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8/13/2019 Workbook Metric 032607 Final
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p. 1
Autodesk 3ds Max
Student Workbook
Working with Revit Architecture Designs in Autodesk 3ds Max
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p. 2
Contents
Introduction .................................................................................................................................................................................................................................................. 3Unit 1: Data Transfer .................................................................................................................................................................................................................................... 5
1.1 Exporting from Revit rc!itecture in D"# $ormat ....................................................................................................................................................................... 51.2 %etting 3ds &ax Defau't UI ........................................................................................................................................................................................................... (1.3 %etting 3ds &ax Disp'a) Units ...................................................................................................................................................................................................... *1.+ ,in-ing a D"# $i'e ....................................................................................................................................................................................................................... 1.5 /inding a D"# $i'e .................................................................................................................................................................................................................... 11
Unit 2: UI 0vervie .................................................................................................................................................................................................................................... 122.1 Using t!e ,a)er &anager............................................................................................................................................................................................................ 122.2 Using t!e %e'ect /) ame Dia'og /ox........................................................................................................................................................................................ 152.3 dusting 4ieport %ies ............................................................................................................................................................................................................ 1(2.+ Using 6oom7 8an and rc Rotate ............................................................................................................................................................................................... 1*2.5 C!anging 4ies .......................................................................................................................................................................................................................... 19
Unit 3: dditiona' &ode'ing......................................................................................................................................................................................................................... 23.1 Creating a Roc- .......................................................................................................................................................................................................................... 2
3.2 pp')ing a oise &odifier ........................................................................................................................................................................................................... 223.3 %ca'ing t!e #eometr) ................................................................................................................................................................................................................. 233.+ pp')ing a &ateria' to t!e Roc- .................................................................................................................................................................................................. 2+3.5 pp')ing 8aint Deformation ........................................................................................................................................................................................................ 2+3.( &erging a 3ds &ax $i'e .............................................................................................................................................................................................................. 2(3.* C'oning t!e Roc- ........................................................................................................................................................................................................................ 2*3.9 dding $o'iage ............................................................................................................................................................................................................................ 2
Unit +: &ateria's ......................................................................................................................................................................................................................................... 32+.1 Determining t!e &ateria' T)pe .................................................................................................................................................................................................... 32+.2 %etting Rea';"or'd &ap %ca'e.................................................................................................................................................................................................... 33+.3 Rep'acing Revit rc!itecture 8rocedura' &aps........................................................................................................................................................................... 3(+.+ pp')ing a menta' ra) rc! < Design =mi> &ateria'..................................................................................................................................................................... 39
Unit 5: ,ig!ting ........................................................................................................................................................................................................................................... +5.1 Creating a Da)'ig!t %)stem ........................................................................................................................................................................................................ +
5.2 nimating Time of Da) ............................................................................................................................................................................................................... +25.3 Creating Interior 0mni ,ig!ts ...................................................................................................................................................................................................... +55.+ nimating t!e 0mni ,ig!ts.......................................................................................................................................................................................................... +
Unit (: Rendering ....................................................................................................................................................................................................................................... 5(.1 Creating and 8ositioning a Camera ............................................................................................................................................................................................ 5(.2 Using Camera 4ieport Contro's................................................................................................................................................................................................ 52(.3 nimating t!e Camera ................................................................................................................................................................................................................ 53(.+ Using t!e Render Dia'og /ox...................................................................................................................................................................................................... 55(.5 %etting $ina' #at!er .................................................................................................................................................................................................................... 5((.( %aving a Rendered Image from t!e $rame?uffer "indo .......................................................................................................................................................... 59(.* %aving Direct') from t!e Render Dia'og /ox............................................................................................................................................................................... 5(.9 Rendering an nimation ............................................................................................................................................................................................................. (
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p. 3
Introduction
T!is student or-?oo- contains a set of exercises t!at c'arif) in a practica' a) t!e concepts ?e!ind rendering an arc!itectura' mode' in 3ds &ax.
T!e exercises cover t!e ?asic or-f'o of transferring arc!itectura' designs from Revit rc!itecture into 3ds &ax it! t!e goa' of adding organicmode'ing7 animating and rendering t!e proect. $or more training information7 see t!e officia' 3ds &ax training manua's and t!e tutoria's avai'a?'e fromt!e !e'p menu. T!is or-?oo- exp'ains t!e different functiona'ities t!roug! various exercises7 ?ut t!e emp!asis is on t!e or-f'o rat!er t!an on t!etoo's t!emse'ves.
T!e difficu't) of t!e exercises increases as )ou proceed t!roug! t!e units7 so it is recommended t!at )ou do t!em in se@uence. &ost units areindependent and can ?e done starting it! t!e provided fi'es. $i'es it! t!e comp'eted exercises are inc'uded in t!e data set fo'der and can ?e used toc!ec- )our or-.
T!e or-?oo- is structured in a t!ree;co'umn format =see image ?e'o>:
T!e first co'umn contains an exp'anation of a'' steps necessar) to comp'ete an exercise. T!e midd'e co'umn contains t!e images t!at c'arif) visua'') t!e tas-s to accomp'is!.
T!e t!ird co'umn contains notes on t!e features and too's t!at are ?eing used and a fe !e'pfu' tips.
