Introduction to CAAD 3D

Short Tutorial for Renderzone

Renderzone is an application that incorporates rendering techniques to be applied to objects created in FormZ.

Rendering (in Computer Graphics) is a series of techniques that allow to create a realistic representation of a scene on a computer screen. To render objects in RenderZone one needs to select the RenderZone command located in the Display menu: . . . .

1. RenderZone Options By pressing down the option key on the Mac or the Shift+Ctrl buttons on the PC while selecting the RenderZone menu option you are presented with information related to how objects will be rendered:

Type: that is, algorithms to be used.

Ray Trace is the most elaborate one and most time consuming (can do reflections, transparencies, etc.)

Z-buffer is similar to Ray tracing except it is less time consuming and it lacks some features

Gouraud and Phong are less sophisticated (and much faster) but cannot do any complex reflections

Metal is the least complex and the fastest.

Shadows, transparencies, and reflections must be on to get them

Depth Effects (Fog or Depth Cue) allow one to control the thickness of the atmosphere

On Background one can set either a simple one color (or gradient) or put a picture as a background.

The picture must be scanned and saved as PICT, TARGA, TGA, or TIFF.

Environment is a set of images that enclose the scene in order to create reflections on mirrors.

Show Estimated Memory will show in advanced how much memory will be used (its a warning)

Decompose non Planar Faces will do guarantee correct results but will cost more in time.

2. Creating Materials Objects are painted (using the paint tool ) with materials that are defined in the Surface Styles palette: Simply select the paint tool then the color and then the object(s). To define new materials click on the empty space at the end of the Surface Styles Palette. The Suface Style Parameters window will show up:

This Windows allows one to create new materials: i.e. glass would be a material with transparency set on.

Color can be a plain color, a predefined pattern, or your own picture scanned as a PICT/TGA/TIFF format. Check the options...

Reflection is the reflective attributes such as chrome, metal, glass. Check the options...

Transparency is either simple, neon, or eroded. Check the options...

Bump will give a bumpy effect. Check the options...

Predefined... will allow one to get predefined patterns. The must be in the Public folder in the Classes CDA directory. Once a material is created it can be assigned by using the paint tools as explained earlier.

3. Texture Maps Some materials have no size, i.e. metal, plastic, etc. Others have, i.e. bricks, wood. In the latter case materials are applied to objects as texture maps. In other words since materials are basic scanned pictures they can be controled in terms of direction and size. To apply texture maps, use the textmaps tool and then select the object to be affected. The following window will appear:

The texture map (that is, the scanned image) appears as a green box around the selected object. It can be a box if Cubic is selected in the mapping type or cylindrical, spherical, or flat. Make sure that the material is the one you want to apply (next to the Assign... button on the lower left). The size of the texture can be controlled by the hor and ver tiling. Just estimate the correct sizes in feet. The position of the texture can be controlled either graphically within the upper left window or changing the numbers in the upper right area (either way).

 

4. Decals: Decals are advanced options for texture mapping. Their purpose to map a texture on top of a texture. They can be used to create (for example) graffiti on textured walls, or pictures on a wall. They work almost the same as the texture maps except that there are options on color, reflection, opacity, and bumps. One interesting feature is that images with blck background can become transparent for every black pixel. That is, a graffiti image ona black background can be set so that when it is mapped every black pixel of the background will become transparent (like a sticker). That feature resides in the Image Map option of the Surface Styles parameters.