Exploding Assemblies
Exploding Assemblies
Publication Number
spse01692
Rendering assemblies
Publication Number
spse01692
Proprietary and restricted rights notice
Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1-1
Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-1
Working with advanced rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-1
Perspective command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-21
Render Area command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-22
Render Scene command . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-22
Activity: Rendering . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-23
Lesson review . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-24
Answers . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-24
Lesson summary . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 3-25
1 Introduction
Welcome to self paced training for Solid Edge. This course is designed to educate you
in the use of Solid Edge. The course is self-paced and contains instruction followed
by activities.
• spse01540—Modeling assemblies
• spse01640—Assembly patterning
• spse01655—Revising assemblies
• spse01660—Assembly reports
• spse01675—Assembly features
• spse01680—Inspecting assemblies
• spse01685—Alternate assemblies
• spse01691—Exploding assemblies
• spse01692—Rendering assemblies
• spse01693—Animating assemblies
• spse01695—XpresRoute (tubing)
2 Course Overview
Course overview
The Explode-Render-Animate application within the Solid Edge assembly
environment is a tool for creating different types of presentations of Solid Edge
assemblies. Exploding an assembly allows you to control the movement, sequence
and grouping of parts and subassemblies. Rendering a view allows you to define
textures, lighting, shadows, backgrounds and other properties to create presentation
style images. Motors apply movement to under constrained parts in an assembly
which can be animated. Using animation, you can combine previously created
exploding sequences and custom camera movement to create animation. Each frame
of the animation can be rendered to create presentation quality animations.
Once you complete the activities in this course, you will be able to:
• Assign material properties and textures to parts and subassemblies.
3 Rendering
Limited rendering is available in Solid Edge assembly using the settings in the View
command. Advanced rendering in assembly is covered here and is contained in the
Explode-Render-Animate environment.
• Foregrounds
• Materials
• Environments
• Lighting Studios
• Render Mode
• Scenery
• Schemes
• The Predefined Archives tab displays a list of folders that contain predefined
entities, such as backgrounds, foregrounds, and materials. You can right-click an
entity to display a shortcut menu to:
– Create a new archive folder or advanced rendering entity.
Any material, color, background, light, or scene that you want to customize needs to
be applied to the assembly first, and then modified within the Session Entities tab to
look the way you want it to. When you have adjusted the parameters of an entity so
that it looks good on the model, you then copy the entity from the Session Entities
page to a user-defined entity archive on the Predefined Archives page on PathFinder.
• You can first select a model part in the graphics window, then right-click an
entity in the Predefined Archives tab and choose Apply To Selected on its
shortcut menu.
After applying the entity, you can use the Render Scene or Render Area command to
see what the change looks like in the model.
• To calculate the file size for the image, multiply the image size * 3 (true color).
• On the Image Options form, set the Alternate View Style to Presentation View
Style.
Backgrounds
Backgrounds are a simple way of enhancing the screen area behind a model. They
appear in reflective surfaces so they can impact a model’s appearance and add
context to the model’s image.
Note
Backgrounds in advanced rendering inherit the background in Assembly.
• Image
• Plain
• None
To learn how to stretch a background image so that it fills the window, see the Help
topic, Set a Background Image in Explode-Render-Animate.
Foregrounds
Foregrounds allow you to add additional view effects that help simulate various
atmospheric effects such as fog. You can add foregrounds from the library or you can
edit the view settings directly.
Note
Foregrounds in advanced rendering do not inherit any assembly settings.
• Fog
• None
Materials
Advanced rendering includes a wide range of materials to simulate such things
as wood, plastic, marble, and metal. It also supports advanced surface effects for
texture maps and bump maps.
The material definition is inherited from the style definition in the assembly. For
example, a part with a green style in the Assembly environment will initially
be green material in advanced rendering. The materials applied to a model in
advanced rendering are available only when using the Render Scene and Render
Area commands in the Explode-Render-Animate application. For example, if you
apply a red material to a green part, the part will still be green when you are not
using these commands.
You can apply a material to a single or multiple occurrences of parts. For example,
suppose you have several parts with a material definition of blue. If you change the
material definition to dark blue, all parts with blue material are affected.
