Autodesk Viz Render Illuminated Speaker; Charles Busa

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1 December 2-5, 2003 MGM Grand Hotel Las Vegas Autodesk Viz Render Illuminated Speaker; Charles Busa BD3-3 Autodesk Viz Render Illuminated This course is an introduction to the new Autodesk VIZ Render. Learn how you can use the software with Autodesk Architectural Desktop 2004 to create exciting and compelling renderings. We'll address the processes of creating models, controlling materials in both Architectural Desktop and VIZ Render (including automatic material assignment), lighting in VIZ Render, and rendering output. About the Speaker: Charles Busa Charles has served as an Autodesk Authorized Consultant in the architectural arena, as an AAC Consultant for Autodesk, and is currently a member of the Autodesk Developer Network. He has used AutoCAD since release 10, and has 11 years of experience in training users. His main focus is architectural, from design through working drawings, including renderings and walkthroughs. Charles also produces mechanical and industrial renderings and models. Throughout his training career, he has used the solutions he instructs. cbusa@caddservices.com /

2 Autodesk Viz Render illuminated The Suggested Workflow for ADT/Viz Render is as follows Model in ADT There are no Modeling Creation Capabilities in Viz Render. Materials Create Materials in VizRender Copy Materials to ADT Assign Materials in ADT Link File to Viz Render Lighting Lights are added in Viz Render Rendering and Animation is performed in Viz Render Viz Render Interface Navigation Tools The Top Left Corner of the viewport has the Viewport Label that displays name of the current view for that viewport. Right Clicking the Viewport Label enables a Pop Up menu. Selecting Configure allows setting the multiple viewport layout on the Layout tab. Once a Multiple Viewport Layout is set typing W in a viewport toggles that viewport to full screen mode. Typing W again restores the multiple Viewport Layout. Viewport Layouts Perspective P User U Front F Back K Top T Bottom B Left L Right - R Zoom & Pan Many of the Zoom and Pan Controls are similar to Autocad/ADT Mouse Wheel - Zooms View in and out, for faster Zooms hold down control key. Holding Down Mouse wheel initiates the Pan command. 2

3 Autodesk Viz Render Illuminated Zoom Mode Same as Autocad Real Time Zoom Click and Hold Left Mouse Button and Move Mouse Up or Down Zoom Region Same as Zoom Window Zoom All Zooms All Active visible viewports by holding down the left Mouse button and moving the mouse vertically. Pan Same as Autocad or holding down the middle mouse button Zoom Extents Zoom Extents is a Flyout Toolbar Zoom Extents (Grey Cube Icon) performs a Zoom Extents in the Active Viewport Zoom Extents Selected (White Cube Icon) performs a Zoom Extents on selected objects in the Active Viewport. Both Zoom Extents commands when completed leave you in the last Zoom command. Arc Rotate Arc Rotate is a Flyout Toolbar. Zoom Extents All Arc Rotate (Grey Circle Icon) orbits the view around the model extents. Arc Rotate Selected (White Circle Icon) orbits the view around selected object(s). Arc Rotate Sub-Object (Yellow Circle Icon) as above but targets sub object(s). Arc Rotate Selected is the most useful of the three options. When no objects are selected it performs the same as the standard Arc Rotate. CTRL+R activates the ARC Rotate Command in the last mode used. Performs a Zoom Extents in all active visible viewports. Minimize Viewport Toggle the screen display back and forth the same as W noted above. Shading Smooth and Highlights Wireframe Other Edged Faces The standard shaded view for working in Viz Render Wireframe View of model. Smooth, Facet + Highlights, and Facets offer improved Display performance over Smooth and Highlights, by using a lower quality display. Combined with shaded views to help visualize the model. Also used to show the mesh after a radiosity solution has been generated. 3

