AE 444
- Toolbars
- View
- 3d orbit
- UCS
- Solids editing
- view_
- viewport_ object
- display_ UCS_ on_ origin
- viewport_ 2 viewports_ vertical
- named_ ortho& iso_ (uncheck) restore ortho UCS w/ view
- view_ 3d view_ plan view_ current UCS
- view_ 3d view_ viewport presets
- view_ 3d view_ viewport (old type of 3d orbit)
- camera view is on the tool bar
- Commands
- list
- Elev (change elevation and thickness)
- thickness
- draw_ boundary
- pedit
- plineàspline
- splframe<0>
- divide_ (pick)_ # of segments
- format_ pointstyle
- ruled surface
- surftab1_ number of units in n dir
- serftab2_ number of units in m dir
- object revolve surface on the surface tool bar
- delobj<1>
- subtract
- draw_ boundry_ region
- extrude (extrudes in the Z-direction)
- .xy (filter, picks xy of that point) then pick the z coord.
- 3d orbit_ right click_ more_ right clipping plane
- 3d orbit_ right click_ more_ adjust clipping planes
- 3d orbit_ projection_ perspective
- Text_ explode text
- Ucsfollow_ (1) ucs changes view
- Camera on the view toolbar
- Solids editing_ color faces
- VIZ modeler (create tab):
- Shortcuts
- Ctrl+r is rotate
- f3 wireframe
- f4 shaded wireframe
- l=left view
- t=top view
- r=right view, etc
- sides =need at least 36 to get smooth surface
- bend
- set angle and verify number of height segments of cylinder
- light next to item doesn’t show modified effects but they are still there
- twist
- set angle (can be greater than 360 degrees)
- FFD 4x4x4
- Expand + and click on control points
- scale
- proportionally
- in one direction only
- with const vol
- copying
- hold shift and slide object to make the copy
- or clone (in the same place)
- align_ pick first and then 2nd object
- compound objects_ loft
- pathdeform_ pick path line
- Animation
- time configuration~ 20 fps
- create spline (shapes-line)
- put spline at face level
- target camera
- change to perspective view
- select camera
- animation
- constrain camera~ path
- pick a shape (spine)
- work on the C-drive
- set active time to 0-599
- set as 320x240
- render output~ files
- format~ jpg
- save on c drive
- defaults on quality
- rendering ~ ram player
- open~ locate file folder and pick first file
- setup – open
- everyone
- keep defaults
- save channel A
- save as avi file type
- save as mov file
- set as 24 fps and use defaults
- VIZ:
- Right click on name_ views_ (pick new view)
- Click on camera_ right click_ move (if pick on y axis, only moves in the y axis)
- Right click on 3 magnet_ snap settings
- Create_ geometry_ doors_ (1st click does 2 points, (release is 2nd))
- Modfy_ 90degrees open
- Create_ camera_ target
- clock in lower right_ custom_ 20
- animation
- set the time to 300
- autokey in bottom right
- set motion at certain time
- placing the sun
- create_ system_ daylight_
- first click picks start, unclick sets compass rose, and then pick sun location
- modify_setup
- Placing terrain
- create shapes_ line
- right click to change viewport with selection to change elevation
- create geometry_ compound objects
- create trees
- create geometry_ aec extended
- foliage
- render dialog box
- advanced lighting_ setup
- common
- animation_ position controller_ path constraint
- click on camera_ motion_ follow
- background
- render_environment_none_ material lib_open
- view_viewport background
- material
- rendering_mat editor (4 balls in top right)
- _get material
- mapping
- select_modify_uvw mapping
- unclick real world map size (orange line is the top)
- click at the top the + next to uvw and pick on gizmo
- aquire_ absolute
- Hold
- saves state of model at that time
- Lighting in VIZ
- Environment and Effects menu\
- Create menu – Last option: Systems: Add Daylight
- Click and drag compass
- Move sun away from building
- Choose location and date/time on right side of screen
- Render Dialog menu
- Logarithmic Exposure Control – after adding Daylight
- Render Dialog Menu – Advanced Lighting – turn Radiosity on, click Active box
- Change Initial Quality to 80%
- Start calculations
- Click on Setup under Radiosity Processing Parameters
- Lower Brightness to 20% in the popup menu
- Adjust reflectance
- Material Properties
- Highlight the Wall Material
- Under Shader Basic Parameters, change to Blinn
- Under “Blinn Basic Parameters”:
