Thursday, October 30, 2014

UG Exercises - III

Plastic Work Clamp Visualization Project:

To successfully render a product using the True Studio tools with in NX.

1:  Open clamp_1.prt.


2:  Go to View | Visualization | True Studio Task.


Notice that the modeling toolbars disappear and only the True Studio toolbar is shown.


The default Grey Studio 1 background appears behind the model part.


3:  In the True Studio toolbar de-activate the Face Edges feature. 


This feature toggles edges or lines of shaded faces on the model part on and off.



4:  Next, activate the Perspective feature. 


This feature toggles the model part between parallel and perspective projection.



If needed, the perspective view can be modified by selecting the Perspective Options feature.


The Distance from Camera to Target can be adjusted any specific perspective view.



This is sometimes very helpful when placing a model part in the 3D Dome System Scenes.

5:  Next, activate the Show Stage feature.


This feature toggles the display of the environment cube on and off.



6:  For this next feature, it will not matter if the Show Floor Reflection feature is selected.


This shows real-time floor reflection in the graphic window or System Scene. For this project the reflection in this particular background being used will not be scene.

7:  The Show Shadows feature should be toggled on as well. This feature displays real-time shadows.



8:  Activate the Ambient Shadows feature.


Ambient shadows are shadows that are created from ambient light, a general illumination that comes from all directions in a room that has no visible source. With ambient shadows on, you will notice that the corners of part models are darker, as well as areas where two parts are close together.



Ambient shadows can only be activated when the Advanced Studio Display is activated.


The Advanced Studio Display feature displays realistic images in real time that include material, lighting, shading and reflections.

9:  In the True Studio toolbar select System Materials.


The Materials/Texture dialog appears.


Along the side of the Palette Menu select the System Materials menu and a folder list of materials will appear.


10:  Select the Plastic folder. In this folder select Plastic Blue. Click and drag Plastic Blue over onto the model part bodies as shown in the image below.



11:  Still within the Plastic folder, select Glossy White Plastic material and click drag over onto the clamp pads as shown in the image below.



12:  Still staying within System Materials select the metal_brushed_metric folder and click and drag the Brushed Steel mm material onto the clamp trigger and tooth bar as shown in the image below.



Next select the Metal folder and click and drag the Stainless Steel material onto the screw as shown in image below. Be sure to rotate the model part to attach the same material to the other side of the screw.


13:  Now select the Automotive folder in System Materials. Click and drag the Rubber Black material onto the clamp handle grips as shown in the image below.



Be sure to check over the model part to make sure all of the bodies have their respective materials attached.

14:  Now select the Materials in Part tab located alongside the Pallet menu. Here are the listed materials that were selected and placed onto the model part bodies. Each selected material can be modified to match the function or appearance to the model part's purpose.


15:  In the Materials in Part list, select the Rubber Black. In the Materials/Textures dialog box select the Launch Material Editor.



The Material Editor dialog appears. Notice the tabs in the center of the dialog. In the General tab set the following features: 

Ambient 0.5
Diffuse 0.650
Specular 0.30
Exponent feature will be left at its default.



Click on the Specular Color box. The Color dialog appears. 

Select white in basic colors grid. Select OK in the color dialog box. 



16:  Still within the Rubber Black Material Editor dialog box, select the Bumps tab. Under Type drop down menu select Wrapped Tread.


Set the Scale to 5.0. For the RadiusBlend and Amplitude see the image below for slide measurements.


Be sure to zoom in on the handle grips and notice the texture created. Then select OK


17:  In the Materials in Part list, select Glossy Plastic White material and then select Launch Material Editor in the Material/Texture dialog box.


18:  When the Material Editor appears, notice in the General tab the large amount of options to adjust under the Type Car Paint. In the Material Color, click on its color box and select an orange color in basic color grid.


Under the Type drop down menu select Phong.


Notice the options have changed under the Phong Type feature. Change the measurements in the following features:

Shadow 0.4

Diffuse 0.8

Specular 0.5

Exponent 12.0


Change the Specular Color to a light yellow in the Color dialog box.


Click OK

Zoom in on white clamp pads as shown in the image below in order to see the changes.



19:  Now that all the materials have been applied to the model part bodies, the light and shadows need to be adjusted. Go to True Studio toolbar and select Scene Editor.


The Scene Editor dialog appears. There are six tabs, select the Lights tab.


Note: If the Advanced Studio Render Method warning window appears, select OK. The system just wants the user to run the render method in Full Render mode. 