4 Autodesk Viz Render illuminated Materials Creating Materials in Viz Render Bitmap Material Materials are created on the Materials Tool Palette, using the Scratch panel. Left clicking on the Create New Tool will create a new material tool named Ceramic Tile, Glazed by default. Select the new material, Right Click and choose Properties to open the Material Editor. First rename the material this will eliminate the chance for duplicate material names. Viz Render allows the re-use material names. If you manually add the material to an object in the drawing it will overwrite any other material definitions using the same name. Choose a template. The templates preset some of the physical qualities of the material. At any time these physical qualities can be adjusted regardless of which template was chosen as a start point. Click on the Diffuse Map Button, which brings up the Material/Map Browser (see below). The majority of architectural textures will use a bitmap type of material. Double clicking on Bitmap will open the select Bitmap Image File window. Architectural Desktop includes a number of textures for use in Viz Render. The path will vary depending on your operating system and system history. The end of the path is All Users\Application Data\Autodesk\Autodesk Architectural Desktop 2004\R16.0\enu\Textures. Expand the Special Effects area and choose the Bump Map button, choose bitmap once again and in the bump folder choose the appropriate bump map for the original texture. Bump Maps are grey scale maps which approximate surface texture and roughness in the material. The different shades of grey control the amount of bump in the surface. Bump maps can also be inverted to produce positive bumps. 4

5 Autodesk Viz Render Illuminated Material Preview Double Click to open larger window Right Click to choose a box shaped sample type. Material Name Map Preview Double Click to open larger window Predefined Template Material Definitions. Diffuse Map Button 5

6 Autodesk Viz Render illuminated Tiles Material Tip: One other Map type that is of many uses is the Tiles map type. This type can be used for bricks, ceiling tiles, wood floors etc. Different bitmaps can be assigned to the two different sub materials that make up this material. Sources for Material Bitmaps Search the internet there are many materials available for free download. Material Libraries are available for purchase from many sources. There is a wide quality variance in material libraries. Try to get some sample bitmaps to look at first. The main criteria for a bitmap is general image quality, usually the higher the resolution the better. The next most important criteria is the ability to seamlessly tile. Most bitmaps that are used in Architectural Renderings will be tiled. When bitmaps are tiled they are placed edge to edge in your scene until the surface is completely covered. It is difficult to produce quality renderings with bitmaps that do not tile well. There are a number of predefined materials included in Viz Render/ADT. The Materials Tool Palette contains a number of predefined materials for use in the scene. The ADT Content Browser also has a catalog of sample materials that can be dragged either into Viz Render or into ADT. Once materials have been created in Viz Render they can be transferred to ADT by selecting a material from the tool palette and dragging it into either the ADT Graphics window or to an ADT tool palette. Material Palettes or individual Materials can be dragged into catalogs in ADT s Content Browser. This makes the material(s) available to any future projects. 6

7 Autodesk Viz Render Illuminated Editing Materials Materials can only be edited on the three fixed screen panels, Current Scene, Scratch and Recycled. The materials on other panels can be applied to the model if necessary and then edited on the Current Scene panel. Materials Assigning Materials in ADT Assigning materials in ADT is a three part process. Create a Render material. The preferred method is to create the material in Viz Render and transfer it to ADT by dragging. As an alternate render materials can be created directly in ADT using the Autocad Rmat command. Create a Material Definition that uses the Render Material for Surface Rendering. Assign the new Material Definitions to AEC Object Styles, or directly to AEC Objects themselves. Creating Material Definitions The Material Definition window in Style Manager can be opened using one of the following; The keyboard commands are Materialdefine, or AECmaterialdefine Material Definitions can be accessed using Style Manager. Material Definitions are listed under multi-purpose Objects. Material Definitions is also directly available from the Format pull down menu. Create a new Material Definition Style by clicking the New Style Button, or by Right Clicking and selecting New. Enter an appropriate name for the material. Once the naming has been completed Double Click on the Style name to open the Material Definition Properties Window. On the Display Properties tab click to assign a Style Override. (If a style override is not applied the Material will be used as the drawing default). On the Other tab open the list box for Render Material and choose the material imported from Viz Render earlier. As an option you can pick browse which will allow you to preview the material. Face Mapping will apply the selected render material to all faces of the object or component that has been assigned that material definition. Same as Surface Hatch will assign the render material to the faces selected for the surface hatch. If no faces are selected for the surface hatch the material will not display. 7