Advanced rendering supports several properties and allows you to set the following
settings:
• Color
• Reflectance
• Transparency
• Displacement
• Texture space
Color support
You can define colors as plain colors, patterns such as wood, granite, and marble,
or a textured map based on a bitmap image. The color settings support shaders
such as plain, woods, marble, and wrapped images.
Reflectance support
Reflectance properties affect the way light interacts with the materials. You can
use these properties to apply such effects as:
• Mirror reflectance
• Plastic reflectance
• Glass reflectance
• Metal reflectance
– Specular factor
The specular factor is the amount of highlight or light reflected from a
triangle where its normal matches the light vector.
With a low specular factor, the appearance of the blue plastic seems to
be dull,
– Diffuse factor
The diffuse factor is the amount of light reflected from triangles where
the light is approximately 45 degrees from the light ray.
A low diffuse factor produces a dark image,
– Mirror factor
Transparency support
Displacement support
• Wrapped knurl
Wrapped knurl imitates handgrips and is a common finish for barbell
handgrips.
• Wrapped dimple
Wrapped dimple simulates a slip resistant bubble-shaped pattern. Also
known as diamond plate, this material is commonly used for outdoor steps.
• Wrapped leather
Wrapped leather imitates leather and is commonly used for camera bodies,
chairs, and desk ground.
You can use the displacement settings to define a bump map based on bitmap
images. The direction of the light source determines the surface texture of the
rendering. Lighter areas are rendered as raised portions of the surface and
darker areas are rendered as depressions in the surface. A gradient render is
done between the light and dark areas.
You can use texture mapping to define how a texture is wrapped onto the surface.
Light studios
A light studio is the top-level container for all lights used in a model. It provides
a fast and simple way to change the entire light scheme. You can change such
things as:
• Shadows
• Intensity
• Shadow type
Shadows can be soft or hard. Soft shadows are gradually diffused to create a
more realistic lighting effect. Hard shadows can be colored and are useful for
such effects as stained glass.
• Shadow resolution
Each light in the light studio has its own set of attributes, such as light type and
color. These attributes are defined by a light shader.
You can quickly turn light sources on and off by setting or clearing the check box
displayed adjacent to each light in the Light Studio branch of the Session Entity
tree on the EdgeBar tool.
Lighting is very important to rendering because it gives a sense of depth to the scene
and highlights the shiny surfaces. Lighting supports the following shaders:
• Ambient light
• Point light
• Spot light
• Distant light
• Sun
• Sky
• More
These shaders contain options that affect the light. Some of the most common
options include color, intensity, and location.
Ambient light illuminates all surfaces regardless of orientation. This is useful for
illuminating the scene that is not illuminated by other light sources.
Point light emits light equally in all directions from a point specified by an X, Y, and
Z definition. This type of light is useful when lighting enclosed spaces or simulating
the effect of a light bulb.
Spot light emits light from a single point and is contained by a cone. The starting
and ending positions of a light are specified by X, Y, and Z definitions. This type of
light is useful for focusing attention on the model or part of the model.
Distant light emits light parallel to a specific point as if is from a very distant source.
Solid Edge uses distant lights, which are used for general lighting.
To learn how to use the lighting controls, see the Help topic, Edit Light Entity
Properties for Advanced Rendering.
Render mode
Advanced rendering provides rendering settings that allow you to control such
things as reflections and the amount of light that bounces between objects. Advanced
rendering does not inherit any rendering settings from the Assembly environment.
Any changes you make to the rendering settings in advanced rendering do not
change in Assembly.
Advanced rendering supports two classes of rendering:
• Photorealistic
• Artistic
Each render mode uses a shader to produce special effects and each shader includes
a variety of options. The available options differ depending on the shader you select.
Photorealistic rendering supports ray tracing to show reflections and refractions.
Photorealistic rendering supports such shader options as anti-aliasing, transparency,
and reflections.
• Ray tracing—plots a path of imaginary rays from the observer’s eye through each
pixel on the screen, back to the 3D environment. These rays are tracked as they
bounce from one object to another to the light source.
