Manuale DomuS3D 2010
Manuale DomuS3D 2010
Maticad s.r.l. reserve the right to make any modifications or improvements to their
products whenever they believe necessary. This publication describes the state of the
product at the time of printing and in no way can it reflect the future product.
Any information contained in this manual can be subject to modifications without prior
warning or communication.
Maticad s.r.l. cannot be held responsible in any way towards third parties for
exceptional damages, side-effects, accidental, direct or indirect or as a consequence in
connection with or deriving from the purchase or the use of this product.
All other brand names and products or registered trade names belong to the respectful owners.
FORWARD ....................................................................................................................... 1
INTRODUCTION ....................................................................................................................................2
HARDWARE AND SOFTWARE REQUIREMENTS ......................................................................................3
INSTRUCTIONS FOR THE PROGRAM INSTALLATION ...............................................................................4
UPDATING INSTRUCTIONS FROM PREVIOUS VERSIONS ..........................................................................7
MANAGEMENT OF THE HARDWARE KEY .............................................................................................10
Installation of a USB key .......................................................................................... 10
I
WHEN THERE ARE MORE ROOMS IN A PROJECT, THERE IS JUST ONE ACTIVE AT A TIME. THE ACTIVE
ROOM IS THE ONE WHERE THE TILLING FUNCTIONS OPERATE. IN ORDER TO ACTIVATE OTHER ROOMS
JUST CLICK TWICE INSIDE THE ROOM TO BE ACTIVATED.LOADING CAD FLOOR LAYOUT IN DXF
FORMAT .............................................................................................................................................79
NAVIGATION ....................................................................................................................................100
Selecting destination areas while dropping tiles/panels ........................................ 100
Modification of the field of view (FOV) of the camera .......................................... 101
Navigation quality ................................................................................................... 101
Viewing Shader materials and finishings ............................................................... 102
Anti-aliasing effect .................................................................................................. 102
Viewing of the sky map ........................................................................................... 103
PERSPECTIVE VIEWS OF THE ROOM ..................................................................................................104
How to generate a perspective view ....................................................................... 104
How to get a perspective view from above ............................................................. 106
Perspective views management .............................................................................. 107
Removing hidden lines ............................................................................................ 109
DEFAULT VIEW ................................................................................................................................110
II
How to modify a Panel ............................................................................................ 139
How to export the content of a Panel ..................................................................... 141
TILING.......................................................................................................................... 142
MATERIALS .....................................................................................................................................179
How to create a new material ................................................................................. 179
How to modify a material ....................................................................................... 181
How to delete a material ......................................................................................... 182
How to assign a material ........................................................................................ 182
How to add a material to the library ...................................................................... 183
How to load a material from the library ................................................................ 183
How to modify the optical parameters of a tile ...................................................... 183
How to trace back the informative data of a laid tile ............................................. 184
LIGHTS.............................................................................................................................................186
How to insert lights ................................................................................................. 186
How to duplicate a light .......................................................................................... 189
How to modify lights ............................................................................................... 189
How to delete lights................................................................................................. 191
CREATING A PHOTO-REALISTIC RENDERING IMAGE ..........................................................................192
III
CREATION OF A MOVIE FROM THE VIRTUAL NAVIGATION.................................................................195
Creation of a movie from the standard window of navigation ............................... 195
Creation of a movie from the realistic rendering window of navigation (quick
navigation). ............................................................................................................. 199
OBJECTS VISIBILITY .........................................................................................................................203
INTRODUCTION ................................................................................................................................206
LIGHTS MANAGEMENT .....................................................................................................................208
Natural light (sun light) .......................................................................................... 208
Artificial light .......................................................................................................... 213
Light diffused by doors and windows (Portal light) ............................................... 219
MANAGING MATERIALS, TEXTURES AND EFFECTS............................................................................221
Materials for objects and furnishing elements ....................................................... 221
Managing materials while inside a project ............................................................ 221
Managing materials from application database .................................................... 234
Materials for tiles .................................................................................................... 235
RENDERING THE SCENE ....................................................................................................................237
RENDER JOB ....................................................................................................................................245
PANORAMA 360° .............................................................................................................................248
TALKIMAGE .....................................................................................................................................250
SURFACE FINISHINGS .......................................................................................................................253
Scheme of available tile finishings.......................................................................... 253
How to manage the “advanced” materials ............................................................ 255
Material used to hide the walls from the outside.................................................... 259
Material with the only color parameter.................................................................. 260
Colored glass material ............................................................................................ 262
Material for tiles ..................................................................................................... 262
PRACTICAL EXAMPLE OF CALIBRATION OF THE RENDERING .............................................................265
KITCHEN PROJECT: USE OF NATURAL LIGHT .....................................................................................268
MANAGEMENT OF THE INDIRECT LIGHT PARAMETERS .....................................................................274
Photon management................................................................................................ 278
THE PHOTO EXPOSURE PARAMETERS...............................................................................................284
TIPS & TRICKS .................................................................................................................................287
IV
EXPORTING THE ESTIMATE...............................................................................................................304
PRINTOUTS................................................................................................................. 305
V
How to apply an image behind the glass of a window ........................................... 353
VI
FORWARD
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Introduction
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Hardware and Software requirements
Requirements
Components Requirements
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Instructions for the program installation
3. At the end, before starting the program, insert the hardware key to
the suitable port: If there are more than one port of the same kind, it
is not relevant which one will be chosen.
If an earlier version of
DomuS3D® is installed on the
computer, the installation
procedure can detect it by
submitting an appropriate
information screenshot. This
means that the installation will
be effected as an upgrade of
the previous version. For
further details about this
modality, see "Instructions
for upgrading from previous versions" on page 7.
In this case, an extra function is available "Backup - Restore": You
may use it to make a backup copy of all data in the existing program.
Utility may be used either before the upgrade (in order to have a
backup copy) or even after the installation in order to make regular
backups. The stored data can be restored ("Restore" operation)
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bearing in mind that the restore operation overwrites completely
the current situation which is completely driven off in order to be fully
substituted by the data installed during the "Restore" operation. That
is, in order to avoid loss of data, it is NOT possible to merge (that is,
effect the "merge" between) the Restore content with what already
installed. Therefore, it is necessary to pay great attention before
making a Restore and, if you are not sure, we recommend to export
the packages of the former projects. Actually, the packages of the
project may be imported at any time in the current version of the
program, provided it is an identical or a later version compared with the
one from which the exports have been done.
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Updating instructions from previous versions
If you are doing the upgrading from version 4.0, 5.0 or 5.5 or 6.0,2008
or 2009 to 2010 before starting the updating procedure, please make
sure to have the key updating code. In fact, the Supplier of the
program should provide this code together with the
installation/updating Cd-Rom. If you have not received it, you should
contact the Supplier of the updating kit: as, in order to generate the
updating code, it is
necessary to give the key
code of your dongle,
before contacting the
Supplier you should get
this information related to
your own installation
from the ? à
Information about…
menu, that shows this
code in the dialog-box
that appears.
You can alternatively
select the Strumenti à Verifica
codice chiave… command (in
some earlier versions you may
find the command in the File
menu). If it is impossible to
deduce the key code even this
way, you should contact the
Supplier of the program to get
further indications about that.
ATTENTION:
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C:\Program Files\DomuS3D2010) from the one where the previous
version is saved. Actually, the update procedure consists of installing
the program first (like a normal installation) and then at the end
recovering all data (tiles, panels, pieces of furniture, projects) from the
previous installation and, once updated, insert them in a new folder in
order to have them available as before. The previous installation is
therefore not affected and it may be available and operating, just in
case you want to use it. However, in order to recover space in the hard
disk, it is recommended to uninstall the previous installation after a few
weeks during which the complete functionality has been verified even
on former projects.
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At the end of the upgrading process you will be asked to restart the
PC: if you want to run the application immediately, it is necessary to
comply with this request. On the contrary, if you do not intend to work
with it immediately, you can restart the computer even later on.
When you first launch the program you have just installed, the
message shown aside will appear alerting the user that the installed
key belongs to a previous version of the program and therefore it must
be updated so that the program may run regularly.
If you have an upgrade code, which
you may usually find written in a hard
paper document accompanying the
shipment of the installation package,
an affirmative answer shall be given:
then a dialogue box will appear where
you must enter the code in the Enabling code field, which allows you
to upgrade the hardware key.
The upgrade of the hardware key to a particular version is a "definitive"
operation and therefore it must be made only once for each version. It
should be no longer repeated, even if you reinstall the program.
Assuming you want to reinstall the program on a new computer, you
should NOT install the previous version and then repeat the update
process, but only the latest version can be and must be installed.
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Management of the hardware key
The hardware key is now the only device that enables the user to the
use of the program: it formally represents, in every respect, the license
of the software and it also contains all the information related to the
version and the enabled modules. The program can be installed on an
indefinite number of Personal Computers, though the only Personal
Computers that have got the hardware key will be allowed to its
functioning. Loosing it means the loss of the entire software
package, its damaging may compromise its working to such a point
that it will be necessary to require its replacement. We therefore invite
the user to keep it with great care and to not leave it unattended if the
computer should be located in a public site, to keep it away from
heating and electro-magnetic sources and finally to avoid shocks and
falls.
But the hardware key has a great advantage in terms of operating
flexibility: through it, it’s possible to enable the use of the program on
several PCs by simply unlocking it from one of them and locking it to
another one. Of course, it’s not possible to contemporary use the
program on two PCs with only one key, but it is allowed to work with
the program installed on two or more PCs in different times and even
in different offices by simply carrying the key with you.
The USB key, contrary to the parallel port one, can be locked and
unlocked when the PC is
turned on. When inserting it
for the first time, the presence
of a new hardware device is
detected by the system.
Then the computer asks for
the drivers installation: specify
that you have these drivers
and find them on the
installation Cd-Rom of the
program in the special folder
called Eutron. Into this folder
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you will find the utility SDI.EXE(Smartkey Driver Installation) that
allows the drivers manual installation of the key.
When the driver installation wizard searches for the folder containing
the driver to be installed, select the SKEYUSB.INF file included in the
<Cd-Rom>:\ Eutron.
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INITIAL OPERATION AND
CONFIGURATON SETTINGS
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Starting the program
If one has it, the page is directly loaded from a reserved area in the
website www.domus3d.com: as it is a web page it is always changed
and updated, as it happens, for instance, for the news area.
If one hasn’t an active internet connection a very similar static page is
created, but it isn’t changed and contains no graphical elements or
messages that can be updated.
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The RIBBON for the command management
Let’s try, for example, to describe the different Tabs available when the
layout window is open:
Home
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CAD
Virtual 3D
Tools
Database
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The Ribbon can be hidden too, to
gain space on the screen. Pressing
the right button close to his title bar,
you can select command Minimize
the Ribbon, in order to close Ribbon
automatically every time that you
move the mouse outside its area.
When you
need to
select a new command, you just
have to move the mouse over the Tab name, in order to activate it
again.
Other useful commands available here are Save button, Undo (cancel
last operation), Redo (repeat last operation), Open project, visible at
the top/left of the title bar.
4 Tutorial: is used to
open the E-Learning
platform, where you
can find very useful
movies regarding the
most important
features of the
program. We’d like to warmly suggest you to have a look at them, in
particular way to those users which are just starting using the design
application, and are still not experts enough (the movies represent, in
fact, the first day of program training). In order to access to online
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training, you need to have a internet ADSL connection available. A
final notation on the Ribbon is the command which allows to open
the mask concerning the information on the program, which is
located in the upper right side. The mask that appears contains
useful information on the licence, plus a series of buttons including:
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Dynamic management PAN and ZOOM
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Configuration of the operating environment
General
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It allows the user to make a more direct and detailed choice in the
search of the tiles in the database, specifying more data fields like
series, manufacturer, format, code, etc…
A different selection interface for more expert operators is then
used.
r Calculate the detailed estimate
Two are the types of estimates as regards covering materials:
4 Standard: this method of calculation tends to have a degree of
approximation according with the material used. More precisely, if
less than half a portion of the entire tile surface is used, then the
remaining part is used elsewhere (if conditions apply); if a portion
equal to more than a half is used, then the remaining part
constitutes the waste and is not reused (even if an opportunity
may occur). Obviously in this way the waste percentage provided
does not cover accidental breakages that may inevitably occur
during material installation, so you should always consider a
small additional waste percentage that when an estimate has
done the user can easily set at his sole and unfettered discretion.
4 Detailed: in order to activate this modality you must click on the
checkbox for this option. In this modality, the program calculates
the exact area covered by each type of material (tile, parquet
flooring, linoleum, etc.) and according to it, it gives the exact
number of tiles needed to cover the area as if there were no
waste.
r Enable sound support
It allows to activate/deactivate the listening of audio support
messages that leads the user with advices about how to work in
specific operative contexts. In order to hear the audio messages it’s
obviously necessary to have an audio card and the connected
audio boxes (or earphones).
r Show dynamic tips (Tooltips)
Enable/disable the display of short messages when the mouse
cursor touches sensitive areas such as controls and design
elements (e.g. walls).
r Management (opening and saving) of External Project Files
The stand-alone version offers the opportunity to break free from
the use of the database as to project files. The checkbox allows
you to choose whether to save the projects in the database
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application (traditional method used in earlier versions) or to use
external files (.pjp extension) that can be saved in any folder in
your own computer or somebody else’s in the network. In this
configuration, a double-click on a project file allows you to run the
program by uploading the selected project
r Continuous perimeter Tiling
When this option is enabled, the tiling work on the walls of a room
can be done so that, once at the corners of each wall covered with
tiles, we suggest you to proceed to the next wall using the
remaining parts of the tiles that must be cut as shown in the picture
on the right. If this function is disabled, at any corner the next wall
is covered by restarting from the whole tiles (see picture on the
left).
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4 Original tiling level: the starting points of the single tiling (the
symbol “«” identifies the origin and development from right to left,
whereas the symbol “»” shows the development from left to right) and
their level as to the corner of the wall are indicated. In the previous
image, where an example of tiling with two vertical strips (identified
with tiles under the number 5) can be seen, the red arrows highlight
this option.
4 Element level: enabling this option the levels of any piece of
furniture placed against the wall will also appear in the technical print
fixing. In the image above the blue arrows indicate the levels of both
the sink and the mirror.
4 Numbers of tiles in technical prints: with this option the tile
schematic representation (shown in black and white) goes together
with an automatic numbering that links an identification number to
each type of tile. Next to the representation of the tiled surface, a
scroll shows the graphic and personal details of each tile. It may
happen that the numbering appears to be a cumbersome presence:
for this reason you can disable it in order to obtain a more essential
print.
In the Text section, using the special buttons, it’s possible to set the
kind of font, font size and standard colors, both of the dimensions and
of the texts. It’s anyway possible to change the standard values any
time one activates the insert functions of dimensions and texts.
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In the Print section the
Company personal
information button lets the
dialogue box to be opened
allowing to enter personal
data concerning the
Company: data appears
automatically in the print
scrolls.
In this version, fields have
been added for registering telephone number, fax, e-mail and tax
number.
For those who customize their print-outs, the TAGs to be used in order
to place new information in the template XML files are:
@USER@TEL@
@USER@FAX@
@USER@EMAIL@
@USER@PIVA_VAT@
Measures
It allows to set the Unit measure one wants to work with (millimeters,
centimeters, meters for the metrical system; inches, feet for the Anglo-
Saxon system), the number of decimals one wants to use for each
listed unit measures.
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In the
upper right
part there
are the
settings
concernin
g the
standard
values of
the
parameter
s that define the grid displayed in the Layout window:
activate/deactivate of the grid (Activate) and the dimensions in mm. of
its coordinates (range X and range Y)
Besides that you can find the following two fields: Curves splitting
string necessary to create niches, arches and curvilinear walls and
Incremental rotation Step (+/-), a value in sexagesimal degrees that
represents the dynamic rotation angle when cursor elements are used
and both the + and - .keys are pressed.
Layout
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This section allows to outline some typical elements of the layout.
Background color of the Layout window, width color of the walls of the
active room, as far as the Group Colors is concerned. Under the
Walls group you may find two fields where the standard height and
thickness of the room walls can be set. These are the values used by
the program when creating the project: these values can be changed
at any stage of the project.
Under the Lights group you can choose to visualize the lights in the
layout (through a graphic schematization) and their standard height.
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navigation: Generally, this requirement occurs whenever the
graphics card or graphics mode of the program are not compatible
with DirectX specifications. It can also be enabled whenever the
normal navigation is little fluid or very slow, a problem which may
get stronger when dealing with projects on not adequately
performing machines. You can dynamically enable and disable this
option, directly from the browser window, using the F7 key.
r Predefined Animations
It allows the use of a continuous movement whenever a
request to view the scene from one of the predefined
command by the same name in the dialogue navigation
window is enabled. When this option is not enabled, the
new display appears immediately, without any
simulation of the movement.
r Opening navigation window to load the project
it allows to automatically open the navigation window together with
the layout window when loading a project. Even in this occasion if
one works with particularly complex projects it could be useful if the
navigation window doesn’t open at once, as the generation of the
scene, before displaying, could require some time (even if just a
few seconds) that one could not be willing to wait for, if not just
before having made a change. It is always possible to open such
window through the special functional keys. It is as well possible to
interrupt the generation of a scene in the navigation window using
the key ESC .
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In the two images on the right one
can see the effect with the visible
walls (high) and with the invisible
walls (down). In such cases, for
instance, the display of the outer
walls could be more appreciated.
Anyway there is an alternative
chance that can be used keeping
the display of the outer walls
active: the one that allows to “hide
the walls one by one” (see
“Errore. L'origine riferimento
non è stata trovata.” at page 87)
and to have consequently the chance to keep on watching inside
the room without
losing sight of the
walls in their most
realistic structural
representation, so
as it is in this last
image.
r Panoramic image
size
The numerical value appearing in this field
and editable via drop-down menu, shows
the pixel size of images produced by the
360 Panoramic view function that generates a panoramic video
clip scene from the current point of view. So, if you want to have a
high-dimensional video clip, you must choose a higher value (e.g.
1024). What has been here specified, it also applies to the "Create
panoramic view ..." inside the dialogue box that is used to
generate image rendering.
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setting is automatically enabled at the first run of the
program giving the possibility to use the advanced
rendering engine. The availability of advanced rendering
engine influences the advanced navigation and may
therefore benefit from a sustained improvement (see
"THE VIRTUAL NAVIGATION WINDOW" on page
98). If this option is enabled, the Default display is also
available which represents the setting choice of standard
photographic exposure (Preset), with which the dialogue
box opens to create rendering.
Standard it is the mode that has used the traditional Web browser
engine since its earliest versions
The Joints section allows you to once you have the rights to enter
them. in order to highlight even more clearly the grid formed by joints in
the tiled areas. Actually, it can sometimes happen that as for the poor
contrast between the tile colour and the joints, or the choice of fixing
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with zero joint, or special lighting situations, some views do not make
sufficiently clear the presence of joint lines among tiles. By activating
the "Highlight joints" checkbox you may obtain more pronounced joint
lines. By using the Opacity parameter the marking impact degree can
be determined, where 100 is the maximum and 10 the minimum; the
effect 0 is obtained by disabling the aforementioned checkbox. The
effect is visible both at navigation and in rendering: you may
dynamically enable or disable it by the F9 function key.
Hardware key
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This section allows you to manage optional enabling modules with the
possibility to effect entitlements once you have the rights to enter them.
