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RENDERING...Q&A and GALLERY

Rounds on the same part that encounter each other typically need to be done in a certain order for all the curves to not fail. Just try to do your non joining curves first, think like you want to make the longest flowinground chainas possible and what small rounds you will need to do to get a flowing round.


When you get a failure with intersecting curves in 2.0 just hit the small blue arrow at the bottom, rightof the curve feature winow and remove the curves that are causing the failure.
Edited by: CPiotrowski
 
hi people,



I have a typical problem. he thing is that. I have rendered my
Part & now I want to remove all rendering & make it look like
as it looks when not renderded .



please help.
 
giridhar_tech said:
hi people,

I have a typical problem. he thing is that. I have rendered my Part & now I want to remove all rendering & make it look like as it looks when not renderded .

please help.


In the image or on the model? Not really sure what your question is. If you want to remove all the colors just go to color and appearance, set the selector to all surfaces and hit clear. THat should take you back to a grey part.
 
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Reflections look real good Miko, models comin along
 
Thank you C.P.
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I am always learning the other functions of ARX.
I realy dont have a much time for this right now
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Learning of myself still too slow
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I still dont have a internet in my house
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I will sent IGS file of mustang to you soon. I am realy sorry.
Edited by: Miko
 
No worries, your doing a great job.Remember one thing, to really get a nice render from ARX you need to make a scene like I did with the BLUE CAR tutorial. Created surfaces for some reason reflect much nicer than the default room. I only use the default room for rendering clay models untextured like in the WIP belair thread. THose renders are all done with the default room.
 
[-Skint- said:
]


CPiotrowski,


Sorry one more thing I forgot to ask you.


Could you please reply here, or PM me with an explanation of what you describe as Top-Down modelling, It sounds like you use this a lot.


Top down modeling in short is when you make a skeleton model in an assembly. Use the Skeleton model to make common references to different parts. Once you ahve your skeleton started you can make new parts, share the data from the skeleton and model in either the parts or the assembly. It helps to reduce for one; failures in sweeps with intersecting features (very annoying when surfacing). If your model is fairly robust you can change the dimensions in the skeleton for curves and such and all the sub parts should update with the assembly. Thats top-down in its shortest explanation.
 
Attached is an image of a rendering made using POV-Ray. The bowls were modeled in Pro/E, and are actually members of a single family table.

I made these models to demonstrate the TRAJPAR function with parameters for a class. The main shape of the bowl is a single variable section sweep, and the patterns on the bottom are also variable section sweeps. There is a sketch relation which controls a single radius in the sweep section, giving the bowls their shape. I also added a revolve feature at the bottom as a rim for the bowls to sit on the table.

POV-Ray is Open-Source software (it is free), and you can get it at www.povray.org .

To convert from Pro/E to POV-Ray, I use a utility called SLP2POV (also free, just enter that into google and you will find it) to convert the files. I then have to tweak the files it generates to give me the materials, camera angles and lighting I want.

A good rendering made in POV-Ray is better (in my opinion) than anything Pro/E can do. The downsides to POV-Ray are the learning curve to use it, the time it takes to properly set up a scene, and the time it takes to render (it is a true raytracer, so renderings can sometimes take over a day!). If you don't like writing code, you probably don't want to go anywhere near POV-Ray.





The image below took about 40 minutes to make from scratch, starting from the time I started Pro/E to the time I had a rendered scene. Before anyone asks, I don't have the original files, as I made this on the spot in a computer lab during a lecture.

To see some other Pro/E models rendered in POV-Ray, check out Duckman's CAD-Bikes at www.dbbp.com (credit to Duckman himself for letting me find out about POV-Ray)

View attachment 1409










Edited by: markthemech
 
I have been too long absent from this web site and have enjoyed this thread. I highly recommend the book "Digital Lighting & Rendering" ISBN 1-56205-954-8 to anyone interested in rendering. I also include my humble contribution to the gallery:


View attachment 1410
Edited by: bem
 
Nice works guys!
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Markthemech I'm aware of Pov-ray software and I found it out on the same place as you did
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and Pov-ray is great software but it is difficult to use (well for the beginner). It would be nice if you would write a few words about how apply materials and set up scene and lights (just in short so we can star using it and then learn everything else on our own).
 
Hey skwasim_smile



Thats nota bad start mate, looks quite good. Did you do that completely with surfacing.


I am just starting out with surfacing, I found some good tutorials thanks to the guys who post on this forum, finding them quite tricky but very interesting.


Keep up the good work skwasim, seems you are on the right tracks.


P.S BEM nice model too !!
 
hiiii [-Skint-]



Thanks for the compliment its my first in the surfacing everything is done in surfacing i mean boundary curves still tryin to improve lets see anyway markthemech thanx for the link but is this software completely a programme based i mean to say do we have to write a programme to rende our models can u plz provide us with some knowledge abt this software
 
skwasim,

Yes, POV-Ray is all code. If you are familiar with most common programming principles you should be able to pick up the syntax.

The real difficulty is with the fact that you don't have instant feedback into your image. Pro/E makes people lazy. POV-Ray puts your ability to work with geometry to the test.

The page I provided contains information about a program called SLP2POV (free) which converts files exported from Pro/E into POV-Ray format. You end up with an INC (include) file which contains various meshes of polygons for each colour in your model. If you export the mesh at high enough resolution, you won't be able to tell that it is a polygon mesh.
 
Nice job Skwasim, great start! Remember to always make things tangent and normal whenever possible, surfaces and curves.
 
hiii there


Thanks guys for ur encouragement n thanks markthemech for the description on the software i will try it out n lets hope it works out for me and CP abt ur suggestion to make things normal n tangent iam not gettin it can u just tell me in brief it would be a gr8 help


thnx
 

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