Visualizing with MicroStation Course Guide TRN001370-1/0001 Trademarks AccuDraw, the “B” Bentley logo, MDL, MicroStation, MicroStationCSP, MicroStation Modeler, MicroStation PowerDraft, MicroStation Review, MicroStation Vault, QuickVision, SmartLine and TeamMate are registered trademarks of Bentley Systems, Incorporated. Bentley, MicroStation MasterPiece and PowerScope are trademarks of Bentley Systems, Incorporated. Bentley SELECT is a service mark of Bentley Systems, Incorporated. HMR and Image Manager are trademarks of HMR Inc. Adobe, the Adobe logo, Acrobat, the Acrobat logo, Distiller, Exchange, and PostScript are trademarks of Adobe Systems Incorporated. Windows is a registered trademark and Win32s is a trademark of Microsoft Corporation. Other brands and product names are the trademarks of their respective owners. Copyrights 1997 Bentley Systems, Incorporated. MicroStation® 95 1995 Bentley Systems, Incorporated. ©1997 HMR Inc. All rights reserved. MicroStation Image Manager ©1997 HMR Inc. ©1996 LCS/Telegraphics. Portions of QuickVision are ©1993-1995 Criterion Software Ltd. and its licensors. Portions of QuickVision were developed by the CAD Perfect Development Laboratory. Portions 1992-1997 Spotlight Graphics, Inc. Portions 1993-1995 Spyglass, Inc. IGDS file formats 1987-1994 Intergraph Corporation. Intergraph Raster File Formats 1994 Intergraph Corporation Used with permission. Portions 1992-1994 Summit Software Company. Unpublished – rights reserved under the copyright laws of the United States. Visualizing with MicroStation Copyright © 1997 Bentley Systems, Incorporated Do Not Duplicate i Visualizing with MicroStation Copyright © 1997 Bentley Systems, Incorporated Do Not Duplicate ii Table of Contents Overview of Visualization with MicroStation ____________ 1-1 In this Course _______________________________________ 1-1 Tools _________________________________________________ 2-3 Applying materials ___________________________________ 2-3 Using the Apply Material tool__________________________ 2-4 Adjusting the size of a material ________________________ 2-6 Adjusting the color of a material _______________________ 2-7 Adding reflection to a material_________________________ 2-7 Ray tracing _________________________________________ 2-10 Completing the image ________________________________ 2-11 Creating a light bulb _________________________________ 2-14 Using photographs to add realism______________________ 2-16 Using pattern maps __________________________________ 2-18 Assigning materials manually __________________________ 2-20 Comparing phong rendering with ray tracing ____________ 2-21 Lighting revisited ____________________________________ 2-22 Using quick display when ray tracing ___________________ 2-24 Simulating light from a desk lamp ______________________ 2-25 Procedural Textures ___________________________________ 3-29 Using procedural textures _____________________________ 3-29 Applying a procedural texture _________________________ 3-30 Adjusting a procedural texture _________________________ 3-31 Additional parameters controlled by procedural textures___ 3-32 2D procedural textures _______________________________ 3-35 Applying a 2D procedural texture ______________________ 3-37 Defining Camera Views ________________________________ 4-41 The view cone ______________________________________ 4-41 Manipulating the View Cone graphically ________________ 4-42 Camera Action options _______________________________ 4-45 Panning the camera __________________________________ 4-45 Controlled manipulation of the View Cone ______________ 4-47 Dolly the camera ____________________________________ 4-49 Camera projections __________________________________ 4-50 One point projection _________________________________ 4-53 Visualizing with MicroStation Copyright © 1997 Bentley Systems, Incorporated Do Not Duplicate iii Table of Contents Important Rendering Settings __________________________ 5-57 Stroke Tolerance ____________________________________ 5-57 Save Shadowmaps (Phong rendering)___________________ 5-57 Keep Database in Memory ____________________________ 5-60 Reflections (ray tracing)_______________________________ 5-62 Transparency (ray tracing) ____________________________ 5-64 Render All Objects ___________________________________ 5-64 Environment Mapping ________________________________ 5-65 Add Sky Light to all Solar and Distant Lights _____________ 5-67 Approximate Ground Reflection for Sky Light_________ 5-67 Area lights __________________________________________ 5-68 Introduction to Radiosity ______________________________ 6-69 Lighting and radiosity ________________________________ 6-69 Materials and radiosity________________________________ 6-69 Patches and elements ________________________________ 6-70 Using the