On the left side you may find the list of the enabled modules, whereas
on the right the identification code of the key and the field in which any
codes may be typed by pushing the Enable button to allow you to enter
optional functions.
Registry
Events
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This section allows you to view events occurred during the processing
of the program. This is a technical section with specific information
which may be useful in certain technical contexts to understand the
origin and cause of any not regular behaviour. The Send a file button
automatically forwards the file (provided the Internet connection is
enabled) to the Maticad technical support.
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“Live!” Window
Projects
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planning, both to realise new projects, panels or displayer boxes, and
to open already saved projects from the modify project area.
Catalogues
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Clicking on the button “SEND REQUEST”, an
automatic require is sent to the manufacturer
who will weight up the require and if the applier
is a person or a well known firm, he will
manage to enable the consultation of his own
catalogue for the applier.
The user will
receive a
personal
message to
inform him that
the
consultation of
the catalogue
has been
authorised, or if
not, that it has
been refused.
For each manufacturer it is possible to display the list of all the series
and collections that can be selected one by one through the special
tick box, or through the button Select all.
The button Deselect all allows to delete all the eventually made
selections, while the button Add to cart confirms the choice of the
selected series, listing them in a virtual cart waiting for further
selections before downloading the required material.
It is always possible to check the situation of one’s own selection
entering the page CART.
Here it is still possible to modify the selection deleting it completely
through the button Empty cart, or deleting the single items through a
click on the symbol .
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A symbol on the toolbar
of the operating system will appear
during the downloading and a message
notifies the beginning of the downloading. Besides, you can see the
download state of progress via the
Transfers command of the
Live! group in the toolbar. A
dialogue box opens showing the
current status.
Once the download is complete, a
notification message on a green
background alerts the user the
required elements are ready to be
installed. By clicking on the Install
elements link the installation is processed.
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Online E-Learning
Training has always been one of the factors that enhances a business.
This is even truer in those areas where you need highly qualified
personnel, capable of giving an adequate emphasis to a service, such
as design planning, where high working knowledge is very important.
DomuS3D® allows the user to take advantage of various services such
as technical assistance, catalogue shared management and also
training. Although you may find trained staff who can make a
customized “tailored” training even at the Customer premises both in
Italy and abroad, Maticad suggests you to take part in the customized
courses only after having completed the online training. It is the first
training unit which was made to satisfy both the expert users and those
who come to interior design for the first time. After the online training,
you can pursue an individual path (if necessary) which will give
prominence to design aspects whose main aim is to provide this
essential service to final customer.
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Although the screen size and resolution of graphics cards grow higher
as technology evolves, it can happen that space available to view
video clips may be insufficient: May it occur, we suggest you to reduce
temporarily the Components windows and Preview Program. You
may achieve it by clicking on the symbol shown in the image aside. If
you want to lock the window again, just enable
it again (by placing the mouse on the
Components tab and/or Preview card) by
clicking on the same symbol.
Although we suggest you to lock them in
position always visible as you need to use them
frequently while working on the project - as their use by the drag&drop
technique drastically speeds up the process - it is also true that they
may be "uncomfortable" during online training stages. It is important to
know how to hide them temporarily in order to save space on the
screen (actually, this 'technique' could also be useful even when the
project is over, when you had to navigate it with the customer: it may
be possible to have an even larger window).
Once you select the videoclip from the menu in the
functionality to be explored, you can start using the control
bar available
at the bottom of the
window, where you can
find other controls such
as pause the video,
rewind and watch a
portion. In order to return
to the video select list,
you can use the Back button, whereas to close the E-Learning section
and go back to the homepage of the program, you can select the link:
Click here to return to the LIVE PAGE.
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Managing the components and preview window
Beside the planning window you can find the windows Components
and Preview that surely make quicker the choice and the introduction
of project elements in the working area.
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The Data about the Tiles
is made up of:
Manufacturer,
Series/Collection, Format.
By clicking the Mouse
Right button on the
Pieces of the furniture of
the component tree, you can select one of the possible sorting
methods available listed in the contextual menu.
The Data about the Panels is made up of : Manufacturer,
Series/Collection.
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The structure of the rooms, finally, is to be found in the list of rooms
geometries that can be created by the user and saved in this list, so as
they can be easily deleted. This type of element makes the distribution
of multirooms environments much easier and can this way drag in the
working area, new environments bringing them near the already
present ones in a very easy and intuitive way.
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Suppose you want to restore the
Components window to its original place,
click and hold down the Left Mouse
button on the title bar of the window. In
this way the window is docked and as you
move the mouse a blue rectangle
simulates the new position. The program
displays some blue arrows inside the
program window. By moving the cursor
over any highlighted arrows, the window
cursor stops in predetermined areas. The
centre-left arrow brings the Components
window back to its standard location.
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Self-saving function
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Integration with EURECA2008
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We recommend that you contact Maticad for further and more detailed
information on technical and commercial conditions on the integration.
NOTE: there are different levels of access to the database, structured
according to the fee myself, some of the commands may be bound
(available or not) the type of user profile that the customer has
activated with the provider of database.
How to use
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Automatic search project: automatic search in database and direct
part in the previous pages, it can also be activated once the furnishing
elements has already been included in the project. From the layout
window, pressing the right mouse button on the item, in the context
menu are available the same commands mentioned above. The
following image is an example of a technical sanitaryware, on the
following pages, however, we will have the opportunity to see the
information page on.
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As you can see, the
technical sheet
presents all the
necessary
information to both
the administrative
staff note the details
for sale, in fact
replacing all
previously printed
documentation that
employment should
be shelves full of design offices. Now, all this information is just a click
away.
If you select the link
DOMUS3D shown in
the picture (although,
that has already
opened the project of
destination) the
article is included in
those specified-ties,
at the start of the
internal project
budget.
We must always
remember that these
articles are not
removed from the
estimate if you were
to select the Initialize
and Recalculate
command.
We therefore suggest
to use the
Recalculate only if
you intend to
maintain the items placed in a non-graphic.
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CREATION OF A NEW PROJECT
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New Project
The realisation of a
project can be starter
both using “New”
command from the
“Home” menu and
namesake buttons of the
Live! Page in the
“Project” area.
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Entering Customer and Project Information
To go on with this function, select the New project... command from the
File menu, indicating the type of project you want to make, single
room, multiroom, free hand drawing, etc…
The program shows
several dialog-boxes
allowing the input of
information
associated with the
new project, data will
then be used in the
various displays and
printouts as well.
The project is
automatically
assigned a univocal
code that the user
cannot modify, which, in addition to identifying the project, also
identifies the related financial estimate.
Apart from the Customer name and Project date, all other information
is optional and may even be entered only partially and/or later, with a
special data updating function.
Project
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Delivery date expected delivery date of the supply;
Customer
Discounts
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Discount 1 [%] first discount percentage in cascade generally
applied to the basic price of all the estimate
items;
Payments
Soft VAT indicator that can be assigned from the table, that
establishes if the customer has the right to a soft
V.A.T. rate;
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Paym.type code-Payment type it indicates the type of payment
agreed with the customer (from the table);
Fixed expiry it indicates the fixed day, in the month, when the
payment terms expire;
First expiry it indicates after how many days from the issue
date of the invoice the first installment is due;
Bank ref. - Bank it gives the ABI and CAB code numbers of the
bank (bank routing coding) the payment is to be
made through;
Shipment
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Miscellaneous
Note
Interior decorations
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decoration button to access the layout, insertion, printing and deletion
of the Interior decoration images functions, through the Interior
decorations project # xx window.
Once data have been all entered in the dialog-boxes, the program
sends you back to the main data insertion dialog-box that is the
Projects window. Here it is possible to confirm the insertion of all data
(with the OK button) and pass on to the function of drawing the new
plan of the room.
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Room layout drawing: Manual drawing
After entering the project’ data, it opens the Plan where you can
proceed with the design of the geometry of the peripheral
compartment.
This is the standard way to design the floor plan, making use of
functions typical of CAD programs for drawing two-dimensional
geometric entities such as lines, arcs, circles, polylines. To realize the
design of a plan need to create a polyline is drawn as a single entity,
and assembling and stitching together several individual entities
present in the design and then generate a space or an object by
extrusion.
In order to access to the CAD Tab it’s enough to activate the card
available in Ribbon and select the commands related to the needed
geometric entity assembled on the ground of their functions
Draw Group
Line
It allows you to draw a line indicating the starting and final points.
There are different ways to insert the points for the drawing of 2D
entities:
4 Through the selection of the left mouse button inside of the layout
window to indicate a generic point (in case using snap).
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In order to move from a share (editable unit) to another one it’s
necessary to use the button TAB .
The specified share of the second
point includes the possibility to
indicate the value, in degrees, of the
angle that the line forms with the axis
of abscissa in clockwise direction.
The use of the commands is simplified by messages shown on the
screen, that suggest to the user which operation must be
accomplished.
While tracking the ORTHO mode can be enabled allowing you to
draw horizontal and vertical lines. You can enable and/or disable
this mode either by clicking the O key or by clicking
with the Left Mouse on the function button of the status
bar shown by the arrow in the image aside.
Circle
Arch
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4 Tangent-Point-Radius: draws a tangent arch to a line available in
the layout window. The tangent point has to be one of the two
extremes of the line, and it is, at the same time, the starting point of
the arch. After the introduction of the radius length, the command can
be terminated specifying the width of the angle.
Polyline
A polyline is made of a
sequence of segments
connected to create a unique
object. In order to draw a polyline,
after we have selected the related
command available in Ribbon, it’s
enough to indicate the initial point
and afterwards the final points of
the other segments that composed
it.
You can create straight line’s
segments, arches or a combination of
both. Typing the right mouse button
while the command is still active, the
contextual menu with polyline options
appears where there is also the Arch
command that allows you to draw an
arch indicating the final point. By
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selecting Arch the program allows to create arches tangent to the
previous element of the same polyline.
In order to come back to the “Line” tracing mode, you can right click
the mouse again: in the
contextual menu the
alternative function to the
current one (in this case
“Line”) will be available.
The function Stop allows you
to stop drawing the entity.
After designing at least three
points of the polyline, if you
select its first point the polyline closes automatically.
Similarly, the Close option of the contextual menu joins the last point
of the polyline with the first one.
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The Polyline from selection button allows you to obtain a
unique polyline from the selection of more entities. In order to
join entities between them, it’s necessary that the endpoints of
the single objects coincide with those of the adjacent objects.
In succession the list of the objects that can be joined between them to
create an unique polyline:
4 lines
4 arches
4 open polylines
Text
Level
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You can enter dimensional levels between two specified
points, as well as perform the room
automatic dimensioning. Once the Level
command has been enabled, a
dialogue box opens where you
can choose the parameters in
order to define its graphic
aspect. On the left column the
"Terminal Type" choice options
define the type of graphics
assigned to the line ending, indicating the
distance between two level points. Here aside all
the available possibilities are shown.
The "Type of alignment" options determine the
level
development direction and,
consequently, the numerical
value of the required distance
is equivalent to the length of
the dimension line. As the
picture aside clearly shows,
when the dimension between
two points along an oblique
direction is shown, the
horizontal and vertical levels
show the projection of the two
points along their respective orthogonal directions.
The "Level Fonts" button allows you to select the type of
character among those available in Windows as well as the
size and color.
The "Draw reference lines" checkbox allows
you to enable/disable tracing the side lines that
are perpendicular to the level line and start from
two level points, that indicate their exact position.
You can edit a level dimension: by clicking the
right mouse button on the text entity, you will
enable the contextual menu that offers the
possibility to move its position, delete it or create
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a duplicate. By using the Properties option you can redefine all the
features through the same "Level setting" dialogue box by which it
has been created.
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selection window are selected. Concerning the elements not entirely
inside the selection window, they are NOT selected if the selection is
made by dragging the cursor from left to right (sample of the left), while
are selected if the selection is done by dragging the cursor from the
right to the left (sample on the right).
All the selected entities are represented with sketched lines; including
“center” point related arch and circle.
If you want to unselect all the selected entities you can use the ESC
button, while in order to remove from the selection one or more objects
previously selected, it’s necessary to keep pressed the SHIFT button
together with the left mouse button.
Status Bar
While you are working, it’s possible to activate and deactivate the
orthogonal alignment and the snap modality, whether to display or to
hide the grid, as well. In order to temporarily activate or deactivate
these functionalities you can select the buttons of the status bar
through the left mouse button. Moreover
selecting with the right mouse the fourth status button, you can set
the actives Object snap. They can be very useful in the drawing steps
of rooms.
The using of snap makes more efficient and faster the drawing
because it allows to specify accurate positions on the objects already
inserted in the layout window, for ex. To draw quickly a line that it
passes through the centre of the circle or through the midpoint of the
polyline
segment.
In step of a
polyline
drawing, after
having shown
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at least the first two points, all active snap on the entity itself are
recognized.
By default, a mark and a description are displayed when the cursor
moves on a position of a snap of an entity 2D.
In the following table you can find available snaps together with their
graphic reference and description.
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Symbol Description
Modify Group
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selected, the object (or objects if multiple selection) is coupled to a
cursor and by moving the mouse it can rotate interactively.
Alternatively, you can type the numeric value of the rotation angle.
4 Scale: it allows you to enlarge
and/or reduce the geometrical
elements. Once the element has
been selected, you are asked to
indicate the point at which to make
the rescaling. The next request is
the scale factor.
4 Mirror: it allows you to create
a mirror copy of the selected
geometric elements with
respect to an axis of
symmetry to be defined.
Once the element has been
selected, you are asked to
indicate the first point of the
axis of symmetry: after a click and by moving the mouse, you can
dynamically see the specular copy moving towards the position of
the second point. A second click determines the final positioning of
the specular copy.
4 Trim: allows you to break objects until the intersection point. The
command requires the selection in sequence of the cutting entity
(that it defines the cutting border) and the object to trim. Lines are the
unique cutting entities allowed. If you start the command having
previously selected one entity (line), this is considered as the cutting
object; therefore only one click will be requested: the one on the
element that has to be cut.
4 Extend: allows you to indicate an entity towards which extend an
object. The first selection indicates the target object while the second
the entity to extend. Both entities must be lines. If you start the
command having previously selected an entity (line), this is
considered as the destination object, therefore only one click will be
requested, the one on the element that has to be extended
4 Fillet: joins two lines with an arc tangent to them of the specified ray
of the user. The fillet ray coincides to the ray of arc that it joins the
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items. If you set the fillet ray = 0, the items connected will be
extended until their intersection.
4 Chamfer: joins two lines with a diagonal. After having shown the two
entities that must be smoothed, you will be asked the distance from
the chamfer you want to cut the lines to.
In the case of overlapped entities, when selecting one of them with the
left mouse button, a selection window allows you to specify
which entity you want to refer to. Moving the cursor on the
name of an entity available in the list, will highlight it in the
layout window, making it easier to understand which
selection you’re going to make.
Layer group
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circles into significant points of the selected entity. Dragging them you
can stretch and rotate such objects.
Acting on the handles of a line it’s possible to resize it indicating the
new width and angle in the dynamic input field.
Another option to do the same is
to move a line selecting it
wherever in its length. Selected
objects can be moved indicating
destination point.
Dragging a point that it is on the circumference
of a circle you can modify the dimension of the
ray; for a detailed measure use the input box.
The indicated distance is measured by the
centre of the circle and not by the selected
point.
The dragging of the central point of a circle
allows you to move the entire entity.
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4 Delete: removes the selected entity from the drawing. In order to
delete more entities, after having selected them, you press the DEL
button of the keyboard.
4 Copy: allows you to create copies of the
selected object to a definite distance from
the original position and to a definite
direction compared to it. To move objects
accurately you can use coordinates, snap
or dynamic input.
4 Offset: creates a new entity with the
same shape of the one selected, to the distance specified in dynamic
input. Offset of a circle or an arch creates a bigger or smaller circle or
arch, depending on the specified value of the offset.
4 Rotate: rotates the selected object
around base point. The axis of
rotation goes through definite base
point and it’s parallel to the Z axis
(vertical to screen). To rotate the
objects accurately you can specify the angle of dynamic input.
4 Scale: allows you to reproduce the selected entity bigger or smaller
than the original one. To scale down an object, you must specify a
base point and a scale factor. If the scale factor is bigger than 1, the
object is enlarged, if the scale factor is from 0 to 1, the object is
reduced.
4 Mirror: creates a mirrored
entity referred to the
selected one, and also
referred to the linear axis
you will specify. This
command is also useful for
creating symmetrical
objects, because you can
quickly draw half of the object and replicate the mirrored, missing
half.
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will be applied considering the selected entity respectively as a cutting
object and as destination.
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Room layout drawing: Rectangle
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Room layout drawing: One-room
This way of tracking the plan was the standard method used in the
early versions of the program. The main feature of this mode is to
provide a guide and sequential tracking of the individual geometric
entities that define the perimeter of the room, without any possibility to
interrupt the sequence, which must be closed by returning to the
starting point. This function allows the program to define and introduce:
4 the height of the single walls expressed in mm. (with the possibility of
indicating different heights as well, in the case, for example of
mansard roof);
4 Through the (Undo) button you delete the last point inserted in
order to re-define, if an error occurs, length and/or height of
previously set walls. This operation can be repeated in sequence up
to delete all walls, going back to the first point inserted.
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4 Select the (Orthogonal point) button to
build a wall perpendicular to the last one
traced. After having selected the
command, indicate the following
information in the boxes of the Diagonal
Point window:
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4 Select the (Angled posit) button to
build a wall of which you know the length
and the angle with respect to the
previously traced one. After having
selected the command, indicate the
following information in the Angled posit.
window:
4 Value of the angle (in degrees): it is
the corner that the wall forms together with the previously traced
one;
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Inserting more rooms
4 By the Polyline button into the CAD ribbon: the same command to
create a new room (see “Room layout drawing: Manual drawing” at
page 57). Creating a new room next to the previous, remember that,
your line will be the internal wall and thickness of the wall will be
external of the shape. So, to create a second room with the same
thickness, we suggest to draw the polyline starting from the external
line related the thickness of the previous room. In the example shown
in the picture above, you can see the sequence of dots that compose
the second room having two walls and a half in common with the
existing one.
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one to be represented, in order to adjust it through the commands
that allow to modify the room.
4 Once the room has been taken and dragged in the planning area it is
possible to make the cursor shift among the edges of the geometrical
figure through the P key in order to place the cursor on an edge
meaningful for the insertion.
If then this room has to be placed adjacent to another one, one can
see that coming with the mouse cursor closer to the sides of the
already laid room, the cursor object tends to have automatic
rotations trying to adjust the other room.
Besides, if the two edges have to coincide, it can happen that
coming closet with a correct rotation, when reaching the edge the
rotation changes all at once in an unwanted way.
When there are more rooms in a project, there is just one active at a
time. The active room is the one where the tilling functions operate. In
order to activate other rooms just click twice inside the room to be
activated.
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Loading CAD floor layout in DXF format
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Among the commands available in the contextual menu, one enables
you to apply a scale coefficient to the imported CAD drawing. Actually,
the DXF file is not always from a program that is using the same unit,
so you should always check the size of the drawing that has been
loaded and possibly proceed with all the necessary rescaling with the
Apply a scale command.
In the contextual menu there is also a command which enables you to
define a new room by selecting lines of imported CAD files that define
the partition walls (Trace new
space command), or enter the
properties window.
Among the available options in
this window, it is possible to
delete or hide unwanted layers
(levels), edit colours, add more
construction lines to the available
layers.
