ALAR 6712  Studio Workshop Spring 2010

Workshop 11 Notes, March 16, 2010

Basic Lighting and Materials, Introduction to Particle Tracing

Note that the new version of Microstation uses Luxology as a rendering platform. The older version of Microstation uses both Luxology and a more direct rendering Engine. Since Luxology is in its initial rollout stage, there are some areas where it isn't as complete as the more established rendering engine. Therefore, for this set of workshop notes and the next set, workshop 12 notes, primarily for pedagogical reasons, we will use the older version Microstation V8i, and not the MicroStation CAD v8i Select Series 1. Note, for your personal copy of Microstation, please download and run the file "Luxology-18a.exe" from the classes folder "luxologyupgrade".

1. THREE POINT LIGHTING

Three point lighiting is a technique developed in film-making and still photography. It typically consists of a "key" light pointing into the model at higher instensity such as can be achieved with a directed "spot light" from the forward upper right hand side. This establishes the key shadows and lighitng contrast. Second, a back-light points into the model to establish a greater effect of three-dimensional depth, such as a "spot light" pointing into the model from the rear upper right-hand side of the model. This second light is generally at 1/2 to 3/4 intensity of the key light. Third, a "fill" light that is a middle intensity omni-directional light is placed in the upper forground of the model to establish middle grey tones and offset the high contrast establised by the key light. This is can be done with an omni-directional or "point" source light placed in the upper left hand foreground of the model and set to roughly 1/2 to 3/4 intensity of the key light. In the Microstation drawing, the lights are represented by symbols. The symbolic geometry for these lighting fixtures includes a lamp like symbol for the directed or spot light, and an asterik shaped symbol for the point source light. This setup has been already established in the file stillLife.dgn which is located in the classes/examples/lightingexample folder.

Three point lighting symbols on "construction" level ray trace of three point lighting

Note that the light symbols reside on the "construction" view window attribute. You can turn on or off this attribute by going to the view attributes dialog box in the upper left-hand corner of the view window. In the dialog box that follows, you select to on or to off the "constructions" attribute (image below at right). If this attribute is on, then the light symbols are visible. The "constructions" attribute should be turned off for rendering the model.


open view attributes dialog box toggle on or off the view attributes to see light symbols

Using the rendering icon Q1 or choosing the render view tool from the view window icon, select Render Mode as "Ray Trace" and set Antialias to Medium to determine the rendering type and quality.

Click inside the view 2 window to ray trace the view, and the resulting rendering will appear as depicted in the image below:

 

2. LIGHT MANAGER

Load the file stillLife.dgn from classes into Microstation. We begin by creaing three vertical lines that will provide a kind of geometrical scaffolding to help place the lights. Do this with the "Place SmartLine" tool from the "Drawing" task menu, and locate the lines at the corners of rectangle. Also, use a the "F" key to ensure that Accudraw rotates into the front construction plane.

Three vertical lines placed in the model are situated to locate three lights above the ground.

 

From the visualization task menu, select the Place Light tool w2.

In the dialog menu for the Place Light too, choose the spot light lighting type. Use this spot light to create a so-called   "key light", set the lumens  to "1500", color to  "white:, intensity is "100", and the shadow casting to "sharp" (these are typically the default settings),

Enter two data points in the view window, one on top of the front-right vertical line to set the light source position, and second on the bottom right-hand corner of the cube to target the light.

Now place a second spot light or the so-called "back light", first reducing the lumens to 750.

Similar to the key light, use two data points to place the light on the upper point of the back-rear vertical line and target it to the corner of the cube.

Finally, change the light type to point source light at 750 lumens, and locate it with one data point only on the upper point of the front-left vertical line.

Point LIght Selected light is placed in upper-left of model.

Remove the vertical lines as they are no longer needed and ensure that the "constructions" view attribute is also turned off. Turn off the constructions level through the view attributes dialog box and render.

r1 r2
open view attributes dialog box toggle on or off the view attributes to see light symbols

Rendering the model will then result in the following image:

 

 

 

3. THREE TIERS OF INFORMATION  ARE TYPICALLY  USED TO DETERMINE THE ASSIGNMENT OF MATERIALS TO OBECTS IN A MICROSTATION DRAWING.