Practical Instructions to Comlete the!xercises
1. 8ress "#$ to open t!e Render dia'og ?ox.
2. Under %ime &utut' c'ic- Active %imeSegment.
3. To speed up t!e process7 set !ver( )th
"rame to #$.
+. Under &utut Si*e7 c'ic- 3+$x+,$.
Images )otes on the "eatures and on the So-twarein .eneral
%etting !ver( )th "rame to #$ causes 3ds &ax torender ever) tent! frame. Doing so acce'eratesrendering and is usefu' for ear') eva'uation of ananimation.
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"e !ave prepared t!e fo''oing data for )ou:
"or-?oo- =t!is document>
"or-?oo- data sets =p'aced in a fo'der t!at contains a'' necessar) fi'es and images prepared for )our use>
/efore starting t!e exercises7 c!ange t!e fo''oing settings to simp'if) use of t!is or-?oo- and provide faster access to t!e data sets:
1. 4erif) t!at ?ot! Revit Architecture and 3ds Max are insta''ed on)our s)stem. "!en 3ds Max is insta''ed7 t!e defau't or-ingdirector) is \My Documents\3dsmax\scenes.
2. Co( t!e provided Workbook Data Sets fo'der contents onto t!e3ds Max or-ing fo'der as s!on at rig!t.
"e !ope )ou eno) 'earning t!e princip'es of using 3ds &ax for design and visua'iation.
Aave funB
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/nit #0 Data %rans-er
#1# !xorting -rom Revit Architecture in DW. "ormat
1. %tart Revit Architecture.
2. 0pen 2akeouse4m1rvt.
3. 0n t!e too'?ar7 c'ic- t!e defau't 3D5iew ?utton.
/) defau't7 Revit rc!itecture exports t!ecurrent vie. %etting it to a 3D vie causes 3Dgeometr) to ?e exported.
+. C'ic- "ile menu 6 !xort 6 CAD
"ormats.
T!e Revit rc!itecture export to D"#
defau'ts to t!e utoCD
2* format7 !ic!or-s e'' it! 3ds &ax.
5. In t!e Export dia'og ?ox7 enter t!e fi'ename as 2akeouse4m1dwg1
(. Under !xort Range7 verif) t!atCurrent 5iew is se'ected.
*. C'ic- &tions.
9. Under Solids7 verif) t!at !xort asPol(mesh is se'ected.
Pol(mesh ?rea-s t!e o?ects into separatesurfaces. It ma-es it eas) to assign differentmateria's to different components suc! as t!einside and outside surfaces of a a''. T!eACIS
option treats o?ects as so'ids =it!
vo'ume>. It ma-es materia' management s'ig!t')more comp'ex7 ?ut )ou get t!e addedadvantage of ?eing a?'e to use /oo'eanoperations to add7 su?tract7 or intersect 3D
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o?ects toget!er.
. C'ic- &7.
1. C'ic- Save.
11. C'ose Revit Architecture.
#1+ Setting 3ds Max De-ault /I
1. 0pen 3ds Max.
2. C'ic- Customi*e menu Custom /I
and De-aults Switcher.
3. Under Initial Settings -or %ool&tions7 c'ic- Design5I81mentalra(.
+. C'ic- Set to imp'ement t!e c!anges.
5. C'ic- &7 to c'ose t!e arning dia'og?ox.
T!e Design5I81mentalra( configurationprovides initia' too' settings t!at are suita?'e for
rendering arc!itectura' mode's it! t!e menta'ra)
rendering engine.
T!e Design4I6.menta'ra) configuration remainsin effect even after )ou s!ut don 3ds &ax.
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(. C'ose7 and t!en reopen 3ds Max.
#13 Setting 3ds Max Disla( /nits
1. C'ic- Customi*e menu 6 /nits Setu.
2. Under Disla( /nit Scale7 c'ic- /SStandard.
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3. %e'ect Millimeters from t!e units 'ist. T!e Disla( /nits setup in 3ds &ax contro's!o va'ues are presented in t!e user interface.
+. C'ic- &7 to c'ose t!e /nits Setudia'og ?ox.
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#1, 2inking a DW. "ile
1. C'ic- "ile menu "ile 2ink Manager.
2. C'ic- "ile and t!en se'ect t!e2akeouse4m1dwg fi'e )ou savedear'ier.
$or )our convenience7 a version of t!is fi'e !as?een provided as part of t!is data set.
3. %e'ect Revit from t!e 8reset 'ist. T!e Revit preset !as options configured
especia'') for 'in-ing D"# fi'es exported fromRevit rc!itecture.
+. %e'ect t!e Rescale c!ec- ?ox.
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5. 4erif) t!at Incoming $i'e Units is set toMillimeters.
(. C'ic- Attach %his "ile. T!e 'in-eddraing fi'e appears in t!e vieports.
*. C'ose t!e "ile 2ink Manager dia'og?ox.
,in-ing in t!is manner ena?'es 3ds &ax data to?e updated !en a c!ange occurs in t!esource D"# fi'e.
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#19 :inding a DW. "ile
1. C'ic- "ile menu "ile 2ink Manager.
2. C'ic- t!e "iles ta?. 2akeouse4m1dwg appears in t!e ,in-ed $i'es'ist.
3. C'ic- :ind. arning dia'og indicatest!at t!e 'in- to t!e source draing fi'e isa?out to ?e ?ro-en.
+. C'ic- Proceed with :ind.
