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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.

    g

    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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    g

    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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    g

    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


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