These tiers, identified below, can be treated either internally to the Microstation dgn file or as separate and external files to the main Microstation DGN file. The advantage of handling them separately is that they are  portable for re-use with other Microstation files. If created as external files, then these files need to be included separately in any folder where the Microstration drawing files exists in order to support the rendering of materials.

3.1 Material Table (file extension ".mat" such as "myproject.mat") - Determimes the assignment of materials to objects in a cad model by one of two methods: 1) according to layer and color or 2) by direct assignment to individual objects. The Material Table file references Palettes (or external Palette  files) for the description of individual materials.

3.2 Palette (file extension ".pal") - Describes the definition of materials according to their property values (e.g., transparency). Typically a an external palette file is created for a group of materials that have similar qualties, such as palette for marble (e.g., "marble.pal") or a palette for wood (e.g., "wood.pal").

Materials within a palette can be defined according to several methods, sometimes in themselves referring to additional image files.

3.3 Image files, typically jpeg (pseudo 24 bit) or tiff (true 24 bit) are referenced in the definition of individual materials through texture mapping and bump mapping. Occasional such files may also be used in other rendering techniques such as background mapping (an image background to scene, environmental mapping (a six sided box that encloses a model and may be reflected by materials in it), and transparency mapping (an image with a designated transparent color, such as may be used to map figures, such as people or trees, onto a computer model).

4. STANDARD RENDERING

Rendering usually is established with creating one or more light sources. Here, we will setup a rendering with a sunlight set to 10 a.m. by using the Light Manager Dialog Box (tool W1 in the Visualization Task).

Note that if working on the above file from part 2, the point light and two spot lights are also listed in the light manger dialog box below. Double-clicking on the icons for these lights will toggle them on and off. Here, they have been turned off.


It is possible to render through selecting one of any number of standard algorithms as described in the lecture preceding the workshop. Select the render tool Q1 from the "Task List - Visualization" on the left-hand side of Microstation's Application Window:

 

If you toggle off the point and spot lights, and rely only on the ambient, flashbulb and solar lights, then you will get the rendering depicted in the figure that follows. Note that the brightness slighter at the bottom of the "render" dialog box will help to adjust the lighting level.

Go through the "Render Mode" portion of the render tool to invoke varied rendering algorithms from "Hidden Line" through "Ray Trace".

Six different rendering mode and antialiasing settings are tested to create the images captured in the table below.

5. MATERIAL DEFINITION BY PROPERTIES

For these examples, copy the classes folders examples/ptrace/ptrace & ptrace2 (ies example) to the local hard drive, and, within the folder ptrace, open the Microstation file ptrace.dgn.

To initiate material definitions, you need to follow three steps as illustrated below:

  1. begin by creating a material table file
  2. initiate or load a material palette file for the definition of individual materials
  3. define individual materials

STEP 1: using the visualization manager on the left= hand side of Microstation's application window, select the "Visualization" task and then select the icon labelled "A1" (see image below) to open the "Material Editor" dialog box.

By default, the prefix name of the material table "PTRACE" (or if using an external file "PTRACE.mat") is the same as the prefix name of the dgn file ("PTRACE.dgn"). If using an external file, it should be periodically be  saved by selecting the menu item "Table" from within the "Material Editor" dialog box and using the "save as" option.

STEP 2: under the menu item "palette", select the word "new" to create a new palette file, such as the file "mypalette". If using an external file as well, then the file must also be saved by going to the menu item "Palette" and using the "save as" dialog box to save the file as "mypallete.pal" when materials are added to it.

STEP 3: Within the Material Editor dialog box, select the settings menu item, and turn on the advanced settings.

STEP 4: Begin to develop the definition of individual materials. Right click on the word palette, and select the option to create a "new material".

STEP 5: Name the material "mattbrown". Begin to set into place the attributes for the new material.