8 Autodesk Viz Render illuminated When the Material Definition(s) are complete material assignments are made to objects. Material Definitions are Styles and like other Styles in ADT modifying the Style will apply those changes to all objects that are using that Material Definition. Assigning Materials by Style to AEC Objects is the easiest way to apply materials throughout the model. This also will ease material changes later in the project when they occur. Edit the Styles of Existing Walls, Doors, and Windows, etc. to select Material Definitions for individual components. For Custom Blocks (i.e. Window Trim, etc.) create the blocks from Mass Elements that have a Style with a material assigned. Materials can also be assigned to individual AEC entities by using Edit Object Display. Linking ADT Models to Viz Render Once the materials have been assigned to the model and the file saved, the model is linked to Viz Render. The Keyboard command is VizRender, alternately the command is available on the Open Drawing Menu. The command opens a session of Viz Render and links the ADT file including all material assignments automatically. Once a file has been linked to Viz Render do not use the Link File to Viz Render again. Re-using the command from ADT will reload all geometry and materials from the ADT file. If any changes to geometry or to Materials in Viz Render have been performed they will be lost. To continue working on a previously linked file Open Viz Render using the desktop icon and open the.drf file directly. Viz Render saves files using the original drawing file name, but with a.drf extension. The.drf files are saved in the same folder as the original.dwg file. Tip: The Viz Render.drf files can be quite large be sure to ensure adequate space exists on the drive where the files are being saved. 8

9 Autodesk Viz Render Illuminated All AEC objects that were assigned materials in ADT will display the material when in shaded views. If there are any base Autocad entities, regions, 3D Faces closed polylines, etc. these objects can be assigned materials within Viz Render. Materials can either be dragged onto the appropriate object, or the object can be selected first, then Right Click on the material and choose apply to selected. Before the native Autocad entities will display materials correctly you will need to assign a Map Scaler to the object. The Map Scaler is on the Modify Tab of the Command Panel. Working with the Model Once the model is loaded into Viz Render verify the Units Setup. The Units Setup is available on the Customize Pull Down Menu. Set the units to your standard working units. This will make tranforming objects easier. In Viz Render Transforms are moving, rotating or scaling of objects. Shown below are the Viewport Navigation and the Selection Toolbars. Selection Button Selection Floater Selection Filter The Selection Floater (see image below) is available from the button on the Selection toolbar. The selection floater is one of the easiest methods of selecting objects in Viz Render. The list of available objects can be filtered so that you have simple access to the desired objects. The Selection Floater lists every object in the model. There is also a selection filter list box available on the Selection Toolbar this setting can make selecting lights (etc) much quicker in a crowded model. Normal workflow will involve selecting objects often for modifications to settings or to transform the objects, other times just as a View Rotation Center. Tip: Do not model or Render what will not be visible in the final output. Tip: Do not get carried away modeling very fine details that will not be visible in the final output. 9

10 Autodesk Viz Render illuminated Rendering & Lighting the Scene Once the model has been linked into Viz Render it is possible to produce renderings. There is no need to add lighting or use Radiosity if all that is required is a quick rendering. Selecting Render from the Pull Down Menu will open the Render Panel. Clicking the Render Button at the bottom of the Panel will create a quick low resolution render. This is a good time to take a look at the scene and ensure that all of the objects are displaying as expected. Without lighting the renderings will process faster. Make any obvious modeling necessary changes before enhancing the scene with lighting and shadows. Check for display abnormalities, such as curved objects displaying faceted, or materials not displaying as needed. If the curved objects that are not displaying as desired are AEC Objects change the Facetdev variable in ADT to a smaller amount, as small as necessary to get good results, 1/64. 1/128, etc. If the model contains all linear objects the standard File Link settings normally work well. If the model is composed with curved objects, or objects with shallow angles the settings will have to be adjusted. Select the Utilities Tab on the Command Panel, then select File Link Manager. Check Show Reload Options on then select Reload which will open the File Link Settings Window. 10

