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Revit Architecture: Rendering
Richard Downs

Revit Architecture: Rendering

with Paul F. Aubin

 


This course offers an in-depth look at the rendering features of Revit, including photometric lighting, sun, and exposure and its basic animation tools. Author Paul F. Aubin covers creating 3D views; modeling wall layers, sweeps, and custom components; applying materials and custom textures to objects; and rendering the final scene with optimal quality settings. The course also shows how to create a walk-through that showcases designs.
Topics include:
  • Understanding camera view settings
  • Developing approaches to modeling
  • Constructing wall profiles
  • Creating materials and textures
  • Sharing materials between files
  • Working with Sun Path
  • Lighting a scene with lighting fixture families and lighting groups
  • Understanding the rendering process
  • Applying background settings
  • Generating rendered output
  • Experimenting with non-photorealistic render types

show more

author
Paul F. Aubin
subject
Architecture, Rendering, Building Information Modeling (BIM), Previsualization, CAD, 3D Drawing
software
Revit Architecture 2012
level
Intermediate
duration
4h 26m
released
Oct 07, 2011

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Introduction
Welcome
00:04Hello and welcome!
00:05My name is Paul Aubin, and I am thrilled to be here teaching you the Revit
00:08architectural rendering course at lynda.com.
00:11When working in 3D software, the term rendering typically refers to the process
00:15of generating static photorealistic images from a 3D model.
00:19Typically the goal is to create something that closely resembles what will
00:22actually appear in a real space or built environment.
00:25In this course we will consider the tools available in Revit architecture to
00:29create rendered output.
00:30We will look at a variety of rendering and presentation tools in the software,
00:33including modeling techniques, lighting, and sun position.
00:39We'll create camera views, axonometric views, and walk-throughs.
00:43We'll enhance our views with shadow display, ambient shadows, materials, and much more.
00:50So if you are ready to begin leveraging the efforts you've already invested in
00:53your Revit model to produce high-quality rendered output directly from the
00:57software, then this course was designed for you.
00:59Let's get started.
Collapse this transcript
Using the exercise files
00:00If you are a Premium member of the lynda.com online training library, you have
00:04access to the exercise files used throughout this title.
00:07The exercise files are in a folder called Exercise Files that I've placed
00:11here on my desktop.
00:12You can place yours wherever you like.
00:14Within that folder, there are folders for each chapter of the course and some
00:18additional folders with some general resources.
00:21Each chapter folder contains the files that I reference in the movies
00:25throughout the course.
00:26You can use these files, or you can use your own files if you prefer.
00:30If you are a Monthly or Annual subscriber to lynda.com, you don't have access to
00:34the exercise files, but you can still follow along with your own work.
00:37Let's get started.
Collapse this transcript
What you need to know before taking this course
00:00Well, let's do a little housekeeping first.
00:02The first thing we want to talk about before diving into Revit rendering is what you
00:06should already know.
00:08Before going into the topics of this class, we are assuming that you know a
00:11little bit about Revit.
00:12What you should know already is a little bit of the modeling basics. Definitely
00:16be familiar with walls, doors, windows, roofs, and other basic modeling objects.
00:21You should have worked with these objects before, put them together, worked in
00:24various views to create basic modeling components.
00:27You don't have to be an expert on every aspect of every object, but you should
00:31be fairly comfortable with them. Project Browser,
00:34very important part of working with Revit. And I am going to assume that you've
00:38been in the Project Browser before, that you are comfortable finding views and
00:41creating certain kind of views, certainly plan sections and elevations should be familiar to you.
00:46In this class, we'll be creating 3D views as well.
00:49So moving around the Project Browser and understanding how the views relate to
00:53one another is an important prerequisite skill.
00:55Probably the most important of all is the Revit project structure.
00:58You should understand that in most cases Revit files are set up as either a
01:03single file or a small handful of files that contain multiple views.
01:08What you do in your view affects others.
01:10So if you move objects, delete objects, change objects, it's not a disconnected,
01:15separate drawing that you're working in.
01:17You are working in a view in a larger project structure, so be aware that if
01:22you're working in a team with other members, the changes you make are going to
01:25affect those other members, and that's important.
01:27So as we get into Revit rendering, you may be tempted to make changes that
01:31affect the rendering and make the rendering look nicer, but it might actually
01:35affect the work that other folks are doing in other disciplines.
01:38So just be aware of that.
01:40So those are the prerequisites that I'm assuming that you know.
01:43Let's look at an overview of the rendering process.
01:45Now typically we are going to start with the view.
01:48Now, in Revit, you have to render from a 3D view, so that can include either
01:52an axonometric or a perspective view. So we can either use an existing one
01:56that's already in your project, or we can create one specifically for the
01:59purposes of rendering.
02:01The next step is usually to refine your model.
02:03The model obviously includes all the geometry that we'll actually be rendering.
02:07This is the walls, the doors, the windows, the roofs, and any other components
02:11that we might add. And typically one of the most important aspects that we're
02:15concerned with, with our model, with respect to rendering, is the materials that
02:19are applied to those objects.
02:21So is it made out of brick, is it made out of a tile, concrete, and so on? And
02:25those characteristics will be used in the rendering.
02:28Next, we consider lighting.
02:29We have both artificial and natural lighting in Revit.
02:32Artificial lights are just component families that we add to our models that
02:36have lighting characteristics.
02:38They can even be as accurate as simulating actual true-to-life light fixtures.
02:42And we have natural light which simulates the sun and its actual position in the
02:46sky for our geographic location and the time and date of the year. And finally,
02:51how do we want to output our rendering?
02:53So we can output our rendering to the screen, or we can output it to print.
02:57We want to consider those factors when we decide settings we want to use when
03:01generating our rendering.
03:02Also, we can consider, do we want a photorealistic rendering, do we want more
03:06of an illustration kind of feel?
03:08So those are characteristics that we can incorporate into our process as well.
03:12So in general this is the flow that we'll follow as we move through the
03:16rendering process in your projects, and this is the flow that we'll follow
03:20here in the course.
03:21It's not to say that you won't do this in a little bit more organic way.
03:25Certainly you might be working on the models and the materials and then
03:28something will occur to you about lighting, or you might want to tweak and
03:31adjust the view and then that might trigger a change in the lighting or a change
03:35in the output settings.
03:36So you'll certainly do a little bit of back and forth, but in general, this is the
03:40flow that you'll typically follow.
Collapse this transcript
1. Creating 3D Views
Creating 3D views
00:00If you're interested in creating renderings from Revit, it all starts with a
00:03well-composed 3D view.
00:053D views come in two varieties: orthographic and perspective.
00:09Each naturally shares some similarities, but they also have some differences as well.
00:12In this movie, we'll create each kind of view and look at the various
00:15settings and features.
00:16It doesn't really matter which view we start in, because we are going to be
00:19creating new 3D views here.
00:21Let's start with the orthographic view.
00:23Orthographic view is pretty simple to create.
00:25You just simply use the Default 3D View button up on the Quick Access Toolbar.
00:31And it will do one of two things.
00:33It will either open up an existing 3D view that you already have.
00:37Let me show it to you here on the Project Browser. Scroll down.
00:39You can see the name has the letters 3D, but it's got the little curly
00:44brackets around it.
00:45So that's the default name that Revit uses for the default 3D view.
00:49If you're in a work sharing project that will actually add your username
00:52inside the brackets there.
00:54Now in my case, it came up shaded because I already had this 3D view.
00:59So what I am going to do is delete it and create it again.
01:04Now again, I am using the Quick Access Toolbar button right here.
01:08You can also go to the View tab and locate it right there; so it's just a matter
01:13of preference--same command.
01:14Now notice when I loaded it the second time because the default 3D view didn't
01:19exist, then Revit actually just created a new one from scratch.
01:23The new one from scratch is always oriented this way from sort of the southeast
01:26orientation and it's always in a hidden line visual style.
01:31So if you want to make it shaded, you could turn on the shading, and you can
01:34of course zoom it and rotate it if you want to. And it's just an orthographic 3D view.
01:41Whatever you do to this view it will remember the next time. So if I spin it
01:45around here like so, and I close the view, and then I just go click the button again,
01:53it remembers what I did the last time, because it's saved in that default 3D view.
01:58So it's only going to create that fresh one if you either rename or delete this one.
02:03So if you want to preserve your axonometric view, you might want to just rename it.
02:08You can see I have a few different renamed versions here in the file.
02:11For example, this one, Arial View (Axonometric), put Axon in parentheses there,
02:16and this is a version of the 3D view that's been saved that way.
02:20Now the Perspective views, or Camera views--go by both names there.
02:25Let me start back in first floor plan.
02:27Perspective views can be generated from the dropdown that's associated with the 3D
02:33View button ,and we are going to use the Camera button.
02:36Now you can find that dropdown on the main button on the View tab. You can also
02:40find it here on the Quick Access Toolbar.
02:43It's the same button in both places.
02:44I'll choose the camera, and I get a little camera icon on my cursor.
02:49Over here on the Options bar is the height.
02:52This is basically my eye level.
02:54So if you are an average-height person then 5' 6" is probably a pretty decent height.
02:59You click where you want to stand.
03:01Let me zoom this view out just a little bit.
03:03We'll kind of get a 3D vantage point of the entire building. And I am going to
03:07stand over here, and you just drag the mouse where you want to look.
03:12So I am going to drag pass the building.
03:15It makes this cone, and when you click, it will create the view and immediately
03:20open it in its own window.
03:22So creating the camera view is just as easy as creating the default 3D view.
03:27Default 3D view is the single-click, camera view is two clicks, and in both
03:30cases you are immediately looking at your project there in 3D.
03:34So, in the next movie we'll look at some of the other settings and features of
03:38these various views, but creating them, as you can see, is a pretty simple and
03:41straightforward process.
Collapse this transcript
Working with 3D view settings
00:00In the previous movie, we created both an axonometric view and a perspective view.
00:05In this movie, I'm going to take the axonometric view and I am going to dig a
00:09little deeper into its settings on the Properties palette.
00:12So I have here a view called 3D view Settings open on screen, if you're
00:15following along in the exercise files. And the active view is the default 3D view,
00:21or what I like to refer to as curly-bracket 3D.
00:25That's just my little personal name for it, but that's because over here on
00:28the Project Browser, as we talked about, it has the curly brackets around the name 3D.
00:33That is the default 3D view name.
00:35Now over here on the Properties palette we have a lot of the standard
00:38properties that you would expect, things like View Scale and Level of Detail
00:42and so on. And for our purposes here, what I am more interested in is the
00:46settings down here under Extents.
00:49Now there are several check boxes in this area, some of which have controls in other areas.
00:54So these first two--Crop view and Crop Region Visible--correspond to these two
01:00icons down here on the view control bar: Crop View and Show Crop Region.
01:06So if you were to click on either of these icons here--they are both like toggle
01:10switches, so, for example, if I click Crop to view or Show Crop Region, which
01:16really, the crop region is way out here.
01:19It's this big rectangle,
01:20so showing it usually is the first thing you want to do.
01:23Notice that down here both of those boxes are now checked.
01:27If I were to uncheck, it's the same as toggling both of those switches. And I
01:31don't know if you can tell, but the two icons changed.
01:33So you see the little red X comes and goes when I check this one and uncheck
01:37it? And you can see the little light bulb either turns blue or yellow when I check and uncheck that.
01:43So it's subtle, but those two are the same settings.
01:46Now if I turn on the crop region, think of this as a picture frame.
01:51This crop region functions the same way as crop regions in plan sections or elevations:
01:55it's limiting what you see when you drag this view to a sheet, for example, or print it out.
02:00Now using these little grips on the sides, I can actually reduce the extent of
02:05this crop region down a little bit, like so. And of course, it doesn't look
02:10like it's doing anything, and that's simply because at the moment I have the
02:14crop region disabled.
02:16This box is unchecked.
02:18So if I check that box, or click the icon down here, then suddenly the picture
02:22frame activates and anything that falls outside the picture frame is being
02:26cropped out of the view. And if I zoom in here, I now have a closer cropped
02:31view of my drawing.
02:33If I do ZF, zoom to fit, it will now zoom the screen relative to that picture
02:38frame, rather than to some arbitrary size out in space there.
02:42It also actually starts to tell you why when you do zoom to fit in a 3D view
02:47that it sometimes is zooming really far away. Even if the crop region is turned
02:51off, it's still zooming to the edge of that crop region as a rule.
02:55So if the crop region is set really huge and invisible, then that's what it's
02:59zooming to, and it may seem a little arbitrary.
03:02So that's the crop region. And again, think of that as a two-dimensional picture frame.
03:07The easiest way to illustrate that that's a picture frame is if I hold down my
03:10Shift key and I drag the wheel, you actually see that I can orbit the 3D view
03:16within the picture frame.
03:18It's going a little wild here right now.
03:20Let me show you a trick.
03:21If you select anything in the model before you start to orbit, you get a lot
03:27more control, because that becomes the center of the rotation.
03:31So if you want to actually fine-tune the angle and the orientation of this 3D
03:35view, that's really the best way to do it. Now one other tip:
03:38if I'm happy with this orientation, what I really want to do over here is rename this view.
03:45So I am going to right-click on it and choose Rename, and I'm going to call this
03:493D Of entrance. And the reason that I want to do that is it will remember now
03:55this orientation I created; otherwise, when I close the project and reopen it,
03:59the default 3D view always resets itself back to that southwest orientation,
04:03which can be a little bit frustrating if you've spent a lot of time reorienting
04:07the view and expect it to stay that way.
04:10Now let me zoom out a little bit, and let's look at one other setting, and that
04:14is I am going to disable the crop for a moment, so we can see the whole model,
04:18and this other setting is the section box.
04:22Now the section box is like a 3D crop. So if you think of the crop region as a
04:27two-dimensional crop, like a picture frame, this is actually a 3D crop.
04:31Now it looks like I've got to zoom out even farther, because here's the box way out here.
04:36So you get this 3D section box now that surrounds the entire building, and it's
04:41got its little grips here. And using these, you are actually going to be
04:45cropping the 3D model.
04:47If I zoom in here, you can see that I am actually cutting through the ground
04:51plane when I do that.
04:52So I am seeing brown earth there when I start to cut it. And I can adjust the
04:56size of this box, pull it in closer to the building.
05:01This gives me another kind of visual effect.
05:03It looks more like an actual chipboard and foam core study model now sitting
05:08on a base, like the traditional models that we would've created, traditional physical models.
05:13So that's another option.
05:15You have got a little grip here on the corner that will allow you to rotate the
05:18box. So if I drag that, unfortunately it's not really visual,
05:22so you have to kind of let go before you see the rotation occur. So it might
05:25take a few trials before you get that correct.
05:29You can even drag it vertically. And I could start to crop out part of the
05:35building if I wanted to, hold down my Shift key, and drag the wheel. And perhaps I
05:40want to start peering into the model.
05:43So the crop region is that 2D picture frame.
05:47This is the section box.
