VWG Rendering in Vectorworks v01
VWG Rendering in Vectorworks v01
GUIDE
LET’S GET
STARTED
RENDERING IN VECTORWORKS
RENDERING IN VECTORWORKS GUIDE
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TABLE OF CONTENTS
Introduction.............................................................................................................................................................. 5
Renderworks Cameras............................................................................................................................................ 5
Placing a Renderworks Camera.............................................................................................................................................................5
Editing the Camera View........................................................................................................................................................................5
Creating Viewports from Renderworks Cameras...................................................................................................................................7
Renderworks Camera Effects................................................................................................................................. 8
Render Mode..........................................................................................................................................................................................8
Exposure................................................................................................................................................................................................9
Bloom...................................................................................................................................................................................................10
Vignetting..............................................................................................................................................................................................10
Depth of Field.......................................................................................................................................................................................11
Basic Render Modes.............................................................................................................................................. 12
Wireframe.............................................................................................................................................................................................12
OpenGL................................................................................................................................................................................................12
Fast Renderworks................................................................................................................................................................................13
Final Quality Renderworks...................................................................................................................................................................13
Hidden Line..........................................................................................................................................................................................14
Custom Renderworks and Styles........................................................................................................................ 14
Rendering Resolution...........................................................................................................................................................................14
Creating a Renderworks Style..............................................................................................................................................................15
Anti-Aliasing..........................................................................................................................................................................................15
Shadows...............................................................................................................................................................................................16
Textures................................................................................................................................................................................................16
Colors...................................................................................................................................................................................................16
Indirect Lighting.................................................................................................................................................... 17
Enabling Indirect Lighting.....................................................................................................................................................................17
Editing Indirect Lighting Settings..........................................................................................................................................................18
Artistic Renderworks............................................................................................................................................ 19
Artistic Renderworks Styles..................................................................................................................................................................19
Shaded Polygon...................................................................................................................................................................................20
Renderworks Backgrounds.................................................................................................................................. 20
Applying a Renderworks Background..................................................................................................................................................20
Creating a Renderworks Background...................................................................................................................................................21
Lights...................................................................................................................................................................... 22
Directional Lights..................................................................................................................................................................................22
Point Lights...........................................................................................................................................................................................24
Spot Lights............................................................................................................................................................................................24
Ambient Lighting...................................................................................................................................................................................25
Applying Textures................................................................................................................................................. 26
Introduction If you were holding a physical camera and taking a picture of the
house, this is where you would be standing. Now, we want to aim
Welcome to the Renderworks Getting Started Guide. This guide the camera at the middle of the front porch of the house.
was designed to give you as much experience as possible, with
the most important tools, in an order that makes sense. However, 4. Click a second time on the middle of the front porch. This will
the order in which you go through this guide does not matter. All
chapters work independently of each other unlike the other
Industry Series guides, where you should complete each chapter
in order. Feel free to jump to a particular chapter if you would like
to learn about a particular topic or follow the chapters in order.
Just be sure to open the accompanying exercise file at the
beginning of each new chapter. The first chapter will cover
Renderworks Cameras.
Renderworks Cameras If you look in the Object Info palette, you will see the
Renderworks Camera object is selected.
3. Click once, below the pool to set the location of the camera.
The view is currently a little off-center. Let’s adjust the view so it is 14. Activate the Walkthrough tool in the Visualization tool set.
looking straight on at the building.
We are going to use the Walkthrough tool to move inside the
8. Using the camera Move Left / Right slider, adjust the position building.
of the camera until the house is straight on in the view.
15. In the Tool bar, switch to the Gamer mode.
The Gamer mode allows you to use your mouse and the W A S
and D keys to move around in the file.
16. Click once any within the document window to use your
mouse to change the direction of your view.
As you can see, if you move your mouse around your view
changes, but your position is fixed. To move we need to use the
W A S and D keys. We are going to move into the second floor of
This will move camera in relation to the look-to point. You will see the house. You will see the front entrance to the left of the pool.
the control handle for the look-to point, stays in exactly the same
spot. Now, let’s adjust the camera height. 17. Using the mouse, point the view directly at the house.
The location of the camera does not matter, because were are
going to match the camera view to our current view, next.
27. In the Object Info palette, click the Match Current View
button. The camera has now taken the current view.
The Z and C keys will adjust the view height.
28. Click the Activate Camera button.
20. Use the Z key to move up to the second floor.
You will see that the view does not change, but the render mode
Now, let’s move into into the building. does change from OpenGL to Wireframe. This is because the
camera is set to a Wireframe render mode again.
21. Use the W A S and D keys as needed to move into the
building through the second floor window above the front 29. Change the Render Mode pulldown for the camera to
entrance. OpenGL in the Object Info Palette.
30. Now, change the current render mode to OpenGL, using the
Render pulldown menu in the Tool bar.
6. Click Yes.
7. In the Create Viewport dialog, click on the Create on Layer 18. Update the exterior viewport.
pulldown menu.