11 Autodesk Viz Render Illuminated Some of the settings that may need to be changed; Smooth Angle Default Setting 15 Degrees. This controls what angles get smoothed. Any angles shallower than 15 degrees will display & render smoothed. If you have objects that have shallow angles that need to be faceted Lower this number. Weld Default is Off. Weld being off usually works best with AEC Objects. If some objects are not Linking correctly try reloading only those objects with Weld checked On. Surface Deviation for 3D Solids 1 by default. If the model contains curved solids this number needs to be considerably smaller. Somewhere in the range of will provide much smoother solid objects. The entire model does not need to be reloaded with the new settings. By previously selecting problem objects and choosing Selected in Scene, or by choosing Selected in List specific objects can be reloaded. Adding Cameras & Lighting to a Scene Viz Render includes a Daylight System as well as several predefined Photometric Light types in the Create Pull Down Menu. Change the viewpoint to a Top view by clicking the T key on the keyboard. 11

12 Autodesk Viz Render illuminated To place a Daylight System in the Scene initiate the command and left pick and drag the mouse to place and size the Compass. When the Compass is an appropriate size release the mouse button and move the mouse away from the Compass to place the Sun object and left click. Once placed go to the Modify Tab of the Command Panel and choose get location to select a predefined location. Scroll up in the same panel and set a Time and Date for the Sun setting. Last, select the Compass icon and rotate it until North is in proper alignment to the model. The Daylight System is now complete. Open the Environment panel from the Rendering Pull Down and verify that Logarithmic Exposure Control is set and that Exterior Daylight is checked on or the scene will be over lit. The scene will now render with sunlight and shadows. For other lighting select a predefined light from the Create Pull Down Menu and place a light in the scene. If multiple lights will be placed in the scene I suggest placing the first light, adjusting any parameters necessary and then cloning that light using Instance. When an object is instanced any changes made to any of the objects affects all objects. This technique works well for interior lighting. Initiate the command to add a target Camera to the scene from the Create Pull Down Menu. I usually find this easier in the Top view the same as used for placing the Daylight System. Select a point for the Camera and drag the mouse to aim the camera and place the target by releasing the left mouse button. Immediately after releasing the mouse button Right Click on the Viewport Label, select views and select Camera 01 (if this is not the first Camera in the Scene the number may vary). The view changes to the view of the newly added camera. You are still in the Add Target camera command moving the mouse will allow you to set a Camera height. The height updates in the Status bar while moving the mouse. Click to set. Using Radiosity to Enhance a Scene Radiosity adds an additional level of refinement and realism to the scene. Radiosity calculates the light bouncing off of surfaces mimicking real world lighting conditions much more closely than traditional computer renderings. Radiosity calculates the light bouncing off of surfaces by using the parameters of the material applied to that surface. The material will control how much light is reflected back into the scene and also the color of the reflected light. Radiosity calculations will require considerable computer resources to run effectively. The size of the model and the required quality of output will dictate the exact amount of time and computer resources necessary. Open the Radiosity panel from the Rendering Pull Down Menu. 12

13 Autodesk Viz Render Illuminated Radiosity Processing Parameters Initial quality settings of 80-85% are usually enough to generate good quality final renderings, particularly when using re-gathering. Refine Iteration settings of 3-4 are generally enough to generate good quality final renderings. This setting smoothes the scene lighting by reducing the variance between faces. If regathering will be used for final renderings this can often be left at 0. Filtering Filtering blends the lighting in the scene. Filtering is interactive and can be adjusted at any time. Settings of 3-4 are usually sufficient. Clicking Setup in the Interactive Tools area will switch to the Environment Tab where Exposure Control can be set. Logarithmic Exposure Control recommended for animations using Radiosity, and Exterior Sunlit Scenes. Check Exterior Daylight on for Exterior Scenes and off for Interior scenes. Adjust Settings and Preview Scene Automatic Exposure Control recommended for Interior Scenes. Adjust Settings and Preview Scenes Display Radiosity in Viewport Shows the radiosity lighting generated by the solution. There are no reflections in the viewport. 13