- Click on Diffuse box and change the Value with the slider to 155 (notice reflectance has been lowered to 61% because of this)
- See Guidelines on Angel
- Do the same for Stone Tiles, change Shader Basic Parameters to Anisotropic (lower that Diffuse value to 60)
- Change Saturation to 150
- Now you have to reset the Radiosity
- Render Scene Dialog Toggle
- Advanced Lighting/Radiosity
- Click “Update and Start” and wait for it to finish
- Render when it’s finished calculating
- Layer Manager – turn the radiosity off of the grass
- Dot = ditto (whatever’s the layer setting is)
- Find Terrain or Ground layer and make sure that Radiosity and turn it off (click until it becomes a dash)
- Do the same with Mullion, Stair, Tree layers (may be more than one) if available
- Turn Meshing on
- Render Scene Dialog Toggle
- Advanced Lighting/ Radiosity
- Radiosity Meshing Parameters
- Click “Enable” for Global Subdivision Settings
- Set max mesh size to 3 ft
- Set back initial quality to 65%
- Go back and “Update & Start” radiosity
- Thickness
- Advantage
- Easily changed
- Disadvantage
- Can’t go on angle
- can’t put holes in thickness
- Can’t hide junction lines
- Must watch out for normal’s direction
- 3d faces
- Advantage
- Hidden edges
- Triangles (3 or 4 points)
- Out of plane faces
- disadvantage
- can’t put hole in faces
- can’t do curves
- Region
- Advantage
- Can put hole in it (subtract)
- Curved edges
- Can pick in any order
- Disadvantage
- Only in 1 plane
- Can’t self intersect
- solid
- advantage
- if you explode a solid you get regions oriented with normals in correct direction
- can cut holes in it, or even make dents into object
- can subtract from solids
- disadvantage
- you must pick a closed pline
- can’t pick splines (to create solid with spline, create region and then extrude)
- same solid has all the same properties (ie. Walls are all the same color in viz)
- can make different colors in autocad (solids editing_ color faces)
- must be exactly lined up or you will have a film over the opening
Lighting
Turn layers except for furniture off
Make sure furniture layer is Current
Create – Light Icon
Use Photometric from Pulldown
Free Point Button
Should be Isotropic Distribution
Under color, pick up Halogen Lamp
Choose lumens – set to 1400 lm
Make sure multiplier is turned off
Inserting the light – try to center it into your light fixture by zooming in and placing it as best you can
Check your elevation too – make sure it’s above your reflector
Notes recommended about 16’10” in z-direction
Copying
With Move command activated, hold shift and drag your light over
Once you release mouse, clone options screen comes up
Choose Instance (kinda like a block – change one, change them all)
If you have trouble selecting light, use Select by List option
Changing from Halogen to Incandescent
Hold shift and move again, but choose Copy under Clone options
Now modify this new light fixture under Modify menu
Change color from Halogen to Incandescent
Intensity – change to 1750 lmns
Clone (hold shift and drag/move) – Instance to add more of them to other fixtures
Turn back all layers on
Rendering menu – Enviro
Make sure Ambient light is off (black)
Uncheck box for Process Background
Keep Logarithmic Exposure Control on
Set Brightness to 60
Rendering menu – Render
Click Adv Lighting tab
Make sure Radiosity Meshing Parameters is enabled
Click start under Radiosity Processing Parameters to run calcs
Click Setup under Interactive once calcs are done, increase brightness to 80 or 90 or 100
Use Select by List Command to select FPoint1 (first halogen light inserted)
Under Modify menu, change Shadow Map pulldown to “Ray Traced Shadows”
Do the same thing for the first Incandescent and change to “Area Shadows”
Then go below to the Area Shadows menu
Change Basic Options to Sphere Light
Change Height and Width to 2” each
Since you made these changes, go to Render/Render menu, under Adv Lighting
Click Reset under Radiosity Processing Parameters and click Start to run calcs again
Render the correct viewport (this one takes longer)
Under Radiosity Processing Parameters – Increase Initial Quality to 80%
Under Radiosity Meshing Parameters – Change max mesh size to 12 in
Under Rendering Parameters – Click Regather Indirect Illumination