areas.
- Mask: In this mode, there are no semi-transparent areas; the texture is either fully transparent or fully opaque. Without needing to create complex models, intricate hollow effects can be achieved using base color textures with transparency.
- Transparent: Renders by blending with the background based on the Alpha value in the material texture or material color. A higher Alpha value results in less clear background and clearer foreground after blending, and vice versa. Suitable for rendering realistic transparent materials, such as transparent plastic or glass.
- Alpha Filter Threshold Setting: In Mask rendering mode, areas below the set filter threshold appear fully opaque, while areas above the threshold appear fully transparent.
- Double Sided: Sets whether to enable double-sided rendering.
- Not enabled means using single-sided rendering. Single-sided rendering only renders one side of the model surface, not the back. This means only the model surface facing the camera is affected by lighting and materials, while the back surface is not rendered. This rendering method is suitable for most situations, especially when the back of the model is invisible or lacks important details. Single-sided rendering can improve rendering performance by reducing unnecessary computational overhead.
- Enabled means using double-sided rendering, which renders both sides of the model surface, increasing rendering overhead.
- Base Color Adjustment
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After setting, click Save in the Asset Editing panel to save the adjusted modifications.
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Applying Materials: Select the target material in the material list and drag it to the specified object in the scene to apply it.
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Saving Beautification Results: Click the Save Beautification Results button in the Scene Beautification tab to save the material application effects.
Adding Vegetation
- Open or create a scene, click the Scene Beautification button in the Scene Beautification group under the Scene tab. The "Asset Manager" dialog box will pop up at the bottom of the current window. In the dialog box, select "Vegetation" to display the built-in vegetation resources of the software.
- The Asset Manager includes the toolbar, vegetation list, etc.
- The toolbar provides functions for back, refresh, and search.
- Back: Supports returning to the upper-level menu from the current list.
- Refresh: Refreshes the content in the current vegetation list.
- Search: Enter the specified asset name in the text box on the upper right of the specific vegetation list to display only relevant vegetation items in the current vegetation list.
- Vegetation List (Library): Displays the built-in vegetation items (library) such as French parasol trees and birch trees.
- Right-click on a specific vegetation item to perform the open location operation.
- Open Location: Navigates to the folder where the currently selected vegetation item is located.
- Right-click on a blank area in the vegetation list to provide the open folder operation.
- Open Folder: Navigates to the folder where the current vegetation library is located.
- The right-click menu of the vegetation library provides functions for open location, rename, and delete folder.
- Open Folder: Navigates to the folder where the current vegetation library is located.
- Rename: Sets a new name for the currently selected vegetation library.
- Delete Folder: Deletes the folder corresponding to the currently selected vegetation library.
- The right-click menu on a blank area of the vegetation library list provides operations for new folder and open location.
- New Folder: Creates a new vegetation folder in the current list.
- Open Location: Navigates to the parent folder containing all current list items.
- The toolbar provides functions for back, refresh, and search.
- Adding Vegetation: After selecting a specific vegetation item in the vegetation list, you can set related parameters in the Asset Editing panel on the right side of the software and add vegetation to the scene. After adding, an instantiated layer with the specified name will be added to the Layer Manager.
- Layer: Sets the name of the instantiated layer where the vegetation item is located, default is Plant.
- Group Name: Sets the name of the group where the vegetation item is located, default is Group1.
- Addition Mode: Sets the mode for adding vegetation items in the scene, including area addition, along-line addition, and single addition.
- Draw: After selecting the addition mode and setting the corresponding parameters, click the Draw button, move the mouse to the scene to draw the placement path for the vegetation items.
- When selecting area addition, start drawing a polygon area by clicking the left mouse button, and end by clicking the right mouse button.
- When selecting along-line addition, start drawing a line by clicking the left mouse button, and end by clicking the right mouse button.
- When selecting single addition, click the left mouse button at the specified position in the scene, and end by clicking the right mouse button.
- Spacing: Sets the distance between two vegetation items, default value is 15, in meters.
- Random Size: Check the checkbox before Random Size, set the scaling range for the vegetation item (default is 1~5), and the vegetation will be scaled according to random proportions. If not checked, enter the scaling proportion for the vegetation item in the first text box, and the vegetation will be drawn at the specified proportion in the scene.
- Random Angle: Check the checkbox before Random Angle, and during drawing, the vegetation item will rotate randomly around the Z-axis. If not checked, the vegetation item will be drawn at a fixed angle.