20:  In the Lights tab under the Scene Editor go to the Lights in Scene box and select the Scene Right Top


This is one of the three presets to moving the direction of the light. One can manipulate the light directly by selecting Specify Orientation in the Light Source box under Light Settings. Notice the Light Direction axis above the model part. Here the light within the current scene can be moved. The shadows will adjust to the direction of the light.


Note: If the Lights in Scene box is not viewable in the dialog, select the bar with three up arrows located at the bottom of the Scene Editor dialog box to see more options.


Select the yellow points on the axis to rotate it thus moving the direction of the light source. Select the axis center point, which turns orange, it moves the entire light source.


Note: Make sure to place the light direction axis in a position where it is most appropriate to show the model parts specific feature, texture or function.

Place the light source where applicable and do not select OK, keep Scene Editor open. 



21:  Still with in Lights move to Intensity under Light Settings and move the slide back and forth to see the light on the model part get brighter and darker. Place the light Intensity approximately at 0.86.


Next move down to Shadow Type pull down menu. There are three shadow types to choose from, Soft Edged, Hard Edged and Translucent Hard. For this exercise we will use the Soft Edged shadow. 


Also activate the Use with Image Based Lighting box. Do not select OK and keep Scene Editor open.


Note: If shadows do not appear as in image shown, rotate the Light Direction axis to activate shadow after completing above selections.


22:  In the Scene editor select the Shadows tab. This feature tab allows one to create high quality shadows with in a scene. Start by making sure the Inter-object Shadows is selected in the Real–Time Settings Type pull down menu.


Next under Advanced Studio Soft Shadows, make sure the Soft Shadows box is activated. Then set the following features to:

Edges 9 

Quality 13 

Bias Offset and Gradient Clamp leave at default settings for this exercise.



23:  Under Advanced Studio Ambient Shadows, make sure the Ambient Shadows box is activated. Toggle this box on and off to see which shadows are being shown in the model part.



Set the Quality to High, set the Contrast to Extra High and leave the Radius and Blur Radius at default settings for this exercise.


Under the High Quality Image Settings (HQI) activate the Generate High Quality Image Shadows for this exercise and leave the Allow Non Floor Shadow Catcher Editing box de-activated under the Shadow Catcher Settings. Do not select OK and keep Scene Editor open.


24:  Select the Stage tab. The Stage Size is defaulted at 661.55. This specifies the size of the floor that the model part rests on. For this exercise the default setting is adequate. Next the Stage Offset sets the height distance between the model part and scene floor. For this exercise leave the Stage Offset at its default setting 0.00. Make sure the View Fit to Stage is activated. For this exercise Define Floor and Floor/Wall Setting will not be required.


25:  The next two tabs Global Illumination and Reflection in the Scene Editor will not be used in this exercise and use their default settings.

Click OK in the Scene Editor. 


26:  Select System Scene in the True Studio toolbar or the System Scene can be selected alongside the Palette menu.



Here a list of background images that can be used as well as 3D Dome Environment. Other high quality images can be purchased from third party vendors or you can create your own static backgrounds. For example an image with a company's logo on it. 

27:  To add your own background image or just to have a plain white background, go to Scene Editor in the True Studio toolbar and select the Background tab.



There go to the drop down menu and select Plain.


Click on the color box in the Color Settings and select white. Click OK.



Notice the background change.


To add your own background image select Image File in the drop down Background menu. 


Then under Background Image select the folder icon called Choose Image File.


The Background Image Window appears; select the jpeg, TIFF, or PNG file to make the model part background. 


Select OK.


Notice the new background image appears with the model part on top along with shadows. 

In the Scene Editor select OK. Choose to use either the pre-loaded backgrounds in System Scene or use a custom scene to continue. 


28:  Now that the materials, lighting, shadows and background have been created, all that is left in this exercise to do is render out the image and save it. In order to do this, go to the High Quality Image Rendering toolbar and select the High Quality Image feature. 


The High Quality Image (HQI) dialog appears.


For this exercise the Photo-Realistic Method will be used, which is located in the Method drop down menu.


29:  Next click on Start Shade to begin the rendering process.


The information bar above the graphic window informs the status of the render process.


Notice the difference in the static image quality when the process is complete. 


Go back to the High Quality Image dialog and select Save. A Save Image window will appear.


The image defaults as a TIFF image. Give it a name and click on List Files to save the image in a folder.



30:  When finished with True Studio click Save and all the work done in True Studio will be saved to the model part. Then click Finish True Studio to return the main NX screen with all the modeling toolbars.


To return the NX model part to its shaded part with edges, go to the View toolbar and select the pull down menu under the Studio icon and select Shaded with Edges.


The visualization view changes to the image shown below.


31:  The project is now complete.
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