COMPUTER AIDED
ARCHITECTURAL DESIGN
Workshop 8 Notes,
Week of
October 26, 2009
Basic Lighting
Sertup and Rendering Continued with Texture Mapping and Procedure
Mapping
1. BASIC LIGHTING
SETUP
Reload the file
stillLife.dgn from the classes folder.
- Turn on the view
attribute "constructions"

- View the two spot
lights and one point light already added to the model

- Check
Settings/Rendering/Global lighting.

- Turn off Ambient,
Flashbulb and Ssolar light by removing the check from the check-box
"On" in the dialog box below OR by double clicking on the light symbols
to turn off the ambient, flashbulb and solar lights (shown as "on"
below), and to turn on the point light and the two spot lights(shown as
greyed out or "off" below).

- Under View
attributes, turn off constructions so as to hide the light fixtures
(the lights will still impact the rendering of the model) and to
prepare for rendering the model.
3. SAVING RENDERINGS
- Get the View size
through the Microstation menu sequence
Settings>Rendering>View size.

- Select the
"standard" menu and select mid-resolution 640x480
- Turn off "
proportional resize"
- Save image file
by going to Utilities>Image>Save (check options and save
by browsing to folder).
- Note that file
type is set to jpg a "pseudo" 24 bit color format to optimize file size
against image quality, adequate for school related uses and recommended
for making files portable.
- Alternatively
"tiff" format, true 24 bit color, is recommended for higher
color quality used in professional printing.
- The view number
"2" is indicated to determine which view is to be rendered.
- Antialiasing
quality is set to "Very HIgh".
- Image size is
given in pixels.
- Select the save
button to save the image and determine its file name and
location.
- To see image in
Microstation, go to Utilities>Image>Display .
5.
FILE TYPES FOR MATERIALS
(REVISITED)
The Materials
Table, Palette and individual images used to define materials can all
be potentially saved as external files so as to be able to be
used in other drawing files. When the external file saving option is
used, then these file types have standard naming extension formats:
Materials Table
(file extension " .mat" )
- References the
palette files and tracks assignment of individual materials.
Material Palette
File (file extension " .pal" ) –definition of materials. Can
be one of three types
- Definition by
properties [e.g. color]
- By procedure [by
specific algorithm]
- By texture
mapping [literally draping image onto a surface]
Material
Photographs
- for using real
photographs of materials or people, usually jpg or tiff files are also
included in the files needed to define materials (see classes folder
Examples\Materials).
6. SIMPLE
MATERIAL ASSIGNMENTS (REVISITED)
Go to the Define
Materials Icon in the Visualization task:

- The l"Define
Materials" icon will open the Material Editor. Turn on all the settings
"Advanced Mode", "View Samples", and "View Descriptions" as depicted
below.

- Go to
Palette>New menu, create a new palette and name it "mypal"

- Right click on
mypal, select "new material", and name it "grue" (this is an arbitrary
name)

- Right-click on
the pattern check box, and find your way to the materials folder and
select the jpg file name rug03.jpg.

- In the "Pattern
for grue" dialog box that follows, the jpg file is sized to the Units
of "Surface" and will stretch to any surface onto which it
may apply. This is the default setting which is OK for this example.
Select the "x" in the upper-right hand corner of the dialog
box to go back to the Material Editor window:

- Right-click on
"grue" in the Material Editor dialog box, go to " Assign," then choose
the rectangle in the ground plane from the drawing view window. The
material should then have a " +" next to it and contain the layer and
color of the object selected.

- The model will
then render in raytrace mode with the rug showing as follows:

- Create a second
material named "mybrick" and
use the "Pattern
for mybrick" dialog to choose the material
"jamestchapelbrick", and set the size to "master", and the Mapping to
"Cubic"

- Then rendering
will now be as follows:

- Note that there
are some problems with the texture map for brick as captured in the
initial photograph. The brick appears self-evidently to be repeating as
applied to the cube in a way that seems artificial. For a more
realistic rendering of brick, a procedure map (an algorithmically based
description) of brick is used as an alternative.
7. PROCEDURE TEXT
FILE
Go the the
Palette menu and use the "load" tool to open the palette named
"proctext.pal"

- In order to
preserve the system version of this palette, it is useful to save a
uniquely named copy.
- Right-mouse-button
click on the name proctext in the "Material Editor" dialog box and use
the "Save As" option to save it to a unique name such as
"myproctext.pal". Any material to be used should also be
copied and renamed as in the next two steps.
- Right-mouse
button click on the material "Flemish Bond" and select the copy option.