- Editing Vegetation: After selecting the vegetation item to be edited in the scene, you can view and set parameters such as translation, rotation angles, scaling proportions, etc., in the Asset Editing panel on the right side of the software.
- Translation: Enter the translation distance along the X/Y/Z axis in the respective X/Y/Z text boxes, in meters.
- Rotation Angles: Enter the counterclockwise rotation angles around the X/Y/Z axis in the respective X/Y/Z text boxes, in degrees.
- Scaling Proportions: Enter the scaling proportions along the X/Y/Z axis in the respective X/Y/Z text boxes, in multiples.
- After setting, click the Apply button to adjust the item's effect according to the specified parameters.
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Saving Beautification Results: After setting, click the Save Beautification Results button in the Scene Beautification tab. This will save the instantiated layer containing the vegetation items and the corresponding vegetation items in a folder with the specified asset name under the specified project path.
Adding Static Models
- Open or create a scene, click the Scene Beautification button in the Scene Beautification group under the Scene tab. The "Asset Manager" dialog box will pop up at the bottom of the current window. In the dialog box, select "Static Models" to display the built-in static model resources of the software.
- The Asset Manager includes the toolbar, vegetation list, etc.
- The toolbar provides functions for back, refresh, and search.
- Back: Supports returning to the upper-level menu from the current list.
- Refresh: Refreshes the content in the current static model list.
- Search: Enter the specified asset name in the text box on the upper right of the specific list to display only relevant items in the current list.
- Static Model List (Library): Displays the built-in items (library) such as characters, urban plot accessories, sports facilities, road accessories, etc.
- Right-click on a specific static model to perform the open location operation.
- Open Location: Navigates to the folder where the currently selected item is located.
- Right-click on a blank area in the model list to provide the open folder operation.
- Open Folder: Opens the folder where the current model library is located.
- The right-click menu of the static model library (e.g., characters/urban plot accessories) provides functions for open location, rename, and delete folder.
- Open Location: Navigates to the folder where the current model library is located.
- Rename: Sets a new name for the currently selected model library.
- Delete Folder: Deletes the folder corresponding to the currently selected model library.
- The right-click menu on a blank area of the static model library list provides operations for new folder and open location.
- New Folder: Creates a new static model folder in the current list.
- Open Location: Navigates to the parent folder containing all current list items.
- The toolbar provides functions for back, refresh, and search.
- Adding Static Models: After selecting a specific item in the static model list, you can set related parameters in the Asset Editing panel on the right side of the software and add static models to the scene. After adding, an instantiated layer with the specified name will be added to the Layer Manager.
- Layer: Sets the name of the instantiated layer where the item is located.
- Group Name: Sets the name of the group where the item is located, default is Group1.
- Addition Mode: Sets the mode for adding items in the scene, including along-line addition and single addition.
- Draw: After selecting the addition mode and setting the corresponding parameters, click the Draw button, move the mouse to the scene to draw the placement path for the items.
- When selecting along-line addition, start drawing a line by clicking the left mouse button, and end by clicking the right mouse button.
- When selecting single addition, click the left mouse button at the specified position in the scene to complete the drawing.
- Interval Array: When selecting along-line addition, check Interval Array, and the model objects will be placed along the specified path at the specified interval.
- Spacing: Sets the interval distance between static model objects, in meters, default is 20.0.
- Continuous Array: When selecting along-line addition, check Continuous Array, and the model objects will be continuously distributed along the specified path.
- Smoothness Coefficient: Sets the smoothness of the object distribution along the path, with a range of 1~5. Increasing this value increases the number of interpolation points, making the trajectory smoother, but also increases computation time. To ensure performance, it is recommended not to exceed 3.
- Translation: Enter the translation distance along the X/Y/Z axis in the respective X/Y/Z text boxes, in meters.
- Rotation Angles: Enter the counterclockwise rotation angles around the X/Y/Z axis in the respective X/Y/Z text boxes, in degrees.
- Scaling Proportions: Enter the scaling proportions along the X/Y/Z axis in the respective X/Y/Z text boxes, in multiples.
- Editing Static Models: After selecting the static model to be edited in the scene, you can view and set parameters such as translation, rotation angles, scaling proportions, etc., in the Asset Editing panel on the right side of the software. After setting, click the Apply button to adjust the item's effect according to the specified parameters.
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Saving Beautification Results: After setting, click the Save Beautification Results button in the Scene Beautification tab. This will save the instantiated layer containing the static model items and the corresponding items in a folder with the specified asset name under the specified project path.