19. Go back to the Cameras design layer and switch to a Top /
8. Choose New Sheet Layer. Plan view.
9. Set the Sheet Number to My Renderworks Cameras, then You will notice that the Renderworks Cameras are no longer
click OK and OK again to create the viewport. present on the design layer. This occurs when you link a
Renderworks Camera to a viewport. To edit these cameras, we
A new sheet layer will be created with the viewport on it. Currently need to go back to the viewports.
the viewport is showing in Wireframe. This is because it needs to
be updated. 20. Navigate to the My Renderworks Cameras sheet layer.
10. Move the viewport to the right of the page area and then, click 21. Double-click on one of the viewports.
on the Update button in the Object Info palette.
22. Choose Camera from the Edit Viewport dialog and click OK.
The viewport will be rendered in OpenGL. Now, let’s link the
exterior Renderworks Camera to a viewport. A dialog will appear, letting you know that you can edit the linked
camera or delete the camera if you want.
11. Use the Layers pulldown menu in the View bar to activate the
Cameras design layer. 23. Click OK.
12. Switch to a Top/Plan view. You will see in the Object Info palette, that the Renderworks
Camera is selected. You can edit the all of the camera settings
13. Select the exterior Renderworks Camera. from this view.
14. Click Active Camera in the Object Info palette. 24. Click the Return to Viewport button in the upper right corner
of the document.
15. Now, go to View > Create Viewport.
In the next chapter, we will cover Renderworks Camera effects
The dialog will appear again, asking if you want to link the using these two viewports.
Renderworks Camera to the viewport. You can check the Always
do the selected action option, however it is a good idea to leave
the option unchecked as you may not always want to link the
Renderworks Camera to the viewport.
Renderworks Camera Effects
16. Click Yes, to link this camera to the viewport.
17. Choose the My Renderworks Cameras from the Create on Render Mode
Layer pulldown and click OK.
Let’s start with the two viewports we created in the previous
chapter. These viewports are currently rendered in OpenGL.
2. In the Object Info palette, scroll down and click on the 2. Choose Camera and click OK.
Background Render pulldown menu.
3. Go ahead and click the Don’t show this dialog again, option
3. Under Renderworks Style, choose High Quality Render. and click OK.
We will go into more detail on the different Renderworks modes The Renderworks Camera is selected and the camera view
and Renderworks Styles later. For now we will just use this will be displayed in OpenGL, since the camera set to OpenGL.
predefined Renderworks Style. Let’s check the settings for this Before we adjust the Exposure setting, a quick note about
style. exposure in renderings. ISO Film Speed and Shutter Speed are
not exactly the same as they are with film. These effects can
4. Go to the Resource Browser. easily brighten a view, but there is a limit to how dark you can
make a view without modifying the lighting. So, let’s use the
5. Click on the Home icon, to make sure you are looking at the lowest ISO and Shutter settings to create a darker, rainy day look.
active document.
4. In the Object Info palette, scroll down to the Camera Effects
6. Scroll down to the Render Styles section. section and enable the Exposure setting.
7. Right-click (Windows) or Ctrl-click on (Mac), on the High 5. Set the ISO Film Speed to 50.
Quality Render Style and choose Edit.
6. Then, set the Shutter Speed to 1/1000 s.
8. In the Edit Renderworks Style dialog, switch to the Options tab.
7. Click the Return to Viewport button.
You will see that the option for Camera Effects is enabled. Now,
let’s render these viewports before we adjust the camera effects. Before we update this viewport, let’s duplicate this viewport and
adjust the exposure of the duplicated viewport.
9. Click OK to exit the Renderworks Style dialog.
8. Use the Ctrl + click + drag shortcut (Windows) or Option + click
10. With the two viewports selected, go to the Object Info palette + drag shortcut (Mac), to duplicate this viewport and place it
and click the Update button. below the original.
13. Select both of these viewports and click Update in the Object
Exposure
Info palette.
Now, let’s take a look at the various camera effects. The High
Quality Render Style we are using, will not produce the highest When the renders complete, you will see the first viewport now
As the viewport renders, you may notice that it does not appear
much different from the orignal viewport. This is because bloom is
not applied until the very end of the rendering process. When the
render completes, you will the bloom effect. A 25% bloom setting
will give you a nice bright halo effect.
Vignetting
Now, let’s take a look at vignetting. Vignetting creates a circular
darkening of the image to its edge. We will go ahead and change
the camera effects on the same viewport.
3. Double-click on the duplicated viewport and choose to edit the 5. Click the Return to Viewport button.
camera.
Now, let’s duplicate this viewport, so we can create a second
4. In the Object Info palette, under the Renderworks Camera example.
Effects section, set the Bloom to 25%.
6. Use the Ctrl / Option + click + drag shortcut to duplicate this
5. Click the Return to Viewport button. viewport.
Let’s leave the original interior viewport alone. We will use this for 7. Place it to the right of the original.
A positive offset will move the vignetting away from the center of
the image. A negative offset will move the vignetting in towards
the center. So a negative offset, will create a keyhole effect.
11. Select both of these viewports and click Update in the Object
Info palette.
In general you will want the view to be pretty close to an object
when using depth of field.