The above material "mattbrown" has some of the following properties set

1. color -base color visible by ambient light (brown color as shown)
2. dark/bright - brightness of material under direct illumination
3. dull/shiny -shininess or dullness of specular highlight
4. opaque/clear - transmissivity of material to light (level of transparency)

Once created, right-clicking on the name of the material and selecting the word "assign" opens yet another dialog box by which it may be assigned to an object in the dgn file. That is, assigning the material by level and color is achieved by selecting the object (e.g., the cube). This assigns the material to the layer and color atttribute of the cube object, not actually the object itself. Thus, all objects which have the same layer and color attribute are also assigned this material. (Alternatively, to assign a meterial to a single object, you would use the "attach" option in the same dialog sequence. However, this alternative approach is not recommended.


As illustrated in the "Material Editor" dialog box below, note that any dgn file, such as the file named "test.dgn", may load any number of palettes , such as the palette "mypalette" and the also the external palette file "metals.pal".

The above material "mycopper" has the following attributes:

1. color -base -color visible by ambient light
2. dark/bright - brightness of material under direct illumination
3. dull/shiny -shininess or dullness of specular highlight
4. opaque/clear - transmissivity of matarial to light (level of transparency)
5. Reflect - reflection of light

A highlighted check-box or a "+" symbol  appearing next to the name of the material indicates that it has been assigned to objects in the dgn file by either the "Level/Color" method or another method. The material "mycopper" is so highlighted below..


6. BUMP MAPPING

A bump map assigns a superficial relief map to a surface based upon an image file. The greyscale value of the image is used to simulate the appearance of a surface relief pattern on the object to which it is assigned. The bump map attribute must be turned on via the down arrow to the right of the word "bump" in the "Material Editor" (see image at right below). Next, the 3D checkbox next to the word "bumpy" is selected (see again  image at right below). The specific image is selected from a dialog box such as depicted in the left image below where the bump map "STUCCO2.JPG" has been selected. This is a simple jpg file loaded onto the local computer's hard drive. Alternatively,  a common location for  bump map images is provided with the software and is located in the directory :C:\Documents and Settings\All Users\Application Data\BentleyWorkspace\System\materials\bump". In the middle image of  the dialog below figure below, the file "STUCCO2.JPG" is selected for the bump map.

 

 

Note too in the middle image of the figure above that the size of the bump map has been set to "Master" units, typically 1 foot in area. This means that that bump map will scale to 1 ft by 1 ft on any surface to which it is applied. Also, note that the "repeat" option is selected for "X" and "Y". This means that the bump map will tile accross any surface that it is applied to. A bump map set to Size X of 0.5 and Size Y 0.5  in Master Units will tile at the scale of 1/2 foot by 1/2 foot. This can also be specified as 0:6 for 0 master units (feet) and 6 sub units (inches). 

Once the bump map parameters have been established, the material which references it is modified to have a surface relief pattern. The appearance of "mycopper" is changed accordingnly in the "Material Editor Dialog" box. This material can be assigned to the truncated cone in the dgn file.

7. PRE-DEFINED PALETTE FILES

In the Material Editor dialog box, and under the menu option "Palette/Load", you can also load a number of predefined material palettes. They  are locted on the hard drive of your computer as a part of the typical software installation. For a drawing file with a simple ground rectangle with three objects sitting on top of it (e.g., slab, sphere and cone), you can explore some of the pre-defined palettes as follows.

8. SAVING RENDERINGS (will cover next time)

9. PARTICLE TRACING / RENDERING

       

       
           


10.  PARTICLE TRACING - OVERALL CONCEPTS/FAQ EXCERPTED FROM BENTLEY'S MATERIALS

Question: How do I get a "good" particle Trace solution?

Answer : There are several different ways to achieve better results when we Particle Trace render. Below are a few ways to accomplish this:

STEP 1: Raytrace

STEP 2: Particle setup

STEP 3: Brightness

STEP 4: AMP (Add More Particles): Add more particles if:

STEP 5: Mesh smoothing

STEP 6: Final touches

 

ADDITIONAL  DOCUMENTATION:

http://archweb.arch.virginia.edu//arch541/Handouts/sample.htm {sample marble