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Rendering Like a Pro (in Less than 30 Minutes) Jordan Tadic, Application Engineer 3DVision Technologies Download most up-to-date presentation @ 3dvision.com/ SWWPresentations (case sensitive)

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Rendering Like a Pro (in Less than 30 Minutes)Jordan Tadic, Application Engineer

3DVision Technologies

Download most up-to-date presentation @ 3dvision.com/SWWPresentations(case sensitive)

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Santa at a Ferrari Dealership

“He has this look about him as if he is deliriously happy in a selfish sort of way.”

-Chris Snider

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Framed Studio Painting

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Jordan’s Background

• BS in Mechanical Engineering (00-04)Case Western Reserve UniversityCleveland, OH

• Automation Engineer (04-08)Atlantic Tool & DieStrongsville, OH

• Application Engineer (08-Present)3DVision TechnologiesCleveland, OH

• SolidWorks Certifications:CSWE, CSWP, Surfacing, Sheet Metal, Weldments,Instructor, Support Technician, WPDM, 3DVIA Composer

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Agenda

• Overview of rendering with PhotoView 360 in SolidWorks 2011 (30:01)−What is PhotoView 360?

−Basic Workflow

−Materials

−Appearances

−Decals

−Scenes

−Lights

−Cameras

−Output Image Settings

−File Management

• Hands-on practice (29:59)

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Changes in 2011

• PhotoWorks is dead

• PhotoView is fully integrated into SolidWorks’ interface−DisplayManager

−Appearances are automatically grouped

−Advanced appearance settings

−SW lights can be used for PV 360 renderings

−New 2D background options

−Decals available in all versions of SW

−Decals recognize PNG transparency

−Integrated preview / separate preview window

−PhotoView rendering for animations

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Where did PhotoView 360 come from?

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Basic Workflow

Lights, Camera, Action! (…almost in that order)

1. Apply materials

2. Apply appearances

3. Apply scene

4. Opt’l: Create light(s)

5. Opt’l: Create camera(s)

6. Specify output settings

7. Render

Camera

Lights

Environment

Background

Floor

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Materials

• Apply materials via FeatureManager Tree

• Customize material appearances:1. RMB in FMT > ‘Edit Material’

2. RMB material > ‘Copy’

3. Expand ‘Custom Materials’

4. RMB > ‘New Category’

5. RMB > ‘Paste’

6. Edit appearance

7. Save

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Applying Appearances

1. Drag

2. Drop

3. ALT+Click

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Components of an Appearance

Color

Image

Surface Finish

Illumination

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Advanced Appearance Settings – Color/Image

Geometry filters to assist with selections

SolidWorks comes with an entire library of hidden textures. Browse to one @ C:\Program Files\SolidWorks 2011\SolidWorks\data\Images\textures, but know that you’ll need a bump map to go with the “texture” image

Save all the tweaks you made to the standard appearance as your very own custom appearance (similar to the material library with plenty more appearance options).

Some appearances have 3 layers of colors. Usually, the most dominant is listed at the top, but not always.

Create/save your custom swatches so they can be referenced in the future.

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Advanced Appearance Settings – Mapping

Mapping options. ‘Automatic’ typically defaults to ‘Surface’ mapping which is the only option that cannot be rotated.

Pay attention to your scaling factors so you can use a consistent value for every similar appearance.

cylindrical

spherical projection

surface

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Advanced Appearance Settings – Surface Finish

displacement

1mm

bump

2.5mm

5mm

Utilize any black and white image file. White areas will be raised and dark areas will be depressed.

While displacement mapping correlates to an actual numeric distance value, experimentation needs to be performed to achieve a desirable bump mapping value.

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Advanced Appearance Settings – Illumination

DIFFUSE: Typically always set to 1. Only turn down if you’d like something to be dimmed. Good way to simulate an object being covered by a shadow.

SPECULARITY: [Requires SW light to be on in PV] Controls the intensity of highlights caused by lights.

SPECULAR COLOR: [Requires SW light to be on in PV] Controls the color of highlights caused by lights.

