Module-2 Advanced To 3D AutoCAD
Module-2 Advanced To 3D AutoCAD
M O D U L E for CADD-2
1.1. Utilized the Visual Tab for AutoCAD Rendering
1.2. Familiarize AutoCAD commands use for Rendering.
1.3. Proper setting of lights, sun and location and materials for rendering.
1.4. Observe safety reminder on plug-in the laptop or personal computer.
ADVANCED TO AUTOCAD (RENDERING)
RENDERING
3D rendering of the 3d model would be appealing to the observer and would contribute to the
understanding of the design.
Rendering is a method of converting your drawing into realistic representation of the objects.
These covers changing the material of the drawing or parts of the drawing to meet its actual
appearance, as well as combining lighting and shadows to give the image further visual appeal.
Several settings can be adjusted to meet the desired result that would be pleasing to see.
This will display the tools that can be used for rendering in AutoCAD.
Materials
Different materials are available and properties can be adjusted to improve visualization.
LIGHTING
Default Lighting
When there are no lights in a scene, the scene is rendered with default lighting. Default
lighting is derived from one or two distant light sources that follow the viewpoint as you orbit
around the model. All faces in the model are illuminated so that they are visually discernible. You
can adjust the exposure of the rendered image, but you do not need to create or place lights yourself.
When you place user-defined lights or enable sunlight, you can optionally disable default
lighting. Default lighting is set per viewport, and it is recommended to disable default lighting when
user-defined lights are placed in a scene.
Photometric Lighting
You add lights to give a scene a natural and realistic appearance. Lighting enhances the clarity
and three-dimensionality of a scene. Photometric lights use photometric (light energy) values that
enable you to define lights more accurately as they would be in the real world. You can create lights
with various distribution and color characteristics, or import specific photometric files available from
lighting manufacturers.
Photometric lights can use an Illuminating Engineering Society (IES) photometric data file
format published by lighting manufacturers. By using the IES data files published by a manufacturer,
you can visualize commercially available lighting in your model. Then you can experiment with
different fixtures, and by varying the light intensity and color temperature, you can design a lighting
system that produces the results you want.
Standard Lighting
For more creative control over lighting, you can use standard lights to illuminate your model.
You can create point lights, spotlights, and distant lights to achieve the effects you want. You can
move or rotate lights with grip editing, turn them on or off, and change properties such as color and
intensity. The effects of changes are visible in the viewport in real-time.
Spotlights and point lights are each represented by glyphs (symbols used to indicate the
position and direction of the light). Distant lights are not represented by glyphs in the drawing because
they do not have a discrete position and affect the entire scene. You can turn the display of light glyphs
on or off while you work, and specify whether light glyphs should be plotted. By default, light glyphs
are not plotted.
Note: Starting with AutoCAD 2016-based products, all standard lights are calculated as photometric
lights. It is recommended to update all standard lights in a scene to photometric lights.
Luminary Assemblies
Light fixtures can be represented by luminary assemblies. A luminary assembly is created by
embedding photometric lights in blocks that also contain geometry. Self-illuminating materials are
often assigned to the geometry of a luminary assembly to give the appearance that the objects in the
assembly are glowing.
Access to Lighting
Point Lights
A normal point light does not target an object, but illuminates everything around it. Point
lights can be used for general lighting effects and simulate lighting sources such as candles and light
bulbs.
A target point light has additional target properties so it can be directed to an object. It can
also be created from a point light by changing the Targeted property of the point light from No to Yes.
In the standard lighting workflow, you can set a point light manually so its intensity diminishes
with respect to distance either linearly, according to the inverse square of the distance, or not at all.
By default, the attenuation is set to None.
Note: Starting with AutoCAD 2016-based products, all standard lights are calculated as photometric
lights. It is recommended to update all standard lights in a scene to photometric lights.
A point light can have photometric distribution properties. The attenuation for a photometric point
light is always set to inverse square.
Lamp Intensity. Specifies the inherent brightness of the light. Specifies the intensity, flux
or illuminance of the lamp.
Resulting Intensity. Gives the final brightness of the light. (Product of lamp intensity and
intensity factor. Read-only.)
Lamp Color. Specifies the inherent color of the light in Kelvin temperature or standard.
Resulting Color. Gives the final color of the light. This is determined by a combination of
the filter and lamp colors. (Product of filter and lamp color. Read-only.)
When the drawing lighting units are photometric, the attenuation type property becomes disabled.
Photometric lights have fixed, inverse-square attenuation.
The following image is an example of a photometric point light with the photometric properties
outlined on the Properties palette:
Note: In the legacy standard lighting workflow, you can set a point light manually so its intensity
diminishes with respect to distance either linearly, according to the inverse square of the distance, or
not at all. By default, the attenuation is set to None.
Spotlights
A spotlight distribution casts a focused beam of light like a flashlight, a follow spot in a theater, or a
headlight. A spotlight emits a directional cone of light. You can control the direction of the light and
the size of the cone.
In the standard lighting workflow, a spotlight can be manually set to attenuate its intensity with
distance. However, a spotlight's intensity will also always attenuate based on the angle relative to the
spot's target vector. This attenuation is controlled by the hotspot and falloff angles of the spotlight.
Spotlights are useful for highlighting specific features and areas in your model.
Note: Starting with AutoCAD 2016-based products, all standard lights are calculated as
photometric lights. It is recommended to update all standard lights in a scene to photometric
lights.
A spotlight can have photometric distribution properties. The attenuation for a photometric spotlight
is always set to inverse square.