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Modifies to be applied to the rooms
Clicking with the right key of the mouse inside a room, there is the
special context menu to be seen
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Modify floor tiling It opens the window “Modify tiling” with the floor
of the active room at disposal while modifying.
Delete floor tiling It deletes the tiling of the active room after
requesting a confirmation.
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of photorealistic images it’s necessary to use this
command to hide it. Il comando Elimina
materiali serve a rimuovere eventuali materiali
(texture) assegnati al soffitto.
Much more articulated are the changes that can be applied to the room
geometry.
First of all it’s to be noticed that going with the cursor on the inner side
of a room wall the side is highlighted and the information about its
length appears.
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The outer widths of the walls are not active entities: as far as the
management of the rooms geometry (theme of this paragraph) is
concerned, the reference active entities are always the inner walls.
Clicking on the right key of the mouse on an inner wall the context
menu Wall appears.
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seen in the second image
it is possible to “move”
one wall free and to gain
such results. Through this
function it’s easy to
enlarge or narrow the
room dimension.
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“How to insert furnishing elements into the
room” at page 114). If a niche or an opening are
created in an already tiled environment, the new
surfaces are not tiled. . In order to have them tiled
just apply the covering of the environment again
after their introduction in the project.
New niche
Not to be confused with the real niche described
here above, this function, not properly called this
way, makes an “U” shaped extraction in a wall.
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By enabling the command, the following dialogue
box will appear in which the level (B) Elevation is
the final height of the selected wall whereas the
level (D) is the current height of the room ceiling.
In order to determine the inclination percentage,
you may provide either the angle of inclination (A)
or the depth (B), i.e. the horizontal projection of
the inclined section. The thickness (E) is relevant
if you want to use special roof windows (Velux
type).
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Zoom video It allows to make zoom operations listed in the
submenu: zoom max makes the project area as
big as the screen; zoom allows to make a part of
the area bigger defining with the cursor the two
points of the enlarging rectangle.
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horizontal direction and activates the possibility of
typing the measure of the distance horizontally
towards the fixed reference point. At the second
click it blocks the vertical direction enabling as a
consequence the chance of typing the measure
of the distance vertically towards the fixed
reference point. In both cases just start writing
the first number of the value that indicates the
distance so that the special window opens. It has
to receive the measure in input. Confirming
through the key ENTER, the edge is placed in its
new position.
Delete The selected corner is deleted and consequently
the two adjacent edges connect themselves to
the deleted one.
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Project context menu
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even If the “disaster recovery” function should
avoid this chance.
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THE VIRTUAL NAVIGATION WINDOW
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In the project phase the Navigation window is as
useful and important as the Layout window
where it is possible to explore the space
represented in three dimensions and understand the current status of
the project.
If the computer you are working on is equipped with an enough
performing
graphics
card, you
can
configure
the
navigation
by
activating
parameter
s such as
Transparency, Reflection and Antialiasing. The active Shader
requires high performing cards. Actually, each parameter requires
more computer resources and during the configuration process it is
possible to say that everything was all right when you can notice fluid
movements while getting into the scene. Obviously, this fluidity also
depends on greater or lesser weight of the individual project, but just
because of this the user can reduce or increase the quality of
navigation according to the different situations.
A further level of downward adjustment of the quality for a more fluidity
consists of enabling, if necessary, the "Movements in wireframe
mode" option. When this option is enabled, the scene visualization is
skeletal, that is "in wireframe” while we move. Then the scene returns
in full colour as soon as we stop.
Finally, only if you have graphics card with elementary features (for
example, little performing computers only for Office Automation or
even laptops and netbooks with integrated graphics chips on the
motherboard) you may be "forced" to use the last stage of
simplification, by activating the "Wireframe" option. In this way you can
only have a “Wireframe” navigation mode.
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Navigation
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scheme. If you stop the mouse over the needed surface, then press
the right mouse button, you’ll see a context menu referred to that area:
select Modify tiling in order to access the front-view window (be
careful: if you’re navigating from outside the room, it is possible to
interfere with the hidden wall. It is hidden, indeed, to your view, but it’s
still in front of you, hence the system could put you through this area,
which is not the needed one. To solve this situation, move again the
observer and step inside the room before right clicking again).
Navigation quality
In order to make the virtual walk more and more realistic, you can
adjust the graphic quality of the scene shown in the navigation window,
also considering the hardware performance you are using through the
following effects:
4 Advanced Shader manager for tile products
4 Anti-aliasing
Anti-aliasing effect
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In order to improve the graphic viewing of the image, the new release
can include Anti-aliasing effect too while navigating (the power of the
graphic card may be relevant in being able or not to use this effect).
This effect (as better explained in the section about the advanced
rendering engine) allows you to improve the clearness of the image
reducing the effect of aliasing (segmentation of the oblique lines).
It can be
activated
inside of
the
Options
window,
together
with other
parameter
s already
known like
transparency, reflections, shadows, and it can be regulated through a
slider with 3 different levels: low – medium - high.
The increase of this parameter to the high quality causes the loss of
performances in speed, that can depend on the characteristics of the
available hardware (graphic card).
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Perspective views of the room
4 the top left area contains a front view representation of the room and
the tools to determine at cursor the height of the observation point. It
is possible to set the height from ground both of the eye and focus by
entering their dimensions in the special Eye dimension and Focus
dimension fields.
4 the bottom left area contains a representation in plan of the room and
the tools to determine at cursor the position of the observation point
(eye) and of the focus that helps in defining the shot direction;
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4 the top right area represents a kind of Preview of the perspective
image: this is updated by clicking with the LH Mouse at any point
inside it;
4 The bottom right area contains the command keys to set the
parameters of the perspective view.
4 In bleu, the view cone describing the portion of the room that will be
shown in perspective;
4 The point of view (focus) indicates the direction of the sight and then
of the shot. The position of the point of view can be hooked at cursor
and modified by keeping the LH Mouse pressed.
As already said, once this operation has been completed, in the top
right area it is possible to get a Preview of the perspective view in wire
frame mode. The preview view may be completed by the
representation of any inserted elements by pressing the LH Mouse
into this window.
The bottom right area allows to modify some parameters that affect
both the type of view and the optics applied:
Type of view
Fix views
When the best shot has been chosen, by selecting the OK key you
generate a new view by opening a new window which is automatically
assigned a progressive identification number xx, with this number it
takes the name of Perspective view # xx.
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Please note that in the Perspective view windows the graphic
symbols of the included elements are displayed in "wireframe" that
shows only the object outlines.
Whereas, to get a real image of the same objects, that also
shows the surfaces and colors, it is necessary to get to realistic
rendering through the Navigate function.
In the bottom part of the dialog box there are five buttons that are
associated with the following functions:
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Quit this function closes the Views dialog-box and
confirms all the operations eventually done.
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Default View
From the Navigation window you can choose some Default Views by a
function command in the "3D Views” group.
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INSERTION OF OBJECTS AND
FURNISHING ELEMENTS
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Free shape object drawing
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Insertion of furnishing elements
Inserting furnishing elements into the room has the twofold objective
of:
Positioning objects in the room is possible both on the plan and in any
perspective view; the second case is, however, more complex than the
first one therefore it is recommended to work on the plan, provided the
correctness of the object elevation in the perspective views has been
verified.
Working from within the Layout window, there are three possible ways
to activate the insertion function of furnishing elements into the project:
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4 by using the Inclusion into the project right function button
from the Pieces of furniture group of the Layout ribbon it
leads you to the following dialogue window:
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4 Search through code or description of the element is done by
enabling the Details box, entering the appropriate text in one of the
above said search fields and then pressing the Search button. It is
possible to use the “*” and “%” jolly characters
4 A search in alternative to the previous one but disabling the Details
box, is the search by typology, manufacturer and destination.
Each time one of the values among the three is set, automatically the
list of items satisfying the criteria set is updated.
By enabling the Preview box, the items listed in the current selection
area can be displayed. If the point of view is not good, it is possible to
rotate the object displayed in Preview through the two Rotation special
buttons that are under the preview window.
The Elevation and Rotation boxes that are above the preview
window, allow to respectively set the height from the ground and the
angle of insertion in plan according to the classic trigonometric
measurement standards in clockwise direction.
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Selecting the OK button from the Dimensions window to confirm the
choice and any modifications, the program makes the symbol
corresponding to the chosen object available at the cursor in the
Layout window.
4 visual positioning;
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Elevation of the element
4 press the R key to obtain an elevation with respect to the level of
the floor equal to the value in mm. given in the Rotation box
4 press the H key to obtain an elevation with respect to a previously
inserted reference element; in this case it is necessary to select the
element chosen as reference with the LH Mouse (the RH Mouse
cancels the function of relative elevation).
The element can be moved inside the room by dragging it with the
mouse and defining its position visually, even with the possible support
of the grid beneath (if it is active). When the element is at cursor, the
S key allows to enable/disable the grid.
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window with the Rh Mouse while the element is still at cursor
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projection on this line of another significant point
chosen with the LH Mouse.
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Insert furnishing elements in navigation view
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Insertion of groups
10. the elevation expressed in mm. of the group with respect to the
floor (see similar Elevation of the element in “How to insert
furnishing elements into the room” at page)
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PANELS
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The panel is the model, related to a reference surface, for laying one
or more products for wall and floor tiling, products that can also have
different formats to each other; it represents the laying plan that will be
used to automatically tile the surfaces of the room.
It can be composed of several belts, each one will be associated with
the necessary information (format used, origin of the belt, height of the
belt, angle of rotation of laying) to allow the development of the entire
panel over the walls and on the floor.
The Panel database also provides information on how each single belt
forming the panel develops:
4 angle of rotation in laying the components (for belts with laying at 45°
or 90°);
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4 type of laying used (side-by-side, alternated, chequered, etc.).
It is the panel composed of just one belt, where the tiles can be
different to each other in format and/or color; the “floor panel”
option activated allows to extend automatically the panel to the
entire room independently of the shape and contents of the drawn
layout.
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Panel for composition
Select the New... command from the Operation panel button to create
a non-existing panel in the database; the creation function goes
through 2 phases:
By means of the
Panels window it is
possible to indicate all
the information of a
descriptive nature
distinguishing the
panel, the meaning of
the fields appearing in the Panels window is the following:
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Specification Field of free description containing, for example,
a more detailed definition than the first
description field; in the case of a customized
panel it can contain the color variant of the
product indicated in the first description.
The above listed fields, as well as characterizing the panels from each
other, are useful references also when searching in the database.
Once the panel information data have been confirmed, the Modify
Panel # XX window is activated, showing:
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As described above, a panel can
normally be split up into several
belts of variable height that, put
together, represent the model or
plan for laying. Due to obvious
needs of repetitive distribution
along all plane directions, the
panels for floor must necessarily
be composed by only one belt.
Defining the height of each single
belt also determines the overall
height extension of the panel
which is displayed by means of
the graduated scale appearing on
the right-hand side of the panel
and which shows, for each belt:
4 the size.
New
4 indicate with the LH Mouse the position with respect to the existing
belts reminding that the value of the Position box indicates the
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progressive height in mm. reached in the panel and that the new belt
will be inserted immediately after the one highlighted;
4 indicate in the Dimension box the height dimension of the belt (in
mm.);
4 customize, if necessary, the name of the belt keying it in the Name
box;
4 change, with the Grout Color... key, the color of the grout (free color,
color materials median, labor materials color) previously set;
Size
Width
Delete
Empty
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Activate
It allows to enable the insertion of new tiles in the belt selected and
highlighted in the Panel Belts window; the active belt on the panel
can be identified as it is delimited by two green horizontal lines.
Name
Grout color
It allows to modify the color of the grout previously used in the belt
highlighted in the Panel Belts window.
Quit
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4 forced insertion of a tile;
4 visual positioning;
4 precise positioning by means of a reference system.
4 Press LH Mouse to fix the tile at the cursor at the point where it is at
the time of clicking, provided it is within the active belt.
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There are several means to precisely establish the point for
positioning the tile within the belt; access to the specific functions is
made by activating the Pick panel window through the RH Mouse
while the tile is still at the cursor.
Each of the options present, except for the one concerning the
coordinates, requires identifying, with different means, one or more
significant points able to build a reference system with respect to
which to define the positioning of the tile. Significant points mean
specific points of other tiles previously inserted.
Positioning by means of the significant-point reference system can
not be applied if there is no reference point within the belt, that is to
say if you are inserting the first tile.
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Vertical row the tile is automatically repeated for the entire
height of the belt to form a complete vertical row;
this type of laying can be used in special cases
since its wall paneling sequence is not repetitive:
it is laid "only once" in the starting panel only.
4 The first couple of origin points: the first point indicates the starting
point and the second the arrival one. In this way the propagation
direction and a modular repetitiveness distance are defined along
this direction.
4 The second couple of origin points: the first point indicates the
starting point and the second the arrival one. the first point indicates
the starting point and the second the arrival one. In this way a
second propagation direction (that must be different from the
preceding one) and a modular repetitiveness distance are defined
along this direction.
Customized laying, along with the Define Group
command illustrated further on (see “How to
create a repetitive module for the laying” at
page 136), solves all the complex repetitive
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laying problems not provided for in the pre-
existing automatic laying plans.
By selecting the
Automatic Laying
command from the
Panel menu, the
Types of laying
dialog-box becomes
available, through this
box it is possible to
provide all the
information that allow
to obtain one of the
indicated laying plans. In this window there are also some types of
laying already present in the Lay tile command.
The choice of the laying plan is made in the upper left part where there
is a drop-down menu through which you can choose the plan
typology, according to the number of present products and in the box
underneath you can scroll the single plans which graphic
representation appears in the nearby window on the right.
By choosing with the LH Mouse one of the laying systems provided,
both the types of tiles to be used and the images related to the laying
system selected are displayed.
During the choosing phase the program also checks the compatibility
of the formats in relation to the laying system indicated.
Some laying plans in fact want the dimensions of the selected products
and gouts to allow the construction and modularity of the plan.
Some more articulated plans on the ground of their conformation
accept one single value for the grout.
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In the same window there are also the following two boxes:
Rotation
Grout
Belt height...
From the Panel menu it is possible to determine, in the special
Repetition Number box, the height of the active belt, in relation to
a multiple number or fraction of multiple, of a tile already positioned
in the panel. In fact, it is not compulsory for the two reference
points indicated with the LH Mouse to belong to the same belt
whose height is being modified.
Select with the LH Mouse, two points on a vertical axis and
indicate the number of repetitions to be given to the distance
defined by the two points.
Panel Width
Grout color...
From the Panel menu it is possible to modify the color of the grout
of the active belt.
From the Panel menu it is possible to hide the grout of the active
belt of the panel. To display the grout again, use the Grout color...
command.
4 Free color
It shows the mask with the standard colors of windows, that
allow the user to choose the one he wishes.
4 Labor material
It allows to apply a grout color, chosen among the labor
materials present in the database, to the active band.
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Hide panel grout
From the Panel menu, it is possible to hide the grout all over the
panel. To display the grout again, use the Grout color... or the
Panel grout color... command
Once the operations of creating and modifying the panel and/or the
content of the single belts have been completed (see “How to modify
a Panel” at page), it is possible to store the panel into the right archive
to then be able to call it up as a ready solution.
The File menu offers the following possibilities for handling the panel:
Save panel
Save as
Panel data
Delete tile
It allows to delete the tile selected with the LH Mouse; the delete
function stays active until it is deactivated with the RH Mouse
Notice: Deleting a single tile works only if the tile to be deleted has
been laid singly and not by automatic laying
Move tile
Copy tile
Change tile
Tile color
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It allows to change the color of the selected tile with any of the
colors chosen through the Color panel. Changing color is only
possible on neutral tiles in the following mode:
Move group
It allows to move, within the active belt, the group of tiles enclosed
or even partially intersected in the rectangular area of the selection
made with the LH Mouse. The group will be moved to a point
identified by the distance defined throught the Delta x and Delta y
boxes with respect to the current origin of the group.
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TILING
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Once the insertion and positioning of furnishing elements is finished,
the tiling phase can begin.
The program flexibility allows both to obtain very fast solutions, using
the automatisms present at various levels, and to propose customized
solutions by means of manual laying or modifications to the standard
solutions.
We here briefly remind you of the concepts that lie at the heart of the
automation of the tiling function:
15. all the surfaces belonging to the floor and to the walls inside the
room are normally tiled; there is however the possibility to singly
indicate the walls that are intended to be tiled;
16. the following elements located in the room are normally tiled
(unless the contrary is expressly indicated):
4 objects;
3. You can apply tiling using both tiles and panels previously saved;
The fixing of tiling materials can be done in several ways: from the
"classical" ones achievable through the working windows where you
operate with two-dimensional mode, always present in DomuS3D®, up
to the most dynamic and recent function, via drag & drop within the 3D
navigation. In the discussion of the different methods we will start with
the first then at the end of the chapter we will pass to those of greatest
interest in terms of simplicity and immediacy of use.
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“Classical” Room tiling
4 Environment tiling;
4 Floor tiling;
4 Walls tiling;
4 Objects tiling;
4 Rooms tiling.
Environment tiling
By selecting the “Tile room” button into “Wall” command group of the
“Layout” ribbon, the wizard for the automatic tiling of the room starts.
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On the left
side of the
dialogue
box you
can
choose a
floor panel,
whereas
on the right
side you
can select
a wall tiling
panel. In this way, once the choices by the OK button have been
confirmed, the program provides to the room tiling and opens (if not
already opened) the virtual navigation window where you can check
the result of the operation.
Floor tiling
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Then, through a notification in the message area
on the lower left side, you are prompted to select
the wall from which to start the tiling. Then you
must specify one of two corners of the indicated wall (point 1), in so
that the program can uniquely determine the fixing direction
(perpendicular to the top selected) and the exact pace where the first
tile must be laid (point 2).
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Walls tiling
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Covering areas and perimeters
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Tile Area
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ribbon thickness from the tile vertical dimension (in case of Fixing
tile) or the panel height (in case of Fixing panel);
4 Determine how high the surrounding belt has to be, by means of the
Belt height box, keeping in mind that:
4 activating (þ) the Panel box with the LH Mouse, confirms the full
height of the chosen panel;
4 deactivating the Panel box with the LH Mouse and keying into
the Belt height (in mm.) box, the dimension expressed in mm. of
the belt, determines the maximum portion of the chosen panel to
be used in filling the frame;
4 press the OK button;
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Tile closed perimeter
4 Determine how high the surrounding belt has to be, through the Belt
height box, keeping in mind that:
4 activating (þ)the Panel box with the LH Mouse, confirms the full
height of the chosen panel;
4 deactivating the Panel box with the LH Mouse and keying into
the Belt height (in mm.) box, the dimension expressed in mm. of
the belt, determines the maximum portion of the chosen panel to
be used in filling the frame;
4 press the OK button;
4 Draw the broken line, confirming its last point with the Close button;
ATTENTION:
This kind of tiling, as all other areas tiled by this group of commands, is
made on a upper “layer” with respect to the traditional floor (or wall
covering), so, if you, later on, apply new coverings to walls or floor, the
new coverings will be applied to the layer underneath. You should then
remember, in case after a new tiling it is not visible, to manually delete
the upper coverings through the Modify à Tiling à Delete Tiling
command from the Modify Tiling window.
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The operating procedures by which a polygon is drawn are the
same for all the commands Areas that can be tiled... that use
this function.