SPECULAR SPREAD: [Requires SW light to be on in PV or “Blurry Reflections” to be activated] Controls the blurriness of highlights and/or reflections.REFLECTIVITY: Controls the intensity of the reflections of surrounding objects. Value of 1 simulates a mirror.

BLURRY REFLECTIONS: Enables “Specular Spread” to control the blurriness of reflections.

TRANSPARENCY: A value of 0 is opaque and a value of 1 is invisible.

LUMINOUSITY: Controls the amount of light emitted from the surface. A low value makes the surface glow, and a high value mimics a light.

INDEX OF REFRACTION: [Requires “Transparency” > 0] Controls the deformation of the background as it passes through the transparent surface.

REFRACTION ROUGHNESS: [Requires “Transparency” > 0] Controls the blurriness of the transparent surface.

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Decals

Decals can be created from any standard raster image file type, but my favorite is the .PNG file type because it can include transparency (i.e. leave the masking process to your photo editing software).

A decals can utilize the same illumination values as its underlying appearance, or you can fully customize it (as you can with any appearance).

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Scene Settings

Environment Background

Floor

BACKGROUND: Can be set to: None, Color, Gradient, Image, Use Environment

ENVIRONMENT: Can use any standard 2D raster image file, but ideally meant to work with 360⁰ spherical .HDR environment files.

FLOOR: Consists of reflections and shadows.

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Scene Settings Continued

ROTATION: This should be your first try to get your lighting right. Rotate the scene by about 15⁰ increments while waiting for your preview window to catch up.

SAVE: Once you have all your settings just right, go ahead and save your scene for repetitive future use.

RENDERING BRIGHTNESS: Controls the intensity of the light emitted by the scene onto the model.

SCENE REFLECTIVITY: Controls the intensity of the scene’s reflections onto the model. Value of 0 means the scene will not be visible in any model reflections.

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Lights

So if rotating the scene and adjusting its rendering brightness hasn’t produced the results you were looking for, then you might need some extra help from a few lights.

There are four types of lights:Directional Light: Cannot be enclosed within walls. Acts as a source of sunlight. Set shadows: 3-5

Spot Light: Conical distribution of light with optional fog setting to display light cone.

Point Light: Glowing ball of light with adjustable radius for light and fog.

Appearance Light: Set luminosity illumination setting above 0.

TIP: Use the four view viewport to easily position your lights in 3D space.

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Cameras

Field of View

Depth of Field

TARGET BY SELECTION: Pick a point on a face of your model to activate a red target

FIELD OF VIEW: Most easily adjusted by dragging the FOV window in the graphics area. A large field of view with a short camera distance applies a drastic perspective.

DEPTH OF FIELD: Applies blurriness before and after blue DOF planes.

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Settings

OUTPUT IMAGE SIZE: If you’re using a camera, set this to “Use SolidWorks View”. If not, specify a resolution.

IMAGE FORMAT: PNG files are the perfect mix of quality and compression. They also have the ability to store transparency, so that makes them the best choice when your scene background is set “None”. If you’re looking for the greatest amount of compression, save as a .JPG.

RENDER QUALITY: How much time do you have?

BLOOM: A way to add a glowing effect to any object even it has a 0 set for its luminosity value. Only apparent when final render is completed.

CONTOUR RENDERING: A brand new option to add outlines to your model edges a t a specific thickness and color. Only apparent when final render is completed.

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File Management

CENTRALIZED: I always highly recommend storing your customized SolidWorks files, templates, and libraries in a centralized/organized folder either on your local machine (single user) or a network drive (multiple users). Just create a group of directories that mimics the system options’ “File Locations” list. You can see I added some sub-directories keep things better organized.

EMBEDDED: As a document property, you can choose to embed your referenced appearance files into the SolidWorks part/assembly file. If you don’t do this, you’ll need to use “Pack and Go…” to send the file to anyone that does not have access to your centralized files above.

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Questions?

Jordan Tadic

440-425-0114, 235

[email protected]