Workshop 7 Notes
26 October 2004
Materials and Lighting
I. GENERAL CONVENTIONS FOR ASSIGNING MATERIALS
Use unique color and layer combination – for example:
level 1, color 0 assign “brick”
level 1, color 1 assign “concrete”
II. PLACEMENT OF LIGHTS WITHIN MODEL SPACE
4. Render
III GENERAL ENVIRONMENTAL ATTRIBUTES
1. Global lighting
2. Open Solar dialogue box (by toggling arrow)
3. Intensity – can adjust ratios to make one light the dominant source
4. Settings\Rendering\View Attributes
Turning off and on fog to create some distance cueing
5. Settings\Rendering\General
Save phong Shadow Maps – toggle off
Modify Fog color (not used in Radiosity and Particle Trace renderings)
Near distance
Near Density
Far Density
7. Settings\ Design File\ Views
Select Background\ background image
C:\Program Files\Bentley\Workspace\System\materials\pattern
(to find jpegs for sky)
View Attributes – toggle background on and off
IV. BASIC LIGHTING SETUP
1. layer 2, base rectangle
2. layer 3, color1, 3d block, color 2, sphere, color 3, cone
3. (move/check in front view as may be necessary)
4. (move/check in top view as may be necessary)
5. layer 4, light poles (fill, key, backlight)
6. tools/visualization tools
lights – create spot light
place spot lights, at intensity of 0.5 and 1, key and back
lights – create point light
point light, at intensity of 0.5
7. check global lighting, turn off solar light.
8. view attributes/turn off constructions layer
Notes:
Light placement – light is automatically placed on construction level,
which is shown in level manager as ‘Default’
Specifics on light parameters:
Lumens – measures wattage – 1500 lumens approximately 70 Watt
Intensity – ratio
Cone angle – relevant to spotlight
Cell Scale- changes size of construction symbol in model for visibility, but
has nothing to
V. STANDARD RENDERING
1. render through range of algorithms (review)
wire mesh
hidden line
filled hidden line
constant
smooth – Gouraud
Phong (turn off save shadow maps under settings/rendering/general lighting)
Ray trace
Ray trace –anti alias
VI. SIMPLE MATERIAL ASSIGNMENTS
1. Settings/rendering/materials
(ProgramFiles/Bentley/Workspace/triforma/aft_uc_ncs/materials
open palette finishes.pal … assign flat warm grey to slab
open palette glazing.pal … assign glass to sphere
open palette metals.pal … assign brass to cone
open palette wood.pal … assign wood to rectangle
2. Settings/design file settings/ views/background image
(ProgramFiles/BentleyWorkspace/triforma/tf_imperial/materials/pattern/SkyBlueSmClouds.jpg)
VII. DISTANCE CUE AND BACKGROUND MAP
1. Settings/rendering/view attributes –
Distance cue – fog
2. Settings rendering general
Fog color (pick light blue) – lower far density to 0.25
3. Settings/ rendering view attributes … background off.
VIII. PROCEDURE TEXT FILE
1. Settings/rendering/materials … open palette:
(ProgramFiles/Bentley/Workspace/triforma/aft_uc_ncs/materials/proctext.pal
,,, assign dutch bond to brick slab, render.
IX. CREATE MATERIAL
2. Settings/Renderings/ Materials
Save palette as “grue.pal”
Start new material grue1
Pick base color
Adjust sliders for
Ambient
Diffuse
Specular
Finish
Transmit
Reflect
Refract
Add bump map (StuccoBump.jpg) (ProgramFiles/Bentley/Workspace/system/materials/bump)
Reduce height to 0.50
Resave palette.
3. Open up assign materials dialog box
Open palette grue
Assign grue1 to cone.
Render.
- Probably hold off until next workshop.
X. MODIFY PROCEDURE TEXTURE MAP & CREATE YOUR OWN
1. Open ProgramFiles/Bentley/Workspace/triforma/aft_uc_ncs/materials/proctext.pal
2. Right click on procedure file name and save to my proctext.pal
3. double click on brick
4. Double-click on procedure map for brick in assign materials dialog.
5. Save palette as myproc.pal in your x: drive
6. right click copy brick (dutch bond) to and past to mybrick (dutch bond)
7. hit edit button, change mortor cololr (see down arrow for procedure defininition
8. save palette (note all names unique (palette and material)
XII. TRANSPARENT OBJECTS
1. new level 5.
2. place front facing rectangle on top of slab (brick)
3. copy examples/material/pattern from classes
4. people.pal (reload tif if necessary)
5. assign woman with purse to new rectangle.
6. from classes open flora.pal
7. assign pyramidal tree to rectangle
XIII ENVIRONMENTAL MAP
materials dialog
goto table/set environmental maps (ProgramFiles/BentleyWorkspace/triforma/tf_imperial/materials/pattern/SkyBlueSmClouds.jpg)
1. select raytrace.pal … assign mirror to rectangle
XIV. SAVING RENDERINGS
1. Save image file utilities/image/save (review jpg other formats)
2 view size settings/rendering/view size
NEXT TIME … CONTROLLING RENDERING QUALITY