radiosity solver _____________________________ 6-70 Adjusting settings when using the Radiosity Solver________ 6-72 Photomatching _______________________________________ 7-75 Matching design geometry to a raster reference file _______ 7-75 Setting up the camera view ___________________________ 7-76 Making adjustments with the Photomatch tool ___________ 7-77 Additional photomatching exercises ____________________ 7-80 Actors ________________________________________________ 8-81 Animation Actors ____________________________________ 8-81 Creating Actors ______________________________________ 8-82 Recovering from mistakes_____________________________ 8-83 Continuing the exercise…_____________________________ 8-84 Creating the keyframes _______________________________ 8-85 Opening the pliers ___________________________________ 8-86 Creating precise movements of actors___________________ 8-87 Returning geometry to their “home” positions____________ 8-88 Creating an exploded keyframe ________________________ 8-90 Scripting the keyframes _______________________________ 8-90 Previewing the animation _____________________________ 8-91 Saving the script and recording an animation sequence____ 8-92 Editing the script ____________________________________ 8-94 Scaling an actor during an animation sequence___________ 8-96 Visualizing with MicroStation Copyright © 1997 Bentley Systems, Incorporated Do Not Duplicate iv Table of Contents Hierarchical Actors ___________________________________ 9-99 Creating actors ______________________________________ 9-99 Checking the motion of actors _________________________ 9-101 Connecting actors____________________________________ 9-104 Creating a home keyframe ____________________________ 9-105 Manipulating hierarchical actors________________________ 9-106 Scripting keyframes and hierarchical actors ______________ 9-108 Saving the script _____________________________________ 9-109 Reviewing the hierarchy of a model ____________________ 9-110 Parametric Motion ____________________________________ 10-113 Variables associated with parametric motion _____________ 10-113 Scripting an actor with a parametric equation ____________ 10-115 Creating a custom parameter to describe a revolution _____ 10-116 Efficiency in scripting ________________________________ 10-119 Advanced Parametric Motion Control ___________________ 10-121 Defining paths ______________________________________ 10-122 Key views __________________________________________ 10-125 Advanced Animation __________________________________ 11-127 Viewing the movie___________________________________ 11-127 Animating lighting parameters _________________________ 11-129 Scripting lights at specific frames_______________________ 11-131 Adjusting beam width of a spotlight ____________________ 11-132 Scripting lights to fade out ____________________________ 11-134 Animated pattern maps _______________________________ 11-137 Virtual movie screen ______________________________ 11-138 Creating an animated pattern map______________________ 11-138 Camera Animation ____________________________________ 12-141 Scripting a camera ___________________________________ 12-141 Creating an animation camera _________________________ 12-142 Creating a target _____________________________________ 12-144 Scaling scripts _______________________________________ 12-146 Walk Throughs _______________________________________ 13-149 Comparing walk through techniques ___________________ 13-149 Scripting a walk through ______________________________ 13-150 Create an animation camera ___________________________ 13-151 Scripting the animation camera ________________________ 13-152 Defining an animation camera’s path ___________________ 13-152 Creating targets to focus the animation camera on ________ 13-153 Scripting targets _____________________________________ 13-154 Defining a targets path _______________________________ 13-155 Recording the movie _________________________________ 13-158 Visualizing with MicroStation Copyright © 1997 Bentley Systems, Incorporated Do Not Duplicate v Table of Contents Animating Material Characteristics _____________________ 14-161 Making materials transparent during a movie sequence____ 14-161 Transforming material characteristics____________________ 14-163 Scripting bump map settings __________________________ 14-164 Using a radiosity database for speedy rendering __________ 14-166 Blue screen (transparent backgrounds)__________________ 14-166 Animating the Design Environment ____________________ 15-167 Solar study animations________________________________ 15-167 Animating distance Cueing to create a background _______ 15-169 Setting fog values and color________________________ 15-169 Scripting background colors
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