05:50Now here I'm showing you the manual way to set up the section box, and in a
05:53future movie I'm going to show you an alternative approach to creating the
05:57section box, which you might prefer, but you'll have both methods at your
06:01disposal to choose from.
06:02Last thing to point out is, if you don't want this section box visible here, you
06:07can actually hide it. So you just simply select it, go to the Lightbulb, choose
06:12Hide Elements, it disappears.
06:15Later if you need to get it back so that you can make adjustments to it, you can
06:18just use the Reveal Hidden Elements and it will come back.
06:22You'll see it here in red.
06:23You can make adjustments to the height of the box or the shape of a box and then
06:28just toggle off the Reveal mode, and it will re-enable it.
06:32So that was some of the key Extents features of the default 3D view that you
06:37want to be aware of--the crop region, the section box--and it helps you
06:41fine-tune the extent of what you're seeing in that 3D view.
Collapse this transcript
Understanding camera settings
00:00So continuing with the theme of the last few movies, we created two 3D views,
00:05both an axonometric and a camera view.
00:07In the last movie, we looked at the settings on the Properties palette for the
00:12default 3D view, or for really any axonometric view, and in this movie we are
00:17going to look at the properties that are available for camera views.
00:21So let's go ahead and get started with that.
00:23Now the first thing I want to point to you is I am in a file here called Camera
00:26Settings, and it's just a version of the file we started with. And the view we
00:31created got named 3D View 1 by default.
00:35Now that may be fine, but for the most part, I think it's a really good idea to
00:40rename your views as you create them and choose something more descriptive.
00:45I am going to call this one Perspective at Tower, and I am going to click OK. And
00:50you can start to see that when the list of views becomes a little more lengthy,
00:54having descriptive names is going to be really helpful, not only to yourself, but
00:58to the other folks that are joining you on the project, as to finding the right
01:02view. Nothing more frustrating than views 1 through 50 numbered sequentially, and
01:06you have to open them all up to try and figure out which is which.
01:09All right, so we now have the view named, and of course that name shows here as
01:14well, so we could've changed it here. And like our default 3D view, we have
01:19this Extents area here. And we have similar settings, but some of them are a little different.
01:24We do have the Crop Region Visible setting, but we do not have the Crop setting.
01:29It's not possible to turn off the crop on a camera view. But we could hide the
01:33rectangle, the picture frame if you will, if you don't want to see that.
01:37I am going to bring it back.
01:39So let's look at the section box next.
01:41We talked about this in the previous movie for the default 3D views, and you can
01:47work with it here in perspective as well, but notice that the section box is
01:51actually rendered in perspective as well, so clicking on that and trying to
01:55manipulate the grips would become really challenging.
01:58So I've got a better approach to manipulating that that we can look at in the next movie.
02:04I just wanted you to see that section box is available. I am going to turn it off
02:08for now, but that can be a really neat feature if you are trying to do a
02:11sectional perspective.
02:13So you can section through your building but look into the building
02:16in Perspective view.
02:17That's where the section box can really become handy.
02:20Let's talk about Far Clip Offset.
02:22Far Clip Offset is kind of important here.
02:25When I created the camera view--let me just take you back to Plan view here for a
02:28second and just so to remind you of the clicks--I clicked on the camera button
02:34and the first click was where I wanted to stand, and then we got this little pink
02:39dot, and the pink dot is where you want to look.
02:43But also, if I were to click right here, that actually sets the Far Clip Offset.
02:49I am going to escape out of here and return to my Perspective at Tower and show
02:55you what would've happened had I actually stopped short there.
02:59So let me scroll down. Notice the Far Clip Offset has this number, 390 feet and
03:04some random fraction there.
03:05That's because I just clicked a point and it was just whatever it was. But what
03:09if the Far Clip Offset was only 50 feet?
03:12Well, suddenly I don't see any of the building at all, because I'm stopping way too short.
03:16What if it was 100 feet?
03:17Well, now I am seeing just a little bit of the tower, but you can start to see
03:21how important the Far Clip Offset is.
03:23If it's 150 feet, we get a little bit more, and 400 feet ought to get us back
03:29to where we were, because it was 390 originally. And now we are seeing the entire building.
03:33So if you accidentally clicked too short of the back of the building, you might
03:38find yourself clipping out part of a scene.
03:40So the first thing you always want to look at is that Far Clip Offset.
03:43Now the other solution is to just simply disable it.
03:45So even if this was set back at 150 where I was only seeing part of the
03:49building, if I just uncheck this box, then it disables the whole thing altogether
03:54and you're seeing the entire view, so it's just sort of looks into infinity.
03:57So those are the two approaches you can take to Far Clip Offset.
04:00I want to point out here the Eye Elevation and the Target Elevation.
04:05Now you may recall when we created the camera I pointed out to the Options bar
04:09that it was setting it at a 5' 6", which is about the average eye height for an
04:13average-height person.
04:15I set both the Eye Elevation and Target Height at that height, essentially
04:19giving us a two-point perspective.
04:21So if you look over here at the vertical lines in my perspective, they're all
04:25straight up and down.
04:26I have just a nice two-point perspective.
04:28Well, what would happen if I change this Eye Elevation, for example, to
04:33something a little different, like maybe 20 feet?
04:36The effect that that has is the target stays at 5' 6", but I just basically
04:40climbed up on a ladder, or went up on a hill, and I am look down now into the
04:44scene. And if you look again at these edges, you'll see that now they have a
04:49slight taper to them. And sometimes that can add a little more realism to the
04:53scene, because now we have a true three-point perspective.
04:56So, obviously it's a matter of preference.
04:58If you prefer two-point, you can certainly do that.
05:01You want to keep both of these numbers the same if you prefer a
05:04two-point perspective.
05:05So now I have just moved both up, and the lines are straight up and down again,
05:08but some would argue that this is a little bit more realistic here.
05:12So, one more thing is the field of view of the camera.
05:16Now this setting can only be done graphically on screen.
05:20If you click the rectangle here, what I am calling the picture frame, it's got
05:25four grips around the edges.
05:28You can start adjusting those grips to adjust the field of view and see more
05:34or less of the scene, but the wider you make it, it's essentially making a wider angle lens.
05:41Unfortunately, Revit doesn't have a setting over here that you can dial in
05:45anywhere to actually put in the type of lens you're using.
05:48You can't say, I've got a 35-millimeter lens or a 50-millimeter lens.
05:51It doesn't have that setting.
05:53So you can start to do that with these grips here.
05:56You just want to be careful because if you drag them too far, it starts to
06:00distort out at the edges; you're essentially creating a fisheye lens.
06:03So, within reason you can push and pull these. And you can see it's pretty
06:07successful here on an exterior shot; where it actually might start to become
06:12problematic is in an interior shot where you will really notice the distortion
06:16if you are not careful.
06:17So those are some of the key settings that you want to be looking for
06:20in perspective views.
06:21We can adjust the field of view, the Target Height, and, most importantly, that Far
06:25Clip Offset is going to have a big impact.
Collapse this transcript
Navigating with the 3D steering wheel and ViewCube
00:00Navigation in 3D views can be accomplished in a few ways.
00:03There is, of course, the wheel mouse, but the Steering Wheel and the View Cube offer
00:07the most robust collection of options.
00:10Using these two tools, we have many ways that we can navigate in our 3D views.
00:14The specific options available on each of these tools depends on the kind of 3D
00:18view; so axons and perspectives will actually exhibit different tools.
00:22In this movie, we'll explore both the View Cube and the Steering Wheel
00:25within each type of view.
00:26I am going to scroll down here, and I have two views that we are going to be
00:30looking at on the 3D Views category. One is called Aerial View (Perspective)
00:34and the other one's called Aerial View (Axon).
00:36So let's start with the axon.
00:37I am going to open that up. And this is a view looking kind of at the back of the
00:41building, and it has the section box turned on so that it's cropping out part of
00:46the ground plane, just so we can focus a little more on the building.
00:49Now of course the easiest way to change the vantage point of 3D axonometric view
00:54is to simply hold down the Shift and drag with the wheel. And you probably all
00:58know that trick by now,
01:00so that's pretty easy to do. But notice as I'm doing this that over there in the
01:04right corner, the View Cube is actually turning with my mouse.
01:09So it's telling me the general direction there.
01:11So that's kind of handy as well.
01:14Now what that means is this is actually tied to our view navigation.
01:18If you click and hold down anywhere on the View Cube and drag it, it has the same affect.
01:25So notice that I can spin the model using the View Cube as an alternative.
01:30Now the View Cube also has several hotspots on it.
01:33They are labeled, so if I want to look at the front, I can click that and it
01:38orients me directly to the front of the building.
01:41If I click the shaded region between two faces, it will orient to those two faces.
01:48It's kind of a 45-degree looking at both front and right in this case. And if you do
01:54the little corner--any one of the corners around the cube--it will do a 45-degree at all three faces.
02:02So now I've got the angle between top, front, and right. And you can click
02:07different corners to spin it around in the other directions.
02:10So the View Cube allows you to really quickly just sort of use a starting
02:14vantage point, and then of course, you could use any other technique to
02:18fine-tune and adjust it if you like.
02:21Now the View Cube has lots of other options.
02:23There's actually a little tiny arrow here and a little dropdown menu. You can
02:27also right-click and get the same menu, go to Home, for example. It takes you back
02:31to whatever view is set as the Home view.
02:33Now you can go and make an adjustment like so. And I don't think it will
02:38remember the zoomed-in, but the orientation it should remember. And if say I
02:43want to set the current view as home, now spin out to some other view,
02:50now if I say Go Home, it will go back to that view instead.
02:53So that's some of the options that you have in there.
02:55You can save a view from here, and that actually creates a named view of it over here.
03:01Well, it was already named, so, you could use that if it's a default 3D view.
03:05So there's definitely some other options here.
03:06You can hide and show the compass, reset the front view, and you can even orient
03:11it to other views, which we'll look at in the next movie.
03:15What I want to do next is jump over to the perspective view. So I've got an
03:19aerial view of the perspective. It's kind of similar.
03:21We are looking from a similar vantage point. And we do have the View Cube here,
03:26and you can certainly use it in a similar fashion, but I prefer to use the View
03:31Cube for axons and I like to use the Steering Wheel here or perspective views.
03:37Now the Steering Wheel is located on this little floating navigation bar. I am
03:41going to click on it. And you can use the Steering Wheel in a lot of contexts.
03:44You can use it in a 2D view.
03:46You can use it in Axon view. But you get the most features and the most
03:50functionality when you use it in a perspective view, so that's why I'm
03:55demonstrating it here.
03:56Now if I roll the wheel on the mouse or drag the wheel on the mouse in a
04:01perspective view, I am zooming and panning the picture frame. But if I use the
04:07Orbit or Pan feature here on the Steering Wheel--and the way you use any feature
04:12on the Steering Wheel is to highlight it and then drag.
04:15So I am going to drag with Orbit highlighted.
04:18It actually orbits within the view, within the picture frame.
04:22If I drag Pan, it pans within the picture frame, so you are literally
04:26panning the camera.
04:28So this Orbit and Pan is not exactly the same now as your wheel mouse.
04:33So they do two different things.
04:35You can also zoom, and that's not like your wheel mouse, because that's actually
04:40zooming within the picture frame rather than your wheel mouse which would zoom
04:44outside of the picture frame.
04:46Now there are four other tools here in the center.
04:50The Center option, you may notice when you're zooming, there's this little green
04:55ball right there, or when you're orbiting, there's that little green ball there.
04:58You see how that's the center of action? The rotation or the zooming is
05:03happening relative to that green ball.
05:05Maybe I want to do the centering of the zooming at this tree, or over here at the tower.
05:10So I can click and hold down on Center and drag this pivot point, and it will
05:15even snap. You can see it's snapping to things. And I can snap it there to
05:19the base of the tower and that actually re-centers the entire view on that
05:24vantage point, but now if I orbit, you see that it's orbiting around that point.
05:30Or if I pan or if I zoom, it's happening around that point.
05:36Up-down, this is kind of like riding in an elevator.
05:40So, if I drag it up or if I drag it down, it's sort of like just changing the
05:45height of my camera but nothing else. So I am just moving up and down. Here is Look.
05:52This is turning my head.
05:53So the camera stays still, but I just turn side to side, or up and down.
05:57Obviously we are in Aerial here, so I don't want to go too far away.
06:00And then finally, Walk is a little tricky for me.
06:04I think you have to be of the video-game generation to really do Walk justice,
06:08but when you drag with this thing, it starts to--oops! See, this is what happens.
06:12It gets fast for me, and then I go off into space.
06:16So, I am not very good at this one, but I'll let you guys experiment with
06:19this. But if you're a first-person- shooter video gamer, then you should have
06:23no trouble at all with the Walk function, because it would be very intuitive for you.
06:27Finally, there's the Rewind option, which I absolutely love.
06:31The Rewind option is if you totally flub the view and you get off in space
06:36somewhere and you are lost you can just start backing up through this filmstrip
06:41here and it remembers everything you've been doing. And you just drag either left
06:46or right through the film strip and you stop wherever you wanted to go. And
06:50actually, I kind of liked where I ended up,
06:52so I'm going to leave it there, but you can do the rewind and get back to any
06:56other previous location.
06:58So the View Cube and the Steering Wheel are two really handy navigation tools.
07:04I showed the View Cube in the axon view;
07:07I showed in the Steering Wheel in perspective, but you can actually use
07:09either one in both views, so I do encourage you to experiment with them in
07:13both contexts.
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Creating cutaway 3D views
00:00When you create a 3D view sometimes you want to limit the extent of the 3D view
00:04to a certain confined area of the project.
00:08This is often the case if you want to do an interior rendering or an interior 3D view.
00:12There are a couple of ways you can do this.
00:14Of course we can just generate a camera inside the space. And if I were to create
00:20a camera, for example, here--I'm in the Office building file again--
00:24if I were to create camera right here in the lobby, it will automatically only
00:30show me the inside of the building, because it's a perspective.
00:35What if I wanted an axonometric, though, of the lobby, and I only want to see the
00:40lobby and its walls in just that general space?
00:43If I create a default 3D view, it's going to go back out to the exterior, and
00:47it's going to show me the whole building again.
00:49Now I showed you in a previous movie that we could turn on the section box and
00:53we could drag the grips and we could start cropping it down and doing a
00:57sectional cut away all of a 3D view. And that's effective, but that's the
01:01manual way to do it.
01:02There is actually a slightly better way--or maybe not better, but it's the way that I prefer.
01:06I am going to first create a section, and I am going to draw this section through
01:12the general area that I want to be in.
01:15So I'm just creating a section over here at the south side of the lobby.
01:19Let me zoom in a little bit.
01:21I can fine-tune the grips here so that it's sectioning just to the other side
01:27of this wall and just to the other side of this wall. And then this one here
01:32isn't as important, because it's outside the building, but I'll pull that back a
01:35little. And we are standing right here, because this is where our section is.
01:39Now if I deselect it, double-click it, you might want to fine-tune the height as well.