You can choose from a variety of artistic rendering modes to make a 3D model look
as if it was hand-drawn, painted, a mosaic, among others.
Scenery
Scenery allows you to enhance your renderings by adding such affects as tiled floors
or water.
• Circular bases
• Panoramas
• Rooms
• Square bases
• None
Schemes
Schemes allow you to enhance your renderings by adding background images and
lighting settings listed below:
• 2D Schemes (HDR) with 2d backgrounds and lighting.
• 3D Schemes (HDR) with 360 backgrounds and lighting. The 3D schemes rotate
relative to the view.
Note
These 3D scenes are not displayed during real time rotations. The scene
will need to be rendered again to see the scene.
– Draft HDR
• Schemes:
– Interior Schemes
– Exterior Schemes
– Studios
Examples:
Note
Digital background images can be substituted by editing the definition of a
scheme in the session entities tab of pathfinder.
Perspective command
Applies perspective to (A) or removes perspective from (B) the view for the active
window.
You can quickly add or remove a perspective override using this command, but
cannot change the perspective angle with this command.
Activity: Rendering
Activity objectives
You will be working in the context of an assembly named render.asm. In this activity
you will:
• Edit parameters assigned from the predefined archive and better control the
image display of rendered scene.
Lesson review
Answer the following questions:
1. What makes the session entities tab appear in pathfinder?
3. What is the difference between the session entities tab and the predefined
archives tab?
Answers
1. What makes the session entities tab appear in pathfinder?
In the ERA environment, the session entities tab appears after a scene is
rendered.
3. What is the difference between the session entities tab and the predefined
archives tab?
Predefined archives contain settings for backgrounds, light sources, scenery and
so forth. They cannot be changed, however when a setting is used, it populates
the session entities tab in pathfinder. The settings can be edited as a session
entity.
• In the format view dialog box, set the anti-alias level to high.
• When saving the image, click options and set the alternate view style to
be presentation view style.
Note
These parameters affect system performance.
Lesson summary
In this lesson you learned how to generate presentation quality images of a Solid
Edge assembly. In the activity, the following topics were covered:
• Creating and editing backgrounds for rendered scenes.
• Editing the material properties to give the desired result in the rendered scene.
• Placing and then editing predefined scenery to enhance the rendered scene.
• Saving presentation quality JPEG images once the desired rendering options
have been finalized.
Step 1
In the following steps, you will be working in the context of an assembly document
render.asm. Before entering the Explode-Render-Animate application, you will
assign properties to some parts and change some viewing parameters within
the Solid Edge Assembly environment. These settings will carry over into the
Explode-Render-Animate application and will be available there unless they are
overridden by another parameter in that application.
You will make the glass face clear by setting the face style.
▸ Open the assembly render.asm and activate all the parts in the assembly.
▸ On the Part Painter command bar, set the Style to White (glass) and the Select
method to Any.
▸ In the graphics window, select the revolved protrusion to set the face style.
▸ On the ribbon, click the Close and Return button to return to housing.asm.
▸ On the ribbon, click the Close and Return button to return to render.asm.
Step 2
The numbers for the clock face have been created and stored in a TIFF format
image. You will now assign this image to the clock face as a texture. To do this,
you will create a new face style based on the properties of an existing face style.
You will then modify the face style by assigning the TIFF image as a texture and
then orienting it appropriately.
▸ Click New.
▸ Click OK to close the New Faces Style dialog box, and then click Close to dismiss
the Style dialog box.
▸ Select the front face of the clock, and then click the Close button on the command
bar.
Note
You will edit the style Clockface to correct the problems with the texture.
▸ Click the Texture tab, and modify the Rotation angle to 270, such that the
orientation of the clock face is correct.
▸ Click the Appearance tab. Set the values as shown. Click OK, and then click
Apply.
• Shininess: 0.25
• Reflectivity: 0.20
• Opacity: 1.0
Note
Create the face style in the template and it will be available for future
geometry created with that template.
▸ On the ribbon, click Close and Return to return to render.asm. Save the assembly.
