Post on 03-Jun-2018
transcript
8/12/2019 Day3_Evolve 2014 Basic Training
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Training Course
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Day 1: User Interface, Curves, and 2D Modeling Tools
Day 2: Surfaces and 3D Modeling Tools
Day 3: 3D Modeling and Rendering Overview
EVOLVE Training Agenda
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Day 3: 3D Modeling andRendering Overview
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Online Help
The online help contains tutorials and an overview
of the user interface, modeling, and rendering.
Press F1to open
the online help.
Reminder
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Context-Sensitive Online Help
Help specific to the selected object or modeling tool appears.
(Windows only. Mac coming soon.)
Reminder
Press F1when a
modeling tool or
object is selected.
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Face ExtractSurfaces
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Exercise: Face ExtractExercise
File : 46-FaceExtract.evo
1. Open the 46-FaceExtract.evo
file and look at
the World
Browser.
2. Select eachobject from the
top to the bottom
to learn how the
model was
created.3. Build the same
model yourself
from scratch.
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Material and Model Libraries
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Material and Model Browsers
Rendering
The Material and Model Browsers are accessed from the Application Toolbar.
They are used to create and retrieve materials and models from stored libraries.
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Rendering
Materials Browser
File : 47-Chair2.evo
The Materials Browser alllows you to apply materials to selected objects in your scene.
You can also create and modify materials, and organize them using categories and tags.
Double-click a material to apply it toselected objects. You must render
the scene to see the result.
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Exercise: Apply MaterialsExercise
File : 47-Chair2.evo
1. Open the 30-
Chair2.evofile.
2. Select the chair seat
and back.
3. Click the Materials
Browsericon.
4. Browse to the redplastic glossary
material.
5. Double-click on the
material to select it.
6. Close the MaterialsBrowser.
7. Select Ctrl + R to
render the scene.
(Command + R on Mac)
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BackgroundsRendering
File : 47-Chair2.evo
The Materials Browser also alllows you to apply background images, effects such
as fog and snow, and indoor and outdoor environments.
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Exercise: Apply BackgroundsExercise
File : 48-Chair Background.evo
1. Open the 48-Chair
Background.evofile.
2. Render the scene.
3. Open the MaterialsBrowser and apply a
different background.
4. Re-render the scene
to see the changes.
5. Experiment with
different effects and
environments.
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Rendering
Models Browser
The Models Browser alllows you to save models in libraries for future use. It also includes
a number of premade light sets, interior sets, furnitue, gates, lamps and other models.
Double-click a model to import it
into your scene. You must chose
whether to skip, overwrite, or merge
the model with your current scene.
File : 49-Room Full.evo
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Model BrowserExercise
File : 49-Room Full.evo
Select objects in the World Browser, then use the File > Save selected as model...
menu command to save selected objects to the Model Library.
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Exercise: Insert Furniture
Exercise
Open the 50-Room Empty.evofile and insert the objects
shown from the models library, then render the scene.
File : 50-Room Empty.evo
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Exercise: Light Sets
File : 51-Buckle.evo
Exercise
1. Open the 51-Buckle.evofile.
2. Open the Models Library.
3. Double-click a light set to select it.
4. Choose the Overwriteoption.
5. The light set appears as a group in
the World Browser. Select it and
press Deleteto remove the lights.
6. Continue to experiment with
applying and deleting light sets.
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Location of Libraries on Windows
Rendering
C:\Program Files\solidThinking\2014\Evolve
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Rendering
Location of Libraries on Mac
Macintosh HD:\Applications\sT 2014
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Rendering
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1. Build or import a 3D scene.
2. Add and position lights.
3. Apply materials to objects.4. Set the camera position and angle of view.
5. Choose a rendering method and resolution.
6. Choose an output format.
7. Launch the rendering.
Rendering
Rendering Workflow
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Perspective Camera
Rendering
To add a perspectivecamerato the scene,
select the camera icon in
the Modeling Toolbar.
The new camera appears
in the World Browser
and the cameras list.
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LightsRendering
To add a light to the scene,
select the Light icon in the
Modeling Toolbar, thenposition the light in the
modeling views.
The new light appears in
the World Browser.