01:45Maybe I don't want to see all this stuff down in the foundation, so I can drag
01:49that up. And likewise with the height, if there's any height adjustments you
01:54want to make, if we want to actually see in the lobby, we need to cut down
01:59below the roof here;
02:00otherwise, that pitch up there is going to block our view.
02:04So let's start with this and see what this gives us.
02:06Now you can't just hold your Shift key down and try and orbit a section
02:11view. This as a 2D view;
02:132D views can't go into 3D.
02:15So what we do is we come down here and we take our default 3D view. And you can
02:21see this is currently just giving us a view of the overall axon of the building.
02:26I'm going to right-click this, go to Rename, and I'm going to name this 3D
02:34Section at Lobby and click OK.
02:39Now of course right now it doesn't look very much like a 3D section at the lobby.
02:42Come over here in the View Cube on the right-hand side. Right-click it.
02:47That gives you access to the View Cube menu.
02:50Come down to Orient to View and you can orient this view to any of the existing
02:55views that you already have, including all your sections. Shame on me for not
03:00renaming section 1, but that's the one I just created.
03:02I am going to orient to that. Of course it zooms out sort of far away.
03:06Let me just do my View Cube again to put it in axon, and now you can see that
03:12we've got a nicely cropped 3D view looking at that section, exactly the way that
03:18we sized that section.
03:20So this 3D section box, which is just the box that we talked about in a previous
03:25movie right here, is cutting away the building to match exactly the extents of
03:31that section that we just created.
03:33If you don't like the way it looks, you can now do the tricks that we looked
03:37at in the previous movie and fine-tune the section box. If I want to see some
03:40of the ceiling and some of the skylights, I can start to drag that up. Maybe I
03:46want to a little bit of that ceiling plane out of the way, and you can start to fine-tune it.
03:52But the Orient to View gets you started anyway, and gets you a view that's close
03:57to what you want, and then you make adjustments as you go along to make it a
04:01better looking view.
04:02So, that can be a great way to get started with your section box, rather than
04:06doing the entire thing manually.
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2. Modeling
Developing approaches to modeling
00:00When working in the building information modeling paradigm, the expectation
00:04is to create a model that contains not only the geometry required to display
00:08in multiple views, but also contains a robust database of useful project information.
00:13Therefore, generating renderings from the same model that we use for
00:17construction documents and clash detection is certainly desirable.
00:20In theory, this is possible, but there are limitations and other issues to consider.
00:26In this chapter, we will explore some of the issues that we will face when
00:29attempting to render our production models.
00:31Let's focus on three specific conditions.
00:34The first, I want to refer to as a Design Intent model.
00:38Early in the design process, when you're working out what you want the project
00:42to do and the form you want it to have and the look at feel and the mood that the
00:47building should convey, you are working in a mode where you're just trying to
00:51convey your design intent; you're not necessarily thinking yet about how the
00:55building is going to go together and what kind of finished final materials are
00:59we going to use, and how are the construction details going to work out?
01:03So at that stage it's usually quick.
01:06It's usually lots of iterations, lots of changes being made, and so the
01:11approaches that folks take to modeling at that stage may or may not be the same
01:15kind of approaches they would take at, say, the construction intent stage when we
01:20are trying to actually convey how the building is going to go together. What
01:24sort of construction materials are going to be used, when we are doing
01:27detailing, when we are creating detailed plan sections and elevations?
01:31At that stage we are actually trying to create a full set of construction
01:34documents and a full set of deliverables that we can hand off to the contractor
01:39to actually get things built.
01:40The level of detail, the attention to detail, and the kinds of things that we are
01:44going to build into our models at that stage might vary a little bit from what
01:48we were doing at the earlier design stage.
01:50Now, depending when you do your rendering, this may raise certain challenges for
01:54the person doing the rendering and whether or not they can use that same model.
01:59So you may find yourself in a situation where if you're doing the rendering, you
02:03have to actually model things a little bit differently than what you've been
02:06given, in either a Design Intent or a Construction Intent model.
02:10So now we are actually creating a third iteration of the model that's
02:14specifically for the purposes of rendering, to try and get across the right kind
02:18of material or the right kind of look or make the lighting pop the way we want
02:21it to display. So there could be several considerations, or several issues that
02:25come into play, that make it difficult to merge the needs and the goals of these
02:30three different individuals and/or teams doing the work at each of the stages.
02:35So it's desirable to have a single building information model where everything
02:40is unified and we're pulling from the same one, but it might be a little bit
02:44challenging to pull off.
02:45So let's take a look at what I mean here in a very simple Revit model.
02:49This file is called modeling Approaches, and it's with the exercise files. And
02:52what I have is three copies of a window that each have a brick arch above them,
02:57and the brick arch was approached in three very different ways.
03:00If we look at the left--the brick arch that we have over here.
03:04We can see it here on the left in both this Elevation view and in the 3D model.
03:09I am going to zoom in a little bit in the Elevation.
03:13The way this was created is this is just a simple generic model that's actually
03:17just a solid extrusion.
03:19The shape of the overall arch was drawn and then just simply extruded to match
03:23the top of the window.
03:24The trouble with going that approach is when you try and apply a material to it, as
03:28you can see over here in the rendered side, the material doesn't match the
03:35brick pattern at all.
03:37There are no radial hatch patterns available in Revit, so we are forced to choose
03:42the next best thing I suppose, which is this soldier pattern, which just puts the
03:46brick straight up and down.
03:48Again, for Design Intent, it might be possible, because at that early stage
03:52it might be enough to just sort of convey that, hey, we've got a brick arch
03:55here and we'll figure out the details later. But if you're trying to do
03:59nice presentation renderings from that, probably not going to be a terribly
04:04acceptable result there.
04:05Let's zoom back out here in both views.
04:08Let's go to the other extreme.
04:10In Construction Intent, you may decide to simply draft those kinds of details
04:17right on top of the view.
04:19Now when we look at it over here in the 3D view, it becomes immediately obvious
04:24what the limitation of that approach is.
04:26It's perfectly fine for two-dimensional elevation drawing, section drawings, and so on.
04:31This is just a masking region.
04:33These are just detail lines.
04:35Those items sit right on top of the view.
04:37The advantages, from the point of view of the person doing the Construction
04:42Intent model, is it's a very quick.
04:43I can lay that so-called arch out very quickly by just drawing some simple lines.
04:48The problem is it doesn't show at all in the 3D view,
04:52so there's nothing to render.
04:53There's nothing to display in 3D.
04:55That is a totally view-specific approach.
05:00Now the one I have in the middle tries to bridge the gap between the
05:07challenges of the other two.
05:08So when you look at it, at first blush it seems like it solves all the problems.
05:13We have an object, an actual true 3D object.
05:17It's showing individual bricks.
05:19Those bricks show in elevation and in 3D. And more importantly, if we look over
05:25here in 3D, the material pattern is actually following the arch, rather than
05:31being just straight up and down like it was in the other example.
05:34To do this though, the downside--there is always a downside--the downside is
05:38this is a custom family that's been created that it is a fairly complex and is
05:45going to add a lot of file size to the project. So the folks in the Design
05:50Intent world and the Construction Intent world may not be too happy with the
05:54rendering guy coming along and loading up their model with all kinds of highly
05:58detailed 3D models, where each individual brick is being modeled.
06:03From a visual point of view, it's a great solution, but from a practical point
06:08of view, in terms of how it fits into the grander scheme of things in this
06:12unified building information modeling approach that we are striving for, there
06:16may be some challenges.
06:17I've only illustrated three different approaches here, but there are many
06:21different approaches that you could take to the same problem, in some cases. And
06:25the one that you choose may be suitable for one type of model and one type of
06:30delivery intent but not so suitable for other types of models and other types
06:34of delivery intents.
06:35So if you are really committed to the idea that you want this single unified
06:40building information model that gives you all types of deliverables and all
06:45types of communication vehicles,
06:48it's going to be a challenge, because you are going to have to get everybody on
06:51board with that and make sure that everybody is thinking of not only their
06:56task, but what the tasks are of the other folks that are going to be in the
07:00model with them.
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Working with wall layers
00:00Whether you're creating a model for construction documents, for rendering, or
00:03for both, you will most likely create the walls pretty early in the process.
00:08Walls are perhaps the most basic building component of any Revit model.
00:11In this movie we will assume that you already know something about creating
00:14walls and therefore focus on some issues that we will want to consider when
00:19preparing the walls in our model, specifically for rendering.
00:23So I'm in a file called Office Walls, and there's a 3D view in a file called
00:27Exterior Walls. And all I have done in this view is select all the walls and
00:31isolate them and hidden all the other geometry.
00:34It just makes it a little bit easier to focus on the walls for this exercise.
00:37I am going to select one of my exterior walls;
00:40it doesn't really matter which one. And what I usually like to do is create a
00:44copy of it off to the side.
00:46So I am going to come up here to the Modify panel and click the Create Similar
00:50tool, and I'm just going to draw a little segment of wall off to the side here.
00:56The main reason for doing this is I can kind of work on this wall separately.
01:00If I like what I've done, I can apply it to the other walls; if I don't like what
01:03I've done then I can just scrap it and try again.
01:05So it just kind of makes what I'm doing a little less permanent.
01:09Go ahead and zoom in on this guy.
01:11I am going to select it, do Edit Type, and that takes me to the Type Properties
01:16dialog. So the first thing that we want to do is click the Duplicate button at
01:20the top and create a copy of this wall type.
01:23It suggests the same name with a number 2 at the end, and I'll take that off, and
01:28I am going to add a suffix called Stucco. Click OK.
01:32Now that's the name of this type. And then I want to click the Edit button
01:35here next to Structure.
01:37Now I'm not going to get into all the details of editing layers.
01:41We actually cover that in the Revit Essential Training class here in lynda.com,
01:44so you feel free to take a look over there.
01:47Really this would just be focusing on the vertical structure down here.
01:51Now of course, when you look down here you will notice that everything is grayed out.
01:55There's a little note here that says this works in Section Preview Only.
01:59So I am going to click the Preview button here, make sure this says Section, and
02:04then suddenly all those buttons light up.
02:06So, that's what that little message means right there.
02:09If this is in plan, it doesn't work;
02:11they are all grayed out.
02:12So you've got to have both the Preview turned on and the section Preview enabled
02:17in order to see these buttons.
02:19Now when you're in section Preview, you can actually adjust the Sample Height if you want.
02:23What this does is actually changes the height of the little wall there, but
02:27that's really just a sample wall.
02:28It's not the actual wall you're changing, so that's why they call it Sample
02:31Height. 20 feet works well for me in this example.
02:34Now I do want to insert a new finish layer, so I will make sure layer 1 is
02:39selected, because whenever you click Insert it will go above the one you have
02:42selected. And I am going to create a second finished layer that I want to assign
02:46to my EIFS Exterior Installation Finishing System material.
02:52Now we are going to talk about materials completely in a future chapter, so for
02:56now I am just going to assign from one of the built-in materials.
03:00Now that's all I need to do initially, because what I actually want to do is
03:04apply this new item that I have added here to only part of the finished layer over here.
03:11So the way that we do that is we actually go to the Split tool down here in
03:14these series of vertical structure buttons and I get this little knife cursor.
03:19And when you move along on one of the existing layers there, you will see a
03:23little temporary dimension.
03:25Now I actually want this thing to be 16 feet off of the floor, and I am going to
03:31try and get that dimension to comply there and click.
03:35Now what if the dimension didn't comply?
03:38Sometimes the dimension will flip to the top side.
03:40Let me first of all reset with the Modify tool right here. Click on Modify.
03:45I am going to click in the Preview and start rolling the wheel mouse.
03:49It turns out that you can select this little line right here, which was created
03:56from splitting, and there's a little flip grip on it.
04:01If I click that, it actually flips the dimension up to the other side.
04:05Now I do want it measured from the bottom because when I use this on varying+
04:11height walls in the project, I want the base 16 feet to be brick, and anything
04:18above that I want to use this Stucco material.
04:21So that's why it's important that I get the measurement to go to the one side or the other.
04:27Now the other thing is this temporary dimension actually can be active.
04:31So if you didn't get it exactly at 16 feet, you can zoom in on this, click your
04:37Modify tool, select that little line, and then click on the dimension and
04:44actually type in some other value. Sometimes a little tricky, the interface
04:49here, but scrolling actually sometimes works better with the scrollbars in this interface.
04:55What I want to get here is just make sure that's 16 feet off the ground, and then
05:00this little material that I have created at the top I want to assign to the new material here.
05:05So I am going to zoom in on it, and the way we do that is with the Assign Layers button.
05:11So what you do first is you select your new layer, come over here and click the
05:15Assign Layers button, and then click on the region. And when you do that, it will
05:21assign this layer to just that region.
05:24This outer finish material is now divided into two separate regions, and it's
05:29using layer 2 for the bottom half and it's using layer 1 for the top half. And we
05:35could continue to split and create additional regions and assign them to different
05:40layers that we create.
05:42You'll notice over here that the two layers gray out.
05:45That's kind of Revit's way of letting you know that they are linked together.
05:47If you decide you no longer want this, you can use Merge Regions to put
05:52them back together, and then you would just click that little tiny line there in between.
05:55So let's click OK.
05:57Let's click OK again. And I will deselect the wall so that you can see the result.
06:02So notice that the top half no longer has a brick hatch; the bottom half does.
06:07If I zoom in and I turn on shading, I get my brick pattern down here and this
06:13tan color here--that represents the stucco up above.
06:16Let me go back to a hidden line view, and now all that remains is to assign it to
06:23the remaining walls.
06:24I'll just use a tab selection here, select the entire exterior shell, open up
06:29my List, and assign it to my stucco wall. And you'll now see that the brick band
06:39goes all the way around.
06:40Over here, these walls are too low to actually use the upper material at all, so
06:46they're not seeing any stucco.
06:48Here we have got the stucco just in the top half.
06:51Now this one wall right here is going to need some special treatment.
06:54I'll leave that to you as an exercise.
06:56The reason for that is because the base of this wall actually starts much higher
07:00than the other guys, so as it measures up 16 feet relative to its own base,
07:05it's rendering that wall completely in brick.
07:07All we would need to do is repeat the process, create another type, and set the
07:11height just a little bit lower, and that will be a good practice exercise.
07:15Using the tools under the Modified Vertical Structure within the wall type
07:20dialog, you can split regions,
07:22you can assign those regions to different layers in the wall structure, and you
07:26can merge regions back together if you like. And doing all of this allows you to
07:31start articulating the overall vertical structure of the wall and layering it
07:36vertically as well as what we were able to do horizontally by just adding
07:39layers in the first place.
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Understanding sweeps and reveals
00:00Sweeps offer a way to add details to the structure of the walls in your projects.
00:04You can add a sweep directly to the wall type so that they occur everywhere
00:07that that wall type is used, or you can add them as an independent element in
00:11just the areas where they are required.
00:13The basic concepts are the same in both cases, but there are some interesting
00:17differences as well.
