Workshop 6 notes, Week of October 11, 2007

Perspective, Lighting and Rendering

 

1. PERSPECTIVE

Create three platonic solids sitting on a rectangle in the ground plane.

Enter "change view perspective tool" from the view toolbar at the top of the front window.

Drag the mouse from the center of the window to the lower-left hand corner, and the perspective view takes hold and becomes increasingly wide angle the further you drag the mouse towards the lower-left hand corner.

Alternatively, the "Define Camera" tool is located in camera tools part of the Visualization module on the right-hand side of the Microstation application window under the task-list options. Invoke the Visualization module first.

From within the visualization module, select the "Define Camer" tool as indicated below. Choose two-point perspective and also choose view 4, the front elevation view.

Work with the dolly camera icon and turn own continuous view updates. Move the camera fowards and backwards by moving the mouse from the center of the view window up and town. Also examine the remaining perspective view controls.

Note the camera view pyramid in the other open views.

3. BASIC LIGHTING SETUP s

 

4. STANDARD RENDERING

Under the Render tools palette, select a render mode (e.g., "Smooth Shading), turn-on Antialiasing and render.

Explore in tern Wiremesh, Hidden Line, Filled Hidden Line, Constant (Cosine) Shading, Smooth (Gouraud) Shading, Phong Shading, and RayTracing. We will leave Radiosity Modeling and Particle Tracing until later.

Each of these rendering types has some advantages and disadvantages as we will learn to adapt appropriate to particular needs.

6. BACKGROUND MAP AND DISTANCE CUE

Settings>Design File>Views

 

7. SAVING RENDERINGS


8. SURFACE MODIFICATIONS

Tools>surface modeling>modify surfaces

Project Trim

Stitch Surfaces

Construct Trim

Split Surface

Extend Surface

Convert Surfaces to Solid

WILL REVIEW DURING THE FOLLOWING MATERIALS DURING THE NEXT WORKSHOP

9. FILE TYPES FOR TEXTURE MAPPING

These files are interchangeable between drawings and are stored outside the .dgn file:

Material Palette File (file extension " .pal" ) –definition of materials. Can be one of three types

Materials Table (file extension " .mat" )

 

10. SIMPLE MATERIAL ASSIGNMENTS

Settings>Rendering>Materials

 

11. PROCEDURE TEXT FILE

Settings>Rendering>Materials

12. CREATE MATERIAL

Settings/Renderings/Materials

13 MODIFY PROCEDURE TEXTURE MAP & CREATE YOUR OWN

Palette> Open

C:\ProgramFiles\Bentley\Workspace\Triforma\atf_us_ncs\materials\proctext.pal.

 

14. TRANSPARENT OBJECTS

 

15. TO MAP IMAGE

 

16. ENVIRONMENTAL MAP

Table>environment maps

 

 

 

SEE ALSO :

http://www.arch.virginia.edu/arch541/Handouts/render/attrib.html {material attributes http://archweb.arch.virginia.edu/arch541/Handouts/render/rtraceset.html {raytrace attributes http://archweb.arch.virginia.edu/arch541/Handouts/render/setup.html {gen render attributes http://www.arch.virginia.edu/arch541/Handouts/render/viewatr.html {view attributes http://archweb.arch.virginia.edu//arch541/Handouts/sample.htm { sample marble