- Right-mouse click
on the palette name "myproctext" and select the paste.
- Rename the
material "myflemishbond" and then select the color square on the right
hand side of the dialog box.
- Select the box
adjacent to the word "Pattern" to begin to edit the parameters for the
procedure map.

- Change the
"Units" to "Master" so that the pattern maps to one square foot.
- Change the
"Mapping" to "Cubic" so that the pattern projects
appropriately on to the cube.
- Select the "Brick
Color" box, and lower the "value" and lower the "saturation"
of the color.

- Increase the
"Brightness variation" to accentuate differences in dark and light
colored brick.
- Increase the "Horizontal
variation" to give an uneven look to the horizontal grouting.
- Increase the
"Nosiness" to establish a more weathered look.
- These adjustments
are evident in the Preview window below.

- Assign the brick
to the cube in the Microstation drawing and render a quictk test with
"Antialiasing" set to "none".

- The
apparent imperfections of the brick rendering can be
addressed by fine tuning the ray trace settings.
- Select the
magnifying glass icon next to the word "Untitled" in the Render dialog
box, to view the ray trace settings.

- Within the Render
Settings dialog box below, select "Settings" and select
advanced.
- In the "Render
Mode" tab, turn on "Multilevel Texture Interpolation" to improve the
rendering of the flemish bond.
- Turn on "Quick
Display" so as to render the image in several passes rather than at
once. This allows you to abort a rendering by rick-mouse-click in the
view window before it is fully executed and will save time if it
appears that the rendering is not likely to achieve the results you
want.

- In the
"Antialias" tab, set "View Quality" to "Very High".
- Set "Jitter
Samples" to on.
- Set "Depth of
Field" to on to simulate the depth of field effect in a photograph and
also set the FStop value to also simulate this setting on a camera. The
FStop is set to 5.6 in the example below. (The lower the
FStop value, the more open the camera aperature and the lower the depth
of field).

- Re-render the
image to see the change in quality as realized through the above
adjustments.

- Right-mouse-click
on "mypal" and create a new material "mywater" in the palette "mypal".

- Change the color
to dark gray, lower the "Diffuse level light towards "Dark", increase
the "Specular" level towards "Shiny", increase the "Reflect level"
towards "Full", and decrease the "Opacity" level towards
"Clear".
- Change the
preview "Display" type to "Sphere".
- Add a "Bump" map
such as "RoughBump" by selecting the box icon adjacent to the word
"Bumpy".

- Right-mouse-click
on "mywater" and apply the material to the ground rectangle in the
Microstation view window.

- Rendering the
view indicates some less than fully satisfactory representation of
water.

- Increasing the
intensity of the bump map, as was as "Specular", and
"Reflect" produces a potentially more satisfying result.

- Note that
continuous adjustment of values by trial an error may be necessary to
arrive at the most desired results. We will later explore the technique
of "reflection mapping" that may also help to improve upon the
representation of the water.
8. MODIFY
PROCEDURE TEXTURE MAP & CREATE YOUR OWN
In step 7 you had
acquired the procdure texture map via the palette> open sequence:
(the palette is
located in C:\Documents and settings\All Users\Application
Data\Bentley\Workspace\System\Materials).
- You might
continue to "save as" the palette as myproc.pal in your local c: drive
(or local t: drive if using a School of Architecture computer).
- This includes
your copy of the brick (Flemish bond) and renaming it (e.g.,
"myflemishbond).
- Note that have
renamed the material andthe palette file so as to conflict with the
system version of this file.
9. SAVING THE
MATERIALS TABLE AND PALETTE FILES
Optionally, save
the Material Table and Palette to external files.
- In the new
palette, right-click on the table name "stillLife"
- Select the Local
Material/Export option.
- Export to either
a single material table and multiple palettes, or to a single
material table and unified palette file.

10. PERSPECTIVE
REVISITED (THIS WAS NOT COVERED IN THE WORKSHOP)
View the solids
sitting on a rectangle in the ground plane in wireframe mode..

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 Camera" 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.