00:19In this movie we will look at creating and managing sweeps and discuss the most
00:23appropriate approaches as you prepare your model for rendering.
00:27Now I have the little freestanding wall off to the side, which again, I still
00:31consider it to be a best practice.
00:33It's good to work off to the side, make sure it's what you like, and
00:36then actually apply it.
00:38In this case the trouble with that is that I don't really want to keep changing
00:43the name of the wall type.
00:45So in your own projects you might want to actually practice in a separate file.
00:51This way you can keep the name the same and then when you settle on the
00:55design that you like, you can copy and paste the one from the other file over to your current file.
00:59Of course, the other thing you can do is just sort of work directly on the
01:03live wall and assuming that they like it, you can accept it and then undo if you don't.
01:08So in this case why don't I do that? Why don't I assume that I'm okay with this?
01:13And we'll just kind of get rid of that guy, and I am going to zoom in on this one,
01:18and we'll add the sweep directly.
01:20So the first way that we are going to look at adding the sweep is to add it
01:24directly to the wall type.
01:26So we go to Edit Type, and the preview is open. The section preview is open, and
01:32if you recall from the previous movie when we clicked the Edit button, that is
01:36required to access all of these buttons down here.
01:39What we are going to look at here is the Sweeps button over here on the right,
01:42and when I click on that it brings up yet another dialog, and I'll move it out of
01:47the way so that I can see the preview here in the background.
01:50That's going to be helpful as we work.
01:52And I'm going to click the Add button.
01:54Now the Add button will add item number 1. And the first column says Profile,
02:00and it goes to default.
02:01Default is just a square.
02:03The shape of the profile is just a two-dimensional shape, and what a sweep
02:08means is it's going to extrude that two- dimensional shape along the length of the wall.
02:13So if I were to click Apply right now and accept all the defaults, you'll see a
02:17square appear down here at the bottom of our wall.
02:20And that's because if you read through all the other settings here, that's where
02:23it's telling it to position it.
02:25Now if you open up the Profile list, there will be more choices here, potentially,
02:30depending on what you have loaded in your project.
02:33If the shape that you're looking for is not listed here, there is a Load
02:39Profile button in the dialog and you can go out to your hard drive and load in
02:43other profile families.
02:45If you're not sure what a profile is or how to create one, then you can take
02:49a look at the movies in the Revit Family Editor Training Series, here on lynda.com.
02:55So in this case I've already got the profile that we need loaded into this file
02:59to save us a little bit of time. And so I am going to scroll down here, and it's
03:03towards the bottom. There is some wall sweeps here for CMU, and there's everything
03:08from one block to six blocks.
03:11So depending on how tall you want your CMU band to be down at the base of the
03:16wall, you could choose any number of these.
03:17I am going to choose the tallest one here, 6 Blocks. Select that.
03:22And again, along the way, if you want to just simply click Apply, that can be
03:25helpful for you to see how things are changing.
03:28So notice that the height of that box just stretched up.
03:32The next thing is, do we want this just applied to the outside of the brick, or do
03:36we want to actually start shifting it to the thickness of the wall?
03:39And it seems to me that what we would want to do here is first of all click OK,
03:45come into this preview, zoom it up--
03:48unfortunately you can't do this while you're in the sweeps box--
03:51But zoom it up nice and close.
03:52Then I'll return to the sweep box, and now we'll really be able to see what's
03:56going on as we are working.
03:58So you've got ways that you can shift this thing in all three dimensions: x, y, or z.
04:04The Distance--I just put in a number here and apply it--
04:09is actually the distance along the two vertically.
04:12Putting in a positive number will move it up the height of the wall; putting a
04:16negative number would drop it down.
04:17So obviously distance is not what I wanted. Set that back to 0.
04:23Offset actually shifts it within the thickness of the wall.
04:27So let me try 4 inches here and apply it,
04:32and you'll see that that actually shifted it away from the wall.
04:35Sometimes you have to do a little trial and error and try a negative number, and
04:39that shifts it within the wall.
04:41Now I did 4 inches, and what you can see is if I really wanted to match up
04:45perfectly with the brick, remember--if I move this box out of the way--that the
04:49brick's thickness is actually 3 and 5/8.
04:52So, if you wanted to be precise, instead of 4 inches, put in 3 and 5/8 inches here
05:00and then apply that and now it will be nice and flush with that edge.
05:05Setback we can't see in the preview.
05:08Setback would be along the length of the wall, and using a positive or negative
05:12number, you could actually shift this in or out along the ends of the wall.
05:16So I am not going to be able to demonstrate that one.
05:19Cuts Wall is a handy feature because that's actually going to cut the brick
05:23here so that we don't have two materials on top of each other.
05:26And making it cut-able is also a useful feature, because if you put a door in
05:31this wall, you're going to want the door to be able to cut a hole through this masonry band.
05:36Finally, the settings I skipped over is you're measuring from either the base
05:40or the top. Here with the distance, we were measuring from the base.
05:43You're measuring from either the interior or exterior side. Exterior side made
05:47sense, so I didn't need to change that. And if necessary, you can actually flip it,
05:52and when you do, you can see that it'll flip around the insertion point.
05:56And then finally, you can assign it to a material.
06:00So don't let the name CMU 8 Blocks fool you into thinking that it's already
06:06assigned to that material.
06:07All it means is the size of this sweep is sized to match the blocks.
06:13But if you wanted to actually use that material, you have to come down here and
06:17assign one appropriate material to that.
06:19I am going to do Concrete Masonry Units - Split Face, and then let's click OK here.
06:25And you could see that when I OK, because of the cut-able feature, it actually
06:30cut out the brick in its way, and it's now basically merged in and is part of the wall.
06:35I'll click OK and one more time, and you'll see that actually get applied to every
06:43instance of the wall because we applied that as a type-based sweep.
06:49The alternative way that you can create a sweep is to create what we call a host sweep.
06:54Frankly, I don't know. That's what they were called traditionally in Revit, and
06:56maybe they have a new name for it now.
06:57The reason I say that is because when I open up the Wall dropdown here, they
07:02call it wall sweep here, but we've always referred to these things as host
07:05sweeps in the past.
07:06So wall sweep, host sweep.
07:08But when I choose this tool here, you will have a dropdown list here with choices.
07:14And the main difference between the host sweep approach is that you're
07:20creating a separate object.
07:22So let me just show you here the behavior on screen before I actually edit the type.
07:28Notice that if I was doing this wall sweep trim here and I clicked, it would
07:32actually create a trim board along the length of that wall.
07:36I can continue to add additional walls to it, until I click this button right
07:42here, which says to restart the sweep.
07:45When I do that then you could see I could begin adding another one.
07:49So the first one that you create actually sets the height of the sweep, and then
07:54each subsequent click will stay connected to that first one.
07:59Notice also that if you click in a location where there happens to be openings,
08:03it'll start and stop around those openings.
08:06Finally, there's another button here for Horizontal or Vertical, so you can
08:10actually create these trim boards in the vertical direction as well.
08:15Now, if you want your own shape, like maybe I want to put a cap on the top
08:20of that masonry down there at the bottom, then I can choose Restart. Click Edit Type.
08:25I am going to duplicate one of my existing sweeps, and I am going to call this
08:31Stone Cap, and come down here, and I am going to find the profile item, and I am
08:38going to open up the list, and there is that same list of profiles that we saw a moment ago.
08:44So you can use exactly the same profiles to do a host sweep or to do an integral
08:49wall sweep. And I'm going to use a Sill Precast: 8" Wide here.
08:56You can assign it to a material, such as Precast Concrete, and here you have a
09:05subcategory of Walls.
09:06Now this is probably one of my favorite features of the host sweep and the main
09:13reason that I wanted to show you both methods.
09:16When you create the sweep as an integral part of the wall you cannot turn it on
09:22or off independent of the wall.
09:25But if you do it as a host sweep, you get to assign the subcategory of the Walls,
09:30and the subcategory choices here are things like Trim or None or Common Edges.
09:35So I am going to let it stay on the Trim subcategory.
09:38I am going to click OK, and then I'll come in here.
09:41Let's change this back to Horizontal. And I am going to add that to these walls here.
09:47Let me just add it to a few of them, okay?
09:48Let me cancel out of here.
09:52Why is that important? Well, you zoom in,
09:55you know, there it is. If I go to VG, Visibility Graphics, scroll down, locate the
10:02Wall subcategory and expand it, you're going to see that Wall Sweeps - Trim is a
10:07subcategory of Walls.
10:09I can turn it off. Click OK. And if we are trying to create a building
10:15information model that serves the needs of both construction documents and
10:19rendering, if you plan your sweeps carefully, if the only reason you're creating
10:24the sweeps is for the high detailed models and for the rendering models, then
10:28this can be a way to manage that so that in the views that don't need to see
10:32those sweeps you simply hide that subcategory, and in the views that do want
10:36to see them you turn it back on.
10:38Now if I was going to do that the elephant in the room here is, well, it's
10:42cutting a little notch out of my building.
10:44I can re-create that profile, so that rather than cutting into the building, it
10:49actually sits flush to the face and it wouldn't do that.
10:52So again, with a little bit of planning, you could actually use that feature as
10:56an advantage to be able to eat your cake and have it too, as the expression goes,
11:03and be able to have the sweeps both in the model for rendering and turned off
11:09for the views that don't need them.
11:11Now one last little tip here: another nice feature of sweeps is you can actually
11:16grip-edit them after they're created.
11:18So the sweep doesn't actually have to be the full length of the wall;
11:22you can pull it back some by using those little grips. And actually that works in
11:27multisegment ones as well.
11:29So sweeps are a great way to add little details to your models.
11:32You can do them both as an integral part of the wall type or as a separate host
11:37sweep that you click and place independently.
11:39There are pros and cons to each, and largely it comes down to a matter of
11:43personal preference.
11:44But this is a great way to start adding some of those details and features
11:47to the walls without having to go and model them in some other really highly
11:51detailed way.
Collapse this transcript
Constructing wall profiles
00:00As we continue to talk about ways that you can use your walls as a modeling
00:04tool, there is another really neat feature of walls called Edit Profile.
00:09With the Edit Profile feature you can actually look at the wall head on in
00:12elevation and change the shape of the wall by just editing the sketch.
00:17So what I have here on screen is a file called Tower, and this is actually a
00:21little adjunct to our office building--
00:23it sort of sits off to the side--and we're linking it in into that file.
00:27Now if I rotate this 3D view, I want to just show you the kind of finished
00:33version. What we're going to do here is just sort of make this little scalloped
00:37edge at the top of the wall.
00:38So you notice how this wall sort swoops down a little bit? And then of course
00:42this wall hasn't been done yet.
00:44This one's just straight across.
00:46So that's our final result.
00:48This is our goal right here, and we are going to use this one to create it.
00:53Now to help us along, I've created a callout of the right elevation. This is
00:58the right side of the building here, and this callout is just zoomed in on the
01:03top portion of the right elevation. And you can see that straight across top
01:07edge of the wall there.
01:09We're going to select this wall and start modifying its profile.
01:12So I'd simply select it. Up here on the Ribbon, we have an Edit Profile button,
01:17so we'll go ahead and click that.
01:19That will take us into Sketch mode, and you'll see a purple line around where the
01:25outline of the wall currently is.
01:27Then using any of the normal sketch tools, you can just come in here and draw
01:32the shape that you want to have.
01:34So this one is going to be pretty simple. Maybe I'll go about 2 feet off the end
01:38there, come over here.
01:41Now it's not giving me the dimension I want over here, so I'll just get it
01:44close, right about there, about 2 feet off the other end, and then shape how much curve I want.
01:51Now what I usually like to do is zoom this down a little bit and watch
01:56that dimension up there.
01:58I'm not a big fan of dimensions with really long ridiculous fractions,
02:03so I like to round these numbers off as much as possible to a nice clean whole number.
02:07So right now that's about the curve I want, and the dimension reads 12 foot 7 and some change.
02:13I am going to pick a nice round number in that vicinity. What about 12 foot 6?
02:19If you just start typing, it will go right into the radius.
02:22When I press Enter, watch the curve.
02:25You can hardly tell the difference in the shape of the curve.
02:27So we made the radius about an inch and a half less than it was, and it
02:31still looks pretty good.
02:33So that's just one thing that I like to do when I am drawing curves, because I
02:37like my curves to be a lot more rational.
02:39I don't like those crazy fractions.
02:41I am going to use the Split tool, with the Delete inter-segment option, and I
02:46will split from here over to here.
02:50You have to create an enclosed sketch, so make sure that everything is
02:54touching end to end.
02:55When you click Finish here, Revit will tell you if you didn't achieve that, and
03:00you can go back in and finish, and there it is.
03:02So let's go back to the 3D view, Overall Axon, and there is our finished edge right there.
03:10So the Edit Profile is just a real convenient and easy way to go into a wall,
03:15get a sketch of the overall shape of the wall, and then you modify that sketch
03:19and change the shape to anything that you need to suit your design.
Collapse this transcript
Learning modeling tips
00:00Walls may be the most common and basic element in a typical Revit project, but
00:04there are many other common elements that we use as well.
00:07Among those are roofs and floors and ceilings and topography and any number
00:11of component families.
00:13In this movie, we will look at general tips to help develop the overall
00:16modeling strategy that we use for the various elements that we intend to render
00:20in our Revit project.
00:21Now the first thing I would like to talk about is topography.
00:25My building is floating.
00:28You can actually see the foundation down below here. Clearly highlight
00:34those elements and it would be very difficult to render this view with any
00:40kind of believability.
00:41If I go to a nicely composed camera right here, we have got a nice view.
00:46We've even turned on the shadows and the shading--both topics that we'll talk
00:50about in future movies.
00:52But again, the building just sort of looks like it's hanging there in space and
00:55just sort of floating.
00:56Don't overlook the necessity of giving your building a ground plane.
01:01The easiest way to give it a ground plane is to just simply create a
01:04toposurface object.
01:06You can find these objects on the Massing & Site tab in Revit.
01:10Of course working in the perspective view you can't create them,
01:14so let me jump over here to a site plan view. And we are zoomed out a little
01:17far so, let me just kind of zoom in here on the model. And we could certainly
01:21work directly in our project file if we wanted and go to the Massing & Site
01:26tab and click on the Toposurface tool and actually place a topographic surface point by point.
01:32I am not actually going to do that in this model because, number one, it would
01:38be preferable to create your toposurface typically in a separate file and then
01:42link it in--that would be the more common practice--and also, when you create
01:47the toposurface, even though it's possible to create it point by point, what's
01:51more likely is that you'll have some sort of CAD file that came from your civil
01:54engineer, and you can use the contours in that file to create a topographic surface.
01:59We actually run through this process in the Revit Essential Training
02:03class, so you, again, can feel free to refer to that for steps on how to
02:07actually create the toposurface.
02:10So I have one of these files built already.
02:12I am going to go to Open. And it's in the Exercise Files in the Links folder, and
02:19it's called Building Site.
02:21Let's just go ahead and take a look at that.
02:23I want to point out a few objects in here that you might want to consider when
02:27you're building this toposurface.