When the render completes, you will see the first viewport with a 10. Place it to the right of the original viewport.
vignetting intensity of 80% and an offset of 0, has slight darkening
around the edges. The second viewport has a much more 11. Double-click on the viewport, choose Camera and click OK.
extreme vignetting effect. The negative offset brought the dark
effect in towards the center of the image. 12. Change the F-Stop to F/2.2 and click Return to Viewport.
We will keep the same focus distance for this viewport, because
the objects we want in focus are about half a meter away from
Depth of Field the camera.
Finally, let’s take a look at depth of field. Depth of field is the area
in which objects appear relatively sharp, while the rest are blurry. 13. Select both of the viewports and click Update in the Object
We are going to adjust the f-stop and focus distance of this last Info palette.
viewport.
6. Activate the Walkthrough tool in the Visualization tool set. In the next, chapter we will go over the different render modes.
1. In the View bar, click on the Saved Views pulldown menu and
choose the 2.0 Renderworks Modes.
You will see, Wireframe is the fastest render mode. For, most
files, there will be no delay when navigating in this mode.
However, no shading or textures are visible in this render mode.
Next, we have several options. Let’s start with textures.
4. Use the Saved Views menu, to return to the 2.0 Renderworks
Modes, view when finished. 7. Uncheck the Use Textures option.
This option will turn off all textures and just show the fill color
applied to the objects.
OpenGL
OpenGL will create good-quality rendering previews that are fast 8. Now, uncheck Use Colors as well.
and interactive. Before we talk about OpenGL in more detail, let’s
see how to change render modes.
You will see you can choose from all of the available render
modes in this menu. You can also use the Render Mode pulldown
menu in the View bar.
The same render mode options are available here. This will disable all colors as well. So we currently have no
colors or textures. On more complex models, this will speed up
3. Go ahead and choose OpenGL from the list. navigation while in an OpenGL render mode. Combinations of
these two options on and off can also create interesting renders.
As we mentioned previously, the initial OpenGL render will take
some time, but after that switching from any other render mode to 9. Go ahead and re-enable Use Textures and Use Colors.
OpenGL will be very quick. Now, let’s take a look at the OpenGL
render options. 10. Now, uncheck Anti-Aliasing.
4. Go to the View > Rendering > OpenGL Options. Anti-Aliasing smooths the edges of objects. Depending on your
screen resolution, this option may make little to no difference or a
5. Move the OpenGL Options window off to the side so we see major improvement on the smoothness of objects.
the changes as we modify the options.
11. Uncheck Draw Edges.
The thickness option will increase the pixel width of the drawn
edge. The next option is the Crease Angle. A Crease Angle of 70°
is the default setting.
When the render completes, you will see that overall, the
16. Set the Crease Angle to 1°. render may appear lower quality than OpenGL, however, the
transparencies, shadows and reflections are now more accurate.
The lower the angle, the more lines are drawn. You can see the You would use fast Renderworks, to get produce a quick render
render became much darker. Generally 50 or 70 is a good crease will editing objects or even lighting in a file.
angle.
17. Set the Crease Angle back to 70°. Final Quality Renderworks
18. Next, enable the Use Shadows option and set the Quality to Final Quality Renderworks will render with a much higher detail
High. level. textures, transparencies, geometry, will all be shown in
more detail.
OpenGL, shadows will give you a fast, interactive representation
of shadows in the file. So you can adjust lighting and see the 1. Go to View > Rendering > Final Quality Renderworks.
changes is shadows live. In addition to the Quality setting, there
is also a On Ground Only option for OpenGL shadows.
You will see the shadows disappear and reappear. You may be
wondering why you do not see the shadows on the Site Model.
This is because, On Ground Only, is referring to the ground plane
and not the ground of the Site Model. This site model is sitting
above the ground plane, so we do not see any shadows. In most
cases, you will want to leave this option off.
20. Uncheck the On Ground Only and Use Shadows options. This render mode will take much longer to complete. As the
render completes, you will notice the edges of objects are much
21. Click OK to exit the OpenGL options dialog. sharper. This because Anti-Aliasing is enabled in the Final Quality
Renderworks mode. Also, textures their shaders are rendered to
a higher level of detail. You will see the bump map on the pool
wall and the water give the objects more depth. As well as the
Fast Renderworks reflections in the window are more apparent.
Fast Renderworks is fast render mode that will show, shadows,
textures and transparencies, but at a low detail level.
Hidden Line, hides the edge lines of objects that are behind other 9. For Sketch Style, choose Quick and click OK.
objects, which gives a solid appearance.
As you can see there are a few options. We are not going to Custom Renderworks and Styles
cover all of the settings at this time. However, let’s a look at the
Smoothing Angle option. This setting will reduce the number of
lines drawn. The edges around the pool are a good example. If Rendering Resolution
you increase the Smoothing Angle, it will reduce the number of
lines drawn around the pool. In the previous chapter, we did most of our rendering on
the design layer. When using more detailed render modes,
3. Set the Smoothing Angle to 30° and then click OK. such as Final Quality Renderworks, Custom Renderworks or
Renderworks Styles, it is best to create a viewport and render
When the render completes, you will see the lines around the on a sheet layer. This is because you have limited control over
pool, no longer appear as thick. This because less lines were the rendering resolution on a design layer. It is controlled by your
drawn. Let’s take a look at some of the other Line Render screen resolution and zoom level. So, let’s create a sheet layer
options. viewport.