5. C'ose t!e "ile 2ink Manager dia'og?ox.
T!e 'in- to t!e source 2akeouse4m1dwg fi'eis no ?ro-en. n) c!anges made to t!e DW.fi'e are not ref'ected in 3ds Max.
ote t!at ?inding a fi'e s!ou'd ?e done on')!en )ouFre certain no furt!er c!anges i'' ?emade in Revit Architecture.
(. %ave t!e fi'e as m(2akehouse1max1
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/nit +0 /I &verview
+1# /sing the 2a(er Manager
1. 0pen 2akeouse4+1#1max. If )ou get a arning !en opening a fi'e in 3ds&ax7 a'a)s c'ic- Adot the "ile;s /nit Scale.
2. Rig!t;c'ic- an empt) area of t!e maintoo'?ar. C'ic- 2a(ers.
3. 0n t!e 2a(ers too'?ar7 c'ic- t!e,a)ers 'ist.
+. C'ic- t!e e)e icon adacent to t!e 3D4R&&" 'a)er. T!is ma-es t!e 'a)er
ote t!e 'a)ers t!at ere imported from t!eD"# fi'e.
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invisi?'e in t!e vieport.
5. 0n t!e main too'?ar7 c'ic- t!ese'ection too'. Use t!is too' to se'ect
an) of t!e 3D trees in t!e vieport.
(. 0n t!e ,a)ers too'?ar7 c'ic- t!e SetCurrent 2a(er to Selection;s 2a(ericon. T!is ma-es t!e 'a)er containingt!e se'ected o?ect current.
Using t!is too' is a @uic- a) to find out !ic!o?ect ?e'ongs to !ic! 'a)er.
*. Aide t!e 3D424P2)%4:!DS 'a)er as)ou did t!e roof 'a)er ear'ier. T!etrees disappear from t!e vieport.
9. 0n t!e 2a(ers too'?ar7 c'ic- t!e 2a(er
Manager icon to open t!e dia'og ?ox.
. %e'ect t!e 3D4C2).4S/SP 'a)er andt!en c'ic- t!e Select ighlighted&b
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11. &ove t!e cursor over t!e 8 axis of t!etransform gimo7 and t!en c'ic- anddrag to raise t!e cei'ing.
12. 0n t!e main too'?ar7 c'ic- t!e /ndotoo' to return t!e cei'ing to its origina'position.
13. Aide t!e cei'ings 'a)er ?) c'ic-ing t!ee)e icon in t!e ide co'umn.
1+. C'ic- t!e p'us =G> sign next to t!e 3D4!=PM 'a)er to expand its !ierarc!).Hou can no vie a'' o?ects t!at?e'ong to t!is 'a)er.
15. "it! t!e 3D4!=PM 'a)er7 !ig!'ig!t t!efirst o?ect: Secialt( !>uiment?!ntrance :eam 0 !ntrance :eam6.
T!is is t!e same as !iding a 'a)er from t!e,a)ers 'ist. In addition to !iding7 )ou can a'sofreee a 'a)er to prevent o?ects on t!e 'a)erfrom ?eing se'ected or modified. $roen o?ectsdo7 !oever7 appear in t!e vieport s!aded ingra).
1(. %e'ect t!is o?ect in t!e scene usingt!e Select ighlighted &b
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se'ected in t!e vieport and read) forediting.
'a)er or individua' o?ects t!at are part of a 'a)er.
1*. C'ose t!e ,a)er &anager.
+1+ /sing the Select :( )ame Dialog :ox
1. Continue it! t!e existing fi'e.
2. 0n t!e main too'?ar7 c'ic- t!e Select b()ame icon.
3. t t!e ?ottom of t!e dia'og ?ox7 se'ectt!e Disla( Subtree c!ec- ?ox.
+. %e'ect t!e nonindented o?ect =parent>named Doors ?.ARA.! D&&R #4@andB4"eet4igh 0 #$4$ x @4$6.
n o?ect indented in t!e 'ist is 'in-ed to aparent o?ect a?ove it.
T!e trans'ated names of t!e 'in-ed parts aredifficu't to distinguis! ?ecause man) of t!e
names are dup'icated. T!e 2a(er Managerma) ?e an easier a) to se'ect geometr).Aoever7 t!e Select b( )ame dia'og ?ox is animportant part of 3ds &ax. Hou !ave t!ec!ance to use it again in su?se@uent exercises.
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5. C'ic- Select to se'ect a'' t!ecomponents t!at ma-e t!e garage door.T!e garage door is no se'ected and
read) for editing in t!e vieport.
+13 Ad
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removing an o?ect from se'ection.
*. 8ress A2%EW to togg'e t!ePersective vieport to fu'' screen.
A2%EW !as t!e same effect as t!e Maximi*e5iewort togg'e.
+1, /sing 8oom' Pan and Arc Rotate
1. Continue it! )our existing fi'e.
2. C'ic- t!e 8oom too' at t!e 'oer;rig!t oft!e screen.
3. C'ic- and drag upard in t!e vieport tooom in on t!e mode'.
+. C'ic- t!e Pan 5iew too'.