Lamp Intensity. Specifies the inherent brightness of the light. Specifies the intensity, flux,
or illuminance of the lamp.
Resulting Intensity. Gives the final brightness of the light. (Product of lamp intensity and
intensity factor. Read-only.)
Lamp Color. Specifies the inherent color of the light in Kelvin temperature or standard.
Resulting Color. Gives the final color of the light. This is determined by a combination of
the filter and lamp color. (Product of filter and lamp color. Read-only.)
Note: When the drawing lighting units are photometric, the attenuation type property becomes
disabled. Photometric lights have fixed, inverse-square attenuation. The hotspot falloff attenuation in
the rendered image varies from standard lighting, as it uses a different mathematical basis.
The following image is an example of a photometric spotlight with the photometric properties
outlined on the Properties palette:
Weblights
This directional light distribution information is stored in a photometric data file in the IES
format using the IES LM-63-1991 standard file format for photometric data.
To describe the directional distribution of the light emitted by a source, the source is
approximated by a point light placed at its photometric center. With this approximation, the
distribution is characterized as a function of the outgoing direction only. The luminous intensity of the
source for a predetermined set of horizontal and vertical angles is provided, and the system can
compute the luminous intensity along an arbitrary direction by interpolation.
Note: Web distribution is used only in rendered images. Weblights are approximated as point lights
in the viewport.
Goniometric Diagrams
Photometric data is often depicted using a goniometric diagram.
This type of diagram visually represents how the luminous intensity of a source varies with the
vertical angle. However, the horizontal angle is fixed and, unless the distribution is axially symmetric,
more than one goniometric diagram may be needed to describe the complete distribution.
Photometric Webs
The photometric web is a three-dimensional representation of the light distribution. It extends the
goniometric diagram to three dimensions, so that the dependencies of the luminous intensity on both the
vertical and horizontal angles can be examined simultaneously. The center of the photometric web
represents the center of the light object.
The luminous intensity in any given direction is proportional to the distance between this web
and the photometric center, measured along a line leaving the center in the specified direction.
A sphere centered around the origin is a representation of an isotropic distribution. All the points
in the diagram are equidistant from the center and therefore light is emitted equally in all directions.
In this example, the points in the negative Z direction are the same distance from the origin as
the corresponding points in the positive Z direction, so the same amount of light shines upward and
downward. No point has a very large X or Y component, either positive or negative, so less light is cast
laterally from the light source.
DISTANT LIGHT
Distant lights can be useful for applying uniform lighting to a scene, but they can make a scene
appear washed out or too light.
Note: Starting with AutoCAD 2016-based products, all standard lights are calculated as photometric
lights. It is recommended to update all standard lights in a scene to photometric lights.
1. Click Visualize tab Lights panel (expanded) Lighting Units drop-down American
2. Click Visualize tab Lights panel Create Light drop-down Distant. Find
3. Specify a location for the distant light.
4. Specify a direction for the distant light.
5. At the Command prompt, enter n and enter a name.
This name appears in the Properties and Lights in Model palettes.
You can continue to specify properties by entering options, or you can exit and set properties
interactively. When you use the interactive method, you can see the results of your changes
as you work.
A distant light is not displayed as a light glyph. To change the properties of a distant light:
Backgrounds
You can use a solid color, a gradient fill, an image, the sun & sky, or an image-based lighting (IBL)
map as a background in the viewport in any 3D visual style, even one that does not shade objects.
When Background is set to On in the current visual style, the background is displayed.
First create a named view with a background and set the named view as current in the
viewport.
Display the Background dialog box (BACKGROUND command) and set a background.
Display the Render Environment & Exposure palette (RENDERENVIRONMENT
command), and use IBL or a custom background.
Ground Shadows
Full Shadows
Mapped object shadows or full shadows are shadows cast by objects onto other objects.
The lighting in the viewport must be from user-created lights or the sun for mapped object
shadows to be displayed. Where shadows overlap, they appear darker.
Note: To display mapped object shadows or full shadows, hardware acceleration is required.
Displaying shadows can slow performance when viewing a 3D model. You can turn off
shadows in the current visual style while you work and turn them back on when you need them.
Note: Starting with AutoCAD 2016-based products, all lights generate and all objects cast and receive
shadows when rendering.
No Shadows
Sun and sky is a special light that can specify the light in a certain location and time as a
representation of the actual sun. This would consider the intensity and color of the sun on different
times of the day and atmospheric conditions and serves as a natural illumination.
Use these commands and system variables to create and adjust lights simulating the sun.
Commands
DISTANTLIGHT (Command)
GEOGRAPHICLOCATION (Command)
GEOREMOVE (Command)
SUNPROPERTIES (Command)
SUNPROPERTIESCLOSE (Command)
System Variables
A. Directions:
1. Apply materials and rendering to 3D Exercises.
(2D drawing references to be given by instructor during synchronous meeting.)
2. Apply Anipath (walkthrough animation)
Sample object with render
RUBRICS
A. Directions: Draw the 3D of the given plan and furniture below. Apply appropriate
materials and rendering. Use A4 template and appropriate scale factor.
Sample rendering #1
Sample rendering #2
Sample rendering #3
References:
Mangubat, Reynaldo P., (2017) CBLM AutoCAD Instructional Module, Technical Drafting
NCII
Leach, James A. (2000) AutoCAD 2000 Instructor 1st Edition, Autodesk registered Author
Publisher & McGraw Hill Book Co. New York
CAD Exercises Reference
Engineering Department, (2020) AutoCAD Module, BATSTATEU ALANGILAN
Alangilan,Batangas City
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