4. Go back to View > Rendering > Line Render Options. 1. Go to View > Create Viewport.
5. Uncheck Generate Intersecting Lines and click OK. 2. In the Create Viewport dialog, click on the Create on Layer
pulldown menu.
The Generate Intersecting Lines option, draws edges where ever
two objects intersect. When the render completes, you will see 3. Choose New Sheet Layer...
that the walls touch the ground, the lines are no longer drawn.
4. Set the Sheet Number to Custom Renderworks Styles.
6. Go back to View > Rendering > Line Render Options.
5. Click OK and then OK again to create the sheet layer and
7. Re-enable Generate Intersecting Lines. viewport.
You will notice the viewport will update much faster than it did on
The resolution of a viewports is controlled by the sheet layer the design layer. This is because the fixed 72 DPI resolution is
DPI setting. You can see that the sheet layer we created, has much less than the resolution on the design layer.
defaulted to 72 DPI. In general, 72 DPI is good for on screen
viewing of your render. However, if you plan on printing or
exporting the render or it is a larger render you will want to
Anti-Aliasing
increase the DPI. Increasing the DPI will increase render times.
Now, let’s adjust this render style. If you look at the edges of
10. Leave the DPI set to 72. objects, you will see they are very jagged. This is aliasing. Let’s
enable the Anti-Aliasing option to improve the edges.
11. Click OK.
1. In the Resource Browser, locate the My Custom Renderworks
Style, right-click or Ctrl-click on the style and choose Edit.
Creating a Renderworks Style 2. In the Edit Renderworks Style dialog under Options, enable the
Renderworks Styles are predefined Custom Renderworks Anti-Aliasing option.
settings, that can be quickly applied to a viewport or on the
design layer. Let’s start by creating a Renderworks Style. 3. Now, switch to the Quality tab.
1. In the Resource Browser, click on the Home icon. 4. Set Anti-Aliasing to High.
2. Now click on the menu button below the Home icon. 5. Click OK to save the changes.
3. Choose, New Resource in… and choose Renderworks We want to compare the changes to the style from the original
Style… settings. So let’s duplicate this viewport.
The Edit Renderworks Style dialog will appear. You can see there 6. Use the Ctrl / Option + click + drag method to duplicate this
are multiple tabs with many options. By default, many of the viewport.
Options are disabled and all the Quality settings are set to Low.
So, let’s create a Renderworks Style with the default settings. 7. Place the new viewport to the right of the original.
4. Name the Style, My Custom Renderworks Style. 8. Now, with the new viewport selected, click Update in the
Object Info palette.
5. Click OK.
4. Click OK.
Shadows
Now, let’s turn off the Shadows option and see the effect on the
render.
Colors
Let’s move on to Colors. Disabling colors is a little different than
just disabling textures. Colors will not only disable the fill colors
Textures of objects, but if you leave textures enabled will also disable the
color of textures.
Next, let’s disable textures.
1. In the Edit Renderworks Style dialog, disable the Colors option.
The fullscreen preview option will allow you to see a low detail
preview of the render early in the rendering process. Allowing you
make a lot of small changes to the render faster.
You can see with colors disabled and textures enabled, the color
of the textures gone, but their transparency, reflectivity, or bump
remains. This gives us, what is known as a white card rendering.
There is a predefined Renderworks style called, Realistic Colors
White that creates this effect as well.
When the render completes, you will see the overall render is
fairly dark. It is hard to make out the detail of the shelves, since
Indirect Lighting no light strikes these directly, no shadows are created. Let’s edit
our Renderworks Style and enable indirect lighting.
This render will take significantly longer than the previous render.
We are trading render time for quality. Let the render complete.
You will see that the render is now much brighter than the render
on the left. Not only did increasing the number of bounces solve
the splotchy problem, but also it gave us a much more realistic
interior render. Properly lighting an interior scene, generally
requires a medium or high quality setting for Indirect and
When the update completes, you will see we now have a brighter Environment Lighting. As well as turning the number of bounces
render with more definition. However, we also have a some up to 8. So, let save this as a separate Renderworks Style.
splotches in the corners of objects and where the walls intersect
the ceiling. This is caused by the amount of bounces as well as 8. Right-click or Ctrl-click on the Style in the Resource Browser.
the quality settings for both Indirect and Environment Lighting.
9. Choose Duplicate.
One last thing on Environment Lighting. The majority of light for 2. Choose the 2.2 Artistic Renderworks view.
this render is coming from the Renderworks Background. If you
disable the background the render will be much darker.
You will see two examples here. These are both set to the Artistic
Renderworks mode, just with different style setting. They are not
using a Renderworks style, however you can use artistic styles as
Renderworks styles. So let’s create one.
In the Edit Renderworks Style dialog, you can see at the top,
You can see how much of a difference the Environment Lighting there is an option to change the Type. You can choose either
makes for this render. Simply, by disabling the Renderworks Realistic or Artistic.