14 Autodesk Viz Render illuminated Radiosity Meshing Parameters Radiosity Meshing Parameters - Should be enabled for best quality. When performing check renders it is faster if meshing is left disabled. The lower this number is set the better the image quality. Depending on the final quality necessary this setting can have a wide range of values. Settings from 4 to 36 are common values. Meshing Parameters can also be set by object. Select the object Right Click, choose Rendering Properties. In the Geometric Object Radiosity Properties section clear Use Global Subdivision Settings. This will enable the Subdivide and meshing size settings. Individual object iterations can also be set in this area. These refine iterations are performed in addition to the All Objects Refine Iterations when the Process Refine Iterations stored in Objects is checked on under Radiosity Processing Parameters. If your scene contains large objects (ground planes, background planes) that are not important to the image being generated meshing can be either reduced or disabled for these particular objects. Individual objects that are not rendering as desired may benefit from having their meshing parameter set to an even finer number than the rest of the scene. 14

15 Autodesk Viz Render Illuminated Radiosity Rendering Parameters For the highest quality final render production Render Direct Illumination will need to be set on and Regather Indirect illumination will also need to be checked on. Note: Regathering will increase rendering time considerably. Increasing the Rays per Sample setting will increase quality. This control dramatically increases processing times. Increase this control setting when necessary. Increasing the Filter radius (in pixels) setting will also increase processing time, but not to the same extent as the Rays per Sample control. Adaptive Sampling will save processing time by subdividing only when necessary. This control sacrifices some of the quality of the above settings in exchange for shorter processing times. 15

16 Autodesk Viz Render illuminated Examples of Different Pixel Radius & Ray Sample Settings Rays 64 PR 2.5 Rays 64 PR 10 Rays 64 PR 30 Rendering and Output The Render Scene Window contains the Final Output settings that will control the resolution and file format type that the files are saved in. Due to the increased file size and increased time required when rendering it is recommended that the resolution be kept as low as possible. The resolution will vary based on the eventual uses for the file. Internet or on screen display Render at 72dpi multiplied by the desired image size. For Example if you desired a 4 x3 image you would render the image at a resolution of 288x216. Medium Quality Printing Render at 150dpi multiplied by the desired image size. For Example if you desired a 7x5 photo sized print you would render the image at a resolution of 1050x750. (file size 2307Kb uncompressed) High Quality Printing - Render at 300dpi multiplied by the desired image size. 16

17 Autodesk Viz Render Illuminated For Example if you desired a 11x8.5 photo sized print you would render the image at a resolution of 1050x750. (file size 24,653Kb uncompressed) Often it is possible to reduce the resolution and still gain acceptable results. The file size increases by a factor of 4 each time the resolution is doubled. If the above image was rendered at 600 Dpi for an 11x8.5 photo print The image size would jump to 98,613Kb, or just under 100 Mb. Rendering for Film or Slide production may require rendering at a 600Dpi resolution. I suggest checking with the output bureau and rendering at the resolution that they suggest. If you own the film recorder, check with the manufacturer for resolution suggestions. The above settings can be also be seen in the Print Size Wizard. The Print Size Wizard saves files in a Tiff format. Tiff is a high quality format in common use in the digital photography industry. If you enter the resolution settings directly in the Render Scene Dialog box you can either choose a predefined size or enter the desired numbers in the list boxes available for width and height. In the Render Output area below you will have a variety of file formats available to save as in addition to the tiff format. Two other file formats of common use are Targa (.tga) and Jpeg. I suggest rendering in one of the high quality uncompressed formats (tiff or tga) and then adjusting the image as required in a photo editing program. 17

18 Autodesk Viz Render illuminated Once Final settings have been made click Render at the bottom of the dialog box. Enjoy! 18

19 Autodesk Viz Render Illuminated Some Keyboard Shortcuts for Viz Render Adaptive Degradation Toggle O (letter o ) Back View K Bottom View B Camera View C Disable Viewport D Front View F Isometric User View U Left View L Material Editor M Maximize Viewport Toggle W Perspective User View P Quick Render SHIFT+Q Right View R Show Last Rendering CTRL+I (letter i ) Texture Correction CTRL+T Top View T Undo Scene Operation CTRL+Z Zoom Mode Z Zoom Region Mode CTRL+W 19

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