02:29So, of course, there's the surface itself, which is this object right here.
02:34Now originally that was created as a single unified surface, and you will see
02:39that it's actually broken into separate zones and regions here.
02:44So what this allows me to do is, if you select a toposurface, you can actually
02:49edit it, to edit the points. And if you go to the Massing & Site tab, you can
02:54actually use these Split Surface tool, Merge Surface tool, and Subregion tools,
02:59depending on what you're trying to do. And in this case Split Region was used to
03:03break out the roads from the rest of the surface.
03:07If you wanted to create an area in the middle that was paved or possibly an
03:11area that was like a small pond or something like that, then you could use the
03:15Subregion tool. And you simply select the new surface and apply a different material to it.
03:22Grass was applied here, and over here on the roads, asphalt is used.
03:27That's just going to help when you render this to make it a little bit more believable.
03:31Now the other feature that you've got here is a building pad, and the building
03:36pad is used to essentially excavate from your toposurface. So you trace the
03:42shape of your building and you build one of these pads and you give it a Height
03:47Offset, and it will actually carve down and excavate.
03:50Now the most interesting object in here is these trees, believe it or not.
03:55These are a special kind of family called an RPC Tree. And RPC content is from a
04:01company called arcvision.com, and they've provided some basic content directly
04:08in the box with Revit.
04:09So these trees that I have here come with Revit, but if you want to visit
04:14ArcVision's web site, they actually have several other items for sale. But there
04:17is a family template under New > Family where you can create an RPC Family.
04:25And I'm just going to open this existing tree real quick and show you.
04:30All that RPC Family does is kind of like a cardboard cutout, sort of like a stand-in.
04:37But the interesting thing about it is it's got these two Appearance settings
04:42here under Identity Data and if I edit this, there are some settings over here
04:48that we can configure. And then this one right here, this is the library that
04:53ArcVision has provided to Revit and that ships out of the box with the product.
04:57So we actually have all of these trees that we can choose from, to swap in over
05:02here. And the way that an RPC content works is, somebody has gone out and taken
05:06several photographs walking around the tree.
05:09So rather than modeling a tree in 3D and actually modeling all the leaves and
05:14branches, they have actually taken photographs all the way around, and then it
05:18orients to your camera view in your orientation, and when you render, it
05:22actually shows you the tree instead of this little cardboard cutout.
05:27So don't let the simplicity of this little thing fool you.
05:30What's going to happen here-- is let me close this file--
05:34when I do a render, and I'll just render a region around one of these trees--and
05:45let me just Render and Draft.
05:47So when we render this, it's actually going to swap in that photograph of a
05:53tree, rather than, well, Draft, you can see all the grass that's kind of in the way.
05:58Maybe Draft wasn't the greatest choice.
06:00Let's try Low here.
06:03You can sort of see the little darker blotch right there for the tree, but it
06:07actually creates a real and slightly better tree.
06:10It actually shows the photograph of the tree in place of that stand-in, that 3D object.
06:17So you can populate your site file with trees or other entourage that you may
06:24want to have in the background. And if they are RPCs, they are very light-
06:29weight, because they're not full-blown 3D geometry.
06:32So let me close this file.
06:34I am not going to save any changes I made there. And then I am going to come
06:38down here and Reload that link. That brings that site file back in. And let's take
06:45a look at my Perspective here, and you can see now that the scene looks much
06:50better, because I have a ground plane.
06:52You can see some of those trees peeking in over here and over here. And if I
06:56were to render this scene, like I said, those trees would swap out.
07:00Some other things I want to just point out to you real quick here is when you
07:04build your model with other Revit components, there is little details that you can do.
07:09It might be easier to show you in the axonometric.
07:12We just sort of zoom in here.
07:14You can add fascia boards to the roofs, for example, to give them a little bit more detail.
07:20You can create floor slabs and so forth to represent patios and other areas
07:26where you want people to stand.
07:27So you want to think about these things when you're looking from that vantage point.
07:31Now if you're only concerned with the rendering from a certain angle, you can
07:36look at the angle that you're interested in, and say, oh, yeah, I need
07:38something out here to be believable that there's actually some sort of a
07:43walkway there. And maybe you didn't need that in your two-dimensional floor
07:47plans and elevations, but now that you're doing a rendering, you just put in a
07:50quick floor slab there to represent that.
07:52As you're composing the rendering, there is going to be this back-and-forth
07:56between setting up the composition but then going back and making adjustments
08:00to the model. And there is lots of little techniques and tricks, whether it's
08:04sweeps or adding reveals and gutters and these little slabs or just putting in
08:09RPC Trees to make the whole rendering look a little bit more believable.
Collapse this transcript
Displaying imported geometry
00:00Let's quickly address the subject of imported geometry.
00:03We've spent a lot of time in the last several movies modeling things directly in
00:07Revit and talking about tips on how to enhance the model in Revit for the
00:11purposes of rendering.
00:12There are going to be plenty of times when you're going to have geometry that's
00:15created in a non-Revit file format.
00:17Maybe its DWG file; maybe it's a SketchUp file.
00:21They come from a variety of different sources.
00:23Maybe you got it from online;
00:24maybe you've had it for long time in your own office library.
00:28If you want to bring in items from outside of Revit and use them in your
00:32projects, you can do this, but you are going to have very limited control
00:36over that imported item, depending on the source of the file, and what the
00:40file format allows for.
00:42So what I want to do here is just do a really quick example of bringing in a SketchUp file.
00:46So for this example I have borrowed a SketchUp file from the Google SketchUp 8
00:50Essential Training here at lynda.com, and it's just a little grouping of
00:54furniture. And we are going to bring that into our lobby here, and I'm looking in
00:58the view called 3D Section at Lobby.
01:01And let's just spin this view around a little bit, give ourselves a look.
01:05Maybe we can fit in some furniture in that location right there.
01:11We could try and add it directly in the 3D view, but you might not get it in in
01:15the correct height if you do that.
01:17So I am going to run over here and open up my Level 1 floor plan.
01:22I am going to do a W+T for Window Tile, and that'll put the two
01:25views side by side.
01:27And just sort of zoom in a little bit so that we can see.
01:32Well, this is that general area here in the lobby that we are looking at.
01:35Let's make sure that the plan view is active.
01:37We will do Link CAD.
01:40In the Exercise folder, there is a Furniture.skp SketchUp file.
01:45If you're not seeing that file, make sure that you set the Files of type to SketchUp Files.
01:50There are other formats that are supported.
01:52I am going to leave all the default settings here, and for the Positioning, I want
01:57to use a Manual point.
01:58You can use the Origin or Base point.
02:00I am just going to set it to Manual- Center, just to make sure that I'm right in
02:04the center of the grouping, and it's going to place it at Level 1.
02:06And I'll go ahead and click Open, and it will come in on my cursor.
02:12You can kind of see my cursor is in the center of the grouping there. And let's
02:16try placing it maybe right in this general location.
02:19I don't want it to snap to anything, so will just put it here.
02:22Now, Revit will give me a little warning message to tell me that some of the
02:27ACIS objects could not be imported. So this is actually one of the things I
02:31wanted you to see about bringing in external objects.
02:35Even though Rivet supports SketchUp files and Revit supports AutoCAD files and
02:41so on, depending on how the geometry was created in those files, it may or may
02:46not be able to bring in all of the data associated with those objects.
02:49Now in this case, if you look at my 3D view, I am seeing something.
02:54So perhaps I'm okay and I want to continue with bringing in this import, but in
02:59some cases when you get this warning, you might see nothing at all.
03:02It might actually not bring in anything.
03:04So you are going to have to spend a little time understanding the source of the
03:08files that you're getting and whether or not the geometry is actually usable in
03:12Revit, and just really run some tests--
03:14that's the best way to figure that out.
03:16Once it comes in, the other thing I wanted you to see was, if I select it, there
03:21are really no properties, either here on the Properties palette or under Edit
03:26Type, that I can manipulate to change the way this furniture looks or what
03:32materials it's using and so on.
03:34If I'm satisfied with the way it came in from SketchUp, then I am okay. But what
03:39I wanted you to understand was, yes, we can bring in outside geometry but with
03:44certain limitations.
03:46It may or may not be the best choice in all cases depending on the kind of
03:50rendering that you're trying to create.
03:51Of course, the only other alternative though is to start creating the furniture
03:55in native Revit geometry, and that may not be practical either.
03:58So you'll have to weigh both of those decisions pretty carefully as you compose
04:02your final scene and get yourself ready for rendering.
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Using custom components
00:00Throughout the course of this chapter, we have discussed many issues related to
00:03not only just modeling, but modeling strategically.
00:06We have looked at lots of techniques--wall techniques, techniques for
00:09adding details to roofs.
00:11We've added sweeps.
00:12We have talked about adding a ground plane using Toposurface.
00:15We've even looked at bringing in outside geometry, such as a SketchUp model, and
00:20using it within our project.
00:21Sometimes, however, you just need to build the item, and there's a lot of ways you
00:26can approach doing so.
00:28One way is you can certainly go into the Family Editor and you can create a custom item.
00:33We've got an entire training series here on lynda.com devoted to just that. And
00:38in that series we actually created this parametrically driven brick arch.
00:43So I encourage you to take a look at those tutorials if that's of interest to you.
00:48In this movie we are going to look at something a little bit simpler than that.
00:51Up here at the top of our scalloped wall, I'd like to add a little more detail.
00:56It sort of seems unfinished right now.
00:58The wall just sort of ends, and it's just doesn't quite look right.
01:02I want to put a masonry cap up there at the top.
01:06So to create this, I need to just build it, because I'm not likely to go out and
01:11find anything that would fit that situation.
01:14It's a one-off item that fits specifically this design situation.
01:19So that means I need to create it, and I need to create it right here.
01:22We call this in Revit an in-place family.
01:26So let's go ahead and take a look at creating an in-place family for this wall
01:30cap along the top of this wall edge.
01:33I am going to go over here to the Component button on the Home tab and click the
01:39dropdown, and at the bottom of the dropdown you will see Model In-Place, and this
01:43allows you to create an in-place family.
01:46The first question Revit will want to know is what category you want to assign
01:51to your in-place family.
01:53Now if you've done the Family Editor training series, you know that we're limited
01:57to certain categories that we can create in the Family Editor.
02:00So you might actually notice here than that with an in-place family
02:05the list is a little more extensive. We can actually create in-place families for
02:10some of the categories that are actually system families, like roofs, like
02:14floors, like walls.
02:16We can actually choose a system category to assign to this custom in-place family.
02:23One of the reasons for that is in-place families become a part of your project.
02:27You can't pull them out of the project and share them with other projects.
02:31You can't save them as RFA files.
02:33So they are kind of a one-off created in place-- thus the name--right here in this project.
02:38Now for me, I think Walls is a suitable category for this item, because I'm
02:43going to associate with the top of the walls,
02:44so I am going to go ahead and choose that category.
02:47It will then ask me for a name, and I am going to call this Wall Precast Cap. And
02:54then my view window will gray out.
02:57It's kind of like being in Sketch mode. And if you've ever been in the Family
03:00Editor before and you look at your Ribbon, you'll notice that it starts to
03:03look pretty familiar.
03:04We are getting a Family-Editor-type ribbon.
03:07We have got Extrusion and Blend and Revolve and all the usual shapes.
03:11The best way to create the form that I want to create--I want it to follow the
03:15top edge of the wall here--is to use a Sweep, because that's real easy to
03:19accomplish with the Sweep form.
03:21So I will choose Sweep.
03:23And then over here I need to designate the path first.
03:26I have two ways to do that:
03:28I can sketch it, or I can pick the path.
03:31Pick the path is going to work really well here,
03:33so I am going to choose that.
03:35It defaults to Pick 3D Edges, and I can simply select the 3D Edges of the tops
03:43of these wall objects.
03:45Here it only selected a little part of the wall, so I not going to select that other one;
03:49I will trim that up later.
03:51I just want one sketch line for each shape.
03:54So you can see some of those little gaps that it's leaving there. And click Modify.
04:01To clean up those gaps, I am just going to use the Trim tool.
04:04I prefer to have this be a continuous object rather than several small pieces.
04:10This green shape here is the location of the profile, and what you need here is
04:18to draw the shape that you want to sweep along this path.
04:22Now I am done drawing the path,
04:24so I am going to click the green check box here to finish it. And then I'm still
04:29in the Modify Sweep.
04:30I can't finish yet, because I need to draw the shape now that I want to push
04:34along that path, and I can do that in two ways:
04:37I can either draw it by sketch, or I can do it by profile.
04:40Now there's already a profile here in this file.
04:43There are actually several profiles.
04:44We have got handrail profiles and crown moldings, and so on.
04:48And there is actually a series of parapet caps in here.
04:52Parapet Cap 14 through 26 were actually built-in.
04:56They come with Revit, so that's a profile that you can click Load Profile and
05:02find in your out-of-the-box library.
05:05What I did was I just did Edit Type and Duplicate and I created a slightly
05:09smaller version of that.
05:11So I just changed the width down to this 8-inch-wide one, and I have provided it
05:15here in the exercise file for you.
05:17So I am just going to go ahead and choose that.
05:19If I zoom in, you'll see that that has been sized at 8 inches to overlap the top
05:24edge of the wall just a little bit.
05:26You have some values over here. So if you don't like where it's positioned, you can flip it,
05:32you can rotate it, and you can shift it in X and Y.
05:35In this case, because I planned it for the insertion point that was built into
05:40the profile, we don't have to do any of that.
05:43So all that remains is to click Finish, and it will sweep that shape all the way
05:48around the top edge of the wall.
05:50I'll kind of zoom around there and look at it.
05:54Now with the object still selected, we can assign a material to it.
05:58I will go ahead and click that little button right there.
06:01I'll make this Precast Concrete. Click OK. And then up here on the Ribbon I
06:08am going to click the Finish model button, and that gives me my wall cap at the top.
06:13Now if you hadn't noticed already, the view that we were in has all of the stuff
06:19above this portion of the tower hidden.
06:23So let's just go back to the Overall Axon, and we can see the view with our cap
06:30in context with the rest of the tower.
06:34If you want, you could repeat a similar exercise to add little caps on top of
06:38these columns here, but I'll leave that to you as a practice exercise if
06:42you're so inclined.
06:43An in-place family allows you to create a family using all the Family Editor
06:49tools, but to create it directly in the project environment using the context of
06:55the surrounding geometry of your project to help you build the form so that it
06:59fits exactly the unique situation that you have.
07:02It can be a very powerful way to add these finishing touches and details to
07:06your model, and gives that rendering just that extra bit of realism when you
07:10generate the rendering.
Collapse this transcript
3. Materials
Introducing materials
00:00Materials define the appearance and structural properties of the elements in
00:03your building model.
00:03Revit provides many materials that you can use as is, or you can create your own.
00:08In this movie we will look at an overview of the Revit materials and the
00:12Materials dialog user interface.
00:14So just what is a material?
00:16Well, a material defines all aspects of a physical substance in your projects.