The polygon is drawn on a surface that usually is already tiled and
where the laying plan is used as a reference system for the vertices of
the polygon. The profile of the polygon is highlighted
by a dotted line that overlaps any panel beneath.
Once the command has been selected in the Pick
window activated with the RH Mouse, the following
possible alternatives are proposed:
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Undo this command cancels the positioning of the last
point, with the possibility to continue canceling
back to the first point inserted.
On completing the drawing of the polygon with the Close (or End)
command, the window to select the panels to be applied to the drawn
polygon is automatically activated.
Center
Vertex
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In the Modify tiling window, it is possible to
draw a tiled layer, using the command Tiles
It has been said above that the starting point of the tiling development
of an area or a frame, is determined at the moment of its generation.
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This way there are different options available to find the new point
and the new orientation of the tiling:
4 Center: the program automatically places the origin of the tiling at the
center of the first line of the polygon traced.
4 Vertex: by identifying two points, the program defines the line
according to which the panel has to develop; the first point also
identifies the origin
4 Direction + Origin: by identifying two points, define the line
according to which the panel has to develop. by identifying another
point, define the direction according to which the panel has to
develop with respect to the line; finally determine a point representing
the origin of the tiling.
4 Direction + Origin on X: by identifying two points, define the line
according to which the panel has to develop; by identifying another
point, define the direction according to which the panel has to
develop with respect to the line; determine a point representing the
origin of the tiling, this point will be projected on the horizontal axis
(X) of the reference line and will determine the origin of the tiling.
4 Origin: determine a point representing the origin of the tiling;
4 by identifying two points, define the line according to which the panel
has to develop;
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Resizing an existing layer
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Complex cuts (water-jet) and rosettes
In the framework of
the areas and
perimeters covering
functions described
in the previous
paragraph, there is,
as a particular case,
the covering of
special areas of any
shape and size. The
application of this
kind of laying is a
typical case in the
marble, granite and
porcelain gres field,
where it is possible to realize particular decorations formed by figures
of absolutely free profile obtained by slabs of material cut through
special water-jet machines. In order to solve these problems, the
program is able to load the profile
of any closed area (closed polyline)
in DXF format (that is to say, made
by any CAD program), or in its FMT
format (complex format).
Just as in a generic area covering,
you have to choose the laying plan
to be applied to the interior of the
area and then, by confirming with
the OK key a dialog window
appears, there you can choose the
DXF file (or FMT if the other option had been chosen) to be loaded.
Once the file, which origin is the (0,0) coordinate it was saved with in
the CAD environment, has been selected, you have to position the
area on the plane you are modifying: the point where you click with the
mouse is the point where you position the area and it coincides with its
origin (0,0). The inserted area can be easily moved through the Modify
à Tiling à Move tiling command.
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Another function that integrates the one just described is the one that
manages the more complex case of rosette decorations. It allows to
create “circular arrays” with tiled areas inside them. This means that
you will be able to duplicate an area according to a circular
development by defining the number of
repetitions,
the angle
wanted to
be covered
and the
rotation
center.
In the example aside, we chose to replicate the initial covering for 4
areas within a complete angle
of 360 degrees, that is to say
with a repeating angle of 90°.
On the contrary, in the picture
below, we chose to replicate the
area for 6 times within the
complete angle of 360°, that is
to say, with a repeating angle of
60 degrees.
It is then quite intuitive how it is
possible, thanks to these
functions, to realize even
complex rosette
decorations, by identifying
each original geometrical
area to be covered and
then replicate them in
circular way around the
same rotation center.
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Direct insertion of the floor
The laying of the floor in a space can even be made through the
window Modify floor of the room.
This way does not require the specific presence of ready laying plans
and allows a more speedy and dynamic modification of the laying that
has been carried out, grout and rotation value included.
Choose the Draw ® floor command from the Modify window. A mask
similar to the Types of laying present in the creating panel window,
will appear.
4 choose the tiles to be applied to the laying plan through the button
Select tile;
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This process avoids the creating phase of the panel. The selected
material is directly applied to the floor of the room; so it is possible to
modify the laying more quickly.
It is obviously absolutely necessary to choose the tiles respecting the
methods that allow the modular structure of the laying itself (see “How
to create a Laying Plan” at page).
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Creation of vertical tilings
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In this example we have a tiling made of 4 30x60 tiles lines: we want to
place in the middle (vertically) 4 strips 10 x 60. Hence the area we
need to define is 10 x 240 wide, and we need to rotate 90° the strips.
As we have selected the item and close the mask with OK button, 2
blue lines will let us see where to place the new vertical section; once
we snap with the left mouse button to an existing tile corner, we’ll split
the existing layer, placing the new one inside it.
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The result you have is to obtain three distinct areas than can be
managed separately as any tiling layer, as you already know.
As we selected the left origin position for the vertical tiling, it is the left
corner of the new column that really split the existing tiles; part labeled
as n. 1 has remained the same, part n. 3 has been right shifted by 10
cm. in order to leave enough space for the new column made by the
strips (area 2).
Differently, if you choose right origin, part n. 1 would have been moved
left by 10 cm., while part n. 3 would have been remained the same; it is
evident, now, as with such options you have the maximum flexibility in
order to customize your walls (pay attention, this command is available
just on walls) as you need.
Move tiling area check allows you to move also already existing
layers, if any on the wall; in this case their reference with the main wall
tiles downside would remain the same, and you wouldn’t have to cope
with any other alignment for them. In the next example, in fact, we’ll
place a vertical tiling made of 2 lines of tiles, right origin based; in this
way the wall tiles (and with them the inner frame made up by the Italy,
tiled, shape) will split and move left.
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Italy will be always aligned in the same way to overlapped tiles.
Now we can place a similar vertical layer on the left too: this time we’ll
not ask the system to move tiling areas, as we do not have any in the
left side of the wall.
Here is final result:
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In case you need to remove a vertical tiling in order to get back to the
original situation (a single wall of tiles), and you cannot use UNDO
command because you made, in the meantime, other modifications to
the project, you have to do as follows:
4 delete the area related to the vertical layer: right click on it, and select
command Delete tiling from the following context menu;
4 hence you have a tiled section on the left, another one on the right; in
the middle, the space left by the vertical layer just gone. We suggest
you to delete one of the 2 side areas, using the same command as
before;
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Dynamic Tiling in Advanced navigation
Using the controls seen in this image, it is possible in fact, to list only
floor panels, instead of wall ones, instead of all of the panels for the
component-tree selected collection.
If you drag a wall panel while you are in the navigation window, it will
be applied to all the walls of the active room; if you do the same while
you are in the front-view window of a wall, the panel will be applied to
the SINGLE wall visible at that time.
If, while in the advanced navigation window, you check Select
destination area button before dragging, the panel will be applied only
on the wall/area that will be selected while moving the mouse, keeping
pressed the left mouse button until the needed area is yellow-
highlighted (new function).
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At the top left position of the preview toolbar, you can see if you’re
going to tile floor or walls (the red button means that this is the active
configuration).
Click the other one in order to switch from floor to walls and
vice versa.
Let’s see the available buttons, starting from left to right, using wall
covering configuration:
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The menu Align to, associated to Destination functionality, allows to
define the origin of tiling inside the specified
surface: the available alignments are: left, right,
centre, tile center. The differences,
between the last two options, are:
Automatic laying button allows you to get to this mask. It is the same
logic you already know from within the panel maker module: with it you
can select a neutral scheme deciding first if to choose it from the single
format schemes, double formats schemes, 3-format…
Then you’ll specify which grout dimension and colour for the scheme,
and which items you’d like to apply to the neutral locations available.
It’s a very easy and useful tool in order to tile the floor with more
complex solutions.
This feature allows you to lay single tiles inside single bands or over
single surfaces using the drag&drop method.
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Let’s see, for example, how we can select a single wall and add
another row of tiles to those already available, leaving the other
walls as they are. Once choosen the collection of tiles in the
components and preview section, and see their list in the preview
section, select the button that allows you to cover the walls;
Right click the right mouse button over the wall/area you’d like to refer
to (alternatively you can enable the Destination flag, in order to decide
which wall to cover by dropping/releasing the tile over the correct wall).
and select the Activate laying command.
As we can see in this image, the program will show you the different
sections of the wall you’ve
chosen.
It is also
possible to
modify
already
available bands (sections) by indicating the band number in the “Apply
to line” field, as highlighted in the previous image. That band will be
highlighted by the program through two yellow lines, indicating the
active band on which we can
apply the given product. We
can place a tile either by
dragging it in the indicated wall,
or by double clicking the left
mouse button over the tile
image preview.
Let’s add one row to the front
wall you can see in this
sample. Right click over it and
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select the Activate laying command: the existing bands will be
highlighted, as indicated in the image.
If you want to add a new band at the top, be sure that you’re referring
to a new line instead of an existing one: ; then set the
other fields, such as the number of horizontal lines, the colour and size
of the grout and at the end select the product to drag&drop to the wall.
The next image lets you see the result of such operation.
As indicated in previous paragraphs too, in case you need it’s possible
save in the internal database the dynamic panel that we’re building,
using the button .
In this case the panel
will become available
for its dragging in
project inside the
Components
window, without
building it up again in
case we’ll need it
later on.
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Shower corners automatic tiling procedure
This new feature allows to the user to modify the position of grouts or
of covering’s origin, in order to align cuts as needed.
You can use this new features directly working within the Navigation
Window.
In order to align
the grout of the
floor to the one
of the wall, you
need to move
the mouse
cursor on the
floor, right click
on it, and select
command
Modify tiling
position.
The selected
area is
highlighted with red coloured border. The red colour vector, available in
one of the corners of that area, represents the current origin of
covering.
More
accurately,
the origin point
of the vector
indicated by red
mark,
represents the
current origin of
the selected
covering; the
arrow’s
direction
represents the
direction of the
covering
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application.
Moving the cursor inside the navigation window, you will be able to
snap the moving scheme to the available corners made by tile and/or
objects. The green colour allows you to understand the destination
position (specifically the green circle). Left click if you want to confirm
this new
alignment.
If you move the
cursor over
another wall, this
one will be
yellow-
highlighted;
green target will
be available
again, in order to
find the new
position (see the
next image).
If you want to
align the floor, as
shown in the
next image, it’s
sufficient clicking
the left mouse
button in any
corner of wall
tiles.
The program will
provide you the
green target
reference; you can reference to tiles of the wall even if you’re
considering moving the floor itself.
The same concept, as said before, can be applied also to already
existing objects and pieces of furniture. This means that the green
target reference will be available not only for tiles, but also referring to
any given corner, if any, in the visible area of 3D Navigation.
Let’s see a practical example, starting from the situation pointed out in
the next image:
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Let’s select the
floor with the right
click of the mouse,
and choose the
command Modify
tiling position.
Then move the
cursor on the front
of the wall and the
program will
highlight (with a
yellow rectangle)
the area over which
we are and will
apply a green
target over the
applied tile (if any).
Move the cursor to
the right-bottom
corner of the wall
as shown in the
next image, where
we can see the
front of the object
highlighted and the
summit of the wall
indicated by the
green mark
highlighted too as a
linking point.
By clicking the left
mouse button in this
position you can align
the floor with the front
corner of the low-wall,
as you can see in the
next image.
We can repeat this
procedure for all walls
(or any area that has
already been tiled) that
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we want to align. Moreover it’s important to remember that during this
operation you can carry on navigating inside the room, both using
mouse buttons, and using Space Navigator (it is strongly suggested
this second option, because it allows higher speed, fluidity of
movement, more interaction with the application, as well as amaze the
final customer if he/she’s together with the designer in the showroom).
This allows us to easily change, in fact, the current point of view, while
placing with the mouse the new origin of the laid scheme.
Press ESC keyboard button if you want to quit from this mode.
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STANDARD RENDERING
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In this chapter we describe how to generate perspective views in a
realistic rendering mode, and how to do the virtual navigation in the
room.
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Materials
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allows to set the following parameters:
File texture the selection of the file related to the bitmap you
want to apply to the object, is made through the
opening of another dialog-box where it is also
possible to display the preview of the selected
file.
The graphic files with bitmaps must be in the
…\bitmap\textures directory or in one of its sub-
directories.
After having selected the material to be modified from the list, press
the Modify button with the LH Mouse. Now, depending on the type of
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material, the relative Material Parameters dialog-box will be
displayed, in this box it is possible to modify any value previously set
and confirm changes by pressing the OK button. Modification of the
material involves an automatic updating of all the objects it has been
assigned to.
After having selected the material to be deleted from the list, press the
Delete button with the LH Mouse: at this point, upon confirmation, the
selected material will be deleted.
If a project including elements assigned
with the material to be deleted is open,
the deleting operation cannot be carried
out: first you have to remove this material
from these elements. The message
shown aside notifies this problem. To solve it, just click on each object
through Ctrl + LH Mouse and select the Delete materials function of
the contextual menu, then go on deleting the material from the current
object.
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operation, the material to several classes belonging to different
objects.
If you don’t want to do the assignment, press the Cancel button in the
Object classes dialog-box.
After having made an assignment, the program queries if you want to
go on assigning the same material: by answering YES, proceed as
above said, by answering NO, the program goes back to the Materials
dialogue box.
All materials that are in the library can be recalled from the Materials
mask by pressing the Load button with the LH Mouse. In this way the
dialog-box for selecting the existing materials appears. Do the
selection and confirm it by clicking on the OK button with the LH
Mouse. The selected material will be added to the list of materials and
could be assigned to objects that are in the project.
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made within a project in the framework of a Modify Tiling window, it is
applied locally only to the surface that is worked out.
4 If the command has been activated from the Modify tiling # xx
working window, the function to be run is Modify à Tile à Change
Material…. Then the program queries to select the tile which
parameters have to be modified and finally the usual Material
Parameters window appears for the setting of these parameters.
In order to trace back the informative data of a tile laid in a room, first
of all you have, from the Layout window, to go to the Modify Tiling
related to the surface containing the above said tile. From the Modify
tiling # xx working window you must
activate the Modify à Tile à
Information Data… command that
queries to select the tile.
Alternatively, you can click the Right
mouse button on the tile whose
master data you want to know and
from the context menu appearing,
the Master data command must be
selected.
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After having selected the tile, the window containing all the information
about that tile appears. The command is recursive, so it is possible to
select in sequence more than one tile, and it closes in the selection
phase, by a click of the RH Mouse.
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Lights
When selecting the Electric bulb type of light, the program requires to
define, by means of the LH Mouse, the point where the light source
must be positioned; once this point has been fixed, you get a dotted
circle at cursor, that, with the center in this point, has a diameter
variable in relation to the mouse movement: this circle represents the
amplitude of the light beam (and its power) which is determined by
pressing the LH Mouse when the amplitude desired is reached.
The amplitude of the light beam also identifies the attenuation distance
of the light, that is the distance from which the light power starts
decreasing.
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At this point the Electric bulb dialog box appears and there it is
possible to set:
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an effect needs an increase of calculation time for
the rendering images, though the graphic quantity
of the given images increases evidently.
Click with the left button of the mouse on the construction line of the
lamp, and select with a new left click the position of the new light. This
will have the same characteristics of the light it has been copied from.
Features
Modify
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How to delete lights
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Creating a photo-realistic rendering image
In foreground
The image, after its parameters have been set, is generated at the
center of the screen with the maximum processing priority, this prevent
any other operation.
In background
After having indicated the file name to be generated and the storing
directory and after having set parameters, the image is generated in
background, without being visible for the user and without a high
processing priority; this allows to continue working with the program.
During all the creation phase of the image, in the bottom part of the
program window, the RND term will stay active: it indicates that the
rendering process is in progress. When this word is not displayed
anymore, it means that the image in the background has been created.
Please pay attention to not quit the program during the generation
phase in
background,
otherwise the
creation of the
image would be
aborted. Further on,
if in the meantime
you are working with
other programs too,
do not press the
ESC key for any
reason, as
otherwise the image
would be aborted.
Select the size in pixel (width x height) of the image to be created: if it
is a temporary trial image, it would be better to set low values (e.g. 480
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x 360): the processing time is mainly in function of the size the image
is generated with. In order to generate the definitive image, the
suggested values are 1280 x 1024 up to 2400 x 1800. Setting higher
values would only mean wasting time and, to print this images at full
page on A4 format the values we have indicated are more than enough
to achieve a very good graphic rendering.
The same is for the parameters hereafter: in order to make the
processing faster, in the trial images, they can be deactivated, whereas
in the definitive images it is necessary to activate them. Each one of
the indicated parameters requires a processing loading, so it is
advisable to activate only those parameters that are useful for the
image: if, for instance, there are not transparent images, it is useless to
activate the Transparency parameter. The parameters to be selected
are:
4 Reflection
4 Shadows
4 Transparency
4 AntiAliasing
4 Background color
AntiAliasing
Background color
Activating the ticking in this field the program manage the automatic
self-switching off of the computer.
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By pressing the OK button the image generation starts.
ATTENTION:
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Creation of a movie from the virtual navigation
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then reactivate it again, you have to use the P key, while it is possible
to use the Esc key to end the registration.
As the registration is over the mask of the frame and quality of the final
movie management will appear.
Though it is possible to choose if realizing a movie with the quality of
the standard navigation or with the one of the rendering, it is
thoughtless to use the rendering one if you have not a performing
machine, because the times of calculation could be rather long.
Save path it allows to save the path made during the virtual
navigation, in order to generate the movie
afterwards, modifying if necessary the above-
mentioned setting.
At the end the user can see the mask that confirms the just happened
saving of the files and purpose to visualize the movie of the navigation
through the apposite Display movie button. A summary of the
information connected to the file of the movie is showed as well.
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From a path saved before, it is possible to generate the movie by
setting, and if necessary modifying, the number and order of the
frames saved along
the path during the
navigation. Once
the Navigation ®
Movie ® Register
movie from track
command has been
selected and the
path in the square
Images path
specified with the
button of selection,
the frames of the
inserted path are
automatically
inserted both in the
Images box and in
the Movie box.
The section Images has the total list of the frames of the path, while
the section on the right has the list of the only frames to be used in the
creation of the movie.
In the below section Images path three images of the selected frame
are showed: the selected one in the middle, the previous one on the
left, the following one on the right.
In order to modify the order of the frames, that is the order of the
images that contribute to create the movie, it is necessary to select the
frame to be moved and then make one or more clicks with the LH
Mouse on the Up or Down button with the aim of anticipating or
delaying the selected frame.
If you want to remove a frame from the movie it is necessary to select
the related image from the Movie box on the right and click once with
the LH Mouse on the button; while if you want to add one it is
necessary to select it from the list Images and click once with the LH
Mouse on the button.
On the upper corner on the left of the screen a green lightening symbol
appears to indicate the state of pause, while in the bar downwards the
buttons that manage the start and stop are indicated:
4 F9 to start and suspend (pause) the registration of the movie.
4 F10 to stop the registration of the movie and carry on with its saving.
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Once the path to be registered is
over, press F10: the following
window will appear in order to
manage in detail all the saving
operations:
Resolution it represents
the pixel dimension of the final movie: width x
height.
Save path it allows the user to save the path made during
the virtual walk. This way the user can generate
the movie later, and can be even able to make
more attempts as for example trying the different
codec.
Estimated movie size it estimates the size of the file that will be
generated according to the parameters showed in
the mask.
As the Bit Rate affects mostly the quality and dimension of the movie
we can represent different qualities of movies according to the value of
the inserted Bit Rate.
In the next pages some possible solutions are purposed according to
the quality that you want to obtain:
Value of Bit Rate variable from 3000 till 5000kbps (typical for
reproductions through Cd-Rom).
