
Workshop
10 Notes
16 November 2004
1. Texture Mapping
a. Texture map tiles
- Copy G:\Arch541-Mark-F04\EXAMPLES\materials3 into work folder on t:
drive.
- Edit image such that lines will tile (e.g., brick pattern)
- Determine real-world size of brick.(e.g, 1' x 1')
- Create texture map to master unit size
- Our sample is 1' wide by 1' high
- Set up size in real-world units.
- Map to rectangle in object.
b. Algorithmic texture maps
- Open: C: / Program Files / Bentley / Workspace / system / materials / bump / pattern /proctext.pal
- Edit pattern by clicking on pattern box (small blue checkerboard box icon) to manipulate: Brick color, Mortar color, Bond pattern, Mortar width, Brightness variation, Horizontal variation, Noisiness, Aspect ratio (height vs. width) Mapping (parametric), Units (master), and size as you like.
- Add bump map by clicking on bump box (small grey checkerboard box icon) to add texture to a material.
**For both Brick options, in order to achieve constant orientations of patterns: Create patterns in both (90 degree) orientations, and apply to surfaces, depending upon how they were built.
2. Review Raytracing
- Raytracing is effective for exterior views.
- Tools / Visualization / Render Views
- In Render dialog box, turn on Ray Trace for Render Mode
- Click on Magnification Glass to adjust RayTrace settings.
5. Remember to turn
off "Real world Lighting"
- Turn up anti-aliasing.
- Turn on Jitter Samples if you are getting incorrect patterning in your materials.
3. Cells
3.1 Existing Cells
- Use existing library: Element / cells.
- File / Attach / program files / Bentley / workspace / triforma / tf_imperial / cell / (ex: 02_site.cel .chair1)
- In Place Active Cell Dialog box: Adjust angle, and scale of incoming cell.
- Assign Materials
- Copy Cell if necessary
**For more cell placing options: Main tool box 6 th tool on the right (Place the active cell, Place a Matrix of the active cell, Identify and place additional instance(s) of a cell, Define the cell origin, etc.
3.2 Create Cell Library
- Select or fence the elements to be included in the cell.
- Element /cells---File/ Attach---then choose the file with the cell you've
created.
- Define cell origin on cell with the Define Cell Origin tool (in cell toolbox).
- Click on "Create" button
within the cell Library dialog box.
- Name cell.
3.3 Place Cell in Model
7th icon/right side/main tool palette
Select cell in library
Cell dialog box,
choose placement with “cell1”highlighted
Tools palettte
Place cell/uniform scale
Place cell/varied parametric scale
Try relative/interactive
3.4 Two Methods of Updating
Using Replace Cell tool, you can replace cells with the active cell (highlighted in cell library) in either the single or global mode.
3.5 Dangerous
By clicking on shared cells, one definition from library placed in dgn file, all updated when you replace one cell. Othewise, multiple definitions place in dgn file, one for each cell, which is not memory economic.
4. Clipping Volume
4.1 Place slab in model on alternative layer than elements such that part of elements to be clipped are contained.
- Use 2 nd icon from end (clip volume tool) : apply clip volume by element.
4.2 Turn off layer
in view where clip volume was applied, and leave on layer in alternative
views. [Use level display, view display option
for designated views in dialog box under "B" symbol, level display
control.]
- Move box in alternative view.
4.3 Turn off clip volume tool. (clear clip volume tool, 1 st icon on right, select view)
5. Curves
5.1 Helical Surface(Guggenheim)
- Place circle in model and vertical line at center
- Define helical curve related to circle, using S construction plane to point upward and otherwise presetting values. (Tools / B-spline curves / Create curves / 7 th icon)
- Define line (ie. of ramp width) in plan at bottom end of curve.
- Use helical surface tool to push end along curve.
- Surface by moving line along path in direction determined by vertical line. (Tools / Surface Modeling / Create Surfaces / Helical Surface (6 th icon)
- Extrude helical curve upward to give balcony.
5.2 Curve Review
- Bspline: first curve type by control points (bspline), create curves palette.
- Bezier curve: third curve type by tangent lines (bezier curves), create curves palette.
6. Perspective Camera Review
- Start in elevation
- Use four simultaneous "tiled" windows
- Use camera tool on front window (view 4).
- Go to 2 point perspective.
- Manipulate view cone in alternative windows.