Showing posts with label digital_model. Show all posts
Showing posts with label digital_model. Show all posts

Friday, 14 September 2012

Modeling SketchUp roofs on a click with Build Edge PLAN

If you’ve ever taught someone to use SketchUp, you’ve probably drawn the basic SketchUp house and then breezed over the details when it comes to detailing the roof. The truth is that designing roofs is not always a straightforward task, even for experienced modelers.

We’ve explored some solutions for boosting roof design productivity on this blog, and today we’re happy to share a new plugin, Build Edge PLAN, that employs a bit of BIM for quickly creating dynamic walls and roofs. Here’s a quick look at how it works, courtesy of Aaron from Build Edge:



If you couldn’t sit still for the video, here’s the skinny: Build Edge PLAN plugin makes it easier to...

Draw Walls: Rather than outlining walls in a 2D view, and using Push/Pull to extrude them to full height, PLAN can draw complete 3D walls based on your desired dimensions. Each wall can be input as quickly as drawing a single line.

Edit Walls: Even if you are precise when it comes to grouping objects and creating components, modifying walls in an existing structure can be a trying process. With walls created by BuildEdge PLAN, you can move one wall, and all of the attached walls (not to mention the roof) will stretch to stay connected.

Model Roofs: Modeling a pitched roof in 3D is not a straightforward task. Properly projecting surfaces so that they intersect each-other to form a proper roof is time consuming, and if you want to model for framing, including proper heel heights and overhang geometry can be a challenge. BuildEdge PLAN simplifies the process by generating roof geometry from a simple roof outline. Just specify the slope and heel geometry of each side of the roof, and the plugin does the heavy lifting. PLAN also lets you set properties of each roof side individually, so there is plenty of wiggle room for customization.

Roof Creation in Build Edge PLAN: Roofs are created by outlining their profile; selecting individual sections allows for customization

Edit Roofs: Since BuildEdge PLAN recognizes walls and roofs as they are input, you can modify the house as a whole, and move walls or change properties of a roof on the fly. This allows you to quickly change the look of the entire house or any individual properties. For instance, switching from a hip to a gable is literally a single click.

Currently, Build Edge PLAN is only available for PC (a Mac version is in the works). The folks at Build Edge have some quick tutorials to get you going and are pretty great about helping modelers to get the most out of their plugin; give it a try, and the next time you teach someone SketchUp, don’t skimp on the roof.

Via Google SketchUP Blog



Sunday, 9 September 2012

3DS Max Camera Matching Tutorial

This basic level tutorial will introduce you to the early stages of compositing 3D elements into 2D images and videos:



Via Youtube

Thursday, 6 September 2012

Revit LT finally released

image

So today Autodesk finally announced the release of Revit LT. More details can be found here….

http://usa.autodesk.com/revitlt/

Autodesk Revit LT is built on the Revit platform for BIM and allows users to create designs efficiently with 3D, real-world building objects to produce reliable, coordinated documentation faster.  Revit-based applications help deliver better coordination and quality, and can contribute to higher profitability for architects, design professionals and the rest of the building team. Some of the benefits of Revit LT include:

  • Work more efficiently with a single, coordinated model that allows users to concurrently design and document building projects. Autodesk Revit LT automatically manages iterative changes to building models throughout the documentation process. As a result, a consistent representation of the building is maintained, helping to improve drawing coordination and reducing errors.
  • Design and visualize in 3D. Revit LT allows users to see their designs virtually, improving their understanding of the building and its spaces, and helping them communicate design ideas to clients more clearly and effectively.
  • Create photorealistic renderings in the cloud. Users who purchase Autodesk Subscription with Revit LT can render in the cloud directly from the Revit LT interface, enabling them to produce compelling, photorealistic visualizations without tying up their desktop
  • Exchange designs in the DWG or RVT file formats. Produce designs in the DWG file format, and experience fluid file exchange with project team members using other Autodesk Revit software applications.

image

What I think is more important, is to actually understand what you are & what you aren’t getting by purchasing the LT product. This is explained in more detail on the feature comparison page. You should review this carefully.

http://usa.autodesk.com/revitlt/features/

image

Certainly if you are a small firm looking into the delve into the the large pit of BIM, it certainly worth reviewing Revit LT. But you must be aware of some of the limitations of the product, particularly the lack of collaborative working functionality.That’s not to say you cannot link in Revit Structure or MEP files, as you certainly can. If you are a small firm developing Revit content or working on small projects where you don’t need to necessarily collaborate between users working on the same dataset, then Revit LT is a good start point.

Via Revit Blog




Friday, 6 April 2012

Enhanced Interoperability with Revit

With the new 3dsmax 2013 and 3dsmax Design 2013 you can import your Revit files directly into 3dsmax without using the FBX feature. Checkout this video showing the feature and other sneak peak into 3dsmax 2013:



Friday, 30 March 2012

Tutorial: How to set up Distributed Rendering in Vray for Sketchup

What is Distributed Rendering (DR) Spawner?