Value of Bit Rate variable from 5000 till 10000kbps (typical for
reproductions from the Hard Disk).
The values expressed in
the previous masks are
significant for the movie
management.
The quantity of time
required by the program
for the generation of the
movie is connected to the
characteristics of the
computer in use. That’s
why before starting the
processing it is better
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control the estimated dimension of the movie itself with the aim of
avoiding a too much demanding processing for the available
resources.
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Objects visibility
4 Modify Tiling
4 Navigation
4 Rendering
4 Objects
4 Display all
Walls
Objects
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Display all
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ADVANCED RENDERING
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Introduction
The program has two different rendering modules. The first one is the
same as the one contained in the previous version, and it is called
Standard Rendering, The second one is called Advanced
Rendering; it is not available in the base version of the program, as it
is an optional
module.
The first one has
been already fully
illustrated in
handbook manual.
So, in this section,
we’ll concentrate
just on the new
engine. Actually, it
is a very powerful and sophisticated module we tried to simplify by
synthesizing some groups of operating parameters in different
preferential presets.
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▲▼ Images made using the ▲▼ Images made using the
Standard rendering engine Advanced rendering engine
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Lights management
4 Sky light, indirect, diffused light you have tanks to the presence of
the atmosphere.
Sun light
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4 Soft shadow quality (0-50): refers to the softness quality. A higher
value means a better quality of softness, even if the price to pay,
then, is more time to render.
4 Elevation (0-90): this value has to be provided in degrees, referring
to the vertical position of the sun at noon. In this image you can see
the sun placed at 45°.
This simulation represents the sky on your head, where the project
is placed right in the
middle of given space. If
you move the sun down
(nearer 0°) you have a
lower intensity, which is
typical of the
sunset/sunrise. Sun at
90° means you are at
noon, when the intensity/illumination is the maximum possible.
You can modify sun elevation by Left clicking the mouse over the
yellow circle; keep the mouse pressed and move it in the new
position. Cursor movement changes, at the same time, Elevation
and Azimuth.
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your image, cause of arches, niches, objects, corners... which hide
the other light sources you have in the project.
This sequence shows you how photons affect the final rendering:
from left to right you can see that, increasing photons you discard
the ugly dark-shadowed corners, and even if the shadow will still
remain in the image (right) the way objects create shadows is more
realistic, fluid, and gradual.
Sky
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Horizon blur: 0,10 Horizon blur: 0,50
Sun disk
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Artificial light
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Advanced button available in the light properties window, allows you
to access a new mask where you can find further (and new) details to
work onto. (please, remember that such properties are referred just to
lights used within the advanced rendering engine projects).
4 Basic Light is the easiest type of light source commonly used with
the standard rendering engine. We recommend to use it if an
advanced engine is available.
4 Physical Light: if compared with basic light, the physical light gives
a high standard of realism, especially when the light faints and fades
as you move away from the source. From a physics standpoint
(optics), by activating this option, the fading occurs in proportion to
the square of the distance, i.e. with a more realistic accelerated
progression, whereas on basic light the fading takes a linear form,
i.e. more gradual and steady. We recommend you to enable this
option whenever you want to use a neon light. For other types of
lighting, we recommend the use of photometric lighting which
represents a qualitatively higher level and closer to reality.
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Base Light Physical Light
4 Photometric light: several are the theories describing the light
behavior. Photometry faces the issue by taking into account many
different aspects, among them the psychophysical aspects of eyes
and human brains while perceiving light. This type of lighting
attempts to provide something similar to the perceived reality:
simulation is based on four values: the light flux, lighting, luminance
and light intensity. In general, you can say that the complexity of the
photometric light is much more complex than the previous two
mentioned above, where the level of details, accuracy and realism is
higher. You can give the light the value you can find within the
Preset menu: it contains a set of light bulbs commercially easy to
find and whose intensity is expressed in Watts. On equal Watt power
supplied you may notice that different types of light bulbs can
generate different lighting effects: to substantiate this, we can say
that on equal Watt power supplied, values may vary, by using other
units such as candles or lumens.
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Actually, there is no
match among these
three units of
measurement, as they
are not homogeneous:
Watt is the unit of
measurement of power,
Candle is the unit of
measurement of
luminous intensity,
whereas the lumen is
the unit of measurement
of luminous flux. A
further option is
available. It is an
alternative to the Preset
choice, that is the IES
lights: for these bulbs
manufacturers release
specific files (.ies) that describe widely the irradiation phenomena.
Compared to other types of bulbs, which radiate spherically 360
degrees in every direction, these light bulbs are regulated as to
their fluxes and intensities that may vary along each direction. By
choosing the right light source, that is for example bulbs that do not
radiate upward, you may solve the problem of halos on the ceiling.
In the following examples you can see four types IES lights.
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4 You can freely download IES files from the manufacturers’ sites. In
order to use the file in the program, just paste the downloaded file in
the folder ... \DomuS3D2010\Lights
4 Multiplier (1 - 1000): It shows the intensity of the light emission. This
is the only parameter on which you can operate in order to increase
or decrease the brightness of a light source as to basic and physical
light. As to photometric lights this parameter is still on but it is not the
only one: the Intensity field may be also used
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the quality referred to the soft shadows (quality, in this case, means
how detailed you want the shadows to be seen. More detailed =
more time for the image to be rendered). Default value is 8: we
suggest to switch from 16 to 32 if you want even more quality, always
keeping in mind the time you will have to wait for it.
In order to place neon lights in the layout, you need to specify a couple
of points where the light starts from and ends to (basically the length of
the neon). Neon light has to be configured as a physical light, visible,
cylinder-shaped, and you need to specify its intensity and radius.
We suggest you to try using all those lights: the experience you’ll get
using them and changing their properties along your design activities,
in order to test them and feel their behavior, will let you improving more
and more your images realism.
During the first steps in lights-learning, we also suggest you to use one
single light at a time (if possible) so that it’ll be easier for you to see the
difference while changing properties, and also in order to minimize the
time you will need for the rendering.
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have placed external lights (sun and/or sky), those lights will be able to
enter the room through doors and windows; and, really, such lights are
far more ‘realistic’ than artificial lights.
You can enable/disable such property (which is enabled by default) by
double clicking the left mouse button over the door/window or right
clicking and then selecting properties; in properties mask enable check
called Emit diffuse lighting.
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Managing materials, textures and effects
ARCH&DESIGN Materials
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Diffused reflection is regular and homogeneous in all directions
starting from a linear surface (spherical behaviour). Blurred reflection
creates a sort of ‘cone’, the axis of which is indicated by the specular
reflection of the light. Specular reflection is the mirrored ray of the
light, with the same angle between coming and leaving ray.
Main properties
Diffuse level: talks about the applied map intensity and color. This
effect is linked to the reflection and transparency effects.
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Diffuse color: is the main color of the object.
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Metal material: if you enable this check you’re deciding that the
color of specular reflections will be the same as the diffused color.
Suggest to enable it only when facing metal materials.
Refraction
Material IOR
Water 1.33
Glass 1.5
Cristal 2.00
Diamond 2.42
Maps
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File: contains full path of the texture map
file to be used for the object. This button
allows you to browse your disk in order to
find out the needed file.
Scale: this value is a reference of the size
of the foresaid texture, hence the step with
which it’ll be replicated over the object
surface. Increasing scale, texture image
will be enlarged, hence step will be bigger.
If the scale is too high, you will face the risk of seeing a
distortion of the image; if it is too low, you’ll face the risk of a
tough repetition on the texture, like a ‘mosaic’. Which is the right
scale, then? Well, it depends on the image size and quality; if it
is big and good quality, you can even use a high scale,
obtaining a good graphic quality and effect. Default value is:
250.
Reflection map
File: contains full path of the texture map file to be used for the
object. This button allows you to browse your disk in order to
find out the needed file. That file has to contain a grey-scale
image. You can use reflection map when object face has NOT
to reflect the same way all over the area, but you have more or
less reflective zones over it (even different pixel by pixel). If you
want, indeed, an area that reflects the same way all over, (i.e. a
mirror) you d not need to use reflection map, as you can work
around Reflection level in main properties.
Bump map
Advanced parameters
BRDF
Ambient occlusion
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Ambient occlusion: OFF Ambient occlusion: ON
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automatically during navigation) without external light entering the
room is very important. Actually, if you hide an inner wall facing the
camera situated outside the room, you can render the interior of the
room. Yet, the external light (sunlight) passes through the
generated opening, modifying the room light balance To achieve
the same result without the external light enters, proceed as
follows:
4 make sure that there are no tiles laid on the wall you need to hide
(possibly eliminate installation);
4 hide the outer wall (only the outer): click the Right Mouse button
on the outer wall and then select the Hide command on the pop-
up menu that appears.
Transparency propagates Alpha: saves object transparence
settings over the Alpha cannel of the image.
Let’s go back, now, talking about the mask containing all materials
available (and loaded) in the project.
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If you click on you’ll be able to load in the project, from the
application database, one of the existing materials in order to assign
them to objects and furnishings. In order to choose among available
materials, you’ll step through
the Materials selection mask.
This is a sort of filter where you
can specify the name of the
material you’d like to load,
and/or the specified typology in
order to select one of the
woods, or marbles, etc…
In case you want to modify one of the materials loaded in the project
(this will NOT modify the original material available in the application
database), you can click on (or double click over the material
preview) in order to access Material parameters mask, where you can
change one or more parameters among available set. If you modify
such project-material, you do not have to assign it again to all objects,
as they will change automatically providing you the new effects you’ve
set up. button allows you to duplicate selected material in
order to keep the original
one in case you need it
in the future. As the
new/copied material is
available, you can assign
it to any object in the
layout selecting it and
clicking button:
you will be asked to
select the destination
object, then one or more
layers on which to apply
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the given material.
button, of course, allows you to remove the material from
the list of project-materials. This procedure will NOT delete also the
material in the internal database (if any). Also notice that if the material
is still assigned to one of the project objects, you’ll not be able to delete
it. In this case you have, first, to remove material from the objects you
formerly assigned it to.
In order to quickly use most common materials-features,
you can also right click the mouse button over their
previews, to get the context menu containing these
commands:
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Materials for tiles
It is possible to
assign materials
(that’s to say
finishings,
surface
materials) to
tiles and
whichever
covering
material you
already have
loaded in the
application
database.
When you
select command
Database à Tiles à New/Modify, you get to this mask where you
can modify all details about that tile.
You can find Rendering Material section, where you can apply preset
or custom materials.
Preset materials button allows
you to select (see image on the
right) one of the available
finishings and borders among
those available in the application
database: it is also possible to
have a preview of the rendered
material applied to such item.
Text information on the left gives
you a summary about the tile, its
format … the format given to the border, which also depends on the
original size, in pixels, of the tile itself. If such image is not large
enough (talking about pixels) you could be alerted by the system about
this problem, as the application could not be ready to smooth the
original tile image in order to create the border. In this case increase
dimension of the border (tile image too big) or change the image tile
and make it bigger, if it’s too small.
Custom materials button allows you to create a customized material to
apply over the surface of the tile. You will get to the same mask you
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already saw regarding materials, previously in this manual, except for
diffuse mapping, which is enabled as it refers to the tile image.
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Rendering the scene
Low quality procedure allows you to render in just one step, with less
accuracy regarding lights setup: this is because in this procedure the
system does not use Indirect illumination, which is very important in
order to get a real scene, something very like a photograph. While
trying to setup the rendering, then, low quality is useful if you need to
understand if objects and tiles have been correctly placed. It is NOT
useful and correct while setting up lights, as the result would not be
real. For lights, we suggest you to step at least to medium quality,
which is the right compromise between time to render the sample, and
result you get. Finally, you’ll launch high quality rendering once
everything is correct in the scene, and you want to start creating the
final, effective image. You know, at this stage, that time to render will
take longer, depending on the computer’s hardware and the complexity
of the project.
Even if you select one of the preset quality settings you can modify,
anyway, its properties: really this can be useful in order to change the
setup just a bit, living the image the effects you want to get to.
Here’s a list of available properties you can work with (available in the
mask while selecting Photographic button).
“Exposure control” section allows you to
operate on typical values generally used by
photographers: exposure, in fact, talks about
the quantity of light arriving to the film through
a camera, in a given time.
If you know how to manually use a camera,
you also will probably understand at a glance
what we’re talking about; we will introduce,
anyway, all this parameters in order to explain
the way they affect the final rendering. It’ll be
easy to understand what’s going on, also thanks to a dynamic preview
button that allows you to immediately have a small preview of the
scene even without render it all.
We therefore recommend to use this setting which allows you to refine
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the correct "exposure" assessments. In this way the scene can be
more or less illuminated, more or less contrasted, according to your
needs.
So, when you click over Photographic button, you open the
Rendering Preview mask, where you can interact with each
photographic effect and see the scene preview clicking on button
“Generate preview”.
First preview
generation will take a
bit more time than the
following ones: after
first generation the
button text changes, in
fact, to “Update”:
Updating preview is
quite immediate, so it is
very useful to use such
method in order to
change values available in the Exposure control section, and see how
they affect the rendering of the scene. You can choose among 3
different preview resolutions, as you can see in this image.
Here’s a list of the parameters you can work with, together
with their explanation:
Exposure value: in the photography exposure
adjustment is aimed at obtaining an accurate
representation, neither too light (overexposed)
nor too dark (underexposed). The adjustment
takes place on three interacting parameters such as the aperture, the
time during which the camera shutter remains open to allow light to
reach the film or the sensor, and finally the ISO sensitivity of the film. A
proper calibration of these interrelated parameters lets the scene have
an adequate representation. The value, the rendering engine provides
the user, represents the synthesis of these three parameters. It is
therefore the most important instrument to calibrate the image quality
to be generated in a simple and effective way. By clicking on the
numeric field some arrows will appear enabling you to increase or
decrease the numeric value contained therein. At any induced variation
the preview image is updated in real time, thus making easier to find
the best . You can also type the numeric value in the field and in this
way you could insert values with decimal precision.
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Overexposed areas: allows you to manage the contrast between
overexposed areas (strong light) in the image. If it is less than 1 allows
you to weak “burn” portions of the image, if any. Control is disabled if
value is 1, differently if 0 you have maximum reduction.Shadows:
controls darker areas level. If you decrease this value you will light
darker portions of the image. Interval varies among 0.0 and 1.0.
Vignetting: is the photographic effect in order to have
less light at the borders of the image. If set to 0 you’re
disabling this effect.
Saturation: saturation is the intensity referred to a
peculiar color. A saturated color is very bright and tough; lowing down
saturation, color becomes weak and seems to get grey. If you use the
minimum for saturation, color becomes really grey. Default is 1.
White: white balancing value. Standard value is RGB 255;255;255,
real white. If you use a different white you get a different chromatic
image.
Gamma: gamma correction is a non linear operation used in order to
encode video luminescence. Default value is 1. Lowing down this
value, image will become darker and more contrast-based.
If you use Close button you confirm modifications (if any) and close
this mask in order to get back to Rendering parameters mask.
Options
In Rendering parameters mask you can find Options area, where you
can specify if and where you want to save the image you’ll render
(Save option) as well as decide whether or not you want to switch off
the computer at the end of the rendering process (useful while
rendering at night). When the system saves image file as per your
request, a. log file will be saved too in the same directory, containing
all technical information regarding the foresaid procedure (parameters
and options you used, time for rendering, etc.). It can be useful to save
such log file together with your image, in order to recall the parameters
you used if, in the next future, you’ll need to do again something
similar.
Advanced options
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If you click “Show advanced options” button you can see advanced
parameters. Here’s a list of them.
General
If glass is made of a single layer, you If glass is made of 2 layers, you need to
need to use no more than 2 refractions use 4 refractions
Indirect illumination
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Indirect illumination represents light diffused by existing objects in the
scene.
Activate: enables/disables diffused light in the scene (very similar
to “Final Gather” feature in 3ds Max). When enabled rendering
procedure is made of 2 steps: first one, application calculates
indirect light, which will be applied in the second, final step. When
you select low quality image in the rendering mask, this option is
automatically disabled (enabled in medium/high quality).
Point density: A multiplier for the density of final gather points.
Increasing this value increases the density (and thus the quantity)
of final gather points in the image. The points will therefore be
closer together and more numerous. This parameter is useful for
solving geometry problems; for example, near edges or corners.
Rays per point: Sets how many rays are used to compute indirect
illumination in a final gather. Increasing this value makes global
illumination less noisy, but also increases rendering time.
Interpolated points: by this parameter the rendering algorithm
generation takes into account areas that the discretization points of
the light map do not manage. In order to do this, an interpolation
(i.e. averaging) within the range of a discrete set of known data
points is performed. When it happens that not justified halos may
be seen in the image, you can correct and improve these
abnormalities by increasing the parameter value. It is a good
method to intervene on this parameter in order to try to improve
some image details without having to do that in processing time.
Num. bounces: Sets the number of times rendering engine
calculates diffuse light bounces for each diffuse ray. Like Maximum
Reflections and Maximum Refractions, this value is subject to the
restriction of Max Depth. If you set Diffuse Bounces higher than
Max Depth, the latter setting is automatically raised to the Diffuse
Bounces value.
Photons: is the same as using “Global Illumination” in 3ds Max. If
you choose this option you decide to use an additional indirect
illumination method.
Note: when photons check is enabled, Num. bounces will be
ignored.
Photon density: Sets how many photons are used to compute the
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intensity of the global illumination. Increasing this value makes
global illumination less noisy but also more blurry. Decreasing this
value makes global illumination more noisy but less blurry. The
larger the Samples value, the greater the rendering time.
Advanced
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Filter: this parameter allows you to choose between 3 different
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Render Job
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4 ….jpg: rendering image in JPG format (slightly compressed).
….log: text file containing statistics referred to generated image
together with the list of used rendering parameters values, as you can
see in the next page.
If during job processing new .rpk files to be processed are added, the
program keeps on processing until all the files have been processed.
This is due to the fact that after each work processing, the folder - the
user indicates at the moment the command is enabled - is continuously
checked and as long as no .rpk files to be processed are left, the
program continues its operating cycle. The cycle will stop as soon as
no further .rpk files are detected. As this function is supposed be
executed in the downtime, when no one
operates at the computer (i.e. at night or
at lunch time) an automatic shutdown
timer will shut the computer down at the
end of processing.
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Each time the Run render job function is enabled, after choosing the
folder containing the .rpk files to be processed the aforesaid request
appears: on responding affirmatively at the end of the last rendering
processing, the program closes and at the same time the shutdown
command is sent to the operating system.
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Panorama 360°
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clicking the Right Mouse button on the message, you can enter the
pop-up menu where you can give your consent to proceed.
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TalkImage
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As to the rendering TalkImage mode function when the command is
enabled, the program will create a .zip file in the folder you selected
containing everything you need in order to process it later on, once the
project is closed, through the Run render job function from the Home
Menu à Miscellaneous. (See "Render Job" on page
255).
Once the function is enabled and the folder containing
the files to be rendered (the render job .rpk files, the TalkImage and
360-degree view files can coexist and be queued) has been indicated,
a same name folder is created where the .zip file is unpacked. It
contains an articulated file and subdirectory structure needed for an
interactive image viewing, including the ImgMapper.html file. Click on
it in order to enable the viewing at the end of processing.
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In the lower part of the image there are some functional buttons: they
allow you to zoom in and zoom out as well as to move the image in the
window due to a partial viewing after an enlargement.
