03 v60 color palettes, surface shading & walkaround

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3 D P L A N T D E S I G N A N D E N G I N E E R I N 1 Color Palettes Application Button -> Options -> The color 0 is the background color of wireframe views. Color number 8 is the color of highlighted objects.

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03 V60 Color palettes, surface shading & walkaround.pp

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Page 1: 03 V60 Color Palettes, Surface Shading & Walkaround

3 D P L A N T D E S I G N A N D E N G I N E E R I N G S O F T W A R E

1

Color Palettes

Application Button -> Options ->

The color 0 is the background color of wireframe views.

Color number 8 is the color of highlighted objects.

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3 D P L A N T D E S I G N A N D E N G I N E E R I N G S O F T W A R E

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Surface shading setup

• This editor allows you to specify rgb components of OpenGL material colors. Alpha component is currently set to 1.0.• You can use either RBG (red, green, blue) or HSV (hue, saturation, value) system when defining colors.• Usually diffuse color and ambient color are the same.• Usually emission component value is 0. Unless you need to model material that really emits light.• Note: This emission will be local to the objects using this material.

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Surface shading setup

•If you remove a setting that is currently referenced then you can browse the surface shading styles that use this setting. There is no automatic removal of this setting from these styles.• The order of entries can be changed. The results become visible in pulldown menus used in various tools where you can select Surface Shading Setup entries. If you change the order of entries then also shaded views need to be re-generated.• One setting can have separate diffuse color and specular color: 1. Diffuse color is the "color" we tend to think of. 2. Specular color is the color of highlights. • An OpenGL setting also has a "shininess" - determines width of specular peak.•Transparency can be set. Transparency 0 for opaque color.

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3 D P L A N T D E S I G N A N D E N G I N E E R I N G S O F T W A R E

19.04.23

CADMATIC WALKAROUND

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19.04.23

WalkAround is used for defining settings (colors, lights etc.) and scenes for eBrowser-models.

WalkAround can be started •Views> Walkaround•Model> eBrowser Model> Publish when ebm-model is started to be published the first time•Later Model> eBrowser Model> Publish> Scene and Material Configuration> Edit

WALKAROUND

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19.04.23

1. Start Walkaround

2. Create set of objects to be seen in Walkaround.

3. Objects intersecting a box is good way to pick a certain area to WA.

4. If model is not very huge with heavy structures ”All of a kind” and ALL is OK way to select whole model.

5. Set camera position (asking when you start WA the first time).

WALKAROUND

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19.04.23

6. Select surface shading style

WALKAROUND

7. Select “Set Camera” and navigate to position where you want to start walkaround.

8. Select ”Set Target” and then navigate to position where you want to look at from ”camera” placed previously in step 7.

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19.04.23

10. Select ”New Scene” and give a name (Example Start1)

9. Select “Scenes”

11. Then Correct View Angle to 89. If very slow, change smaller

WALKAROUND

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19.04.23

View angle 45° - 90°

Large angle 60° - 90°- slower+ looks nice

Small angle 45° - 60°+ sharp in details+ fast

Oversize angles > 90°- perspective twist view

SCENES - VIEW ANGLE

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19.04.23

13. Select ”Modify Scene” to save settings for Start1 scene.

12. Select “Scene lights” and correct values as shown.

WALKAROUND

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19.04.23

200 … 600

Enable Lighting ’YES’.

Try different values and configurations.

Two-Sided Lighting sometimes removes streaks (3D dxf - graphics cards). Takes double time to draw view.

SCENES - GENERAL LIGHTING

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19.04.23

- Requires OpenGL support from hardware

- Double buffer YES always on• With value NO works slowly and poorly

- HW accelerated YES always if possible, if not, try with lower resolution of screen.

- Buffers at least, what ”Search Visual” gives•Higher values can be tested (max. 32)

- If message of incorrect values appears, remove ”Test” marks and click ”Search”. Then you’ll get suitable values for your hardware.

CONFIG - Configure OpenGL Visual

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19.04.23

Own settings for single step mode and continuous move

− try different values according your configuration

− Avi-file can be configured to have 1 - 25 frames/sec

− reasonable AVI 15 frames/sec

- shaky

+ small file

− good AVI 25 frames/sec

- large file

+ smooth

CONFIG - Walkaround settings

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19.04.23

If in middle of walkaround session colors change, it’s because of full memory. By changing System memory usage value, for example 200 (Mb) can overflow of memory be avoided

- makes drawing of view slower

If walk around is scrambled right after start, remove all other marks and set memory limits.

CONFIG - VISUALIZER/OPENGL CONFIGURATION

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19.04.23

8 different lights (0-7)

Follow Camera easy to use

Attennation lowers strenght of light according distance from light source.

How strong light is

Try different configurations.

Basic Hint X 0 ; Y +3000 ; Z +3000 Attennation 1/1(1+KI*D) and 3000

SCENES - SCENE LIGHTS

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19.04.23

Give Start of Path

Next corner points with Polyline button

Turning speed 0 deg/s turns camera quickly, 1-30 deg/s usually OK.

Camera turns at the end of path segment if Camera View is set to Along Path or Directed

When Camera View is set to Sweep, turning starts right at the start of path segment.

If Sweep option is used, Angles At End and Angles At Start should have same value to avoid extra rotation in this point

In Walkaround view is shown the start of segment, but Segment end shows the endpoint

To move view in Walkaround panel, activate previous segments end point.

CAMERA PATH

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−Choose Compressor and Compression Quality− Walk around panel MUST NOT BE MOVED OR RESIZED even before recording avi-file!− During recording of avi-file, avoid all other functions or programs (reading of email, screensaver etc..).− Check space in harddrive. (?00 MB)− Check that you don’t have ”Single Step” marked. Then there will be only 1 frame in avi.− Use ”straight” view angles.

RECORD AVI FILE ALONG PATH