By ProjectMatrix Rendering with the Sun and Lighting Channels By ProjectMatrix Table of Contents: 3…….About This Guide 4…….Before You Begin 5…….Rendering with Sun Light 13…..Adding “Sky” to your Sun Light 16…..Lighting Channels 25…..Self Glow 2 By ProjectMatrix About This Guide This guide will help you: •Understand what ProjectRender does. •Installation of ProjectRender and Material Libraries. •What you need to start. •How to map materials. •Creating your environment. All the images in this guide were created using Windows 8.1 in AutoCAD 2015 and ProjectRender version PB16. The look of the images compared to the ones on your computer may be slightly different. Technical Support You can reach technical support in the following ways: Website: www.projectmatrix.com E-mail: [email protected] Phone: 513.554.1665 Minimum System Requirements Operating System:Windows 7, 8.1, 10 Software: AutoCAD 2013-2016 CPU: i5 or greater RAM: 8 GB RAM Hard Drive: 500 MB (free space depending on materials installed. Resolution: 1280 x 1024 display resolution with true color 3 By ProjectMatrix Before You Begin AutoCAD and ProjectSymbols must be installed and ran at least once prior to installing ProjectRender. It must then be closed before running any installations. What is ProjectRender? ProjectRender is an add-on tool to ProjectSymbols for AutoCAD. It allows any 3D symbol or environment to be rendered with materials using a fast, modern rendering engine which produces professional results with a minimum of effort. Understanding Terminology ProjectSymbols and ProjectRender is made up of two parts. You must download and install both parts. Part 1: ProjectSymbols, also known as PSPlace. has the user interface to access the symbol libraries. You will use ProjectSymbols to create the 2D and then 3D of the furniture to render. Part 2: ProjectRender. This is the rendering engine that sits within PSPlace in AutoCAD. PSPlace automatically installs the menus and toolbars for ProjectRender. Authorization Code You must call ProjectMatrix at 513.554.1665 to get your ProjectRender authorization code. This authorization code will be valid for one year. 30 days prior to your authorization code expiring you will get a warning that your authorization code is going to expire. You will have to enter your authorization code the 1st time you run the program. 4 Rendering with Sunlight By ProjectMatrix 1. You can enable the sun light through the “Lighting Settings” in the Render Settings Dialog box. (We’ll discuss the “Include Sky” on page 13. To see more options on this dialog, please see Appendix C 5 Rendering with Sunlight 2. By ProjectMatrix The settings are based on the X and Y coordinates of the drawing. Imagine that the beige square is your rendering target. The blue lines represent the walls. The Camera would be your point of view, and the orange arrows are the direction of the X,Y coordinates. Left Wall Right Wall Y X Camera 6 Rendering with Sunlight 3. By ProjectMatrix Based on the settings below, the Sun Light would be coming through the left wall at a 0 degree angle and down at a 75 degree slope. 0º Altitude=75 Angle=0 90º Left Wall Right Wall 90º 45º Y X Camera 0º 7 Rendering with Sunlight By ProjectMatrix 4. Based on the settings below, the Sun Light would be coming through the left wall at a 45 degrees angle and down at a 60 degree slope. 0º Angle=45 Altitude=60 90º Left Wall Right Wall 90º 45º Y X Camera 0º 8 Rendering with Sunlight By ProjectMatrix 5. Based on the settings below, the Sun Light would be coming through the left wall at a -35 degrees angle and down at a 50 degree slope. 0º Altitude=50 Angle=-35 90º Left Wall Right Wall 90º 45º Y X Camera 0º 9 Rendering with Sunlight By ProjectMatrix 6. Based on the settings below, the Sun Light would be coming through the left wall at a 35 degrees angle and down at a 50 degree slope. This is the same as the previous only adding both sets of windows. 0º Angle=-35 Altitude=50 90º Left Wall Right Wall 90º 45º Y X Camer a 0º 10 Rendering with Sunlight By ProjectMatrix 7. Based on the settings below, the Sun Light would be coming through the right wall at a 25 degrees angle and down at a 50 degree slope. 90º Altitude=50 Angle=25 Left Wall Right Wall 90º 0º 45º Y X Camera 11 0º Rendering with Sunlight 7. By ProjectMatrix Based on the settings below, the Sun Light would be coming through the right wall at a 25 degrees angle and down at a 50 degree slope. ***NOTICE THE X&Y are reversed! Angle=25 Altitude=50 Camera 90º 90º Left Wall 45º Right Wall X Y 0º 0º 12 Rendering with Sunlight and Sky Settings By ProjectMatrix To add “SKY” or not to add “SKY”. That is the question! Let’s start with no Sun or Sky Settings: Notice there is no additional light except for the overhead lights. 