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ProE rendering.. I think I like it..

Pjw, very nice work.. as a suggestion, I'd also recommend a bit of perspective. I think there is quite a bit going on in the floor also, I think you should try it with a very slight reflection on a dark grey floor.. make your model the focus of the picture..


Cpiotrowski, thanks for the compliment..
 
Beautiful picture ofspeakers James! I think, this is realy "high end" 3D Design.
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Edited by: Miko
 
Ok again me
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Now one thing which is very very interested for mua (French me) is what
is tx3. How to create textures, how they works etc
 
Speling..from my (limited) understanding.. tx1 refers to a bump map, not too sure about tx2, tx3 is a COLOUR Texture and Tx4 is a decal..


you can convert any image to any of the above usign the integrated image editor in ProE..


I'm not too sure of the advantages of actually converting these images to Tx3 or whatever, maybe it's just a way to keep track of your textures?


you can download Lwa materials (for use in wf3.0only I think.. I'll check tomorrow) from [url]http://www.lightworks-user.com/downloads.php?type=category&a mp;filter=AEC[/url]


James
 
ThanX James ...Yes Photolux WF2.


Ups... I do not have a WF3
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.


How can Ire-make this textures (lwa) to Jpeg or other?
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Edited by: Miko
 
I dont think you can Miko.. but any picture file in teh world or downloadable in the world can be used so you're not that limited!
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or if you cannor find what you are lookign for, simply make your own!
 
Nice render Miko with that planet of yours
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BTW is there somewhere list of settings for materials (RGB, intensity, highlight, reflection, transparency etc). Yes I know we have graphic library but there is no materials like titan, aluminum, etc.
 
Thank you Isair.
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Yes, there are not materials like titan or aluminium.But Wild Fire 3 canwork with lwa textures and in lwa formatare these materials. So bad information is, lwa texturescanuse only theWF3.
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I still have a problem with ISDX
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Edited by: Miko
 
more on tx3 etc..
<H2 style="MARGIN: auto 0cm; TEXT-ALIGN: center" align=center><A name=_Toc70220545>Converting Other Image Formats Into Bump Maps, Decals, and Textures</A> <?:namespace prefix = o ns = "urn:schemas-microsoft-com:eek:ffice:eek:ffice" /></H2>
<H2 style="MARGIN: auto 0cm; TEXT-ALIGN: center" align=center><A name=_Toc70220546>
<HR align=center width="100%" SIZE=4>
</A></H2>
Pro/ENGINEER Wildfire is capable of not only applying textures from the graphic-library, but has the capacity to convert other image formats into those usable by Pro/PHOTORENDER, using the Image Editor from within the Render Control tool bar.
<DIV =Msonormal style="MARGIN: 0cm 0cm 0pt; TEXT-ALIGN: center" align=center>
<HR align=center width="100%" SIZE=2>
</DIV>
Procedure
1. To retrieve the image, select the Image Editor icon from the Render Control tool bar. This will launch the Image Editor as a separate window. In the Image Editor, select File > Open. From the Open dialog box, select the image file that is to be converted, then select Open. The image file will then appear in the Image Editor.
<DIV =Msonormal style="MARGIN: 0cm 0cm 0pt 36pt; TEXT-ALIGN: center; mso-margin-top-alt: auto; mso-margin-bottom-alt: auto" align=center>
<HR align=center width="100%" SIZE=2>
</DIV>
2. In order to create a texture image (.tx3 file extension), select File > Save As. Change or accept the file name in the New Name text field, then select the down arrow to the right of the Type field. Change the type to PTC Color Texture (*.tx3), then select OK. Make sure to place the new texture file within the graphic-library.
<DIV =Msonormal style="MARGIN: 0cm 0cm 0pt 36pt; TEXT-ALIGN: center; mso-margin-top-alt: auto; mso-margin-bottom-alt: auto" align=center>
<HR align=center width="100%" SIZE=2>
</DIV>
3. To create a PTC Bumpmap (*.tx1) or PTC Decal (*.tx4), retrieve the image the same way as in Step 2. Before saving it as another format, select Image > Create Alpha Channel. To write white pixels to the transparent channel, accept the RGB values of 255 255 255. To write other colors to the transparent channel, input their values here. (See the Suggested Technique for Defining an Image's Alpha Channel Using Non-White Pixels for more information). Select File > Save As. For bumpmaps, change the Type to PTC Bumpmap (*.tx1). For decals, set the Type to PTC Decal (*.tx4) and select OK.
 
now a bit on colours..
<H2 style="MARGIN: auto 0cm; TEXT-ALIGN: center" align=center><A name=_Toc70220649>Suggested Settings for Commonly Used Appearances</A> <?:namespace prefix = o ns = "urn:schemas-microsoft-com:eek:ffice:eek:ffice" /><O:p></O:p></H2>
<H2 style="MARGIN: auto 0cm; TEXT-ALIGN: center" align=center><A name=_Toc70220650>
<HR align=center width="100%" SIZE=4>
</A></H2>
The following is a set of Appearance settings to be used for Pro/ENGINEER Wildfire Photorender. Color descriptions of the appearances are descriptive of the final rendered appearance. Remember, final visual appearance highly depends on other rendering attributes used in set-up (for example: what texture is being reflected into an object). Environment textures will have an effect on the final appearance. Use of lights will also play a part in the visual appearance outcome. Light will add-to or detract-from an appearance or model if it is too weak or overpowering. <O:p></O:p>
Note:
1. All appearance color is identified using RGB unless otherwise noted. <O:p></O:p>
2. Most all appearances are "shiny". A matte or satin surface can be achieved by modifying the appearance's reflectivity attribute. <O:p></O:p>
3. Alternate appearances can be defined by modifying an appearance listed here. <O:p></O:p>
4. In most cases, the Highlight color is defined as "white". Special effect (such as pearlescent) type colors can be defined by modifying the Highlight color giving it color richness. <O:p></O:p>


If the resultant appearance is not quite what was desired, experiment with the settings.


View attachment 1066


View attachment 1067


View attachment 1068


here it is on .xls2005-07-17_085605_colours.zip


I'm not sure what graphics library ye are using but I have a full range of metals and plastics..they are not *.tx3 files but *.dmt files.. the are a "group" of textures for example Aluminum.dmt contains about 10 different aluminums. brushed, burnished, rough etc.. all compatable with WF 2.0 (and 1.0 I think)
Edited by: james.lynch
 
not a bother at all.. hope it helps!
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but again, check out your graphics library in the advanced textures folder, should help you out a bit..


James
 
James, What were your room seetings in speakers_2_aa_1.jpg? How did you set the colout to be virtually white?





Thanks Phil
 

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