5. C'ic- and drag to t!e 'eft in t!e vieport. If )ouFre using a !ee' mouse7 oom ?) ro''ing
t!e !ee'7 and pan ?) pressing and dragging it.
(. C'ic- 8oom !xtents to frame a'' of t!escene geometr) in t!e vieport.
*. C'ic- Arc Rotate.
Undo a vie c!ange ?) pressing SI"%E8.
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9. C'ic- and drag inside t!e )e''o circ'e toor?it around t!e scene.
T!e viepoint is rotated a?out t!e vie center.
+19 Changing 5iews
1. 0pen 2akeouse4+191max.
2. C'ic- 5iews menu Save ActivePersective 5iew.
3. 8ress % to sitc! to t!e top vieport.
+. 8ress . to togg'e t!e grid.
5. 8ress 2 to sitc! to t!e ,eft vie.
(. 8ress " to set t!e $ront vie.
*. 8ress P to sitc! ?ac- to t!eperspective vie.
9. Use Arc Rotate to c!ange t!eperspective vie a sma'' amount.
T!is saves t!e vie so it can ?e reca''ed at a'ater time.
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. C'ic- 5iews menu Restore ActivePersective 5iew.
1. Rig!t;c'ic- t!e Persective vieport'a?e'. C'ic- 5iews.
11. 8ress "3 to sitc! to togg'e Wire-rame
mode.
12. 8ress "3 again to togg'e Shadedmode.
13. In %!aded mode7 press ", to togg'e!dged "aces mode.
T!e 4ieport ,a?e' menu is accessi?'e in t!etop;'eft corner of t!e vieport.
ote t!at a'' t!e vies are accessi?'e from t!e4ieport ,a?e' menu.
%evera' vies !ave s!ortcuts. $or examp'e7Top7 ,eft7 and $ront are set a'read). 4ies t!atdo not !ave a -e)?oard s!ortcut can ?eaccessed via t!e 4ieport ,a?e' menu.
!dged "aces is usefu' ?ecause it s!os t!emode's s!aded and ena?'es )ou to see t!eunder')ing topo'og). T!is mode is idea' !enmode'ing in 3ds Max.
Wire-rame7 %!aded =Smooth F ighlight>7and !dged "aces modes are a'so avai'a?'e ?)
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rig!t;c'ic-ing t!e vieport 'a?e'.
/nit 30 Additional Modeling
31# Creating a Rock
1. %tart or reset 3ds Max.
2. C'ic- Customi*e menu /nits Setu.4erif) t!at Disla( /nit Scale is set to
Metric =&i''imeters>.
3. 0n t!e Create pane'7 under .eometr(7c'ic- .eoShere.
+. C'ic- and drag in t!e 8erspectivevieport to create t!e geosp!ere.
5. 8ress ", to turn on !dged "acesmode.
T!e Command pane's are to t!e rig!t of t!escreen. T!e first pane' =Create> and t!e secondpane' =Modi-(> are t!e to )ou use most often.
!dged "aces mode i''ustrates t!e facesma-ing up t!e o?ect.
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(. "it! t!e geosp!ere se'ected7 go to t!eModi-( pane'.
*. %et Radius to +$$7 set Segments to#$7 and c'ear t!e Real4World Ma Si*ec!ec- ?ox.
Increasing t!e num?er of segments adds detai'to t!e geosp!ere.
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31+ Al(ing a )oise Modi-ier
1. "it! t!e geosp!ere se'ected7 se'ectModi-ier 2ist.
2. %e'ect )oise from t!e 'ist.
T!e )oise modifier appears a?ove t!e
geosp!ere in t!e modifier 'ist.
3. Under Parameters' )oise7 se'ect t!e"ractal c!ec- ?ox.
+. %et t!e noise Strength parameters toG0 #9$' H0 3$$' and 80 $.
T!e )oise modifier ena?'es )ou to add randomdistortion to an o?ect.
&odifiers are 'isted a'p!a?etica'').
%e'ecting "ractal adds c!aos to t!e noisedistortion.
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5. Enter Rock$# as t!e ne name for t!egeosp!ere in t!e )ame and Colorfie'd.
313 Scaling the .eometr(
1. 0n t!e main too'?ar7 Scale f')out7 c'ic-Select and S>uash.
2. 8osition t!e cursor over t!e 8 axis oft!e transform gimo7 and drag itdonard unti' it 'oo-s approximate')
as s!on.
Use t!e Scale and S>uash too' to sca'e ano?ect don in one direction !i'e sca'ing up int!e ot!er directions7 maintaining its vo'ume.
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31, Al(ing a Material to the Rock
1. 0pen 2akeouse431,1max.
2. 8ress M to open t!e Material !ditor.
3. C'ic- and drag t!e first samp'e sp!ereover t!e roc- in t!e scene and re'ease.
+. C'ose t!e Material !ditor. T!e materia' appears on t!e roc- in t!e
vieport.
5. C'ic- "ile menu Save As.
(. ame t!e fi'e Rock1max1
319 Al(ing Paint De-ormation
1. 0pen 2akeouse43191max.
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2. Using t!e Select &b
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. C'ic- and drag in t!e vieport near t!eater'ine.
