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Step 7. Render and export

Time: 5 minutes.

Add a light

The Designer ships with a default ambient light that is enough to preview a model but is not enough to make the iridescent normal map sing. Add a directional light to give the wings something to catch.

Choose Rendering > Light > Add Directional. The Designer creates a Light placement in the Objects tab; it does not appear visually in the canvas (lights are invisible in the viewport) but its effect is immediate if you are in Textured + Lit mode.

The default directional light points down and slightly forward, which suits a butterfly facing the camera. If you want to fine-tune, select the Light placement and rotate it with the Rotate gizmo (E).

Choose a render quality

Pick a render quality preset from the Rendering > Render Quality submenu. The four presets are:

Preset Samples per pixel Best for
Draft (4 spp) 4 Live preview while you tweak
Preview (12 spp) 12 This tutorial's chapter 7 render
Production (64 spp) 64 Marketing screenshots
Final (256 spp) 256 Print, hero shots, the logo gif

For this chapter, choose Rendering > Render Quality > Preview (12 spp). The 12 spp preset takes 4 to 6 seconds per render on most hardware and produces a clean butterfly with crisp iridescence.

Pick a color space

For the official logo we use sRGB output. Choose Rendering > Color Space > sRGB if it is not already selected. The other options (Linear, ACEScg, Rec.709) are useful for VFX pipelines that color-grade the output downstream; for a standalone skin, sRGB is the right call.

Render

Open the View Panel toolbar (right edge of the canvas) and click the Render Selected button. The selected Mesh3D placement renders at the chosen quality and the result appears as a still image overlay in the canvas.

You can also use the menu: Rendering > Render Selected.

Watch the lower-left HUD for progress. At 12 spp the bar fills in roughly 5 seconds.

Export a PNG

To save the render to disk, choose File > Export > PNG. The Designer saves the current render at full resolution to your project folder. By default the filename is butterfly_render.png; rename it from the file dialog if you want.

This PNG is useful for documentation hero shots and for confirming the bake looks right at the size you intend to ship.

Export the .esk bundle

The big export is the .esk skin bundle. Choose File > Export > .esk Bundle. The Designer:

  1. Writes a fresh manifest.json if one does not exist.
  2. Writes the current document.json reflecting every placement on the canvas.
  3. Bundles the textures you baked in chapter 5 (or 6) inside textures/.
  4. References the source .3ds and the Blue Morpho PNG (still external; the bundle does not copy them in, but the manifest.json records their paths).

The status bar confirms with "Exported butterfly.esk".

Inspect the .esk on disk

Open the Assets tab and click butterfly.esk ยท Reveal in Finder. You should see this layout:

butterfly.esk/
  manifest.json
  document.json
  textures/
    butterfly_albedo.png
    butterfly_normal.png

manifest.json carries the skin's metadata (id, name, version, color space). document.json carries every placement on the canvas. Together they make the bundle loadable by the framework with a single call:

import elysium as ely
app = ely.App(title="Butterfly")
win = app.window(transparent=True, title_bar=False,
                 resizable=False, initial_size=(960, 540))
win.load_skin("butterfly.esk/")
app.run()

The Framework Butterfly Banner tutorial walks through exactly this in chapter 1 of its track.

Checkpoint

You should have:

  • A directional light in the scene.
  • The model rendered at 12 spp Preview quality.
  • A butterfly_render.png next to your .esk (or somewhere on disk you can find).
  • An examples/butterfly/butterfly.esk/ folder with manifest.json, document.json, and a textures/ subfolder containing the two baked PNGs.

Continue to chapter 8 >>