Distributed Rendering is the capability to render a single image across multiple computers. This has the possibility of utilizing multiple computers which can greatly increase rendering speed. VRay can use up to ten computers with just one license.

Tutorial: How to set up the DR Spawner in Vray for Sketchup by Edgar Navas Via Sketchup Vray Resources Blog

Firs of all, you have to connect yours PCs in a LAN (Local Area Network) and know each IP address. By default, Windows OS come with DHCP activated, which is the hub that assigns the IP addresses of each pc.
In my case, for practical reason I made my LAN with static IPs. The default IP address is 192.168.xx.xx. I use another because I manually assign IP address to a specific PC. I use 172.16.25.xx

Ok, going back to IPs issue, to know what is the IP address of each PC, in the windows star menu, choose run and then CMD. A window like this should appear.

1

Inside the DOS windows, you have to type ipconfig and then key enter o intro and the screen will look like this.

2



In my case, my IP address is 172.16.25.7 this can be done in each PC that you want to connect whit DR Spawner.

Second an important thing to know, probably you have installed V-ray without Distributed Rendering Spawner, again run the installer an choose only the DR Spawner option.

3

Once the DR Spawner is installed in each PC you have to run, it. It can  be accessed using Windows start->Programs->V-ray for Sketchup->Distributed Rendering Spawner. When you run the DR Spawner a window like this should appear.

4

Don`t close that window.

The third important thing to know is the Window Firewall. You  need to set up permissions to the Windows Firewall.


5

Ok, almost done, to make sure that the Master is connecting to other PCs run CMD again and type (in my LAN is) ping 172.16.25.xx -t where xx is the number or numbers assign to each PCs

6

Now the LAN is ready to make a Distributed render

In V-ray Options->System check box ON and then click to the button with 3 points

7

Here is for config the hosts (slaves) add server write the IP address and OK

8

Enter all hosts or servers, click on the button resolve servers and check the IP addresses that we have entered.

9

Check the box for each server

9b

And done, Distributed Rendering Spawner it's configured.

Distributed Rendering Spawner Off

9c

Distributed Rendering Spawner On. Starting

9d

Distributed Rendering Spawner On. Processing.

9e

Distributed Rendering Spawner On. Almost finished

9m



Thursday, 29 March 2012

Product Connect for Google SketchUp

 Product Connect for Google SketchUp helps designers document there product choices made in their SketchUp models. New version of Product Connect is now available for download from the Igloo Studios website.

This video provides a nice overview of the new release:



Via Google Sketchup Blog

Saturday, 24 March 2012

Quick intro to iray in 3ds Max 2012

here’s a quick video: intro to iray in 3ds Max 2012 thanks to Jeff Patton:



iray renderer comes built in within 3dsmax 2012 however,you need a Subscription Advantage Pack for ActiveShade for iray. Via Jeff Patton Blog

Saturday, 21 January 2012

New 3D PDF Plugin for SketchUp – LastRay PDF Tools for SketchUp

LastRay PDF Tools for SketchUp allows the user to create 2D or 3D PDF files from the Google SketchUp environment. The plugin comes with a simple PDF designer and a merge tool

Fully functional free trial is available at this link



Thursday, 1 December 2011

Export render from Revit and quickly put background on a different layer

The Revit Kid demonstrated today that PNG files exported from a Revit render have no background.

In the spirit of one-up-man-ship, I recommend that you use TIF if you want to keep the background, but quickly separate it from the model elements.  When you export as TIF, you get a bonus Alpha channel that you can use to create a selection area and move the background to a new layer.

In simple terms:

  1. Export Revit render as TIF
  2. Open in Photoshop
  3. Isolate the Alpha channel
  4. Use Magic Wand to pick everything that is 'white'
  5. Turn the color channels back on
  6. Invert the Selection
  7. Convert the background to a true layer
  8. Edit - Cut
  9. New Layer
  10. Edit - Paste
  11. Done!

Now you can manipulate the model elements and the background separately.

Here is a video:


Of course, you can also do this easily by:

  1. Doing two separate renders, 
  2. one of them with Model Elements turned off (which will just show the background) - Export this to any format except PNG
  3. and one of them with Model Elements on (export this to PNG)
  4. Copy and paste these two images to separate layers in Photoshop

 The TIF method is probably quicker and easier in most instances.

Here is a link to the aforementioned PNG post:
The Revit Kid.com!: Revit Tip - Export Rendered Images Without a Background

Via What Revit Wants

Friday, 11 November 2011

Tutorials: Maxwell for Google Sketchup

Maxwell Render just recently announced the new renderer for Sketchup which works inside Sketchup and comes with a FREE version which can be downloaded HERE.

