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RENDERING...Q&A and GALLERY

Hi CP any chance you could upload the model of the goggles so we can see the pro-e skills behind the render?
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In all honesty, I would. My background is SDRC I-deas and I don't mind sharing knowledge, just don't seem to have many people to share myknowledge with these days!


This is a worldwide forum, it shardly likely that sharing such knowledge means you'll end up competing against someone who you shared knowledge with.


Also, I was under the impression that these forums were for helping eachother. I don't think CPwould havethe time to put togther a tutorial (though, it would be nice
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), so sharing a model would be good for people to learn from. I've been learning CAD for 7 years now and I always found the most potent learning comes from studying models to learn new tricks and work flows.


Not trying to guilt trip anyone here, if you want to share models I'm sure all would appreciate it. If not, that's cool too, its up to the individual.
 
it is up to CP, I do not want to go into his trausers, but...

if the models you do are the models you are paying back and than they are basis for real goods so I doubt You will share such a data, simply because someone else can use it a make real goods without effort you spend working on this model

so, finally, if it is a model only to show CP, or anybody else skill, no problem, and in such case I would also share my model,
 
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muadib3d said:
btw, CP who does the deisgn(sketches etc) work - You or someone else?


All designs that I postare done by myself. I have, in the past, hosted a few images for people to show off their work but I let everyone know its not my model or render. This model, the design and idea were allcreated from my head. Ofcourse I had a pair of goggles to get the basic dimensions from so I could use the sealing boot but the frames and lenses are completely different.


As far as uploading the model goes: This is a product for a customer and will likely be produced. As of right now I wouldnt be able to share the model because then anyone could use it and manufacture it. I would be happy to answer any questions you might have on the model tho. It does have full draft and can be molded from the model shown.


Thanks for the comments.
Edited by: CPiotrowski
 
you impresive me man:)))

how is about manufacturing side - do You pay attention to add all drafts, control wallthickness, avoids sinkmarks, voids and all of this stuff in early design stage, or You only virtualize the design and rest is taking by your customer?
 
Thank you very much.


I considered draft throughout the entire modeling process. This was one of the hardest parts of the modeling processbecause of the multiple directions of curvature. The hardest part of the model was the nose piece. Getting it to transition using existing walls from the frame was very difficult. I had a hard time getting a fluent, smooth shape. That modeling process took many hours to get perfectly smooth. Wall thickness is considered but not a problem with this model based on the way it was created.
Edited by: CPiotrowski
 
so do You take care of reflection, curvatures between surfaces? What is better - use curvature pass between surfaces other the tangent or it is not playing a role?

Do You use Analysis tools to check reflection and curvature?

Many questions but taking a look on your model and one can think that is a lot of places that could cause a problem while manufactring or rays reflections
 
[-Skint- said:
]Another excellent model and render CP.
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thanks SKINT
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I only use tangency or normalcy from surface to surface. I douse reflection and draft analysis but typically if you have surface to surface tangency then reflection analysis is really not needed...IMO. I actually went thru many different modeling techniques with these goggles. When coming up with a new design its trial and error getting whats in my head on the computer screen. A few of the original modeling techniques failed because I didnt like how bumpy the surfaces were. I am very happy with the outcome of this model. The frames ended up very smooth.
 
what fundation - extensions to Pro\e You use to achieve uch models?

do you take care of drafting(making drawings) for Yours models, or there is only 3d model to share manufactring company?

do You take care of dimensions, of their values? for example not use values like 0.739 or 2.13, only to make it all close to usuall ones like 2.1, 3.5 or 15 degrees?

Does it play any role in Your design?
 
I used WF 2.0 standard surfacing features including VSS, swept blend, surfaces thru boundary blends and many, many merge features. There will be a machining and assembly drawing. Yes, all dimensions are round numbers and no more than 2 decimal places.
Edited by: CPiotrowski
 
Is goggles for skiing,bro?
It's amazing
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.
CP's best guy in this forum. If Everything can share he will (I knew).
Keep going,bro
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.
Best regards
 
The goggles are for scuba diving.


thanks for the great compliment foolmankh. There are a ton of users on here that are awesome on this program.
 
Maya rendering and modeled in Pro/ENGINEER. I figureed out a thing or two to get the render to have the wet look.

<img src="http://www.proetools.com/mustang04.jpg">





Edited by: design-engine
 
design-engine said:
Maya rendering and modeled in Pro/ENGINEER. I figureed out a thing or two to get the render to have the wet look.


mustang04.jpg
Notice the red reflection in the flooring. That is from the Maya Mental Ray raytracing. Lighting is Final Gather. Ill explain that later.


The Bears are going to win.


Edited by: design-engine
 
yamaha04.jpg

Thats not a rendering. Thats me in front of the Design-engine office
W/ a 19 year old model. Need a little air in those tires.
 
Nice model design-engine. You tackled the car model, nice job. Whats up with the picture? Whats it for? Did you say your in Chicago?
 
Chicago yes. It is cold this day in chicago. The yamaha picture seamed like a good idea at the time. Just my way to say hi to everyone. As for the car model I learned a few new tricks in maya to get the paint to loo wet.

One place a plane above the auto that is white so there is a raytrace of the plane projecting into the paint. Secondly I figured out the raytrace shadows and the sliders for softening up the lines of the shadow.
 

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