T!e geometr) is disp'aced as )ou move t!emouse over t!e indicated region. Ao'ding A2%!i'e c'ic-ing and dragging reverses t!edisp'acement.
1. C'ic- t!e Relax too'. T!e Relax too' spreads out adacent vertices=points> t!at are too c'ose toget!er and ?ringsc'oser toget!er adacent vertices t!at are too farapart.
11. C'ic- and drag areas of t!e terrain tosmoot! t!e or- )ou did using t!ePushJPull too'.
12. C'ic- Relax again to end t!e operation.
31 Merging a 3ds Max "ile
1. 0pen 2akehouse4311max.
2. C'ic- "ile menu Merge. &erging ena?'es )ou to add t!e contents of one3ds &ax fi'e into anot!er.
3. %e'ect t!e fi'e named Rock1max.
+. C'ic- &en.
5. In t!e Merge b( )ame dia'og ?ox7!ig!'ig!t Rock$# and c'ic- &7. T!eroc- is no part of t!e current sceneand se'ected.
T!e roc- is invisi?'e for t!e moment ?ecause it'ies ?e!ind t!e terrain.
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(. 0n t!e main too'?ar7 c'ic- Move.
*. t t!e ?ottom of t!e screen7 t)pe in t!ecoordinates: G04+9' H04#' 804#.
31B Cloning the Rock
1. Continue from t!e previous exercise.
2. %e'ect t!e roc- if it isnFt se'ecteda'read).
3. 4erif) t!at t!e Move too' is se'ected.
+. 8ress and !o'd SI"%.
5. 8osition t!e cursor over t!eH axis oft!e transform gimo7 and drag a s!ortdistance to t!e 'eft.
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(. Under 0?ect7 c'ic- Co(' and setum?er of Copies to 3.
*. C'ic- &71
C!oosing Co( ena?'es )ou to ma-e c!angesto t!e c'oned o?ects it!out affecting t!eorigina'.
3ds &ax gives eac! cop) a uni@ue se@uentia'')app'ied name: Roc-27 Roc-37 and so fort!.
9. %e'ect Rock$+ =t!e first cop) to t!e 'eftof t!e origina' roc->.
. #o to t!e Modi-( 8ane'.
1. C!ange Seed to #.
11. %et t!e %eed va'ue of Rock$3 to +7 andRock$, to 3.
T!e %eed va'ue is a starting va'ue for t!erandom noise. C!anging t!e %eed va'ue ma-eseac! roc- uni@ue. "it!out t!e a?i'it) to c!anget!e %eed va'ue7 a'' o?ects ou'd ?e identica'=assuming ot!er noise parameters ere t!esame>.
Experiment it! ot!er seed num?ers to get t!eroc- s!apes )ou 'i-e.
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12. 0n t!e main too'?ar7 c'ic- t!e Scaletoo'.
13. %e'ect eac! of t!e roc-s and sca'e
t!em to different amounts to ma-e t!em'oo- more natura'. Use Move andRotate to position and orient t!e roc-srandom') in t!e scene.
31@ Adding "oliage
1. 0pen 2akehouse431@1max.
2. 0n t!e Create pane'7 se'ect t!e A!C!xtended geometr) t)pe.
3. C'ic- "oliage.
+. C!oose t!e American !lm tree t)pe.
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5. In t!e top vie7 c'ic- a point near t!e!ouse to create a tree.
(. Rig!t;c'ic- to end fo'iage creation.
*. Using t!e Move too'7 adust t!e treeFs8;position in t!e camera vie so t!att!e trun- isnFt sun- in t!e ground.
9. #o to t!e Modi-( 8ane'.
. %et Aeig!t to Bm and Densit( to $1.
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/nit ,0 Materials
,1# Determining the Material %(e
1. 0pen t!e fi'e 2akehouse ,1#1max.
2. 0n t!e main too'?ar7 c'ic- t!e Select&b
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9. 4erif) t!at t!e top;'eft samp'e s'ot isactive.
. C'ic- t!e Pick Material -rom &b.
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3. In t!e /itmap 8arameters ro''out7 c'ic-5iew Image.
+. C'ose t!e 5iew Image indo.
5. In t!e Coordinates ro''out7 se'ect t!e/se Real4World Scale c!ec- ?ox.
(. Enter #+$$ and ,$$ in t!e Width andeight fie'ds7 respective').
T!e ?itmap appears in a indo. It s!oss!ing'es spread out roug!') #+$$mm across ?),$$mm !ig!.
To correct') app') t!is map to t!e roof7 t!edimensions of t!e image must ?e -non7 orc'ose') approximated. T!is is ?ased on-no'edge of t!e p!)sica' sie of t!e o?ectss!on in t!e ?itmap. $or t!is exercise assumeit is #+$$mm ide and ,$$mm !ig!.
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*. C'ose t!e Material !ditor. T!e mapappears at t!e correct sca'e in t!escene. Aoever7 it isnFt rappingproper').
9. 4erif) t!at t!e roof is sti'' se'ected.
. #o to t!e Modi-( pane'.
1. $rom t!e Modi-ier 2ist se'ect MaScaler &SM =0?ect;%pace &odifier>.
"it! t!e Ma Scaler modifier app'ied7 t!es!ing'es rap around t!e roof correct').