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Surface finishings
In this section you can find all the available materials to obtain surface
finishing of wall elements (mostly tiles) by using an advanced
rendering engine.
These materials are available in the database application.
They can be assigned to tiles by selecting the Edit command
in the Tiles group of the Database ribbon. All’interno della
finestra di dialogo che appare, nella sezione Materiale
rendering, In the dialog
box that appears, in the
rendering Material section,
select the Default button,
that allow you to enter the
dialog box where you can
select the surface finishing
and edging to be assigned
to each tile, rather than the
whole series. Here below a
list of the available
finishing.
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Semilucido
Semilucido Spugnato
rugoso
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How to manage the “advanced” materials
Supposing you want to store new material inside the database, get a
photographic image of a material portion. The image quality is
obviously important and it may influence upon the graphic resolution of
the elements that will be covered.
We recommend you to use jpeg format files whose sizes should not
exceed 1500 pixels. What’s more, images whose sizes are under 300
pixels are not to be taken into consideration. The above-mentioned
pixel sizes are to be referred to the longest side of the image rectangle.
A possible image oversizing would lead to a greater demand in
processing resources (that is, longer processing time), without any
supply improvement for the final realistic image rendering.
Besides size, other important features are to be considered in order to
achieve good results:
Each texture must be made so that it may be applied over all the 4
sides repeatedly, as long as the whole application surface is covered.
It is, therefore, easy to perceive the great importance of the image
replicability. Any image can be made "repetitive" on all the 4 sides,
accomplishing it with the following guidelines:
4 Cut a square part of the image, knowing that this square area will be
¼ of the final texture area. So if you want to make a 800x800 pixel
texture, you should start from a 400x400 pixel image. In
this phase we use a schematic graphic example that will
helpful to better understand the concept.
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peripheral areas: in this way, when cutting the first square part, it is
important to carefully calculate where the cuts must be made, in order
to have better quality results.
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4 The bump map is necessary to represent the roughness and relief
areas of the material. The clear areas appear in relief, while the
darker areas appear hollowed.
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The spotted areas of the skin
should be in relief and therefore
should be lighter in color,
whereas all their gaps, here more
hollowed, should be represented
with a color fading to black. Once
the map is ready, the procedure
for material inclusion in the
database shall be analyzed. To
activate the procedure, select the
New button of the Operations on
materials control, in the Materials control section. On the screen the
following dialog box containing all the specifications of advanced
materials will appear. When possible, we suggest to start selecting a
material, already present in the database, that is more similar to the
requirements of the new material and from that then make the
necessary changes. Therefore, through the Preset menu, choose one
of the just existing materials in order to obtain, on the right side, all the
filled in parameters concerning the selected material. In this case we
choose a skin-like material, already present in the database. In order to
configure the material:
4 enter the Map section;
4 Click the parameter under "File" and using the button select the
previously prepared skin material file
Using the same procedure, assign the image file relative to the
underlying maps of roughness and reflection.
Another type of material will be created. It will be useful for hiding the
internal walls when your viewpoint is external to the room.
4 Now all you have to do is inserting the name of the material (if youare
creating a new one, this allows you to "save" it) and confirm saving
by pushing the key
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Colored glass material
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of the relief. This implies that some edges of
the decoration will be more enlightened while
others remain in shadow. The relief effect will
be automatically generated by the Bump Map,
so you must adjust the image by removing it
as much as possible.
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Practical example of calibration of the rendering
Two types of projects are taken into account among those considered
the most common in design planning.
Even though leaving out, for obvious reasons, the introductory part of
the construction of the room, anyway it is important to point out that the
choice of furniture with a good aesthetic impact about design and 3D
model is essential to obtain a good photorealistic image. Like a chain
whose strength coincides with the one of the weakest ring, in the same
way, in a furnishing scenery the overall quality suffers a significant
reduction, if just a particular is not up to the other ones.
Another aspect that should not be underestimated is the choice of
framing and the focal opening (FOV), taking particular care to avoid
perspective and wide-angle distortions.
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engine, significantly affecting the final rendering. For this reason it is
essential to know the following aspects related to this feature:
The direct light is the one generated from a light source present in the
room whether natural (emitted by the sun) or artificial (given off by
lamps and spotlights).
The indirect light is the one spreading on the rebound, that is the light
the surfaces of the objects struck by direct light can spread.
Actually, the light that strikes a surface may be partially absorbed,
diffused, reflected or refracted depending on the color and the
structural features of the surface and the material itself (for example,
fluids such as water and high viscosity fluids such as glass).
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causes a behavior that, if you have a room with a colored floor and the
other walls are white, the color of the floor generates a chromatic
dominion that spreads all over the room. This is also one of the
reasons why the ceilings of the rooms, even if they are formally
associated with the same white color of the walls, tend to appear
greyer than the walls. In order to better understand it, perform two
different tests with a light colour floor and a dark one, on equal terms.
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Kitchen project: use of natural light
Now we are going to examine the results obtained using the simplified
three different settings that the program
offers: Low / Medium / High.
Here below the images obtained using
these preset with default values are
shown.
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Placing the sun towards more decentralized directions than the window
opening, the light enters the room in a less intense and direct way
creating more attenuated effects of light.
Let’s analyze now the behavior of the single bulb, temporarily disabling
the sunlight and the light coming from the sky. The following image
was obtained with the standard parameters of the artificial light (bulb)
automatically included in the project and without the indirect lighting
contribution.
First, verify that the option Physic light is active, this is essential for a
better management of the light diffusion by the rendering engine. In
order to obtain nuanced shadows, that is more realistic, it is necessary
that the light source has real shape and a real size: in the case of a
bulb, the only available form is the spherical one and you must choose
the value ≥ 1 cm as size of the radius: in our example, we use a cm 3
radius. The parameter Soft Shadows Quality influences the quality of
the shadow nuance. We suggest to set this parameter at 16, which is a
fair compromise between final quality and processing times. In fact,
higher values would significantly increase the processing times, with a
not always perceptible realistic gain.
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In the two cases about artificial light just described we did not make
use of the indirect light contribution which surely brings a higher level
of realism. The example on the right differs from the previous one only
in the activation of indirect light. This image may be a good starting
point for the simulation of the room at night. After separately analyzing
these two light sources (sun and bulb), let’s try to use both of them,
obviously using the settings and the feed-back obtained from the tests
so far carried out. The two images below show the result obtained
without (left) and with (right) the indirect light contributions.
As you can see, the overall lighting of the scene on the right is
excessive, so, between the two available light sources we choose to
use only the natural sunlight.
In fact, if possible, we recommend to always use the most natural
light before resorting to the artificial light contribution. Quality
and realism are undoubtedly higher.
Then, proceed with the decommissioning of the artificial light bulb,
focusing attention only on the sunlight and the beneficial contribution of
indirect light: in this way, we have exactly the same situation of the
reality that surrounds us. The image on the right is the obtained result.
We can see that the light entering the window is excessive, creating a
strong back lighting effect that annihilates the display of the window
frame. In order to mitigate the sunlight we can act in two different ways
at least, without considering a third option which is to move the position
of the light source in a decentralized point from which it can not radiate
the room in such a direct way. Then, keeping the position fixed, first
operate on the parameter Portal Light by halving it from 1.0 to 0.5 and
getting the result on the right.
In the second attempt we operate a reduction of the parameter that
manages the sunlight intensity, by decreasing it from 1,0 to 0,4.
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This latter image has a lower overall brightness which shows that the
modification of the multiplier of the sunlight intensity has a bigger
influence. In order to avoid an excessive decrease of this value, we
adopt the solution to mix both modifications. This will allow you to
obtain a more contrasted image. From the images so far produced, it is
evident that the window area is too illuminated. To decrease the back
lighting effect, you can interact with the photographic exposure
parameters. To access to these parameters you must click on the
button Photographic, in the Rendering Parameters browser.
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Then, proceed to the generation of the high-quality image by choosing
an average size because the processing time depends mostly on this
parameter.
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Since this is the same light that softly enters behind the observer, the
resulting effect is to reduce the contrast caused by the back lighting.
Since this is
the same light
that softly
enters behind
the observer,
the resulting
effect is to
reduce the
contrast
caused by the
back lighting.
Finally,
remember
that when you
introduce the openings you must verify that the option Generate
diffused light is active, otherwise the light would not enter. After the
generation of the rendering, the provisional opening can be easily
eliminated without any effect on the lining of the wall, with any type of
installation.
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Management of the INDIRECT LIGHT parameters
The indirect light is the light source generated by the bounces of the
light particles moving within the scene. In this section we analyze the
parameters that allow us to manage this important rendering
component. In
order to
calculate the
indirect lighting
we use an
algorithm
(technically
defined Final
Gather) that
allows you to
create a kind of
discrete map of points (shown in green below) for each of which is
collected detailed information on the brightness. From every point we
simulate the tracing of light rays on the scene, to determine the
interpolation of the average brightness with the neighboring points. The
parameter that rules this point map is Point Density.
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Anyway, however much the Density Point value may be increased,
this is not the only parameter on which to intervene to try to collect the
information on all the point of the scene; furthermore, by increasing this
parameter, the image will show a higher contrast, so we suggest you
not to exceed by setting too high values: values between 1,0 and 2,0
may represent a fair compromise in the relationship between quality
and processing time.
Now we must face a typical problem about rendering: the presence of
spots inside the images, especially in the most dim light areas,
typically near the corner of the walls. These unaesthetic irregular
presences depend on the low approximation of the rays and on the low
density of the points, because of which the are too marked brightness
jumps between neighboring areas. In order to overcome this problem,
it is important to increase the Interpolated Points parameter value
which allows to reduce the contrast of light from one point to another,
then removing the unaesthetic artifacts generated by the Final Gather
map. Besides this parameter, it can be useful to increase the value of
Rays per point which regulates the amount of light rays that are
radiated from each point on the map. Let’s see how these two
parameters, for their own relevance, influence the achievement of the
image quality. Let’s begin to see how much does impact the parameter
Rays per point by varying the introduced value.
Rays per point 250 Rays per point 500 Rays per point 1000
We suggest you not to use, even to produce top quality images,
excessively high values (do not use values higher than 2000, knowing
that 1000 is a very good fair value) because there is a critical point
beyond which you cannot obtain any appreciable visual effect, even if
you pay heavily duty in terms of processing time duration. Lower
values, as 500 or 250 obviously allow to obtain rendering much faster.
Now, let’s turn to the parameter Interpolated Points. By increasing
the value of this parameter, you obtain an softer image whose contrast
between clear and dark areas is lower. Also in this case we suggest
not to exaggerate, because well as incurring a significant increase in
rendering time, you may obtain a too flat image since a further
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consequent effect of increasing this value, is to have an image with
less contrast.
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Density point 1.5 – Ray per point 500 – Interpolated point 250
Another parameter worth analyzing is Rebounds Number. In fact, in
the image there are still some dim light areas. This is because the
sunlight rays cannot reach all the parts of the room, especially edges
and corners, as it normally happens in reality. The standard value of
this parameter for the medium resolution is 0, while for the high
resolution is 1: this means contemplating only one bounce of the light
source from one object to another one. To have a larger and more
uniform distribution of brightness, it might be useful to increase the
value of this parameter. Try to bring this value to 3 and then to 5 in
order to see what you get. We recommend not to exceed these values
in order not to overload the processing work. We can see that by
increasing the number of bounces, the overall brightness of the scene
increases.
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Photon management
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In the images below we can see that when the values of the Photon
Density parameter change, the Photon Map has a different behavior.
The two images below represent the Photon Map where the colors
indicating the gradual transition from dark to light are: blue, green,
yellow and red. We can see how the most lit areas (in our scene the
ones with green and clear blue colors) present a gradual nuance
significantly larger in the right image, while in the left one there are
smaller and more jagged spots: in certain contrast conditions of the
scene, this situation may produce the presence of artifacts.
The value 500, recommended in the standard choice of High Quality
rendering, is usually sufficient to obtain a good image. We recommend
to increase this value and to set 1000 only when you have the chance
to make background rendering (that is using the render-job) or when
you have to do with scenes particularly prone to spots problems. If you
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like, you can go as far as the value 2000, but this is recommended only
to obtain very large images which can then be used also for printing. In
our test we have been generating also the Photon Map image with the
2000 density value, but the result, in a medium-small image (800 x 600
pixel) is really very similar to the one obtained with the 1000 value and
this is a further confirmation that above a certain threshold you cannot
obtain any improvement and you run the risk of wasting more time for
the processing. Obviously, if we were to generate a large image (for
example 4000 x 3000 pixel) for printing, the difference between the two
density values 1000 and 2000 would certainly be much more obvious
and appreciable. So you must be able to mediate between the need to
obtain a good image and the right size. Generally speaking, an
excellent medium-small image (for example 800 x 600 pixel) requires
less exasperation in setting the rendering parameters, because beyond
a certain threshold you cannot perceive any difference. Obviously, in
case of larger images, this threshold increases because, for example,
the number of the pixel that contribute to form a nuance are many
more and so they require a greater refinement in order to avoid spots
and too sharp chromatic changes.
For the treatment completeness we show below also the image of the
kitchen in the night version, where the only light source is a bulb,
generated at high quality with a 2506x1680 pixel resolution: the
processing time for this medium-large image was 2 hours and 50
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minutes. The two parameters set to 2000 (Rays per Point and Photon
Density) have a great influence upon this processing time.
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In the cases of indoor lighting by artificial light, the shadows produced
by the non-lighting are better defined and also a little darker, because
the intensity of the artificial light is lower and so even the pathways that
the photons cover bouncing among the surfaces are shorter, because
the decay of the brightness is faster.
The colors and the materials of the products that belong to the project,
influence the final resolution, including the brightness of the room. In
order to prove this, we show a variant which is exactly the same room
coated with different products.
In this case we have halved the two most significant values (Rays per
Point and Photon Density) and we have created a smaller image
1253x840 pixel (halving the sides, so as total number of pixels the
image is 4 times smaller) just in a 20 minutes time, that is 8,5 times
less than the time taken to create the previous image (considering
irrelevant the change of color of the room and with the variant of using
the natural light source instead of the bulb).
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Wishing to further reduce the waiting times and to create a non-high
resolution image, but still of good quality one, you can create a smaller
image, further decreasing the rendering parameters (Rays per Point
and Photon Density). In this case, the image size is 931x615 pixel
and the processing time is 10 minutes.
Then there is also a structural limit, so even halving these two values,
the time does not halve, but remains stable at around 8 minutes.
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The PHOTO EXPOSURE parameters
The path so far taken has led us to focus all our attention first on the
calibration of the lights incorporated into the project and then on the
settings of the rendering parameters. An alternative route may be the
one that does not start changing the position and the natural light
settings, but focusing on the exposure control. Obviously, once you
have gained a sufficient knowledge of both paths, you can choose your
own way to proceed. Certainly, both can be managed in parallel to
achieve a more refined calibration.
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It is important to consider that the brightness increase may lead to a
flattening of the resulting image, so we also recommend to slightly
increase the Saturation in order to bring back the colors to an
optimum state. If we try to lower the Aperture parameter, just like in
photography, the amount of light travelling through the lens increases,
as well as the Exposure Time. It is necessary to bear in mind that the
exposure time is expressed as a fraction of a second, so 100 means a
hundredth of a second. In order to increase the exposure time and
have a more lighted scene, the parameter value shall be lowered (50
corresponds to one-fiftieth of a second and it is twice as long to one-
hundredth of a second).
Having increased the brightness, in the scene appear too light areas.
In order to avoid to “burn” too much some parts of the image, you may
decrease the value of the Overexposed Areas parameter, obtaining
the following image.
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At this point, we can say we have reached an acceptable balance
whereas we worked only with these parameters; in fact, having left the
same position and the same standard intensity of the sunlight, we can
certainly not obtain the same light effects present in the previously
seen renderings. But once we have made this calibration, we can
apply again some modifications of those discussed in the previous
pages, so that we can obtain a mix of effects, properly dosed, such
that the produced photorealistic resolution meets the need of the
moment. In fact, it will depend very much on the objective that we want
to pursue; more or less emphasizing certain areas by appropriately
positioning the lights, rather than some object or the scene in its overall
harmony.
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Tips & Tricks
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time in order to better understand its
effect, turning off the other present light
sources
Insert a spotlight directed upwards to
further illuminate the ceiling, if it is too
dark. Use a rectangular shape whose
Lighting of the ceiling
size is at least half of the ceiling and
increase the Penumbra parameter until
values like 300%
Verify that the created point of view is
Completely white or black inside the project: in fact, it may be
image inside the thickness of the wall or just
outside
To create a rendering from above,
Images from above increase the height of the room walls.
Avoid hiding ceiling
Perform partial rendering to speed up
the process of calibration when you
Partial images analyze, for example, the result of the
light effect on a tile or of a material
applied on a 3d element
If the walls are dark, a first step may be
to assign an advanced material (for
Walls brightness example, plaster) to the walls of the
project. If this is not enough, you need
more light to reach the walls
Not deformed vertical Use the N button to normalize the
walls navigation view
Prepare a series of high resolution
Render Job render jobs to be performed at a later
time, for example at night
Increase the size of the light beam and
Shadows nuance increase the percentage of the
penumbra area
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Place two spotlights inside the furniture
item. One of them will be pointing up
Abat-jour lamp simulation
while the other one will be pointing
down
Increase the Refraction Number
parameter for the transparency of
several consecutive surfaces
Transparencies (consequently, also increase the
Rebounds Maximum Number parameter
which usually is the sum of Refraction
Number + Reflection Number)
Assign to the tiles a material with the
Overexposed areas of
Highlight Reflection Balance
the tiles
parameter set to a low value
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ESTIMATE
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Once the designing phase has been completed, after having tiled and
inserted the elements into the room, the program allows to obtain, in
automatic, the calculation of the material and the financial estimate of
the project.
The displayed estimate is the one related to the state of the project at
the time when the Calculate command was run.
It follows that, if you are interested in comparing different solutions,
also from a financial point of view, it is necessary, for each variant
proposed, to request an updated calculation and the relative printout of
the new estimate.
Alternatively, if you wish to keep all the variants of the project stored
with the associated estimates, it would be sufficient to generate several
copies of the project by using the Save as command of the File menu
in the Project Management framework.
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Criteria to calculate the quantity of material
In the first case all the objects with a graphic symbol used in the
project and for which their inclusion in the estimate has been expressly
requested, automatically enter the bill, as well as all the elements
inserted in the project through the Element… command from the Draw
menu.
Whereas, with respect to the products for tiling walls and floor, the
necessary quantity is calculated in relation to:
The surface of the object can be determined through the Room area
command from the Miscellaneous menu. If the project is a multiroom
the dimension of the active room in square meters is displayed, that is
the one we are working on.
More in detail, the criteria followed in determining the quantity of
product sold are as follows:
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compensation cuts near walls inevitably result different depending on
the development direction of laying: for floors, for example, the more
the out of square walls are, the higher the difference can be;
4 on completing one wall, the next one continues with the completion
of the tile that may have been split (you do not start again with a
whole tile)
4 if there are no other indications, the panel chosen for the walls is
used for all vertical surfaces, whereas the one chosen for the floor is
used for all horizontal surfaces;
4 the tiling is developed automatically for all the surfaces that can be
tiled; alternatively, it is possible to indicate the single surfaces to be
tiled, or rather the ones where tiling already applied is to be
eliminated; the possible choices concern:
4 single walls;
4 low walls;
4 floor;
4 flush-fitting bathtubs;
4 platforms;
4 the following elements, if they are placed on the floor and/or adjacent
to walls, automatically remove from the estimate, the tiles of floor and
walls that they cover:
4 Low walls;
4 platforms;
4 bathtubs in masonry;
4 objects drawn by the Draw à Object… command;
4 all the furnishing elements that have been modified through the
Modify button from the Database à Furnishing elements
menu.
