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:
- Writes a fresh
manifest.jsonif one does not exist. - Writes the current
document.jsonreflecting every placement on the canvas. - Bundles the textures you baked in chapter 5 (or 6) inside
textures/. - References the source
.3dsand the Blue Morpho PNG (still external; the bundle does not copy them in, but themanifest.jsonrecords 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:
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.pngnext to your.esk(or somewhere on disk you can find). - An
examples/butterfly/butterfly.esk/folder withmanifest.json,document.json, and atextures/subfolder containing the two baked PNGs.