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,13 Relacing Revit Architecture Procedural Mas
1. 6oom in on t!e co'umns ?e'o t!eporc!.
2. 8ress M to open t!e Material !ditor.
3. C!oose t!e second samp'e s'ot.
+. Using t!e Pick Material -rom &b
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9. In t!eNScenes or-ing fo'der7 se'ectt!e fi'e named :eton4Stone4:um1
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,1, Al(ing a mental ra( Arch F Design Kmi Material
1. In t!e Material !ditor7 c'ic- t!e .o toParent icon to go ?ac- to t!e top of t!emateria' definition.
2. C'ic- t!e Architectural materia' t)pe.
3. In t!e MaterialJMa :rowser7 dou?'e;c'ic- Arch F Design Kmi.
+. $rom t!e Temp'ates 'ist7 se'ect Rough
Concrete.
T!e Arch F Design materia' is a mental ra(specific materia' designed to support mostmateria's used in arc!itectura' and product;design renderings. It is ?ased on temp'ates andt!erefore eas) to set up. It supports most !ard;surface materia's suc! as meta'7 ood7 andg'ass. It a'so or-s e'' it! fast7 g'oss)ref'ections and refractions and !ig!;@ua'it)g'ass.
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5. In t!e Main Material Parametersro''out7 c'ic- t!e M =&ap> next to t!eColor satc!.
(. In t!e R.: Multil( Parametersro''out7 c'ic- t!e ?utton next to t!eColor O# satc!. It represents t!econcrete ?itmap.
*. Ena?'e Show Ma in 5iewort. T!emap sca'e needs to ?e adusted ?eforeit disp'a)s proper').
9. %e'ect /se Real4World Scale c!ec-?ox7 and set t!e idt! and !eig!t siesto +$$$mm. T!e ?itmap no appearson t!e co'umns sca'ed correct').
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/nit 90 2ighting
91# Creating a Da(light S(stem
1. 0pen 2akehouse 91#max.
2. $rom t!e Create pane'7 se'ect t!eS(stems categor).
3. C'ic- Da(light.
+. C'ic- and drag an)!ere in t!e topvieport to define t!e compass.
5. In t!e mental ra( Sk( dia'og ?ox7 c'ic-Hes.
(. Drag t!e cursor sidea)s to extend t!e&rbital Scale.
Compass sie is set for convenience on'). Itdoes not c!ange t!e effect of t!e 'ig!t.
T!is dia'og ?ox appears if t!e defau'ts sitc!eris set to Design5I81mental ra( and t!ere isnFtan existing map assigned to t!e renderenvironment.
Use &rbital Scale to position t!e da)'ig!t !eadaa) from scene geometr). T!e positiondoesnFt affect rendered output.
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*. In t!e command pane'7 c'ic- .et2ocation.
9. %e'ect Denver C& in t!e 'ist. T!e da)'ig!t s)stem s!os up as an assem?')7rat!er t!an a 'ig!t.
T!e Date7 Time7 and ,ocation contro's for t!eda)'ig!t s)stem appear in t!e Motion pane'.T!e 'ig!t parameters appear in t!e Modi-(pane'.
. C'ic- &7 to c'ose t!e .eograhic2ocation dia'og ?ox.
1. Rig!t;c'ic- in t!e current vieport tocance' t!e da)'ig!t s)stem creation.
11. C'ic- Rendering menu !nvironment.
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12. ote t!at t!e mr Ph(sical Sk(environment map appears under:ackground.
13. Under 2ogarithmic !xosure ControlParameters7 c'ic- t!e !xteriorDa(light c!ec- ?ox.
Ena?'ing !xterior Da(light adusts exposure toaccount for t!e sunFs !ig! energ) 'eve'.
Ext. da)'ig!t off. Ext. da)'ig!t on.
91+ Animating %ime o- Da(
1. 0pen 2akeouse491+1max.
2. In t!e Persective vie7 se'ect t!eda)'ig!t s)stem =Da(light$#>.
3. #o to t!e Motion pane'.
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+. In t!e Control Parameters ro''out7 sett!e time to @0$$ and t!e da) to Lune #.
5. In t!e ?ottom;rig!t corner of t!e screen7c'ic- t!e %ime Con-iguration icon.
(. %et !nd %ime to 3$$. %etting t!e animation End Time to 3 framesresu'ts in 1 seconds of animation ?ased on t!eT%C standard of 3 frames per second.
*. C'ic- &7 to c'ose t!e %ime
Con-iguration dia'og ?ox.
9. Drag t!e time s'ider to frame 3$$
. Ena?'e Auto 7e( animation mode. Auto 7e( causes an animation -e) to ?ecreated !en time parameters are c!anged.
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1. %et Time to @0$$ 1m1 =+$ !ours on t!e2+;!our c'oc->.
11. Turn off Auto 7e(.
12. C'ic- t!e Pla( Animation icon to viet!e da)'ig!t !ead move across t!escene.
13. C'ic- t!e .o to Start icon to return t!etime s'ider to frame $.
T!e effects of t!e da)'ig!t s)stem at varioustimes of da) can ?e seen !en )ou render t!eanimation7 ?ut first7 )ou need to adust someadditiona' va'ues.