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Variable factors in the estimate: waste,
discounts, increases
Normally, except for product discount, the value set on the detail line of
the estimate is predominant and exclusive (in this case the value set at
a project level is not used in this line).
Project parameters
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%_discount3 third discount percentage in cascade generally
applied to the basic price of all the estimate
items;
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Displaying and modifying the Estimate
The automatic list price searching criterion that the program uses, is
set while entering the project information (see “New Project” at page
49) by selecting the type of price list to be used in the Estimate
calculation mode field. This choice can be changed at any time by
selecting the Project Data command from the File menu. If the current
price list type is modified, it is necessary to recalculate the estimate by
virtue of the fact that this operation involves initializing all the estimate
computational values. You are requested then, to pay particular
attention to all those values (Parameters of estimate line) manually
modified, as they are re-initialized at the moment of the price list
change.
By virtue of the fact that the user can update the Internal Price list by
importing the Supplier Price list prices in it basing on a different
currency, the selection of a price list rather than the other one, also
determines the currency to be used in the project framework.
Among the lines of the estimate, the only ones automatically quoted
are those containing products identified by a precise article code (the
supplier's article code), which in database is associated both with a
graphic symbol and with a List Price.
For all other products, which the graphic symbol is not associated with
any specific product (neutral tiles, furnishing elements, etc.) it is
necessary to do the quotation through the special Modify function in
order to calculate them in the global amount of the project.
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Highlight the desired line with the LH Mouse and then select the
Modify button to modify one of the estimate lines. The command
activates the Estimate line window, where all the characteristic data of
the product
automatically acquired
by the basic archives
are given.
For the lines relative to
products whose graphic
symbol is not
associated at origin
with any article code,
the generic product can be identified and replaced with the specific
product in two ways:
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indicated in the previous paragraph (see “Variable factors in the
estimate: waste, discounts, increases“ at page).
Finally, there are two other functions that allow to complete and define
the project estimate:
In the same Project estimate window there is also the fast Print quick
command that, in addition to the diversified printing functions (see
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“Printouts“ at page), already in this framework allows to obtain a first
detailed printout of the estimate.
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Fixed components of the estimate
The dialog window that appears has the same structure as the one for
the project estimate. It is possible to enter new items, modify or delete
the existing ones and finally enable/disable the automatic insertion
mechanism, thanks to the Enable automatic estimate check box that
is located in the bottom left side.
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Linked codes
ATTENTION:
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Exporting the estimate
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PRINTOUTS
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The program allows to obtain, in very easy and flexible way, various
printouts of projects and archive contents: single, partial or global
printouts in various sequences. Print command are available into
“Tools” ribbon from the “Layout” window.
4 printouts of images.
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Create on paper
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Once the dialogue box is opened, you can
select the print template from the Model
menu. The models are .docx files that can
be edited and/or created ex-novo: they
must be placed inside the folder
…\DomuS3D2010\Stampe.
On the left side of the Layout options
folder, you can select the walls whose
tables are placed in the print file.
In the upper side
you can select the
image resolution
you want to lay out.
In the lower part you
can choose either to save the created
document as an attachment to the project or to export it as a .docx
external file which can then be managed and manipulated with
Microsoft Office 2007. Once you select a template, you can see the
preview on the same name folder.
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If this option is enabled, by confirming the document
generation, it will open automatically, immediately after being
generated, in a separate window.
The document can be customized with any manual changes you wish
to make.
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Create on web
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Graphic printout of the project
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allows to customize the features of the graphic image that will be
generated; in particular in the Image dimension boxes it is possible to
define the number of Pixels for printing in the horizontal (X) and in the
vertical (Y) directions. The quality of the printout is in function of the
number of pixels set: the higher is this number, the higher the printing
quality will be (in compatibility with the features of the printer and with
the desired response times)
Each printout, except for the graphic printout of the panel, includes an
informative sheet which position and contents can be customized.
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Printout of the project estimate
Besides the quick command for the detailed printout of the estimate,
that can be activated with the Print command in the Estimate window,
it is also possible to request diversified printouts with the Print
command of the Estimate sub-menu in the File menu.
You should remind that, as in the case of visualization, the printed data
are the ones updated at the moment the Calculation command was
run for the last time: therefore, possible modifications made at a later
time are not included. So, it is very important to always recalculate the
estimate immediately before printing or displaying it.
The printout of the estimate includes all the information about the
customer the project is made out to. The printing options are:
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If the project is formed by a multi-room, and you have chosen to
calculate the estimate for each room, you will always get separate
printouts for each room.
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Project summarized printout
When you are in navigation mode (Navigate view window), you can
run a summarized printout of the project through the File à Project
summarized printout… command.
This function allows to obtain on a single page:
4 A summing up table with the both graphic and information detail of all
tiles employed in the project
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Printout of the basic archives
The printing process is the same for all archives: the Print command
activates the Selection type dialog-box allowing, according to the
usual procedure, the selection and the choice of the elements to be
printed.
Confirmation of the choice automatically activates the standard Print
window and then, upon another confirmation, sends the file to be
printed to the associated printer.
The printing function arranges the paging up so as to dispose the
selected elements in groups of three per page.
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Panel sheet printout
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Printouts of images
Select the Print image... command from the File menu to access the
printing function of the images. In this way it is possible:
4 in the Select image dialog-box, to select, with the LH Mouse, the
directory and the file related to the image to be printed
Or, by selecting the Load image ... command from the File menu, it is
possible:
4 In the Open dialog box, to select the directory and the file related to
the image to be loaded and press the OK button with the LH Mouse.
4 To choose the Print command from the File menu which
automatically activates the standard Printing window and then, after
confirmation, sends the file to be printed to the associated printer.
4 To display, through the Update icons button in the area below, a
preview of all types of images indicated in the File type field
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In both cases, the image is printed together with its information, and
apart from the original dimension, it is re-scaled in proportion, by fully
exploiting the printing area available in relation to the defined format
and to the chosen printing orientation.
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3D TILES
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The 3D Tiles module allows to design working tops and laying plans
by using tiles having composite 3-dimensional formats. The design of
the above said elements is not indeed much different with respect to
the normal designing method with plain tiles.
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Designing working tops
In order to design a tiled working top, you must first build the 3-
dimensional object (see “How to draw an object” at page 118)
representing the masonry element where the tiles will be laid on. Then,
while defining and building the object, it is extremely important to
exactly calculate its size and keep into account all the features of the
tiles and the grout so that, after having laid the first tiles, you will not
have to re-draw the object because its dimensions are wrong. If this
event happens, and you have to delete the object and re-draw it, all the
already inserted tiles will be inevitably deleted together with the object.
After having drawn and positioned the object, in order to go on with
laying the tiles it is necessary to do the following:
21. Create a perspective view (see “How to draw an object” at page
118) that includes the surface where tiles are to be laid on.
22. Select the Modify tiling command from the Modify menu, and
select the surface where tiles are to be laid on.
By doing so, the Modify tiling window opens and, in it, the outline of
the selected surface is displayed, with the same orientation of the
layout.
The pace of the grid can be customized, this can be done by selecting
the Set grid parameters command from the Draw menu. In the
dialog-box that follows, enter all the desired values for the grout and for
the X and Y pace (that is to say the tile dimensions).
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But the grout value cannot be always set prior: sometimes it could be
in function of the working top length and of the tile dimension. With
respect to this, the program provides a function to determine the
optimum value for the grout, given the length to be covered in the
working top and the tile dimension.
4 Select the base point (Origin) of the grid. For precisely positioning the
base point, activate the usual Pick window with the RH Mouse (see
“Precise tile positioning by means of a reference system” at
page 138).
4 Define, by identifying two points, the line according to which the grid
has to develop
In this way, the grid will be created and it will remain visible on the
screen until the Modify tiling window will be closed: the grid is a
temporary apparent element that is not stored and no trace remains of
it.
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Insertion of 3D tiles in the grid
After having
created the grid,
go on by laying
the 3D tiles on
the working top.
Select the Add
tile command
from the Draw
menu and press
the RH Mouse
so as to not
refer the tile to
any pre-existing
tile, and choose
the tiles from
the database.
Do the selection through the Tile selection window.
After the selection is done, the tile is made available at cursor and it is
ready to be positioned. When passing over the grid with the tile at
cursor, each box interested by the passage becomes sensitive (it takes
on a black color) and ready to receive it if clicked
with the LH Mouse. If the box already contains a
tile, it is red and passing over it with the mouse, it
takes on a blue color. The box highlighted also has
a square in one of its corners: the square represents the insertion point
where the cursor will converge.
During positioning always take into account the orientation of the tile at
cursor with respect to the grid.
For a correct positioning of the tile you can proceed either by moving
the position of the square on the grid or the position of the cursor along
the corners of the tile:
4 By pressing the G key, it is possible to move the square on the grid
to another vertex, the movement is anticlockwise at each pressure of
the key.
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4 By pressing the P key, it is possible to move the insertion point at
cursor, without giving any rotation, to another corner of the tile,
movement is clockwise at each pressure of the key.
4 By pressing the + key, it is possible to rotate the tile of 45°, rotation
is anticlockwise at each pressure of the key.
4 By pressing the - key, it is possible to rotate the tile of 45°, rotation
is clockwise at each pressure of the key.
4 By pressing the R key, it is possible to rotate the tile of the desired
degree by entering the value in the Rotation box.
After having set the position of the square on the grid and the
orientation of the tile, click in sequence into each box with the LH
Mouse, to select where to position the tile. Press the RH Mouse to
end insertion.
Repeat all operation explained since now for all types of 3D tiles
necessary to complete the working top.
In order to modify the positioned tiles, in the Modify ® Tile menu, only
the Delete and Copy commands are available.
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Laying 3D Tiles in a panel
All plain tiles having an irregular outline that is not included in the
standard formats provided may belong to the 3D tiles typology. Their
insertion in a panel is made in the same way as all other tiles (see
“How to create a new Panel“ at page 132) with, some more remarks
and attention.
For the insertion of a tile, you can use the I key to forcibly overlap the
tile over one already laid in the panel. This function is very useful for
the insertion of “Button” or “Decorated tiles” .
The laying of a 3D tile in the final part of the panel, sometimes leads to
display some empty areas in the belt containing the tile. This empty
area that wrongly appears in the panel, is displayed with the same
color of the grout but it is only a temporary apparent effect that doesn’t
affect the right application of the panel when generating the image of
the room.
4 Navigate;
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Aligning the working top grout to the one of the
wall tiling
The building of a working top often involves making its grouts align with
those of the tiling so achieving an optic effect of continuity between the
two perpendicular planes. After having built the working top and
applied tiling to walls, select the Modify tiling command from the
Modify menu indicating the wall adjacent to the working top.
In this way the Modify tiling window opens: in it the tiling of the
selected wall and the row of 3D tiles of the working top adjacent to
walls are displayed.
In order to transfer the wall tiling in such a way that the grout coincides
with the grout of the working top, select the Modify tiling position
command from the Modify ® Tiling menu (see “How to modify the
tiling of an area or a frame“ at page 155).
If there is more than one wall adjacent to the working top, repeat the
above said operations for each of them.
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PHOTO-3D
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Before illustrating the commands related to this function, it is
necessary to explain what it is.
This function allows to work, interactively, on photographic pictures of
actual interiors to bring any king of modification to them, from the
replacement of floor or tiling, up to the introduction in the room of new
3-dimensional furnishing elements. Replacement of floors and wall
covering is not in any way bounded to the size of the existing tiles. Any
size of tile, as well as laying plan, may be applied.
In order to be able to carry out this function, it is necessary to have an
image in a bitmap format (.bmp) of the actual layout with related
dimensions of the room.
It is not necessary the image to be very big: the screen resolution
dimension is enough, or a little bigger, so that the image is easily
visible.
It is very important to know exactly the real dimensions or distances of
some elements in the room in order to re-construct the exact geometric
perspective of the room in 1:1 scale: this will obviously have a
significant consequence, not only in the graphic impact, but also in the
precision of the Estimate calculation.
Insertion of constraints
Constraints are nothing but points (pixels) of the image that somehow
identify some real reference points (as for example the coin of a
cabinet, of a wall, of the tiles). Coordinates of these points must be
taken from the actual room and it is important to know their real
distances with respect to the point of origin of the layout (0,0,0). It is
very important to know the exact coordinates of these points; otherwise
the final result will not be satisfactory, nor reliable.
The choice of points is simple: as the sense of the operation is to allow
the program re-building the 3-dimensional room according to the
photographic picture, it is obvious that all the points included in the
picture, that could be certain point of references (coins of walls, coins
of tiles which size is known, etc.) have to be identified: also the
coordinates and distances in the reality of these points must be known.
The insertion of a new constraint is made by selecting
the New constraint command from the View menu
and indicating a point of the image with the LH
Mouse. After selecting each point, the Constraint
Properties window automatically appears; in it you
have to enter the X, Y, Z, coordinates correspondent
to that point, always with respect to the origin (0,0,0)
of the layout.
To enter new constraints, repeat the operation just
described remembering that you have to set at least five
constraints, not more than three of them belonging to the same
surface.
Once a constraint has been inserted, it could be moved, deleted or it is
possible to modify its Room Coordinates.
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constraint to be moved. Indicate with the LH Mouse the new point on
the image and re-enter the X, Y, Z coordinates related to that point,
into the Constraint Properties dialog-window.
Constraints Identification
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The operations hereafter described, must be done surface by surface
(e.g. first the floor, then a wall at a time, then a low wall and so on for
all the surfaces wanted to be covered with a new laying plan).
4 making the selection in such a way that the object is not selected (for
example splitting the surfaces into a patchwork of several polygons
selected)
4 selecting the whole surface, and then deducting from the selection
the object in it. In this way the Deduct selection command from the
Selection menu is activated: this command allows to select a
surface that has not to be selected. To select the surface do the
“outlining” operation as above said.
In order to display everything that has been actually selected, there are
two possibilities.
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How to display the selected areas
After having indicated the surface, the program displays again the
Photo-3D project work window where it is possible to select other
surfaces by repeating the same process.
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Selection Management
The program stores each selection associated with each surface and,
even if this one is deleted or cancelled, it could be recovered at any
time to be modified. If a selection is modified, it is always necessary to
associate it with the related surface.
Activate the Modify selection command from the Selection menu and
select the polygon or the selection area intended to be modified with
the LH Mouse. This command allows, by doing the same operations
made during the surface selection process, to continue the selection or
cancel the last points, since the selection polygon is hooked at the last
point previously inserted.
Activate the Delete selection command from the Selection menu and
select the selection area to be deleted with the LH Mouse. This
command allows to delete only one selection area at a time.
Activate the Load surface selection from the Selection menu. This
command allows to recover a selection already assigned to a surface.
Select, into the Window selection dialog-box, a perspective view and,
through the LH Mouse, the surface which the selection to be
recovered has been previously assigned to.
Automatically the program goes back to the Photo-3D Project window
making the polygon of the selection available.
If in the Window Selection dialog-box there are no stored views, by
pressing the Cancel button with the LH Mouse, it would be possible to
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create a new view, through the dialogue box for the creation of a New
view.
Activate the New image command from the View menu to generate
the new image. At first, the image will be shown in a summary way into
a small area at the center of the screen, and then it will be shown at full
screen at the end of the generation process. The result is the initial
photographic picture with the tiling of the selected areas modified.
All the images created are in a bitmap format and have the same
resolution as the initial photograph. These images can be printed (see
“Printouts of images”) and saved as well.
By using the Save image command in the File menu the Save as
dialog-box opens: enter the file name (with .bmp extension) and
choose the directory where this file has to be stored to.
Anyway, if this has not already been done, by closing the Modify
Image window, the program queries if you want to save the image,
avoiding, in this way, the accidental loss of the result of the process
made.
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Visualization of the furnishing elements
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OTHER FEATURES
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To complete the different interior decoration functions already
described, the program provides some important functions, able to
solve, on request, particular specific requirements and problems.
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Exportation and importation of projects
The program is able to export and import projects provided they have
been created with the same release. What is exported is the geometric
structure of the environment and the references to the codes of the
elements in it, whatever they are tiles, panels or furnishing elements: if
the installation the importation is made to has the same elements
available, the project will be open complete of everything. Should some
elements not be into the project, the reason is why it is not present into
that installation. In order to remedy it, we suggest to use the more
efficient Export package(s)… function described in the next
paragraph.
On selecting the Export projects ... command from the File menu, the
screen shows a dialog-box to select the existing projects: do the
selection and confirm it by clicking the OK button with the LH Mouse.
The selected project can be also displayed by activating the Preview
box and by selecting the type of display (bi-dimensional or three-
dimensional); in order to display other projects, use the scrolling keys.
Through this operation the program generates the .prj export file in the
…\export\projects directory. The file generated in such a way can be
loaded, imported and processed by another installation having the
requirements indicated in the following paragraph.
In order to export a project in DXF format, first of all you must open it
within the program. By selecting the Export in DXF format ...
command from the File menu, the Save as dialog-box automatically
appears on the screen. In it, in the special File name box, it is
necessary to enter the name you want to generate the file with. After
having chosen the destination directory too, confirm the operation by
clicking the Save button with the LH Mouse. The file generated in such
a way can be therefore loaded from any other program that is able to
manage the DXF formats.
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Exportation and importation of packages
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Image management
With respect to this, we remind you the printing function activated with
the Print image... command and the Load image ... command, both in
the File menu.
Immediate generation
Select the Generate image... command from the View menu of the
Modify view # xx window to immediately generate the file containing
the image in realistic rendering of the active perspective view; through
the Image features dialog-box it is possible to give the generation
parameters of the image:
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4 customize, if you prefer, with the Color button the color that will be
attributed to the background of the image generated
4 confirm the generation of the image with the OK button.
Postponed Generation
4 press the ...File job [.job] button to attribute, through the following
Save as window, the name of the job containing the indications to be
able to build the image at a later time and the directory to put the job
in (the directory: …\imgjobs is automatically proposed)
4 customize, if you want, with the Color button the color that will be
attributed to the background of the image generated
4 with the LH Mouse, in the job Files [*.job] window, highlight the jobs
planned to be carried out
4 press the Add>> button to insert the selected jobs into the Job(s) to
do window
4 press the Info> button to display additional information about the job
selected with the LH Mouse, in the Job(s) to do window
4 press the Run button to start processing all the jobs in the Job(s) to
do window
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program queries to select the .rjb file (you can select even more than
one file, provided they are all included in the same folder: the single
jobs are then processed in sequence). The result of processing is
constituted by .rjb.bmp and .rjb.jpg files containing the photo-realistic
image made.
Polygon filling the image selected next will completely fill the
drawn polygon adapting its size to the
dimensions and shape of the polygon
4 draw the polygon destined to contain the image; this drawing may be
made, through the Pick window, with the same procedures
described for the tiling modification functions (see “Covering areas
and perimeters” at page). When drawing the polygon (generally a
rectangle) start from the down-right vertex and proceed drawing the
perimeter in clockwise direction.