Here are series of tutorials showing how to use this renderer for sketchup:








 

Tutorials are provided by Maxwell Render and You can watch them on there youtube chanel HERE. I Also recommend you download these video tutorials for future references. You can use keepvid to download these videos online.

Wednesday, 9 November 2011

Comparison between four SketchUp renderers

In this blog four popular rendering solution for SketchUp will be compared. You need to download & install SketchUp keeping in mind that renderers are accessible from within SketchUp that needs to include an actual plugin. Here we have picked out four renderers, Indigo Renderer, SU Podium, Maxwell and V-ray.
Google offers most common 3D warehouse model is “A house next to water with a boat”. You need to download the model & these plugin, install it and then start doing test renders of the scene.  It’s a simple test and doesn’t include any depth tweaking of materials.
Indigo Renderer
You have to download two components for it to work- IndigoRenderer standalone software and then SketchUp plugin. Once both are installed, you fire up SketchUp & select render from plugin menu.
You make a render of 1374 X 804 pixels resolution and save the image at any location you desire. To start tweaking the result, you can go into the plugin menu and change the setting. You will also find some built in material editor that allows you to modify the SketchUp material. The time you start tweaking, you can gain much better result and you get advance setting depending upon the version you buy. The full software costs €145 or €595.
SU Podium
The next render we used is SU Podium is very old option available for SketchUp. It’s just one plugin and download is even simpler. Once you install it, you can start SketchUp and render right away.
The result of the product is not very impressive and seems to be less option available although it carry its own material. The full version is available for $198.
Maxwell
Maxwell is very famous and standalone render product and now in the recent version it come with plugin. The installation procedure is worse comparing to two older versions. You need to read the “read me” text file to install it. Once it installed go to Plugin menu and select Maxwell Fire to start rendering.
The result seems fairly good from SU Podium. The price of the product is $95.
V-Ray
V-ray is the professional rendering solution and used by many of the SketchUp user around the world. The manufacturer offer trial version for 30 days. Installation is simple but it will slow down SketchUp’s loading time.
With default setting it yields average quality result. V-ray offer most of the options and material features of the four reviewed products allowing very fine modifications. But the price is very high- $800.       
Via Google

Setting Up 3D Views For Levels in Revit

When starting a new project in Revit, I typically create 3D views for each level in the project. To do this I use the View Cube to assist me in creating the views. I typically do not care for the View Cube for orbiting or adjusting my views. I usually use my wheel on my mouse with the shift key to orbit, but I have found the View Cube to be very helpful for this particular task.

To set up a 3D view for each level, you could manually achieve this by turning on the Section Box in the Properties of the view and use the grips to drag the Section Box to display just the desired level. This is very cumbersome and sometimes hard to get the grips to be where you want them to be.

An easier, quicker way to create a 3D view for each level is to use the Orient to View option in the View Cube right click menu. This can be done by opening a 3D view and hovering over the House icon on the View Cube, and right clicking to open the right-click menu.


In the right-click menu, select Orient to a View, Floor Plans, and then select the desired floor plan to orient to.

The view will automatically crop the view using the Section Box to match the View Range for the view that was selected. It will also rotate the view to view it from the Top direction. You can orbit the view any direction you want but the view is now cropped to match the floor plan's View Range.


I typically create a 3D view for each level in my project. These are very useful, especially once the building is totally closed in and it is hard to see inside of it.


Via appliedsoftware blog

Tuesday, 8 November 2011

Rendering Tip for Interior Scenes using Mental Ray and 3dsmax

A great detailed tutorial on rendering tip for interior scene by Jeff Patton on his blog:

I want to share a few tips for rendering architectural interior scenes with mental ray, using the mr Physical Sky and portal lights.  These are some fairly specific tips that will hopefully allow you to achieve a smooth indirect illumination solution as well as control the intensity of the sun and other contributing lights.

I’m not going to start from the absolute beginning here.   To get the most from these tips you should already be familiar with the basic fundamentals like how to add a daylight system to your scene, enable the photon target option on the mrSun, enable global illumination, etc..  If you’re not, then you’ll need to spend some “quality time” with the 3ds Max documentation/tutorials.  With that out of the way, I’ll dive right in.

I’m going to use the Evermotion bathroom scene that shipped with 3ds Max a version or two back.  At the end of this article I’ll post a link to my completed .max file for further reference.

I started by stripping any lights from the scene, hiding the window glass, and applying a single material to everything.  That’s primarily so I can focus on the lighting tips for this article.

I then created a daylight system and let it assign the mr Physical Sky to the scene environment and assign the mr Photographic Exposure control.

I then edited the daylight system to remove the mr skylight.  It’s not needed since I’m going to place portal lights at the windows.  You can click the screen capture to view a larger version if needed.