Hou can a'so Jscru?K t!e animation s'ider ?ar togo to a particu'ar frame of t!e animation.
1+. 4erif) Da(light$# is sti'' se'ected.
15. 0n t!e main too'?ar7 c'ic- t!e Curve!ditor icon.
1(. C'ose t!e Curve !ditor.
T!e Curve !ditor s!os a grap!ica' disp'a) oft!e animated time. T!e va'ue of t!e animatedc!aracteristic is s!on on t!e vertica' axis =int!is case7 9 a.m. to 9 p.m.>7 !i'e time in framesis disp'a)ed on t!e !orionta' axis =in t!is case7frames to 3>.
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9. In t!e transform t)pe;ins at t!e ?ottomof t!e screen7 set t!e 8;position va'ueto ,$$$.
. In t!e top vie7 press and !o'd SI"%!i'e moving t!e omni 'ig!t toard t!e
den.
Ao'ding t!e %AI$T -e) causes t!e o?ect to ?edup'icated.
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1. In t!e Clone &tions dia'og ?ox7 c'ic-Instance.
11. C'ic- &7 to comp'ete t!e command.
T!e second 'ig!t is an instance of t!e first.dusting t!e parameters of eit!er 'ig!t affects?ot!.
12. "it! t!e second 'ig!t se'ected7 go tot!e Modi-( pane'.
13. 0pen t!e Intensit(JColorJAttenuationro''out.
1+. C'ic- t!e co'or satc!.
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15. %et t!e R#/ 'ig!t co'or to R0+99'.0+,$' :0#9$. T!is gives t!e omni'ig!ts a )e''o tint.
1(. Under Deca(7 set t!e deca) t)pe toInverse S>uare and t!e Start va'ue to#9$$$. ireframe sp!ere appearsaround t!e se'ected 'ig!t.
T!e Inverse S>uare deca) simu'ates ?est !o'ig!t energ) deca)s in t!e rea' or'd. T!e deca)Start distance va'ue usua'') re@uires a ?it oftria' and error ?ased on t!e scene )ou areor-ing on.
Remem?er t!at c!anges app'ied to t!is 'ig!ta'so affect its instances in t!e scene. /ot!interior 'ig!ts no !ave a )e''o tint and are setto attenuate starting from a distance of#9$$$mm =15m>.
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91, Animating the &mni 2ights
1. 0pen 2akehouse491,1max.
2. %e'ect one of t!e to omni 'ig!ts in t!etop vie.
3. #o to t!e Modi-( 8ane'.
+. In t!e Intensit(JColorJAttenuationro''out7 set t!e Multilier to $.
5. &ove t!e time s'ider to frame +9#.
(. C'ic- Auto 7e( to turn animation modeon.
*. In t!e Modi-( pane'7 set t!e Multilierto $.
T!e 'ig!t intensit) is no animated to go from $to $ ?eteen frames $ and +9#. To simu'ate a'ig!t sitc!7 t!e intensit) c!ange !as to !appenmuc! faster.
9. Disa?'e Auto 7e( mode.
. 0n t!e trac- ?ar in t!e ?ottom;'eftcorner of t!e screen7 se'ect t!e-e)frame at frame $.
1. Drag t!e -e)frame to t!e rig!t unti' itreac!es frame +9$. Leep an e)e on t!estatus bar for reference.
s a resu't of t!ese c!anges t!e 'ig!tFsmu'tip'ier va'ue c!anges sudden') from $ to $in t!e space of one frame =?eteen frames +9$and +9#>7 !ic! corresponds to 1m1 T!eeffect is demonstrated in t!e next unit:Rendering.
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/nit 0 Rendering
1# Creating and Positioning a Camera
1. 0pen 2akeouse41#1max
2. Rig!t;c'ic- t!e Persective vieport'a?e'. C'ic- 5iews 6 %o.
3. 6oom ?ac- to get a ?etter vie of t!e!ouse and 'a-e.
+. 0n t!e Create pane'7 se'ect t!eCameras categor).
T!e top vieport can a'so ?e activated ?)pressing %.
5. C'ic- %arget. Target and free cameras are t!e same7 except
t!at %arget provides a !e'pfu' a) for aimingt!e camera.
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(. C'ic- and drag in t!e vieport to createa camera in approximate') t!e positions!on.
*. #o to t!e Modi-( pane'.
To position a target camera7 c'ic- and drag fromt!e position of t!e camera to t!at of t!e target.
9. Under Stock 2enses7 c'ic- 39mm. T!is sets t!e camera it! a ide;ang'e s!ot. 39mm camera distorts t!e perspective s'ig!t')?ut captures more of t!e scene.
. 8ress C to vie t!e scene t!roug! t!ecamera 'ens.
1. 0n t!e main too'?ar7 c'ic- t!e Movetoo'.
11. In t!e t)pe;in fie'ds at t!e ?ottom of t!e T!e camera and target coordinates areprovided !ere for convenience. In practice7 )ou
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screen7 enter G0 439' H0 4919' and 80 $. move t!e camera7 its target7 or ?ot! in an)isometric vie7 and t!e camera vieportprovides interactive feed?ac-.
12. Rig!t;c'ic- in t!e vieport. C'ic- =uadmenu Select Camera %arget .
13. %et t!e target coordinates to G0 #+' H0#B' and 80 ,.