4 in the Image loading window, choose with the appropriate button the
name of the file containing the image and possibly display it with the
Image button
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4 in the event of Loading type = Image dimension, define in the
appropriate boxes the dimension expressed in mm. X and Y of the
rectangles (divisions of the initial polygon) destined to contain the
copies of the image
Finally, in the Modify menu of the Modify tiling # xx window there are
other two commands to manage this type of image:
4 select the Move image command to modify the position of the image
on the surface displayed. After having chosen the image to be
moved with the LH Mouse, it is necessary to indicate a base point
and where this point must be moved to: the confirmation of the new
point identifies the new position of the image on the surface.
4 select the Delete image command to delete one or more images
chosen with the LH Mouse from the surface displayed.
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Interior decorations: association with Tiles,
Panels, Projects
One function of the program that may turn out to be particularly useful
in certain circumstances is the one connected with the Interior
Decoration button, present in all dialog-boxes managing the files that
contain elements associated with graphic images. In the specific
instance, the archives are: Tiles, Panels, Project, Furnishing Elements.
23. establishing a link between any element and the image of interior
decoration where this element is used and can be displayed
24. automatically calling up this link also in all the other circumstances
where this element is used.
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the element and the command buttons for their management are
displayed:
4 choose the file containing the image with the appropriate Image file
[.bmp] button
4 press the Display button to display directly the image selected with
the LH Mouse in the Interior Decorations window; the image will
disappear when the LH Mouse is pressed again
4 press the Print button to send to the printer the interior decoration
selected with the LH Mouse in the Interior Decorations window
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Application of images on surfaces
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from the above said window it is necessary to start the Modify à
Modify Tiling… command and select with a left click of the mouse the
internal area of the frame. At the following query “Select the view
horizontal axis …” it is sufficient to click with the RH mouse button in
any point. Now a new Modify Tiling #xx window opens: it includes, at
full screen, the surface of the selected frame.
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width/length proportion is quite different, the image will result distorted
accordingly.
The image chosen will appear applied to the whole surface. If the
result is not satisfying, you can delete it through the Modify à Image
à Delete image command and repeat the application of a new image.
On the contrary, if it is satisfying, you can close the Modify tiling #xx
window and check, in the navigation window, if the picture is really
complete.
At this point, the only thing to do is to come back to the Layout window
and move the picture from that temporary position to its definitive
position on the wall.
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The “frame” furnishing element with the image can now be handled as
any other element: the image applied is strictly lied to the frame and
follows all modifications brought to it. For example, if you want to
modify the size of the picture through the Modify à Element
dimension… command, the graphic image included is adjusted
accordingly, always granting a good visual impact.
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Through the Modify à Modify tiling… function, you can proceed
exactly as described in the previous paragraph for pictures. As
concerns the selection of the image to be applied, we suggest to refer
to the ..\Bitmap\Textures directory, where there are, more than images
of textures, also those of fabrics and carpets.
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In order to activate the image insertion function, run the Draw à
Image… command, and select the Polygon Filling option from the
Loading type window.
At this point, the query “Select the polygon
containing the image…” appears: through the
LH Mouse, trace a rectangle that remains inside
the window frame and that anyway is a little
bigger than the glasses area: the first point must
be down right side, proceeding then in clockwise
direction.
Like for areas that can be covered, after having selected the third point
of the rectangle, it is necessary to close the selection using the Close
command of the Pick window opened through the RH Mouse.
Once the selection is closed, the window for the choice of the image,
automatically appears. After having chosen the image, the command
closes without displaying anything: this happens because the image is
behind the window and, in this framework, the transparency option is
not active. Anyway, if you move the window you would see the image
just inserted on the wall.
Transparency of glasses is not active neither in navigation window, so,
both in perspective and navigation views you cannot appreciate
visually the operation just carried out.
The only way to display all in a correct way, is by generating images in
photo-realistic rendering.
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EDITING OF IMAGES
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The program is equipped with a module allowing photographic touch-
up of images that already exist in a digital format. The above
mentioned module doesn’t replace traditional and more specific photo-
editing programs, but is an easy-to-use tool for most part of routine
modifications that might be necessary in the kind of images (tiles) used
within the program.
The commands for modifying the image, are in the menus described
hereafter. During explanation of the commands the word “Clipboard”
is often mentioned. The clipboard is a “parking area” in the computer
memory where some information that can be used in other frameworks
is copied (more properly “pasted”).
Paste è As selection
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It allows to insert, in the image being modified, the image included in
the clipboard. After having selected the command, the image in the
clipboard is temporarily introduced in the left high corner inside a
broken line area. By positioning the cursor inside it, this will take the
shape of a hand, in this mode it indicates the aptitude to move the
image just inserted, upon pressure of the LH Mouse. Once the image
has been positioned where you want to paste it, just click with the LH
Mouse in any point of the broken line area. With this click, the image is
pasted to the background and from that moment on it cannot be re-
positioned anymore.
It allows to create a new image with the content of the clipboard. After
having activated the command, a new image called Imagekk will be
created (kk is a progressive number).
Zoom è Zoom In
Original dimensions
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Information about Clipboard
Background color
It allows to choose, through the Windows color palette, the color of the
background to be applied to the main window.
Resize
Cut out
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Copy
It allows to create a copy of the image that you are modifying keeping
all the modifications made. In this way, a new image called Imagekk
will be automatically opened (kk is a progressive number).
Information
Brightness/Contrast
Color contrast
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values allowed. By pressing the Apply button, it is possible to verify
directly the result on the image. If the result is satisfactory, press the
OK button. To go back to the initial values, press the Default button.
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THE CLIENT / SERVER VERSION
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The Client-Server version is different from the Stand-alone version for
some operational features and data management:
4 You can share panels, projects and catalogues among all users of
the program, by connecting from any workstation in the company
premises.
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The Server is an operating station on which "server" engine of the
platform is installed. On the Server you can find:
4 database (it is a Sql Server, ODBC compliant)
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Instructions for program installation
Server Installation
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The installation of the
server module requires
the use and availability
of two TCP ports: a
port used by the SQL
Server database
module to interact and
exchange data with
clients (port 1433) and
the other port used by
Key hardware security
module (port 4000). If
the two ports were already occupied, that is used by other processes,
you can change these values. When you install the clients, if these
ports are not identified automatically, they must be set manually, so it
is good to write down the values appearing in this window. The Server
module makes available the online folder indicated in the Shared
Folder mask field, enabling its share to all users. This folder is used for
saving application files. The network administrator must set
appropriate routing strategies, any operations on firewalls and must
secure access rights to files so that all Clients have access to two TCP
ports and to the shared folder.
Then you must install the service on the key by setting the right
networking port. Installation is available on DVD in the following folder:
Server\Common\Maticad\Server\Eutron\Eutron_files\Service_Windows
If you already have a full version of Microsoft SQL Server 2005, you
can use it by installing an instance with the same parameters listed
above just before installing the server module.
Once installation is completed, you can change the password of the
administrator (sa) in order to have a higher network security.
Client Installation
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4 Server name and
address: Enter the
name or IP address
of the machine
where the server
module has been
installed.
4 TCP database
port: TCP port
number for client
interaction with the
database server. It
must match with the number set up during installation of the server
module.
4 Eutron Key TCP port: TCP port number through which the client
queries the dongle installed on the server to receive the authorization
to operate.
You can install the client module on more machines than the total
number of operating clients that were purchased. The rule that controls
the licence functionality provides that, having purchased a
configuration with a maximum umax number of users, the server
constantly checks and permits the simultaneous use of no more than
umax clients. Then the installed clients can be even more than the
permitted umax. Obviously not everyone can operate simultaneously
and if you reach the maximum number, if a new user wants to work
with the program he must wait for a colleague to log out.
You can intervene manually by defining folders for network file sharing
application different from those set automatically by the server
installation. In this case, once folders have been created and shared
and the necessary rights to enable users to access both reading and
writing have been assigned, it is appropriate to include the information
of the new pathname of the shared folder on each client.
On turning the key of the registry of each client
HKEY_LOCAL_MACHINE\SOFTWARE\Maticad\DomuS3D_CS_Server\10.0
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Edit the CSServerPath content, by writing the network path to the
folder of the application files.
Similarly to the folder (shared) of the file-saving panel, whose path is
shown in the PanelPath key.
4 In the Cache
options dialogue box,
select the Manually by
using the command
"update" option and
enable the Cache
database section. Once
the choices have been
confirmed, you must restart
the program on the client.
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Operating Session Management
4 Password: maticad
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The New, Edit and Delete buttons allow respectively to create a
new user profile, to edit and delete an
existing profile.
By selecting the New button, you can
access the following dialogue box
where the new user data shall be
entered. The name must be unique
and different from the others, whereas
the password is case sensitive, i.e. the system distinguishes
uppercase from lowercase letters.
For both the username and the password alphanumeric characters
and numbers in any order can be used, for an extension up to 32
characters (username) and 64 characters (password).
Once your user profile has been created, it is listed among the
internal users. You do not have to do anything but select the user,
edit the information on your profile (in particular settings that will be
discussed shortly) and confirm the entry with the Edit button.
The user can be connected to the system only if the Enabled
checkbox is flagged.
The Setup Password button allows the administrator to change
the user's password at any time. Multiple Connections check box
allows the user to connect even from multiple workstations
simultaneously. If this flag is disabled, a user will be blocked if it
appears to be already connected to a different workstation.
It may happen (e.g. for a system crash, a blackout, or an incorrect
Logout), that a user is still connected to the system even if it is not
really. In order to avoid this, open the program once again on the
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same machine that turns out to be "busy", with the same user
profile, then sign out (Logout) correctly.
The View only user projects option is enabled when you want to
assign a given profile the access only to the projects that has been
created. In this case the user cannot load projects created by
others, since they will not appear in the masks of research projects.
The system administrator can also verify user connections via the
User Log button. The lower part of the Users window contains
information about the licence:
4 Max number users: the maximum number of users (clients) that can
operate simultaneously. You can always buy new clients, by
receiving an unlock code that can be enabled via the Update Max
Number users button. This function is available only for the
administrator user.
4 Max number runs: of system accesses available. The value 65535
indicates an infinite number of accesses.
4 Disconnect: The (Logout) function allows you to
disconnect from the system. The disconnection
happens automatically any time you close the
program.
Three are the levels among the potential user profiles that can operate
in the system:
4 Normal user: it can create and edit panels, projects and customer
lists. It cannot make other changes to the database.
4 Administrator User: if compared with a regular user it can
individually insert tiles and pieces of furniture into database.
4 Super Administrator User: it is the higher default profile that has
been mentioned at the beginning of this paragraph. With this profile
you can create and manage users, upload entire database
catalogues, unlock projects.
Projects
In this window you can immediately identify whether the project you
want to edit was blocked by another user. Actually, the information is in
the first column ( * means free project, otherwise the user's name
appears maintaining blocked the project).
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The Administrator user has the option to release a project that is at
the exclusive use of a user. By selecting the project in the previous
mask, the Release project button in the window lower part is
available.
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he/she would like to operate. This mode is useful when you are not
sure about the edits that have been made and therefore it is
preferred, even if temporarily, not to get the server with a version that
you do not really know completely. At the next opening you can
continue working on local version, by saving it on the Server only
when you are sure about this solution.
4 DO NOT save changes and release: in doing so you lose changes
you made. The version of the project on the Server will not be
changed.
Database Backup
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4 Backing up data files: together with the database backup, you must
save data files in the database records they refer to. To do so, simply
make a copy of the server structure folder.
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APPENDIX
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A. Record-tracing to import INTERNAL PRICE
LIST data
The file read after having activated the Database è Internal price list
è Import command, must be a text file, with fields marked by
quotation marks ["] and separated by commas [,], where every line
represents a record.
"codice","cod_articolo","var_colore",”codice_produttore”,"tipo_listino",
"categoria","cod_valuta","descrizione","fornitore","collezione",
"desc_serie","in_produzione","tipo_formato","formato","peso_unitario",
"nrpz_confezione","unita_misura","data_genlist","data_declist0",
"cod_listino0","esente_iva0","aliquota_iva0","prezzo_base00",
"prezzo_base01","prezzo_base02"
codice
cod_articolo
var_colore
codice_produttore
tipo_listino *
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Price list type, alphanumeric, formed by a maximum of 4 characters.
Set to "STD" if not used.
categoria
cod_valuta *
descrizione
fornitore
collezione
desc_serie
in_produzione
tipo_formato
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FORMAT TYPE DESCRIPTION
RETT Rectangol
ESAG Hexagon
OTTA Octagon
TRIA Triangle
TRAP Trapezium
QTTO Quadrilateral
ROMB Rhomb
PENTDX Pentagon RH
PENTSX Pentagon LH
formato
peso_unitario
nrpz_confezione
unita_misura
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data_genlist
data_declist0
cod_listino0
esente_iva0
aliquota_iva0
prezzo_base00
a
1 grade price, integer.
prezzo_base01
nd
2 grade price, integer
Set to "0" if not used.
prezzo_base02
tab_sco_agg0
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This field contains a list of discounts (burdens) the user can refer to
through the use of the "Price type" both at the project level and at the
level of a single line of the estimate.
The field can contain up to 10 values, each one separated by a semi-
colon [;]. Every value, even if it is integer, should be written as a real
number, that is to say with its integer and decimal components (e.g.
the whole number 15 should be written 15.0). The character separating
the decimal portion from the integer in every number is the point [.].
Burdens are distinguished from discounts as they are written as
negative numbers (with the minus sign). See the following example:
“0.0;5.0;10.0;15.0;20.0;-5.0;-10.0;”
If the user does not want to use this table, the value of the field must
be set to "0.0;".
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B. Record-tracing to import CUSTOMER DATA
"nome_cliente","indirizzo","località","provincia","CAP","cod_fiscale",
"partita_IVA","tipo_attiv_1","tipo_attiv_2","telefono","fax"
nome_cliente
indirizzo
località
provincia
CAP
cod_fiscale
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Customer's tax code number, alphanumeric, formed by a maximum of
16 characters.
partita_IVA
tipo_attiv_1
tipo_attiv_2
telefono
fax
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C. DXF Structure for the construction of new
furnishing elements
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At the same way, it’s necessary to create a unique 3DFace if you need
to apply a factory image on it.
An other particular object is a low wall for the built in kitchen. In this
case you should use the same tips, creating a unique rectangular
3dface for the front-side surface of the object, without any hole on it.
It’s not necessary to make an hole into this surface because it’s
possible to directly apply a second object like a door on it. DomuS3D
will automatically remove the tiles above this door during estimate
step.
The last and important example is a built in washbasin. This object will
be apply on the low wall into your bathroom. In this case it’s necessary
to make a plan for the surface that will be put on the low wall objects.
This surface it’s necessary to make an automatically hole on the low
wall plan where you want to apply your object. We suggest to assign a
glass material to this surface, so will not be visible for rendering and
virtual navigation window.
Finally, we suggest, as soon as possible, to use Surface Entity.
Making an object containing glass or mirror features, we suggest don’t
explode 3D Suface use for it. Using a unique 3Dsurface for refraction
and reflection effects, it’s better that single exploded 3Dface. For this
reasons, we suggest don’t explode this 3D Surface entity.
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In a new document you can import it again using opposite command
“3DSIN”.
The following window
will be used to select
desired layer.
We suggest to use Add
all button and “Split by
material” option.
It’s very important keep
in mind all this features
specified during
modelling step.
After this, we suggest to
import it in 3DS MAX
and apply the following modifier.
VertexWeld
MeshSmooth
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It’s very important to check the faces total number. We recommend
you don’t use more than 21000 faces or 65000 vertex.
Original Point
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It’s very important to select the correct original point. This original point
is the same point using into layout window by the movement
command. So, we suggest, to move original point of the model on the
exactly point that you prefer to use as base point for movement
command.
For instance, regarding wall-hung washbasin or bidet, we suggest to
use the lower middle point of the object. Could be easier insert the
object into the plan and specify the elevation.
Finally is necessary to import the element into AutoCAD program for
the finally following settings.
Objects color
Objects orientation
Purge Object
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Layers’ name are strictly related to the material of the object. We
suggest to split it by material. While inserting the object into layout
window, DomuS3D® automatically assign the material with the exactly
same name used for the layer.
For this reasons, regarding wood object, we suggest to split the layers’
name related the grain orientation. For instance, create two different
layers “Legno_0” & “Legno_90” to assign two wood material with
different grain orientation.
Remember to use the syntax “F-name materials”.
All the graphical object will be grouped by two different AutoCAD block
ARCOGRAF2D & ARCOGRAF3D, creating using Millimeter measure
unit.
ARCOGRAF2D Block
It must contain all and only the entities (only lines and arcs are
allowed; any polylines must be "exploded") that are displayed in the
layout both when inserting the element in a project and afterwards
every time the plan is displayed. All the entities must belong to levels
(or layers) whose name has the prefix "W-" and the suffix "2D" (for
instance, W-SINK2D or W-TAP2D). The origin of the block is decisive
to insert the element in a project correctly. The origin of the block
coincides, at the time of inserting the element, with the cross of the
cursor. All the entities must have any one color assigned, provided it is
not "BYLAYER."
ARCOGRAF3D Block
It must contain the surfaces that are displayed in the perspective and
in the navigation views.
All the entities must belong to levels (or layers) whose name has the
prefix "F-" (for instance F-SINK or F-TAP) and have any one colour
provided it is not "BYLAYER."
All the surfaces are built having UCS on WORLD.
In the triangular 3DFACES the last vertex must not be specified,
instead they must be closed by means of the ENTER ◄┘ key.
If there are surfaces that could come into contact with the floor or tiled
walls, they will have to belong to a level (or layer) whose name has the
prefix "FC-" (for instance FC-BATH): this allows the program to
subtract the tiled surfaces, covered by surfaces of type FC-, in the tile
calculation phase.
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Finally, we can save this 3D model as an AUTOCAD 2004 Dxf format
file.
Inserting step
Click on OK button to
conferm.
ATTENTION:
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D. Hot-key summary table
Mouse reference
keys
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Places the cursor in the initial point of origin of the
o
object or of the tile
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[Pag] ò Allows to orientate the view point downwards
Allows to “normalize” the view point by resetting to the
N
initial value
O Allows to increase the aperture of the point of view
C Allows to decrease the aperture of the point of view
Activates / Deactivates the visualization of bitmaps
T
applied on the surfaces of furnishing elements
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- Zoom OUT (down to the original size of the image)
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E. Laying schemes library
Laying Schemes
POSE AUTOMATICHE – DA
COSTITUITE 1 Tile
1 PIASTRELLA
PIENO PIENO ORIZZONTALE 1/2 PIENO ORIZZONTALE 1/3 PIENO ORIZZONTALE 1/4
PIENO VERTICALE 1/2 PIENO VERTICALE 1/3 PIENO VERTICALE 1/4 ROMBO 1
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Laying Schemes
POSE AUTOMATICHE – 2DA
COSTITUITE Tiles
2 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 2DA
COSTITUITE Tiles
2 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 2DA
COSTITUITE Tiles
2 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 2DA
COSTITUITE Tiles
2 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 3DA
COSTITUITE Tiles
3 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 3DA
COSTITUITE Tiles
3 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 3DA
COSTITUITE Tiles
3 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 4DA
COSTITUITE Tiles
4 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 4DA
COSTITUITE Tiles
4 PIASTRELLE
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Laying Schemes
POSE AUTOMATICHE – 5DATiles
COSTITUITE 5 PIASTRELLE
A
2A 3A 3A 2A
A B
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