Workshop 9 notes, Week of October 24, 2006

1. TEXTURE MAPPING

 


2. TEXTURE MAPPING CONTROL

 

3. PARTICLE TRACING / RENDERING

 

4. BASIC SETUP

Action

Use old, update, or generate new solution., save solution

Particle Settings

# particles to use (1 mil)

Maximum bounces

# times bounce (100 avg)

Illuminate both sides

Sometimes surfaces may be non-illuminated (best to default this on)

Ray trace direct

Will alleviate multiple shadows, saves time, not good idea to use this in general

Meshing settings smoothness

Breakdown of mesh to effect smooth surf –noise to smooth

Mesh detail

Level of resolution at key places – higher no. -> higher quality

Min mesh setting

Higher # improves perform at low resolution

Display mode

Visual, luminance (outgoing),illuminance (incoming)

Raytrace final display

Render using raytracing.

Brightness overlay

Aperature.

 

IES Data: Manufacturers provide this data on spread and intensity of light that can be substituted for lighting setup parameters. Should be used on point source lights only.

Illuminating Engineering Society (formed in 1906) (IESNA/IES) –Included Honory member Thomas Edison.

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

Question 1: 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

 

Question 4: What settings values are recommended for the initial rendering?

Answer : Using the default settings is a good place to start, they are:

 

NOTES ON RENDERING SETUP (rendering:general)