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Light ShadersRendering
You must also assign a light
shader to the light using theShading Manger, or it will not
emit any light.
Press Ctrl+3to open the
Shading Manger
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Rendering
Rendering Menu
Render current view
Real time rendering
Interactive rendering
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Render Current View
Rendering
Use box selection to render a region rather than the
entire scene. This is useful if you have already
completed rednering a large and high quality image,
and you make a change to one particular area.
File : 52-RenderRegion.evo
Press Ctrl + R to render the current view
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Real Time RenderingRendering
Real time rendering provides a fast preview of the final rendering.
It also allows you to interact with the rendering in real time using
pan, zoom, and orbit. The drawback is that reflection, refraction,
and complex lighting elements are not calculated.
File : 47-Chair2.evo
Press Alt + R to render in real time
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Interactive Rendering
Rendering
File : 47-Chair2.evo
Interactive Rendering uses real time rendering to provide an interactive
preview of the image, allowing you to evaluate lighting and materials, then
adds progressive ray tracing to produce the final rendering. This allows
you to decide whether to stop the rendering to make changes, or wait until
the final image is produced.
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Browse RenderingsRendering
Rendering buffer:Preferences > General
File : 53-ArmChair.evo
The Renderings Browser displays
the most recent scenes rendered in
Evolve, allowing you to easily find,
save, and delete previous renderings.
R d i
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Rendering Methods
Use the Render > Options
command to open the Rendering
window and select a Rendering
Method. Raytrace full provides a
photorealistic result.
Rendering
File : 53-ArmChair.evo
R d i
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Rendering Methods
Sketch Rendering provides a
result more like a hand-drawn
sketch or cartoon style drawing.
Rendering
File : 53-ArmChair.evo
R d i
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Examples: Sketch Rendering
Rendering
Rendering
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Rendering Resolution
Use the Render > Options
command to open the Rendering
window and select a Rendering
Resolution. The resolution
should be appropriate for the
final output device.
Rendering
File : 53-ArmChair.evo
Rendering
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Shading ManagerRendering
Shading Manger (Ctrl+3)
The Shading Manager allows you to control
how objects in your scene are rendered.
Rendering
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Rendering
Shading Manager: Surface Tab
The Surfacetab is used to apply visible surface effects known as shaders to objects in
your scene. Color, reflectance, transparency, and displacement shaders can be combined
to create custom materials. This tab is also used to apply texture spaces and labels.
Rendering
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Shading Manager: Preview
Rendering
The Preview Window shows how your object will look when rendered with the selected
surface shaders. If you are modifying a material, be careful when clicking the Savebutton,
as this will overwrite the existing material shaders. Use Save as instead.
Rendering
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Shading Manager: Light TabRendering
The Lighttab in the Shading Manager is used to assign light shaders to lights
that you have created using the Lighttool. Right-click on Lightto open the light
shader menu, and then choose the appropriate light source type for your scene.
Rendering
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Ambient Light
An ambient light is a light source type that provides uniform
illumination, rather than coming from a specific source or direction.
Rendering
Tip: You should use at least one ambient light in your scene in order to
allow materials that have an ambient factor to be rendered correctly.
Rendering
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Shading Manager: Image TabRendering
The Imagetab in the Shading Manager is used to assign foregrounds,
backgrounds, sketch styles, and environment maps.
Rendering
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Radiosity simulates how light bounces off of objects in a
scene. It produces a high level of realism, but is slow.
Final Gather calculatesonly the first bouce of light off
each object. This is less accurate but much faster. Avoid
activating radiosity and final gather at the same time.
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Shading Manager: Rendering Tab
The Renderingtab in the Shading Manager is used to apply advanced rendering
techniques such as radiosityand final gatherto the rendering calculation.
Rendering
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Shading Manager: Output Tab
The Outputtab in the Shading Manager is where you can select the
output format for the rendering.
Rendering
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Shading Manager: Globals Tab
The Globalstab in the Shading Manager is used to adjust the default settings for
lights, display units, and various rendering methods. It is also used to optimize the
rendering calculation so that it takes less time.
Reminder
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Tutorials
Press F1to open
the online help.
The online help contains a number of tutorials that explain
how to build and render models step-by-step.
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Day 3 Finished