Background we have created a completely different interior
render. 4. Choose Artistic for the Type.
In the next chapter we will talk about Artistic Renderworks modes. Artistic Renderworks Styles only have two tabs, Artistic Style and
Background. Let’s start with the Background.
Artistic Renderworks Generally, if you apply a background, you should use the HDRI
White background. Depending on the Artistic Style you choose,
most of the other backgrounds, will not appear properly.
Artistic Renderworks Styles
6. Enable the Apply Renderworks Background.
Next, we are going to look at Artistic Renderworks. Artistic
Renderworks will create a hand-drawn or artistic look for a 3D
7. Then, choose HDRI White from the Renderworks
8. Now, switch to the Artistic Style tab. 1. Select the bottom viewport.
The various style options, here all essentially create a Hidden 2. In the Object Info palette, set the Background Render to
Line render with added effects. Shaded Polygon.
9. Toggle between a few of the styles to see the different looks 3. Now, Update the viewport.
available.
You will notice the preview will change to give you an idea of
what each style will look like. Depending on the Style selected,
you may have additional options to adjust the style. Let’s create a
Cartoon Artistic Style.
11. Name the style, Cartoon Artistic Style and click OK.
13. In the Object Info palette, scroll down to Background Render Shaded Polygon will give you a similar effect to OpenGL with
and under Renderworks Styles, choose the Cartoon Artistic textures turned off and draw edges turned on. However, this
Style we just created. mode uses shading instead of shadows, so it can create an
interesting Artistic render. In most cases, you would use OpenGL
14. Update the viewport. or even Artistic Renderworks to create a similar look as this
render mode, does take a longer to render.
Renderworks Backgrounds
15. Rename the style to Quick Render - Sunset and click OK.
10. Switch to the Quality tab and set the Max Reflections to 0.
The Visualization palette will open. You can see there are quite
a few lights in this file, but only one is currently turned on. This
light is a Heliodon. You can think of a Heliodon as an advanced
directional light. However, since the Heliodon is only available in
Design Series versions of the software, we are going to focus on
5. In the Visualization palette, click on the checkmark in the On As you move your cursor, you will see the direction the light is
column to the left of the Heliodon to turn it off. coming from changes.
17. Now, click once on the other control handle and move your
cursor up and down.
This will change the angle at which the light is coming from. You
can use more than one directional light object, but generally only
one should be used for exterior lighting.
18. Select the directional light object, then in the Object Info
palette click on the Color.
8. In the Tool bar, make the first mode, Directional Light mode
active.
Our model is now lit again, but depending on your preference 20. Edit the color of the light again.
settings you may not see the light object.
21. This time choose light, yellow and click OK.
11. Go to Tools > Options > Vectorworks Preferences…
22. Now, try a light orange color and click OK.
12. Under the Display tab, make sure the Display light objects
pulldown is set to Always and click OK.
1. Go to the Saved Views menu and go to the 3.3 Setting up 9. Select both of the point lights.
Lighting - Point Lights.
10. In the Object Info palette, click Off.
This will takes us inside the model, looking up a stairwell. In the
ceiling on the left, we have geometry representing recessed
lighting.
Spot Lights
2. Use the Pan tool, from the Basic palette or your middle mouse Next up, are Spot Lights. Spot Lights are similar to directional
button / Spacebar to pan up slightly, so you can see both lights, in that will emit light in one direction. Let’s change the first
recessed lights. Point Light to a Spot Light.
3. Now, activate the Light tool in the Visualization tool set. 1. Select just the first point light.
4. Switch to the Point Light mode. 2. In the Object Info palette, for Kind change it from Point to Spot
and choose On.
A point light will emit light in all directions from the point where it
is placed. You will see the first recessed light, already has a Point 3. Click once on the blue control handle and move your mouse
Light in it. around.
5. Click once in the center of the other recessed light to place the As you move you mouse, the direction of the light will change.
point light. You can use this control point to set the direction of the light or
enter the Pan and Tilt angles directly, in the Object Info palette.
6. In the Light Preferences - Point Light dialog, enable the Soft
Shadows options and click OK.
The light emits evenly from that point in all directions. You can
see shadow on the wall created by the grating along the stairs.
The first Point Light is off at the moment. Let’s turn it on.
5. Now, in the Object Info palette, scroll down and set the Tilt to
90°.
This will point the light straight down. Generally, spot lights work
6. With the Spot Light selected, set the Spread and Beam to 90°.
Ambient Lighting
You can see that the light now hits the wall and shows on the We have show Ambient Lighting briefly before, but now we will go
stairs as well. We set the spread and beam the same angle, so over it in more detail. First, let’s switch to a different view.
Repeat this process for the other light. 8. Now, drag the Brightness slider to the left to 0%.
9. Set the Kind to Spot and turn the light on. At zero, everything except for the Blue Renderworks Background
is completely black. There is a small amount of the light coming
from the background hitting the fencing next to the stairs.
10. Point the spot straight down, by setting the Tilt to 90°.
11. Finally, set the Spread to 100° and the Beam to 80°.
10. Go ahead and reduce the Ambient lighting to about 60%. In the next chapter, we will be working with an exterior landscape
scene and take a look at textures.