1+ /sing Camera 5iewort Controls
1. 0pen 2akeouse 1+1max.
In t!e fo''oing se@uence )ouF'' tr)severa' camera vieport contro's. Ineac! case )ou can cance' t!e viec!ange ?) rig!t;c'ic-ing or ?) pressing!SC ?efore )ou re'ease t!e 'eft mouse?utton. If )ou inadvertent') c!ange t!ecamera vie7 press C%R2E8 to undot!e command.
T!e vieport navigation too's are in t!e ?ottom;rig!t corner of t!e screen.
2. C'ic- t!e &rbit Camera icon. T!e &rbit Camera too' moves t!e cameraaround its target.
3. C'ic- and drag in t!e vieport to adustt!e camera position7 and t!en rig!t;c'ic-?efore re'easing t!e 'eft mouse ?utton.
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5. C'ic- and drag in t!e vieport.
(.
C'ic- %ruck Camera.
%ruck Camera moves t!e camera and itstarget in a direction perpendicu'ar to t!e 'ine ofsig!t.
*. C'ic- and drag in t!e vieport.
9. C'ic- Doll( Camera. Doll( Camera moves t!e camera c'oser to itstarget.
. C'ic- and drag in t!e vieport.
+. 8ress and !o'd t!e or?it too'7 and c'ic-Pan Camera .
13 Animating the Camera
1. 0pen 2akeouse 131max.
2. &ove t!e animation s'ider ?ar to t!eend of t!e animation =frame 3$$>.
Pan Camera moves t!e target a?out t!ecamera.
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3. Ena?'e Auto 7e( animation mode.
+. C'ic- t!e Doll( Camera icon.
5. C'ic- and drag upard in t!e cameravieport unti' t!e camera is c'oser tot!e !ouse.
(. Disa?'e Auto 7e(.
*. 8'a) t!e animation. T!e camera moves toard its target onp'a)?ac-.
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1, /sing the Render Dialog :ox
1. 0pen 2akeouse41,1max.
2. &ove t!e Time %'ider to frame #9$. t frame #9$ t!e front of t!e !ouse isi''uminated ?) t!e sun.
3. 0n t!e main too'?ar7 c'ic- t!e RenderScene Dialog icon.
+. 4erif) t!at t!e Common ta? is active.
5. Under %ime &utut7 verif) t!at Singleis se'ected.
(. Under &utut Si*e7 c'ic- @$$x$$.
"#$ a'so opens t!e Render dia'og ?ox.
Single causes t!e current') se'ected frame to?e rendered.
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*. C'ic- Render at t!e ?ottom of t!edia'og ?ox.
19 Setting "inal .ather
1. Continue it! )our existing fi'e.
2. In t!e render indo7 c'ic- t!e CloneRendered "rame Window icon. T!isc'ones t!e indo so )ou can comparet!e 'ast rendering it! an) ne ones)ou create.
3. 0pen t!e Indirect Illumination ro''outof t!e Render dia'og ?ox.
+. Under :asic' se'ect t!e !nable "inal.ather c!ec- ?ox.
T!e scene renders7 ?ut areas in t!e s!adosare too dar-. In t!e rea' or'd7 'ig!t ?ounces offsurfaces to i''uminate areas t!at are not underdirect 'ig!ting.
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5. %e'ect t!e Dra-t preset option. 8resets offer a @uic- met!od for setting "inal.ather parameters. %tart it! Dra-t and or-)our a) up for ?etter @ua'it). In man) cases7)ou i'' find draft mode to ?e satisfactor).
(. C'ic- Render. "inal .ather !as simu'ated indirect i''umination
so t!at areas in t!e s!ados are no visi?'e.Compare t!is 'ast render it! t!e previous one)ou did.
*. C'ose t!e Render Dialog and t!erender indos.
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1 Saving a Rendered Image -rom the "ramebu--er Window
1. Continue it! )our existing $i'e.
2. C'ic- Rendering menu Show 2astRendering.
3. In t!e render indo7 c'ic- t!e Save:itma icon.
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*. %e'ect A5I "ile from t!e fi'e t)pe 'ist.
9. Enter 2akeouse in t!e $i'ename fie'd.
. C'ic- 0L to accept t!e defau't CineakCodec b( Radius.
1. C'ic- Render at t!e ?ottom of t!edia'og ?ox.
T!e Cineak compression codec creates 4Ifi'es t!at are re'ative') sma'' and t!at p'a) on
an) 8C running on a &icrosoft
"indos
p'atform.
Rendering t!e animation ta-es some time.During t!e process )ou see a progressindicator. $or )our convenience7 a rendered
version of t!is animation !as ?een provided.
11. C'ic- "ile menu 5iew Image "ile. 5iew Image "ile can ?e used for sing'e imagesor animation fi'es.
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12. C'ic- 2akeouse1avi and c'ic- &en.T!e animation p'a)s in "indos&edia
8'a)er.
T!e animation s!os a camera s!ot movingtoard a !ouse ?) t!e 'a-e. ,ig!ting c!angesas t!e environment s!ifts from morning toevening. s t!e sun goes don7 t!e 'ig!tsinside t!e !ouse are sitc!ed on.