00:21Materials are actually common to most Autodesk products, and there's been an
00:25effort over the last several years by Autodesk to unify materials across the
00:29product line, so a lot of what we talk about here materials in Revit would
00:33actually apply in some degree to other Autodesk products like 3ds Max or AutoCAD or so on.
00:39Anything that describes a physical substance, what it looks like, what it's
00:44texture is, what it's made out of, what kind of structural characteristics it has,
00:49that would all fall under the heading of materials.
00:51I am in a default empty project file here in Revit;
00:53I just loaded up the default template, so you could do the same if you want to follow along.
00:57And I am going to go to the Manage tab and click on the Materials button.
01:03The Materials dialog that comes up is organized into two panes, so actually you
01:07can use this Properties button down here at the bottom to collapse the
01:11right-hand pane if you like, but I am going to leave it open.
01:14The right-hand pane has four tabs--
01:15we're going to briefly look at each one-- and the left-hand pane has the list of
01:19all the materials that are currently in the file.
01:21Now we've got everything from acoustical ceiling tiles to insulation materials,
01:26masonry, different kinds of metals, plaster, roofing materials, all the way down
01:32to bottom, with some various kinds of wood.
01:35Pretty good selection to get started.
01:37Let's take a look at some of the settings that we have in each of the materials.
01:41I am going to start with the stuff that actually doesn't pertain to rendering.
01:44So that's going to include the Identity tab first, which is a lot of text and
01:50descriptive information that you can assign to a material.
01:53We can give it a description, comments, keywords, manufacturer, model number,
01:57any kind of information that you might want to track in a schedule or in a
02:00project report of some kind like that, give it Keynotes and so on. So all of
02:04that information could be filled in if you so choose.
02:07Over on the other side we have the Structure tab.
02:10The Structure tab will list out structural properties if the material that you
02:15have selected actually includes those properties.
02:17So at the moment here Acoustical Ceiling Tile does not have any
02:21structural properties.
02:22Let's pick on one that's more likely to have some structural properties,
02:25something like Cast-in-Place Lightweight Concrete.
02:28Now over here you'll see all this information about load carrying capabilities
02:33and shear modulus and all kinds of other information that would be useful to the
02:36structural engineer.
02:38If you're like me and your background is architecture, you are probably not
02:40terribly interested in all of this stuff;
02:42you'll probably leave that to the structural engineer to decide.
02:45But it's nice that Revit includes that information, and so we can actually put
02:49that information directly in our materials where it really belongs, right?
02:52If you're going to assign Concrete to something, then you want the concrete
02:55actually behave like concrete.
02:58So that's Identity and Structure.
03:00For the rest of this movie and for all the movies in this chapter, we're going
03:03to focus on the other two tabs here: Graphics and Appearance.
03:07Now again, I still have the Concrete Cast-in-Place selected, and so the settings
03:12over here pertain to that material.
03:14Let me pick one that's a little easier to--it has little bit of variance in it--
03:19let's pick Masonry Brick.
03:21What you find on the Graphics tab is this is the overall graphics settings that
03:25apply to all of the orthographic views in your project.
03:29Plans, sections, elevations, 3D views--
03:32they all use the settings you see here.
03:34If you're cutting through the material, like in a plan or in a section, you are
03:37going to see this diagonal crosshatch, in this case for the brick.
03:41If you're looking at the material, like in elevation, you're looking right at the
03:45surface, you are going to see the brick pattern that you see right here.
03:49If you're in a 3D view and you shade the material--actually you can shade in
03:53non-3D views as well--
03:54but if you shade the view, it's going to use this reddish color here to
03:59indicate that it's brick.
04:00So let's take a quick look.
04:01I am going to OK out of here, go back to the Home tab, click on the Wall tool.
04:05Let me just open up the list here and find a brick wall, like maybe this
04:09Generic Brick. And I'll just draw a little piece of brick wall and zoom in. And
04:14because I'm in a plan view and we're cutting through it, we're seeing that
04:18diagonal crosshatch.
04:19If I switch to an elevation view, like the South Elevation, zoom in, and look right at it,
04:25we're now seeing that hatch pattern.
04:28If I create a 3D view and use the orbit a little bit here, zoom in on it, we're
04:33seeing that brick pattern.
04:34If I come down here to the visual style and change it to one of the shaded modes,
04:40like Shaded or Consistent Colors, it's going to show me that red color.
04:44The red color will have the hatch pattern superimposed on it,
04:47so it's not one or the other.
04:49The way that Revit decides whether to show the hatch pattern is really with
04:52your level of zoom.
04:53Notice that if I start to zoom out, at some point the hatch pattern disappears
04:58because it would become too dense to show.
05:00It's really related to the zoom level, not the visual style that you have set.
05:03I'll change this back to a hidden line.
05:06So that's the Graphics tab.
05:08Let's go back to Manage, click on Materials, and we'll take look at
05:12the Appearance tab.
05:13The Appearance tab is all the settings that we would use in a rendering and also
05:18in the realistic visual style.
05:21Realistic visual style is something relatively new in Revit.
05:23I honestly can't remember if it came in 2012 or 2011, but it's a relatively new feature.
05:28And we can turn on the Appearance settings of the materials in a 3D view.
05:33So here in the background I am looking at a hidden line.
05:35If I went to realistic, it will actually show me this brick texture right here.
05:40Now this brick texture here is just basically a photograph of some bricks, and
05:44that's what we are going to see when we do a rendering or when we use the
05:47realistic visual style.
05:49Now we are going to get into this tab quite a bit more in the coming movies.
05:53For now I'm just going to kind of do an overview of just the general UI here.
05:58At the top there's a Search feature, so you could type in some search criteria.
06:03It will run the search immediately.
06:05Now if you want to clear the search, you can just click this little X here, but
06:09these are the appearances that include brick in their description somewhere, so
06:14that's the search feature.
06:15Let me clear that search, and it goes back to the complete list of appearances.
06:19Down here at the bottom is the Autodesk Library.
06:23It's got a little lock icon next to it.
06:25So this library is built into the software.
06:28This library is actually shared by multiple Autodesk products,
06:31so if you have any Autodesk product installed that uses the Material Library,
06:35you'll have the same list in those other products as well.
06:38And it's organized by overall classifications of material--metal and ceramic
06:42and brick and so on.
06:44And we could use this to locate other types of appearances that we want to apply
06:49to the materials in our Revit project.
06:51Now I want to kind of stress this here.
06:52This gets a little confusing.
06:54A material is the complete package.
06:58If I go back to the Materials tab here, this is my list of materials.
07:02It includes Identity, Graphics, Structure, and Appearance.
07:08Appearance is a much more specialized thing.
07:11Appearance is just the rendering appearance of the material.
07:15Try and keep that straight if you can, because that can get confusing, because
07:18the two words can sometimes be used interchangeably.
07:21I just want to point that out to you as we go along here.
07:23I am going to switch back over to Graphics, go back to the Materials tab, just
07:26show you a few more UI items before we leave this dialog.
07:30We also have a search feature up here-- not to be confused with the one in
07:34the Appearance tab.
07:35This works the same way, that it would now search my list of materials rather
07:40than my list of appearances.
07:42So I am going to close that.
07:44Down at the bottom, you may be surprised to find that there's no way to create a new material.
07:50You can duplicate an existing material, but you can't actually create a new one from scratch.
07:55It's kind of interesting.
07:56So the way that you create a new material in Revit is you start with one that's
08:00similar to the one you want to create--maybe I want a new kind of brick--I duplicate it.
08:06I give that a name.
08:07So in a way it's a lot like all other things in Revit. Like, if you want to
08:10create a new wall type, there is no new button;
08:13you start with an existing wall type and you click Duplicate.
08:15So it's kind of the same here.
08:18We can also rename them.
08:20We can also delete them.
08:21The materials organize all aspects of an element's physical and
08:25appearance characteristics.
08:27They control how the elements look in orthographic views, shaded views, 3D
08:31views, and can even convey structural characteristics to the elements in the building model.
08:36This gives us a single location from which to control and modify any aspect of
08:41an element's appearance and behavior.
08:43Materials allow us to display elements in the model with a great deal of
08:47photorealism, and this will be the focus of the next several movies, as we
08:51continue to explore the aspects of materials and their importance to
08:54rendering in Revit.
Collapse this transcript
Understanding material appearance
00:00Autodesk continues to refine materials with each of the last several releases of Revit.
00:04The Appearance tab, for example, has been completely redesigned in this release
00:08and now uses property sets to control render appearance.
00:11This remains an active area of development, however, and some of the features may
00:15continue to change with each new release.
00:17In this movie, we will dig a little deeper into the Appearance tab and introduce
00:21the concept of property sets.
00:23So I am working in an empty project created from the default template. And as we
00:27saw the last movie, if we go to Manage and we click on Materials, there is a
00:32fairly extensive list of materials that are included with the software.
00:36Now again, I want to stress that.
00:38Material and Appearance is not the same thing.
00:42If you select the Materials dialog, these are the actual Revit materials that
00:46are available to the Revit project. And again, a material includes all four of
00:51these things: Identity, Graphics, Appearance, and Structure.
00:54Appearance is limited to just rendering.
00:57That's what this material will look like in rendering and in realistic visual style.
01:03Appearance is controlled by Appearance Property Sets.
01:07So we have a material, which is the overall container--contains lots of settings.
01:11Among those are appearances.
01:13Appearances control render behavior, and then appearances can also be
01:18controlled by property sets.
01:20Let's dig a little deeper.
01:22Suppose I had a brick selected and I go over here to the Appearance tab and
01:26click on the Appearance Property Sets.
01:29The properties of this brick use a Masonry template, includes an image here for
01:36what the brick looks like, and they have a relief pattern, which is a grayscale
01:40version of this brick, that's used as a bump map.
01:44A bump map gives the illusion of some relief in the material.
01:49It makes it appear to have some texture, some high spots and some low spots.
01:54So the black pixels in the image will appear as high, and the white pixels in
02:00the image will appear as low, and then the shades of gray will be somewhere in between.
02:04That's the general concept is that it goes high to low between black and white,
02:08and that gives the illusion of depth when you're looking at this material.
02:13So that's what the relief pattern does for you.
02:16There are different kinds of materials that are available, different kinds of
02:19templates that are used.
02:21If I look over here on the Property Set Side, there is a Create Property Set
02:26dropdown. And if I open that up, you can see a list of all the templates that
02:31are available to the software, and these are built-in.
02:34Autodesk provides these in their Material Library.
02:37But they've got different kinds of property sets that are available to each
02:41overall classification of material.
02:44So, brick is defined a little differently than wood, which is a defined a little
02:48differently than liquid.
02:49So this is what the property sets are intended to help us do, is to get the
02:55overall characteristics of the object established, and that makes different kinds
03:00of settings available.
03:02Now to really understand this, let's take a look at the Autodesk Library.
03:07And now a word of caution:
03:08this Appearance tab interface in the property sets can be a little bit challenging.
03:14If you come here through the Materials dialog, just be aware of a couple of things.
03:19Number one, if I select a material over here, like, "Oh, this looks interesting,
03:24Metallic Paint, what is that?"
03:25and I click on it, and then I say, "Oh, that looks like an interesting material,
03:29and I click on that,"
03:30two things have happened.
03:32One, Flaked Satin-Blue paint has just been added to my current project.
03:38It just jumped up here to the list.
03:40Number two, because I came into this dialog from the Masonry-Brick material, if I
03:47click back over here to Materials, I have actually just changed the appearance
03:52of Masonry-Brick to use this metallic blue paint.
03:56I am going to click OK here and show you what I mean.
03:59Let's add a wall, a brick wall.
04:03Let's go to a 3D view, and let's turn on Shaded.
04:09It doesn't look like any thing has happened so far, right?
04:11We are still seeing red and brick pattern.
04:14Well, remember, at this stage with shading, we are only seeing the Graphics tab
04:20of the Material dialog;
04:21we are not seeing the Appearance tab yet.
04:23What if I change this to Realistic?
04:25Well, now you see how the color just changed--let's see if can get this around to a
04:29view that looks a little more blue.
04:32You can see I picked a dark material there.
04:35Well, we can see it at the top edge, but you can sort of see the problem.
04:39I have actually changed the render appearance of brick to metallic-blue paint.
04:45That's a pretty big gotcha that you want to be careful of.
04:48If you're in the Materials dialog and you think you're just simply browsing
04:54through the Autodesk Library, whatever material you have selected back on the Materials tab,
04:59you are actually actively changing it.
05:00So you want to be really careful of that.
05:03How would we actually browse them?
05:04I mean that seems kind of like a silly way for things to be set up.
05:08I am going to cancel out of here, and I'm going to go to the Manage tab, click on
05:13Additional Settings, and you can go right to the Property Set Libraries.
05:19When I choose this, you get a dialog that actually shows just the
05:24Appearance Property Set tab.
05:27It's kind of like ripping that tab out of the Materials dialog. And here you can
05:32much more safely do your browsing, because now if I click on Materials, and say,
05:37okay, what do we have under Fabric? All right.
05:39Here are some different choices. Maybe I like this Lace fabric and so on. And I
05:44can click on that, and I can see which features that it presents me over here on the
05:48other side. And at this stage I don't have a material selected, so I am not
05:53actually changing the material yet;
05:55I'm simply browsing through the Library.
05:58Suppose I did want to create maybe another kind of brick. Like, I had that brick
06:02wall, and maybe that was my intention all along is I was trying to create a
06:06different kind of brick or stone or something like that.
06:09Well, let's look through what we've got here for choices.
06:11Let's go to Masonry. Here's Brick.
06:13Here is the ones that are already loaded in the project, but there actually
06:17are several others here.
06:18Well, that looks interesting, maybe this cross pattern right here.
06:23Let's take a look at that.
06:24So this is a different brick image that's being used to give us that pattern.
06:29Here is the different relief pattern that's used--again, the bump map, or the
06:32relief map, which is going to make the high and low and give it some texture.
06:36So I have brought this into my library now by just simply selecting it.
06:42See, it's called Cross Pattern, so let's see if
06:44we can find that here on this alphabetical list. Just passed it.
06:49There it is right there.
06:50So we have got it now as part of our library.
06:53Let's click OK. And how would I actually get it applied to this wall?
06:58Well, that's when I would return to Materials, go to the Materials tab, select
07:05my brick, then click over here on Appearance > Property Sets, scroll through
07:11this, find that cross pattern, and click it. And now that applies it to that brick pattern.
07:18If in shaded views you would like to replace this color with something that's
07:23more appropriate to this now brownish- red cross pattern that we have, there are
07:27two ways you can do that.
07:28You can just click right on here and pick a color yourself, or you can check
07:33this little box here, and what Revit will do is it will look at the bitmap,
07:38it'll come up with an average color that sort of matches that bitmap, and then
07:42it will apply it for you.
07:43So when I click OK, we now have that cross pattern applied to the bricks, and
07:50if we go back to Shaded view, it's using that brownish color now instead of the reddish color.