Step 3
You will now enter the Explode-Render-Animate application and apply settings to
create your desired rendered images.
▸ In the Render Setup dialog box, select all of the Automatic Render Options and
Use Progressive Rendering, and then click OK.
▸ To modify the parameter you just set, in PathFinder, click the Session Entities
tab .
▸ In the Background Editor, set the Bottom Color to be the color shown, and click
OK. Click OK to exit the Background Editor.
▸ Now modify the parameter you just set. In PathFinder, click the Session Entities
tab.
▸ To see the effect of the left spot on the rendered scene, turn off the Left Spot, and
then click the Home tab→Render group→Scene command.
▸ Turn on the Left Spot again, and then click the Scene command.
▸ Modify the Left Spot definition. Right-click Left Spot, and then click Edit
Definition.
▸ In the Light Editor dialog box, set the cone angle to 40o.
▸ Click the Placement tab. Click the Front View button, and drag the handles so
that the front looks approximately like the view below.
▸ Now select the Top View button and drag the handles of the cone to the
approximate position shown.
▸ Select the Right View button and drag the handles of the cone to the approximate
position shown. Check the top, front and right views. Changes made in one view
could move the viewing cone in another. It may take you several iterations to
achieve the desired results.
▸ Click OK to exit the Light Editor dialog box, and return to the rendered scene.
▸ Add a new light source. In PathFinder, right-click Lighting Studio and click Add.
▸ On the Placement tab, set the viewing cone as shown for the top, front and right
buttons.
▸ Click OK to exit the Light Editor dialog box and return to the rendered scene.
Step 4
You will now create presentation quality images.
▸ On the view tab, in the style group, click the perspective command.
▸ On the view tab, in the style group, click the view overrides command.
▸ On the view overrides dialog box, set the perspective to Wide (35mm).
Note
The scene is now in the session entities. By editing the session entity, different
digital images can be substituted for the current images.
▸ Now modify the parameters you just set. In PathFinder, click the Session
Entities tab.
▸ Modify the properties on Polished Japanese oak and reapply it to the parts.
Right-click the material Polished Japanese oak and click Edit Definition.
▸ Now modify the glass parameters to allow more light to pass through. On the
Sessions Entities tab, right-click the material Clear (Glass), and then click Edit
Definition.
▸ In the Material Editor dialog box, click the Reflectance tab and set the
transmission factor to 1.30. Click OK to dismiss the dialog box.
Step 5
You will now replace the tread plate scene with textures created in the Draft
Environment. The textures are JPEG format images that have been assigned to
faces of parts in the same manner as the numbers you previously placed on the
clock. Since you know how to do this, there is no need to for you to do those steps. To
see the textures, you will turn off the tread plate and show the textured parts and
then render and save the final image.
▸ On the view tab, in the style group, click the perspective command. This turns
the perspective display off.
▸ The parts wall1.par, wall2.par and wall3.par are hidden. Find them in Assembly
PathFinder and show them.
▸ Now save the rendered view as a presentation quality image. Click the
Application button and then choose Save As→Save As Image. Set the file
type to JPEG and then click the Options button. Set the alternate view style
to Presentation View Style. Set the resolution to 300 DPI. Set the units to
Pixels. Click OK and then save the file as Japanese Oak Clock.jpg in the folder
containing the documents for this activity.
Note
From the Predefined Archives, you have taken rendering parameters and
materials and applied them to a rendered scene. There are many combinations
and modifications that can be made to enhance the rendered scene that
were not covered. The workflow for using the predefined parameters and
then modifying them is the same as covered in this activity. You may want
spse01692 to continue experimenting with the Predefined ArchivesRendering
by using other A-25
assemblies
backgrounds, environments, foregrounds, light studios, materials, render
A Activity: Rendering an assembly
Activity summary
In this activity you learned how to generate presentation quality images of a Solid
Edge assembly. In the activity, the following topics were covered:
• Creating and editing backgrounds for rendered scenes.
• Editing the material properties to give the desired result in the rendered scene.
• Placing and then editing predefined scenery to enhance the rendered scene.
• Saving presentation quality JPEG images once the desired rendering options
have been finalized.