Next, let’s take a look at Ambient Occlusion. First, let’s switch to a
different view, to better show off this effect.
8. Now, double-click on the White Gray Rock RT texture in the 18. Now switch to the Shape tab.
Resource Browser.
You will see this object is in the Firepit–Mortar Class.
The texture is applied to both of these extrudes. Now, let’s apply
this texture to the rest of the stone extrudes. 19. Now, go to Tools > Organization.
9. In the Basic palette, activate the Select Similar tool. 20. In the Classes tab scroll down and select the Firepit-Mortar
Class and click Edit.
10. In the Tool bar, click on the Preferences button.
21. In the Edit Class(es) dialog, go to the Other tab.
11. Make sure only Class and Object Type, under Other Attributes
are checked and click OK. Other is used for texturing anything that is not a wall or a roof.
12. Now, click on one of the stone extrudes to select them all. 22. Check the Texture / Surface Hatch option.
All of these stones are in the same class, so they were all 23. Then click on the Texture thumbnail and choose the Stone
selected. Next, we will use a third method to apply a texture to Mortar texture.
the rest of these extrudes.
24. Click OK and then OK again.
13. Go to the Object Info palette and click on the Render tab.
You will see the texture was only applied to the top of the object.
14. Click on the Texture pulldown menu and choose the White This is because, this object has multiple parts, that can be
Gray Rock RT texture from the list. textured individually.
25. In the Object Info palette, Under the Render tab click on the
Part pulldown menu.
The overall class is currently set to Class Texture, but the sides
are set to None. You can set each side to a different texture or set
the Sides part to use the Overall texture.
26. Choose Sides from the Part list and then click the Revert to
Overall button.
All of the fire pit stones now have a texture. These 3 methods are
the most common ways to directly apply a texture to an object.
You can also apply textures by Class. Which will allow you to
quickly apply the same texture to any object in a particular Class.
So let’s go ahead and do that now.
15. First will go the Navigation palette, then in the Classes tab,
set the Firepit-Stones class to invisible.
If you scroll down in the Render tab of the Object Info palette, you 9. In the Tool bar enable the Original Repeat mode.
will see mapping options. We will start with the texture scale.
You can now see the repetition of the texture over the whole
1. With the extrude still selected, click and drag the Scale slider to object. Let’s scale this texture.
the right and left.
10. Click once on one of the corner control handles and move
As you move the slider the texture will resize. your cursor inwards.
2. Set the scale back to 1. This will reduce the size of the texture. The smaller we make this
texture the more noticeable the repeating pattern becomes.
You may have noticed that at a scale of 1, the texture appears
to have a clear repeating pattern. You may think this is incorrect
and scale the texture to adjust the pattern. However, you should
always do a quick Renderworks render to confirm the actual
pattern of the texture.
4. Go back to View > Rendering > OpenGL. 12. Now, click once on one of the middle control handles.
There are additional mapping options in the Object Info palette, 13. Move your cursor down slightly, until to rotate the texture.
but there is a more direct method of mapping textures. We are
going to use the Attribute Mapping tool to map the sand floor 14. When it is at about a 25° angle, click a second time to
below the fire pit. complete the rotation.
5. First, set the Firepit-Mortar class to invisible in the Navigation The pattern effect, is much less apparent when the texture is
palette. rotated slightly. Go ahead and use the corner control handles to
scale the texture to about 0.5. Both the Floating Data Bar and
6. With the sand floor selected, in the Basic palette activate the the Object Info palette will indicate the scale of the texture. You
Attribute Mapping tool. can also clicking inside of the control handles to adjust where the
pattern starts. However, this does not make a big difference on
A dialog will appear asking you to change the map type. this type of texture.
7. Choose Plane and click Yes. So let’s take a look at our changes.
By default the Attribute Mapping tool also started with the texture 15. Switch to the Selection tool in the Basic palette to disable the
applied to the sides of the object. Let’s choose the top of the Attribute Mapping tool.
object.
16. In the Navigation palette, set the Firepit-Mortar and Firepit-
8. Click once on the object to choose the top plane. Stones classes to visible.
We now have a small sample of the texture showing. Currently, 17. Now, render in Final Quality Renderworks, by going to View >
Here we have multiple Shaders. Let’s start with Color. The most
common Color Shaders are a single color or image. We will use
a single color.
6. In the Resource Browser, right click or Ctrl-click in a blank area 18. Click OK again to create the texture.
and choose New Resource in…
19. Now, select the extrude.
7. Choose Renderworks Texture from the list.
20. In the Object Info palette under the Render tab, choose the A
8. In the Edit Texture dialog, name the texture A New Stone New Stone Texture from the Texture pulldown.
21. Go to View > Rendering > Final Quality Renderworks. Now, let’s add some reflectivity and transparency to the texture.
As the render starts to process, you will see the Color and Bump 6. Click on the Reflectivity pulldown menu and choose Glass.
Shader, but you still do not see the displacement mapping. This
is because displacement mapping is not enabled in Final Quality 7. Then for Transparency, choose Glass as well.