07:56So we want to be really careful about how we get into the Appearance Property
08:00Set dialog and be very deliberate about our browsing. The safest way to do it is
08:06to usually go first to the Property Set Libraries, do your browsing and
08:11manipulations in there.
08:13Once you've established and chosen a property set that you like--maybe from the
08:18Autodesk Library, maybe from some other source--then you can go back to the
08:22Materials dialog and actually assign that property set to one of your existing
08:27materials, or you can duplicate an existing material and assign it to that.
Collapse this transcript
Creating a new material
00:00In the previous couple movies we've talked about the overview of the Material
00:04dialog, we talked a little bit about the Appearance tab and the property
00:07sets, and we discussed a little bit, some of the gotchas and the cautions
00:11along the way, but you may be saying "yeah, but Paul, I still don't know to make a material."
00:16In this movie, we are just going to go through the steps that are required to go
00:20into the out-of-the-Box Autodesk Material Library, find the material you want,
00:24and make a new material from it.
00:25What I have here on screen is a file called New Material, and in here I just have a
00:29simple brick wall. So we will keep on the theme of a brick wall. And I want to
00:34create a different kind of brick, because I don't like this default burgundy
00:38brick that comes in the out-of-the-box template.
00:41So following the recommendations of the previous movie, I am going to go to the
00:44Manage tab first, go to Additional Settings, and choose Property Set Libraries.
00:49When this opens, I am going to consult the Autodesk Library down here and locate
00:54the Masonry category.
00:56When you expand that, you've got Brick, you have got Stone, CMU; so you can
01:00filter it by whatever you like, or remember, you can put in a search up above.
01:04I am going to scroll down through here and try and find a brick pattern that I like.
01:09There are lots to choose from. And maybe I want this Flemish Diagonal. That will
01:15be a pretty interesting-looking brick pattern that we can choose.
01:19So I am going to click on it, and that's going to automatically add it to
01:23the property sets of my project, and the properties for it will be displayed over here.
01:29Now you'll see that there are lots of properties available for this particular
01:34material, but several of them are not actually being used in this material.
01:38They are still using a bitmap texture to show that brick pattern, and they're
01:44using a bump which is giving us the relief pattern, which is, again, a grayscale
01:48image to give it a little bit of texture, a little bit of relief.
01:52There's really no reason for a brick to be self-illuminating, but that's a
01:56feature of materials.
01:57Materials can actually light up, kind of like neon signs and stuff like that.
02:01Cutout, if you wanted this diamond pattern in the middle of the brick to
02:06actually be holes, we could use Cutout. If it was glass, we could have
02:10Transparency or Reflectively.
02:12We don't need any of those settings, so that's why those are not checked.
02:15The good thing about grabbing a property set from the Autodesk Library is all
02:21the appropriate settings are already checked, the bitmaps are already there, so
02:25we just choose the one we want and it's now part of our current project.
02:30That was the first step:
02:31just browse through the Library and find the material you want.
02:34The next step is to go to Materials, locate a material that's close to the one
02:40that you want, so I am going to start with Masonry-Brick. And instead of
02:44modifying it directly, I want to first duplicate it, because that's the best
02:50practice; otherwise I am actually replacing Masonry-Brick. And in this case, I
02:56will give it a descriptive name, and let's call it Masonry-Brick Flemish.
03:01Go ahead and click OK, go to the Appearance tab, scroll through my list here,
03:09locate Flemish Diagonal, and select it.
03:12So that is now the Appearance property Set for this brick.
03:16I am going to go back to Graphics--
03:18you can see the Preview is showing that. And let's check that box again that we
03:22talked about in the last movie to get it to average out from the bitmap
03:26texture with the color ought to be. And the only other challenge we have is
03:31the Surface Pattern here.
03:32I don't really have a pattern that matches that Flemish Brick pattern.
03:36I am going to scroll through here and look, just to be sure.
03:39We have a HerringBone, but it's not quite the same thing.
03:42So for the time being, I am going to just leave the default brick pattern,
03:46because technically it is still a running-bond brick pattern;
03:50it's just that they're using different colors of brick to make the diamonds appear.
03:54If you wanted it to actually display with diamonds in the pattern, you would
03:57have to create a new pattern, and you might actually need to go out and do that
04:03in a pattern editor.
04:04So we are not going to actually do that here because we are more concerned with
04:08the render appearance than we are with the texture. And as I say, it is a
04:12running bond, so this is technically correct, but just pointing that out to you
04:16if you want to make that change.
04:17Click OK, and the last step is to just simply apply this material now to this wall.
04:23So we have got this Brick wall, 4 inch brick.
04:25I am going to do Edit Type. And again, following best practice,
04:29I will Duplicate and click OK > Edit, and change the material to the one that I
04:37just created, and there it is.
04:41Summarizing the steps, start with the Appearance Property sets, directly to the
04:46library, browse, and find the one you want.
04:48If you just simply click on it, it loads a new project.
04:51Go to the Material dialog next, duplicate a material that's close, rename that
04:56duplicate, and assign it to that new appearance that you just created, and then
05:00finally come back to your project window and assign the material to the objects
05:05in your project window.
05:06In this case, I just assigned it through the Wall Type dialog.
Collapse this transcript
Editing a material texture
00:00Sometimes the material that you wish to use is not available in any of your
00:03libraries--maybe Autodesk doesn't provide it, or it's not in your office
00:07network--so you may find yourself just needing to create the material
00:10completely from scratch.
00:11Since the big part of the appearance properties of a material is the actual
00:15bitmapped image, then creating a totally custom material usually means acquiring
00:21a bitmapped image in some way.
00:22Now there are lots of sources for bitmapped images.
00:25You can search the Internet, you can go out with your camera and take some
00:27photographs, or you could even open up an image-editing program like Photoshop
00:31and actually just paint the image from scratch. So there are lots of
00:34possibilities, and in this movie what I am going to do is actually start with one
00:39of the images that's provided with Revit.
00:42So sometimes the image that Revit gives us is close, and all I need to do is just
00:46tweak it a little bit, and so that'll be the subject of this movie.
00:49What I've here on screen is a file called Custom Materials. And I am looking
00:54at a view called Bricks, and it includes that brick arch that we looked at in the last chapter.
01:00This brick arch was built from scratch in the Revit Family Editor training
01:05series here on lynda.com.
01:06If you want to build this yourself, you can visit that training series. But we
01:10didn't apply any materials at that time.
01:13We are going to look at how to apply the materials to it now.
01:16One of the advantages of this brick arch is we wanted it to look like
01:18individual bricks, so I need a special brick material that actually doesn't show any mortar.
01:24I just want it to show the texture of bricks, because the edges of the bricks are
01:29being defined by the geometry.
01:31Now, I already have a material created--
01:34I am going to show you the one that I created, and we're going to apply it to this
01:36big gray box here--but you'll see that the material that I have is not actually
01:41displaying on the arch right now.
01:43That's the first topic I want to talk about when you start getting into custom images.
01:47Revit needs to be able to find them, and they're often in a folder somewhere. And
01:51they might be on your hard drive;
01:51they might be in the network.
01:53If you went home and you created a bunch of textures and came to the office,
01:56they might not have the same path structure, and Revit wouldn't be able to find
01:59the images. So here's the solution to that.
02:02You go to the Application menu,
02:04you go to Options, and there's a Rendering tab, and we can add additional render
02:10appearance paths right here.
02:11When I click the little plus sign, that adds an empty path.
02:14I'll browse over here, and I am going to browse to the Exercise Files folder.
02:22And I am going to choose this Textures folder that I've provided with
02:24the exercise files.
02:26Now in that Textures folder I have a few example textures.
02:29I am going to click OK. And usually you have to close the current project and
02:35reopen it in order for the change to update. And you'll see now that that brick
02:39arch does in fact have a brick material applied to it.
02:43if I zoom in a little bit, it's just the texture of the bricks. So let's come
02:49over here, take this big gray box, click the material, scroll down--that one I
02:58called Brick (No Mortar). I'm going to click OK here, and you'll see that it's just this
03:05single continuous texture that looks like one brick.
03:08This is a big, giant box.
03:10It would be a huge brick. The texture doesn't work quite as well on a surface
03:15this large, because you can kind to see the repeat there--and that'll be the
03:19same case with the one that we're going to build.
03:22Creating a completely seamless texture is another important skill to have, and
03:26we'll be discussing that in a future movie.
03:28For this movie we're just going to focus on actually creating the texture and
03:32then applying it to a material.
03:35So let's go ahead and do that.
03:36I'm going to recreate this material from scratch now.
03:39Sometimes, like I said, you can start with the existing material, but to do that,
03:44you need to know what it is.
03:45So I am going to go to Manage, click on Materials, and select the original brick texture.
03:51I wanted my arch to match the same color and texture as the surrounding brick,
03:55so that's why I started with Revit's texture.
03:57I'll come over here to the Appearance tab.
04:00Here is the repeating bitmap texture, and right here is the name of the file.
04:04And if you pause over that, it will show you the path and location to that file.
04:10Now this file is included with the installation of Revit.
04:13That path is listed right there. So what I am going to do right now is go to that
04:17path in my image-editing program.
04:19I am going to do this in Photoshop--
04:20you can use any image-editing program that you have--and we're going to open up that image.
04:25Okay, so I am here in Photoshop, and I've got the texture loaded, and you can see
04:30the name of it right here. It's a PNG file.
04:32There is that Brick Running Burgundy, and it's loaded up from that folder that I
04:36showed you back in Revit.
04:37As you can see, this shows you many bricks, and when we tiled this across a
04:42surface, it looks like it's created from a bunch of bricks.
04:45The trick here to get a believable single brick is you want to find a
04:49relatively uniform brick here in the pack. So maybe this guy right here looks pretty good to me.
04:55And I am going to select just that brick. Do Ctrl+C, come up here to File menu
05:02create a new texture, and do Ctrl+V, and paste that in.
05:08Now it looks like I've got a pretty good crop there. If need be, though, you can
05:12rotate it a little bit.
05:13You can crop it a little bit closer, make some other adjustments. But that
05:16looks pretty good to me.
05:17I am going to come over here to Layers,
05:19I am going to flatten the image, and then I just simply need to save it as a PNG file.
05:26Now it doesn't have PNG.
05:27You can use a JPEG or a TIFF for a BMP; all of those formats should be supported
05:32by Revit. But the original was PNG, so I am going to make this one a PNG as well,
05:36and I'll call this Single_Brick.
05:39Now I am saving it in my Textures folder with the exercise files; you can put it
05:44wherever it's convenient for you. And then let's switch back over to Revit.
05:49Here I am back in Revit, and what I want to do now is create a material
05:54that uses that texture.
05:56So I am going to go to the Materials dialog, click on the Graphics tab, select
06:01a material that offers me a good starting point. So again, since this material
06:05is based on this original Masonry Brick, I am going to start with that one and duplicate it.
06:11I am going to add the suffix Single Brick on the end of the existing name.
06:17Now the only thing I need to change here on the Graphics tab is I want to
06:20remove the brick pattern.
06:22I don't want it to use any hatching at all on the surface, because this is
06:26supposed to be just one continuous material--no differentiation.
06:29I'll go over here to the Appearance tab and instead of the existing texture
06:35here, Brick Burgundy,
06:36I am going to click on there.
06:38It goes to the default location where that one is located, so I have to go to my
06:43exercise files in my Textures folder. Here's my Single-Brick.
06:46I'll select that, and right now you can see the preview there
06:51is kind of stretching it out in an unnatural way.
06:54Go ahead and click right on the image preview and that will bring up the Texture
06:58Editor. And the reason it's doing that stretching is because the original was sized at 3'10" by 3'4".
07:04If I scroll down here, you'll see the Scale, and you can just input the size of
07:12your image. So a typical brick is about 8" across. I'll click in here.
07:16Now it'll automatically use 9' 1/4" because the link icon is toggled down
07:22right here, and that locks the aspect ratios, so let me un-toggle that and make
07:27it to in 2' 2/3" in this direction. And then you can see it now looks more brick-size.
07:33I'll finish that, click OK, and all that remains is for us to select this object
07:39and apply our new single brick material to it.
07:42I'll go here into the Materials tab, locate Single Brick, click OK, and if we zoom
07:51in, you can now see the new texture being applied across the surface.
07:57When I look at it, it appears that the actual brick that I chose has a little
08:01too much variation in highlight and in the medium tone there, so that's part of the
08:06challenge of coming up with a good texture. So there may be some trial and error
08:09where you go back and forth.
08:11If I were doing this for real, I would probably want to go back and re-create
08:14this texture with something that has a little bit more even tone.
08:18But the basic process is, procure the image through whatever means necessary: use
08:23a camera, paint it in Photoshop, use an existing image and modify it--
08:27all of those are appropriate. Once you've got the image, take it back into
08:31Revit, apply it to an appearance, add that appearance to your material, and then
08:36you've got a nice custom material that you can use in your projects.
Collapse this transcript
Creating a custom texture
00:00Sometimes you want to create a custom material and there's no suitable image
00:04file to be found on your hard drive, or on an Internet search,
00:07so it's time to just break out your digital camera and go outside and take some photographs.
00:11So that's exactly what I've done here: and I've gone out and I've taken a
00:15photograph of the side of my house and turned it into a Revit material, and in
00:20this movie we're going to look at the process that I used to arrive at that.
00:24So we are actually going to do most of the work in Photoshop,
00:26so I am going to switch over to Photoshop. And I have the image file open on screen.
00:33So as you can see, the image here is a little larger than what we saw back in
00:37Revit, and I've got this blue tape around the corners.
00:40That's an important part of taking the photograph is you have to know how big
00:43the photograph represents in real-life units.
00:46So I actually went outside with a tape measure, and I measured off an area on
00:49the brick wall and taped it off like so, so that I have a pretty good idea of
00:53what the actual true-life physical size of this texture was going to represent.
00:57And of course I wrote those numbers down, so we'll be using that
00:59information little bit later.
01:01Next, I have saved this file as a TIFF file so that I could save the alpha
01:05channel here, and depending on which image editing program you're using--
01:08I'm in Photoshop, but you can really do the steps in any image editing software--
01:13you should be able to load an alpha channel as a selection, and that will
01:16simplify the process a little bit here.
01:18But you can of course go in there and make a selection.
01:21The important thing about making this selection is twofold:
01:24you want to know how big the selection is in pixels and secondly, you want to be
01:30really careful to keep that selection, in this case, where the mortar is.
01:33So you'll notice that horizontally and vertically I'm right down in the middle
01:36of the mortar, and then when you look at the vertical edges between the bricks I
01:40tried to go right between each of the bricks as well, because that'll make it
01:44easier to create a pattern out of this.
01:46When it's some other image other than brick, you may use a different
01:49strategy, but you're trying to find an area of the image that's usable as a repeating pattern.
01:55So our goal is going to be to make this pattern as seamless as possible.
01:59So the first thing I am going to do with this selection I have loaded is I am
02:03going to crop it to remove all that blue tape and so forth, and then I can just
02:07deselect that area now.