From that point I added four portal lights to the windows (set to use the environment, not skylight since I don’t have one in the scene) and enabled GI (Global Illumination) & FG (Final Gather) and fired off a test render:

Notice the large spots/circles?  You may want to spend time tweaking the GI settings or the mr Sun settings to try and remove these but that’s not the actual problem here.  I’ll disable the mrSun and render again to show that it’s not related to that light source:

As you can see, the spots are still there even though the mr Sun is disabled.  The reason I’m not getting a smooth GI solution here is actually due to the mr Physical Sky of all things.  Notice all the white spots where the direct sunlight should be?  That’s from the visible sun disk in the mr Physical Sky and picked up by the portal lights & FG.  I prefer to remove that because if you don’t you’ll need a lot of sample to clear that noise, plus it of course adds to the direct sun light which can often become too hot/over-exposed.

NOTE:  I believe that it’s also mentioned in the 3ds Max documentation that the mrSun shouldn’t be behind the portal lights.  I assume for this reason or something similar.  So hopefully this adjustment will allow you to place the sun wherever you want/need and still prevent these lighting artifacts.

To “fix” this problem I’ll instance copy the mr Physical Sky shader from the scene environment to the material editor to make adjustments. Here’s what the default sky looks like:

I will adjust the Disk Intensity and Glow Intensity values to 0.0 and decrease the sun disk scale from 4.0 to 1.0, although that doesn’t really matter when the disk & glow values are set to 0.0.  The adjusted sky looks like this:

Now the super bright sun disk is no longer there.  It’s now just a nice soft gradient that will play much nicer with your photons (GI) and/or final gather options.

I’m now ready to render again after making this simple change to the mr Physical Sky, and nothing else:

Yaay!  No more big white circles/spots/etc…just some more easily fixed blotches due to the low quality FG settings I used in this test.  So with that resolved I will now enable the mrSun, increase the FG preset to medium, increase the anti-aliasing (min:1 / max:16) and render again:

Not bad.  It’s missing a small detail though, and that’s photons from the mrSun.  Notice how cool feeling the image is?  During my tests I prevented the mrSun from generating GI photons therefore I’m not getting any warm colored photons from the sun in this scene.  Some may actually prefer this look since the sun photons are typically a lot stronger and can overpower a scene unless you manually edit it’s values.  Here it is with the sun photons enabled (and adjusted, more info on that below):

It’s a bit warmer and brighter with those photons from the mrSun.  In case you’re not sure how to disable photon generation on a light, here’s some captures to help explain that:

With the mrSun/daylight system selected, scroll down to the mental ray Indirect Illumination rollout.  By default it’s configured to emit photons when GI is enabled via the “Automatically Calculate Energy and Photons” option.  Uncheck that option and also leave the Manual Settings disabled and no photons will be emitted from the light source, in this case the mrSun.

Also make note that I have decrease the multiplier on the mrSun from the default value of 1.0 to 0.2.  I did this because at the default value it often seems like the mrSun is just too strong (IMHO).  It is quite powerful on the indirect illumination side of things as well and that’s why I have also decreased the GI Global Multipliers on the mrSun (also located in the mental ray Indirect Illumination rollout of the mrSun).  I decreased the energy to 0.5 and the photon multipliers to 0.25.

If you don’t do this edit to the mrSun photon energy then the mrSun will generate most of the photons in the scene, unless you specify a number of photons in the manual settings.  I know this may be somewhat confusing, that’s why I’m providing the scene file at the end of this article.  I discuss it further in some of the gnomon videos I made a while back.  But basically if you’ll open the mental ray message window and follow the information it generates as it prepares the scene you’ll discover how brighter light sources generate more photons than less bright light sources (as to be expected).  However, I would usually prefer to modify that behavior a bit to achieve more even light distribution in my scenes.  At the cost of physical accuracy I suppose…but hey, it’s all about getting the desired look no?

While I’m discussing all this, let me address another frequently asked question.  Why do I have so much blue in my scenes?  Simple answer, it’s because the sky is blue.  The portal lights are picking up their color from the sky and the sky is blue in this case.  What if I wanted less blue?  Easy.  There are controls on the mr Physical Sky for this.  Just uncheck the “Inherit from mr Sky” option on the mr Physical Sky so that you can edit it’s settings.

In the Non-Physical Tuning parameters, decrease the saturation level as desired to reduce the intensity of the blue in the sky.  You can also try tuning the kelvin values on the mr Physical Exposure control, but that affects the entire image which may not be desired.  This only affects the sky itself and thus the color of the light produced by the portal lights.

Less blue as you can see…a little to flat for my taste so I increased the saturation to something like .35 for the final image:

I know that’s a lot to cover in a blog post, so HERE’s the file that you can download and explore. Sorry, I can only save back to 3ds Max 2010 format.

UPDATE: Here’s an OBJ version of the scene for those not using 3ds Max.

Via jeffpatton.net