5. Basics - 3D
|
5. | Basics - 3D | |
The structure of the 3D menu is different from that of the other function lists. One focus of this menu is checking the correctness of existing 3D-elements (walls and openings entered in the plan) using different projections, and correcting them if necessary. On top of that you can create 3D elements as basic 3D shapes and edit these as well. The projections in which you work are views consisting of grid lines. Four possible views, four isometries, and the plan can be viewed. Moreover, you can choose perspective views freely. In the 3D menu you can also render perspectives and isometries with or without culled wires. Alternatively, you can use the POV-Ray module to create a photorealistic representation of the 3D data. To do so, CYCAS offers various functions that help you to create a scene which can be exported to the POV-Ray module. This not only contains the 3D data, it also contains camera settings, light sources, and materials in order to achieve the best scene design. The basics of 3D input are designed as an extension to chapter 3. Basics. 3D and 2D input are actually quite similar. The most notable difference is the coordinate system. The coordinate system has an additional axis, the Z-axis. Therefore, the following text will concentrate on the differences between 2D and 3D editing.
Snap-to : The views and isometries are 3-dimensional displays on a 2-dimensional media. The snap-to function of CYCAS recognizes corner points of 3D-elements. For this reason, you can only enter elements by snapping-to the corner points of existing elements in the isometries and views. When working on the plan, the points are projected into the X / Y plane and the Z coordinate is 0.00. Keyboard input : For each numerical input you must choose the direction in the coordinate system first. Working in the projections you also have the choice to control the directions intuitively using the arrow keys. E.g. in a view projection you can control the Z-axis with the arrow keys up or down. CYCAS adapts the control of the keys to the current projection you are working in. But, you can also use the "X", "Y" or "Z" -keys for controlling the directions in the coordinate system. Angle input : Enter angles numerically. Angles are measured counter-clockwise. The rotation axis can be placed in the 3D space freely.
|
back to top | browse -> |
back to top | browse -> |
5.2 | Point input in 3D | |
Every single point of a 3D element has three coordinates. Referring to the CYCAS point input procedure (see 3.1 Entering points) it offers you two ways of entering the Z coordinate:
In the views :
|
back to top | browse -> |
5.3 | Entering basic 3D elements | |||||||||||||||||
The 3D elements that can be created are basic 3D elements such as polygons, prisms or tubes. All 3D elements can be altered in the different projections using the Edit function list. You can assign materials to those elements when entering them. For entering basic 3D elements chapter 5. Basis - 3D is important, as it describes the use of the Z coordinate in the different projections. When working in the projections, you must be careful to snap-to the correct points in space.
Attach Wall : Extend walls up to a plane in space. Use this function to edit walls upwards in the Z-direction. Start by defining a plane in space to which you want to extend the wall. In an isometric view you specify 3 points of a plane. Then, select the wall elements that are to be attached to the plane specified. The selected walls will be extended upwards. Use this function to edit walls upwards to a bevel plane, e.g. of a roof.
|
back to top | browse -> |
5.4 | Unit | |||||||||||||||||||||
The Unit function list contains special architectural elements. These units are
elements such as a gable wall, a stair, or a round pillar. With these units
you can create a 3D model of your design easily.
|
back to top | browse -> |
5.5 | Editing in 3D | |
The Edit function list can be used for 2D and 3D elements. And, you can operate in the different projections easily. We would like to refer to chapter 4.11 Edit again, because you can use all of the functions mentioned there working in 3D. Therefore, the paragraphs following deal with the 3D edit functions which are used differently in comparison to the 2D-editing. The Move function is mentioned to clarify how you may use the two ways for entering distances with respect to the Z coordinate. This approach applies to the function Copy, -Multi and Series as well.
Move points of 3D elements: This enables you to model 3D elements in all projections. Please bear in mind that while using the elevation and plan projections you can also (accidentally) activate points in the depth, as the points of 3D elements come to rest on top of each other in those projections. Polar : You can create a polar series around the Z-axis. Example : Creation of spiral stairways. Enter a Z value in addition to the rotation angle. Rotate : Rotation in 3 dimensions. Two points determine the position of the rotation axis in space. Enter the rotation angle numerically. Mirror : Mirroring in 3 dimensions. Three points determine the position of the mirror plane. Stretch : Stretching elements in 3 dimensions. Either specify a factor for each of the three axes or snap-to two points that determine the factor as a distance in space.
|
back to top | browse -> |
5.6 | Material | |
Creating materials within CYCAS is very useful for the direct output to a render program such as POV-Ray [TM of the POV-Ray team]. Furthermore, the material information of your 3D elements will be passed along when exporting to other 3D-packages. For the creation of your materials in detail, you can use POV-Ray for getting a preview of each slight enhancement on your materials - in order to test the transparency, the color, the reflections, etc. before rendering.
Name : Create your material database by assigning and saving names for your materials. Only materials which have been saved are taken into account when exporting data for rendering. Color : Choose the desired material color and adjust the brightness of the material. Transparency : Choose the transparency. A value of "0" disables this option. Reflection : The higher this value, the stronger the material will reflect its surroundings. Ambient : Arrange the luminosity of the material. Highlight : Choose how "shiny" the material should be. The higher the value, the more polished the material will look. Refraction : This is a toggle option (it can be turned on or off), the effects of this option are visible on transparent surfaces only. Metallic : Choose whether the material should appear metallic or not.
Choose the type of texture and define the position of it. Off : The textures are not available. Default : If this type is set, CYCAS differs between wall elements and 3D elements. Textures will be mapped on walls lengthwise. But, the texture type "default" mappes textures on 3D elements in Z-direction, which means from above. Spherical : The texture will be assembled spherically. Cylindrical : The texture will be wrapped around the element cylindrically. Planar X, Y, Z : This option causes the texture to be brought up on the element orthographically; depending on the axis chosen. Image : Choose an image to create the texture. Repeat : Toggle this option. Repeating a texture means that it will be copied infinite in all directions. Size : Here, you can control the size of the texture. Offset : Manipulate the offset of the texture. Offset the image from the origin (always lower left corner). Preview : Test the material. In a separate window POV-Ray will render a sphere giving you a material preview.
Change the material properties of walls or 3D elements. You need to choose a new material from your material database first. The function Alter activates the elements to which you want to assign the new material. Also, you can use this function, in case you have not yet assigned any materials.
|
back to top | browse -> |
© 1997-2008 Verlag Frese