Renderworks. We need to use the Custom Renderworks mode.
This will give you a very basic glass texture.
22. Press the Esc key twice to stop the render.
8. Click on the Edit button for Reflectivity.
23. Go to View > Rendering > Custom Renderworks Options...
You will see there are multiple settings. You can adjust the edge
24. Under Textures, enable the Displacement Mapping option and and center color as well as add blurriness to create a frosted
set the Displacement Mapping to High. glass look. However, blurriness does need to be enable in the
Custom Renderworks options and it will significantly increase
25. Click OK render times.
26. Now, select Custom Renderworks from the Render pulldown 9. Leave the settings at the defaults and click OK.
menu in the View bar.
10. Now, click on the Transparency Edit button.
When, the render completes you will now see the Displacement
Mapping. It looks like create a contoured 3D surface. Here you can edit the Transmission percentage. 100% is
effectively invisible and 10% is almost solid. For the Index of
Refraction, glass typically has a value of 1.5.
The Color option, will allow you to tint the transparency. Next,
we have Blurriness, which has a similar effect to the Reflectivity
However, all we did was create a texture with Color, Bump and Blurriness option. Absorption Color, will cause the texture to
Displacement Mapping Shaders. appear closer to the chosen color as you increase the amount of
light hitting the texture.
Finally, let’s create one more type of texture. We will create a In the Set Image Size dialog, you will see there are two white
brick texture next. handles. We will use these to determine the size of an individual
brick, which is about 1.2m.
1. Edit the texture, A New Glass Texture.
16. Drag one of the handles to the the end of a single brick.
2. Rename it, A New Brick Texture.
17. Then drag the other handle to the opposite side of the brick.
For the Color Shader, we are going to choose an Image.
18. Now, set the Feature Size to 0.2m and click OK.
3. Click on the Color pulldown and choose Image.
The preview now looks much better. Let’s see how it looks.
4. Choose Reuse an Image From Another Resource and choose
Brick Wall Color and click OK. 19. Click OK to create the texture.
5. Click OK again in the Edit Image Color dialog to accept the The texture is applied to our single stone, but it does look a
defaults. little odd. Let’s replace this object with something a little more
reasonable.
6. Go ahead and set both the Reflectivity and Transparency to
None. 20. Delete this extrude.
Now, let’s apply a bump image shader. 21. Activate the Rectangle tool in the Basic palette.
7. Click on the Bump pulldown and choose Image. 22. Draw a rectangle that is about 0.35m wide.
8. Click Reuse an Image From Another Resource. 23. Then, move your cursor over top of the Rectangle.
9. Choose the Brick Wall bump and then OK. 24. When it highlights in red, click once to activate the Automatic
Push/Pull mode.
You will notice the image is slightly different from the original brick
image. This is a displacement map image. There is shades of 25. Move your cursor up until the extrude is about 0.27m and
white and black. The whiter areas will be higher and the darker click a second time to create the extrude.
areas will be lower.
When the preview updates, you will see that it does not look
correct. This is because we are currently showing a very small
object in the preview window. 26. Now, in the Object Info palette, under the Render tab, choose
A New Brick Texture from the Texture pulldown menu.
13. Increase the Obj Size to 1m.
27. Zoom in a little so we can see the detail of the texture.
Next, we need to adjust the size of the image, with will represent
the actual size of the bricks. 28. Finally, go to View > Rendering > Custom Renderworks.
14. Under Size, click the Set by Image button. When the render completes, you will be able to really see the true
You will see, we have Sweep representing the bulb and a Point
Light object within the Sweep. Let’s take a look at these objects
Backlit and Glow Textures in OpenGL.
When the render completes, you will see the glow of the light as
well as the transparency and reflectivity of the outer glass
housing.
10. Select the Sweep and go to the Render tab in the Object Info.
You will see the Sweep is using the Lamp Material RT texture.
Let’s edit this texture.
12. Choose, Edit Lamp Material RT Resource… 2. Click OK to save the changes.
13. An edit dialog will appear and the bulb now appears in a 3. Click the Exit Symbol button in the upper right corner.
preview state. At the bottom of this dialog, you will see that the
option to Update When Values Change is enabled. This means Now, let’s turn off all of the lights in this document, so we can see
that as we adjust the texture settings, this preview will update. just the light being emitted by this Glow texture.
If you look at the Reflectivity Shader, you will see it is set to
Backlit. 4. Go to the Window menu, then under Palettes, choose
Visualization.
14. Move the dialog off to the side, so you can see the preview.
5. In the Visualization palette, uncheck all of the lights.
15. Set Reflectivity to None.
You will see there is no longer an light in this file. Now, let’s
render in Fast Renderworks.
Before rendering, let’s turn off the glass housing, so we can just
see the bulb.
Glow Textures
There is another way, to get this type of effect. Using the Glow
Reflectivity Shader, we can get similar, but slightly different effect.
So you can see, the entire bulb now glows, without any lights
turned on in this file.
2. Either expand the Visualization palette or if you have closed 14. Then, choose This Prop’s Color and click OK.
the palette, go to Window > Palettes > Visualization.