13 Rendering with Sunlight and Sky Settings By ProjectMatrix Next, let’s turn on the Sun, but not the Sky: This time we see the overhead lighting plus the Sun beams through the window at the specified angle and Altitude. 14 Rendering with Sunlight and Sky Settings By ProjectMatrix Next, let’s turn on the Sun and the Sky: This time we see the overhead lighting plus the Sun beams through the window at the specified angle and Altitude. In addition to that we also see the ambient light cast on the wall due to the Sky reflecting the sun. 15 Lighting Channels By ProjectMatrix Channel Surfing Let’s look at some advanced options for managing the lighting in the render: There are 6 channels numbered 0-5. In the renderings to follow we’ll narrow down each channel one by one. 16 Lighting Channels By ProjectMatrix This shows a render with all channels turned on using the Sun with the Sky setting. Channel 3: Ceiling Channel 5: Decals Channel 4: Self Glow Channel 0: Sun & Sky Channel 2: Other Each of these channels can be turned on/off or finely tuned with how much light is being generated. Next we will turn them all off, and on one at a time. 17 Lighting Channels By ProjectMatrix This shows a render with all channels turned on using the Sun only. (The sky was not enabled) Channel 3: Ceiling Channel 5: Decals Channel 4: Self Glow Channel 0: Sun Channel 2: Other Each of these channels can be turned on/off or finely tuned with how much light is being generated. Next we will turn them all off, and on one at a time. 18 Lighting Channels By ProjectMatrix Channel 0 Sun and Sky Only This shows a render with all only the Sun with the Sky setting. Channel 0: Sun & Sky In this image, all the other channels have been turned off, leaving only the Sun and Sky channel turned on. 19 Lighting Channels By ProjectMatrix Channel 0 Sun Only This shows a render with only the Sun channel. (The sky was not enabled) Channel 0: Sun In this image, all the other channels have been turned off, leaving only the Sun channel turned on. 20 Lighting Channels By ProjectMatrix Channel 2 Other Channel 2: Other In this image, all the other channels have been turned off, leaving only the “Other” channel turned on. OTHER: is additional lights. All lights added from the ProjectSymbols Accessories library come with an “Other” lighting source. You can also add your own by editing any layer name to end with “-RPS-LIGHT60” For example taking a layer named A-FURN-3-TSKLIGHT and making it A-FURN-3-TSKLIGHT-RPSLIGHT-60 will make that layer a light source. The 60 is the similar to a wattage, so you could make it 40 for less light or 100 for more light. You can also tune it in the lighting channels box. 21 Lighting Channels By ProjectMatrix Channel 3 Ceiling Channel 3: Ceiling This is your typical default rendering. If you don’t add the Sun/Sky, addition lights, decals, or self-glow channels, this is what you would normally see. 22 Lighting Channels By ProjectMatrix Channel 4 Self Glow Channel 4: Self Glow Self Glow is created by editing a material and applying a self glow. One of the main reasons you may want to do this is to brighten lighter colors like whites and light grays to prevent them from becoming too dark. See the last section to learn more about self glow and see some examples. 23 Lighting Channels By ProjectMatrix Channel 5 Decals Channel 5: Decals Instead of applying a material, you can apply a Decal to a layer. This could be something like above with a computer monitor, or picture in a frame. A decal will not “tile” or repeat the texture, but will only show a single instance of the image. A glow can be added to the decal when applying it. For things like computer monitors, it gives it the illusion that the monitor is actually on and creating it’s own light source. 24 Self Glow By ProjectMatrix Self Glow is created by editing a material and applying a self glow. One of the main reasons you may want to do this is to brighten lighter colors like whites and light grays to prevent them from becoming too dark. See the last section to learn more about self glow and see some examples. First, select your material, and then click the “Edit Material” button. Then, add a Self Glow Percentage. I recommend keeping it between 5-10 here. We can always change it in the channel settings later. 25 Self Glow By ProjectMatrix In the below examples, I have no Sun or Sky, just Ceiling lights with the Self Glow applied to the material used on the storage unit. The PCT glow was set to 5 on the material, and the adjustments to each render were set in the Lighting Channel by changing the values there. Value=0 (OFF) Value=1 Value=5 Value=10 26
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