15. For the Source For Mask, choose Transparent Color and
3. Enable the directional light. then click OK.
You will see the fire Image Prop. Image Props are based off of
a texture. This is simply and image based texture, that has a
transparency mask. So we do not see the background of the
image. In addition, this particular Image Prop also has a Glow
Reflectivity Shader.
You will see the warm orange glow around the sides of the fire pit. You will see the Transparent Color, is now white.
6. Switch back to an OpenGL render mode. 17. Click OK and OK again to create the image prop.
A bright lit campfire, does not make sense in the middle of the The image prop is placed in the document and shows as selected
day. So let’s delete this image prop and create an unlit campfire in the Object Info palette, but is not currently in view. Let’s zoom
image prop from scratch. in on the object.
7. Select the image prop and delete it. 18. Go to View > Zoom > Fit To Objects.
22. Once the image prop is in the center of the fire pit, set the Z 6. Move your cursor over the right side of the from face of the
height in the Object Info palette, to 0. object.
7. When the face highlights in red, click once to select the face.
Creating trees, plants or anything that you do not want to model, 8. Click the green checkmark button in the Tool bar, to extract
is very easy with image props. Also, it is more efficient to use an the surface.
image prop for these logs instead of modeling each individual
log. Modeling each object will significantly increase both the A NURBS surface will be created. We need to move this surface
complexity of the file and how long it takes to render. away from the face of the main object slightly.
In the next chapter, we will look at Decal Textures. 9. In the Object Info palette, set the Y to 9.5564m.
Decal Textures
Now, let’s apply a decal texture. Now, we need to use the Attribute Mapping tool, to adjust the
Decal texture mapping.
12. In the Render tab of the Object Info palette, click on the Add
Decal… button. 21. Activate the Attribute Mapping tool in the Basic palette.
13. Click Yes, in the Change texture map type dialog. 22. Click once on the surface.
14. In the Add Decal window, choose Reuse an Existing Image, 23. Click once on one of the corner control handles and increase
then click on the Texture thumbnail and choose Plaque1 Color. the scale of the texture to about 7.5.
15. Click OK. 24. Click a second time to set the scale.
16. In the Decal Options window, choose Image Mask, then click 25. Now, click in the center of the texture and drag it to the center
the Choose Image… button. of the surface.
As the render processes, you will see the decal texture appear.
Decals are great for plaques like this, inscriptions, signs, graffiti,
really any time you need have an interruption in a main textures.
8. Click OK.
The location of the Heliodon object will not affect the renderings. Some additional options will appears. Leave the Start Time set
If you look in the Object Info palette, you will see the Heliodon is to Sunrise and the End Time set to Sunset. Also, leave the Time
selected. So let’s create an animation. Interval set to 15 Minutes. This will render a frame, once every 15
15. Then, click OK. 2. Click once to the left of the house as shown.
16. In the Compression Settings dialog, set the Frames per 3. Then, move your cursor to the other side of the house, hold the
second to 23.98. Shift key to constrain the cursor horizontally and click a second
time.
17. Then set the Quality to Very High (best quality) and click OK.
Projectected Sections
Here we have a standard section viewport. Let’s adjust the
11. Scroll down and click on the Projection pulldown menu. 4. Then click a second time, on the bottom right corner of the
viewport to specify the export area.
12. Choose Oblique Cabinet 45.
You may have noticed, we did not have any Snap Points at the
13. Now, click the Update button to render the viewport. top or bottom corners. If you set your viewport to and exact size,
you will want to make sure the Marquee is the same size as
When the render completes, you will now have a projected well. So let’s add a crop to the viewport, so we have exact Snap
section. Just one more quick tip. You may notice that you can Points.
see through this viewport. the solid white sections are actually
transparent. There is because the Section viewport has a Fill of 5. Click Cancel.
None.
6. Double-click on the viewport, select Crop and then click OK.
14. In the Attributes palette, set the Fill to Solid.
7. Activate the Rectangle tool.
In the next chapter, we will show you how to properly export your This will give us Snap Points to use when drawing the marquee.
renders to an image file.
10. Click Exit Viewport Crop.
11. In the Object Info palette, click the Update button to render
the viewport.
Exporting an Image File
12. When the render completes, go back to File > Export >
Next, will go over exporting images. As we have mentioned
Export Image File…
throughout this guide. It is a good practice to always use sheet
layer viewports for your final renders. Sheet layer viewports give
13. Choose Marquee again and click the Draw Marquee button.
you the highest level of control over the quality of the final render.
Let’s start with exporting this viewport to an image file.
14. Now, move your cursor over the top left corner, it will snap to
the corner of the viewport.
1. Go to File > Export > Export Image File…
15. Click once in the top left corner and then a second time in the
We are going to use the Draw Marquee option to set the export
bottom right corner to draw the marquee.
area for out image.
You will see the sheet layer is currently set to 150 DPI.
Next, let’s adjust the file format. The default is JPEG. JPEG
provides a high compress level. So the image file size will be
smaller, but generally the image quality will be slightly lower than,
PNG or TIFF. For a final export PNG or TIFF is recommended
over JPEG.
25. Click the Update button to see the estimated file size.