02:09This is 2106 pixels wide by 1938 pixels tall, and I am going to use a filter
02:18called Offset here on the Other menu.
02:22And what the Offset filter does is it allows me to put in these numbers here,
02:26so I am going to put in 1053 in this direction and 969 in the other direction.
02:32It takes the image and it shifts it horizontally and vertically by those pixels
02:36that you put in, and those numbers are just half the sizes of the overall image.
02:40So I am moving the image exactly one half of its width and one half of its height.
02:45And then with this feature right here, Wrap Around, it takes those pixels that it
02:50moved out of frame and it wraps them around the other side.
02:53Now the reason for doing that is, we know that the middle part of the image was
02:58tiled and repeating already just fine,
03:01so that middle part of the image is now out here around the edges. And notice
03:06that we have this sort of noticeable cross here now down the middle.
03:10That's the part we want to clean up.
03:12Now when you're doing this cleanup you want to stay clear of the edge of the image.
03:16It's very important that you leave these pixels around the edge alone because
03:20those are already working correctly. And if you do any post-editing to those
03:24pixels, you're going to mess up the effect.
03:26Now the tool I am going to use to clean this up is the Clone tool, so let me
03:30just go ahead and zoom in a couple of steps here to give myself a little easier time.
03:34I am going to go to the Clone tool, pick an appropriate size brush.
03:3945 pixels is just about okay. And let me reduce the Hardness a little bit here,
03:44just to give it get a fuzzy edge--maybe about 20%.
03:47You can vary the Opacity.
03:49I am going to try about 75% Opacity. And then this feature over here, this flow
03:53feature, is kind of nice.
03:55If you hold down your cursor while you're painting, it actually tapers off after a while,
04:00so that can help out a little bit as well.
04:02I am just going to start in this middle brick right here.
04:05The way that Clone tool works is you pick up a sample area and then you're
04:09going to paint that sample area onto other areas.
04:12So just hold down the Alt key, click to set that sample area, and now when I come
04:18over here to the area where the seam is, I can start painting. And you can see,
04:23you've got to be careful there. I went over a little bit,
04:25so let's pick up a new sample.
04:27You can start painting over the image to cover up where that seem is and make
04:33it look a little bit more believable.
04:35Now here where we have a big difference in tone,
04:37you just have to be a little bit more diligent about your painting, a little more patient.
04:44Don't be afraid to sample here at the edge and get a little bit of the mortar in
04:48there too, because that will help you cover up some of these seams over here.
04:53And if you just click, because there's a little bit of opacity, sometimes that
04:57just adds a little bit of extra--
05:00it's kind of layering the paint, if you will.
05:02So that can work sometimes.
05:04So you'll get the hang of this after you play with it a little bit and kind of
05:07get the right touch for the tool, to sort of make this look believable.
05:12I've cleaned up all of the vertical seams between the bricks running along the horizontal.
05:18Right here we have a really noticeable line running horizontally across the image.
05:23This one is actually pretty easy to clean up because of the direction that it's running in.
05:27I can simply pick up a sample over here, come up here--and I am not going to hold
05:33down the mouse this time.
05:34I am going to click it, and then I am going to go all the way over to the other
05:37side, hold down my Shift key and click again, and it will grab the sample all the
05:43way across that mortar one joint down and paint it over the other one.
05:49You can even come back again and press Shift again if you want, but I don't like that--
05:54that made that a little too dark--so I'll undo that last one, and instead I'll
05:58pick up a new sample, maybe right here, and just sort of clean this up like so.
06:05The Horizontal is a little faster, because you can just do that little Shift trick.
06:10But that's about it.
06:11It looks like its pretty good.
06:12This is very meticulous work.
06:14You want to take your time, do the painting to get it to look believable.
06:18Again, the less noticeable the seam is between your images, the more successful
06:23you've been at your job.
06:24Unfortunately, sometimes you'll go through this whole thing--
06:26you'll load it into Revit, you'll put it on a wall--and it's still very noticeable,
06:31so that means you just have to go back to the drawing board and try it again.
06:35Be willing to do that, be patient, and you should get some pretty decent results.
06:39Also, of course the quality of the photograph makes a big difference as well.
06:42I'm not exactly an expert photographer.
06:45I could probably have created a nicer higher-contrast photo, and certainly if
06:48I had a nicer camera--there is a lot of factors that play into this.
06:52But let's go ahead and save the image.
06:54I'm going to do a Save As. And I like the PNG format for textures, so I am going
07:02to switch to that format.
07:04And I'm in the Chapter03 folder right now.
07:06I want to change this to my Textures folder.
07:09You remember in a previous movie we set the Textures path. If you haven't done
07:13that, you can go back and look at that movie for how to add the textures path
07:17to your path in Revit so that it finds this folder and finds the textures in here.
07:21Now I am going to call it that and click OK.
07:24And then let's make another variation of this image.
07:28To make the bricks more believable, we want not only the image that shows us the
07:33bricks themselves, but we also want to use another image for the relief map,
07:38sometimes called the bump map.
07:40And what a relief or a bump map does is it starts to show depth in the image and
07:44you do this with a simple grayscale image.
07:46And the different tones in the image show different amounts of depth.
07:51It's like an illusion that is able to be applied so that some of the pixels
07:55appear like they're coming forward and others are dropping back.
07:58So all I have to do is go to the mode of this image, change it to a grayscale
08:03image, discard the colors.
08:05I usually like to go to Levels next and boost the contrast.
08:09I like to flatten it both in the white and the black here.
08:15Now I have a nice contrasty black-and-white version of the image. And then I
08:20am going to do Save As, change to a PNG again, go to my Textures folder, and I'll
08:29add the word BUMP at the end of this.
08:31Okay, so I am back here in Revit, and all we need to do now is create a material
08:38using those two new textures.
08:40So we'll go to Manage, click on Materials.
08:44Remember, you have the copy from an existing material, so I am going to
08:47start with Masonry Brick.
08:48That's pretty close, because it's got the right surface pattern and other
08:51settings over here. Come down here and click Duplicate.
08:54Now since the file already has a version of my house brick in here, there is one
08:57here called Brick Paul, so I'll just call this one Pauls House. The name will be
09:02a little bit different so we can tell them apart.
09:04Let go over to Appearance, click on the link for the image. That will go to the
09:11Default folder, so I want to browse out to my Exercise Folders and my Textures
09:16folder and locate the image that I created.
09:20I am going to click right on the image and scroll down, because the size of the
09:26image is being sized to the default bitmap, which was 3 foot 4 by 3 foot 10.
09:30I am going to change those numbers to the sizes that I measured on my house
09:34with the blue tape, and that was 34x32.
09:38Now watch: if I put in 32 here and I click, it's changing 34, and that's because
09:44this button is still clicked.
09:45So let me unlink the two of them, so that I can put these two numbers in independently.
09:50So now I am 2 foot 10 by 2 foot 8. Click Done.
09:53I am going to expand the relief pattern, do the same thing.
10:00Select the BUMP image that we created, scroll down and get those sizes
10:04set correctly as well.
10:07Don't forget to unlink.
10:10So I've got those two settings.
10:11I'd like to click over to Graphics before I get out of this dialog, just to make
10:15sure everything is okay. It looks pretty good to me. Let's click OK.
10:19Now I am going to select the wall, Edit Type.
10:22If you want, you can duplicate this wall, or we can go right to Edit Type and
10:26assign a new finish material. And if I scroll down, we'll select Brick Pauls
10:31House, click OK, and then OK again, and zoom in.
10:39We now have our new custom brick pattern.
10:42Now you can sort of see a little bit of a repeat ,and again, it's a little tough
10:47to get rid of that completely because of the tone in the image.
10:50That just stresses the fact that if you choose a good area to photograph, one
10:55that's got pretty even tones, you're going to get a much better result.
10:59I just want to say that when I did this exercise first, I took a photograph and
11:03I went through the whole process, photoshopped it, and then I applied in Revit
11:07and you saw these bands of purple.
11:09Now I have actually included that image in the exercise files for you guys to
11:12open up and look at on your own.
11:14It was not at all noticeable through the viewfinder of the camera, but once I
11:18finally got it into Revit it was.
11:20I am just letting you know that sometimes you're going to go through the whole
11:22process and you're going to need to go back and rework some of it.
11:26If you're not good at doing the photography, or it's not of interest to you,
11:30there are places online where you can find brick patterns.
11:33There is this one company called Acme Brick company that has an actual program
11:37that's free of charge that you can download that will generate brick textures.
11:41And I'm sure there are lots of other similar resources out there.
11:44So you may be able to find textures for many common materials directly from
11:49the manufacturers, without having to go through the whole process of baking them yourselves.
11:53But whatever means you use to get the texture, bring it in, and you can create
11:58Revit materials from them.
Collapse this transcript
Sharing materials between files
00:00So you've been creating a lot of custom materials and gathering materials from
00:04potentially other sources and files, and you probably want to know how you
00:09can actually keep track of all those materials, number one, and then be able to
00:12share them with your extended team, number two.
00:16Well, this is a pretty important issue, so I thought I would spend a little bit
00:18time and talk about it.
00:19And the first thing I wanted to talk about is some of the differences between
00:23the materials that are provided in just the out-of-the-box Revit templates.
00:28What I have on screen here is an excel file called Materials in the Revit
00:32Templates, and I have the Default.rte on the far left and then the Commercial
00:37Residential Construction.
00:38These are the four templates that ship with the US version of Revit.
00:42And what I did was just sort of add all the materials and space them out
00:47accordingly, so you could kind of compare.
00:49They all have this first Acoustical Tile Ceiling, but anywhere there's a
00:53gap, you can see that sometimes there's a material, like this Cabinets and
00:57Cabinet-Handles, that's only in these two files and it isn't in these two over here.
01:01If we sort oh scroll through here, it just gives you a point of comparison that
01:06while the lists are largely similar, in some cases there're some pretty
01:10dramatic differences.
01:11Like there is all these different metal materials over here in the Construction
01:14template that aren't found in the other three.
01:17So I've provided this file just for your information. Feel free to use it as you will.
01:24Let's switch over to Revit, and this just sort of outlines one of the
01:27challenges that we have.
01:29If the templates don't even start with the same materials then naturally as a
01:34project grows and you start adding custom materials, you're just further
01:38exasperating the problem.
01:39So what do you do about it?
01:41Materials are actually system families.
01:43So just like any system family, you can't save them off as separate files.
01:49So in other words, you can't create a material and save it off as an RFA file
01:53like a Revit family and then load it in.
01:55You may recall that when were in the Materials dialog there is no New button,
02:01so you can't quickly just come here from the Materials Library and import or
02:06load in materials from other locations.
02:08The way that you do that, there's two methods:
02:12you can either use the Transfer Project Standards command, or you can use copy and paste.
02:17Now Transfer Project Standards is great.
02:19First of all, have to have two files opened, so right now it will say there's only one file.
02:24So if I create a new file, and then I go to Transfer Project Standards, it will
02:33say that you're copying from that other file, Sample Material Library, which I had on screen.
02:39You can do Check None, scroll down, locate Materials, check it, and click OK.
02:45The trouble is, it's all or nothing.
02:47When you do Transfer Project Standards, it takes all of the materials from the
02:52file you're copying from and brings them over to the current file.
02:55Furthermore, if those materials already exist, you're going to get this dialog
02:59that says that all these materials exist and do you want to overwrite them or
03:02just bring in the new ones?
03:04So you could do whichever, and now I've brought those over.
03:07But what if you only wanted one material?
03:10So I'm going to close this file, and I'm not going to save it.
03:12This was just a junk file here.
03:14But what if I only wanted this cherry wood material?
03:17The alternate solution takes a little bit of setup, but it's a CAD
03:21standards-level setup.
03:23The CAD or Bin manager could orchestrate this process. And what we do is the
03:27materials that we want to keep and maintain for the long term, we put those in a
03:33file, like the one I've got shown on the screen here--
03:35It's called the Sample Material Library-- and you assign each material to an object.
03:41The object in this case is just a generic model family called Paint Chip, or
03:45Material Chip. And if you were to look at this thing in the 3D view, you would
03:51see that these are just these little, thin wafers.
03:53They're meant to look like paint chips. And you just assign a material to each one.
03:58And the value of doing that is you can now select it, do Ctrl+C. Then you can
04:04go over to that other project file that you wanted and just do a Ctrl+V and place it in.
04:13And so instead of transferring the entire collection of materials, it's only
04:18going to bring over the one material that it needs, whatever was assigned to
04:23that one paint chip.
04:24Then you can just delete the paint chip, because the material that's assigned to
04:27it is now part of this other project.
04:30That's really the most efficient way to bring over just the materials you are interested in.
04:35But of course to make that work effectively, you want to set up one of
04:39these library files.
04:40What I did is I've got this one set to Shading, and I furthermore went in and
04:45added a material tag to each material so that it's easy to identify them.
04:50That just gives me a little text label.
04:51You can certainly use text, but then you've got to type it in manually, so I
04:54prefer to use the material tag.
04:56This material chip idea is not a new idea.
04:59I am going to go out to Autodesk Seek, which is the web portal that Autodesk
05:04provides for content delivery, and there's lots of manufacturer content on here.
05:09You're probably already familiar with Autodesk Seek.
05:11But there is a location on Seek that I want to direct you to that you might find of interest.
05:16Down at the very bottom where it says For Manufacturers, there is a FAQ for Manufacturers.
05:23If you click that link, that will take you to a general question-and-answer page.
05:29And if you go sort of further down here, there are some other general resources,
05:35and the one that I want to direct you to is the Revit Model Content Style Guide.
05:40Now, this was authored about two or three years ago, but most of the material
05:45in this content guide is still relevant today. And there's a whole section on materials.
05:50You might be interested in this beyond rendering, because this is a great
05:54resource that explains the best-practice ways to create content.
05:59But there's a whole section on materials and how to manage them, and it's still
06:02largely relevant for today's version of Revit.
06:05The only thing it doesn't address is anything that do with property sets or
06:08appearances, because that's a new future.
06:10But the general management of materials is covered very well in here, and that
06:15whole material chip notion is discussed in there.
06:18Just a little bit of reading for you, if you're interested in that thing.
06:21Any materials that you want to use in other projects, I think the most efficient
06:27way to do that is to create a separate Revit project file that you use as sort
06:31of a master library or a master warehouse for materials,
06:34place each material in that file, put it on a little material chip family,
06:38and then you can just copy and paste those between projects to quickly share
06:42those materials.
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Overriding material assignments
00:00So you've compiled your collection of materials--maybe you've got them some from
00:03other sources, maybe you've created them your own from custom textures--and you
00:08now need to apply those materials to the various parts of your model.
00:12There's the obvious ways to apply materials, which I am sure you are of familiar with.
00:15We can add them to the wall types and to the other object types, for example.
00:20But there are a few other ways we can apply materials in special circumstances.
00:24For example, if I select this wall here and I edit its type, the materials have
00:32already been assigned to the layers in this wall.
00:34So we have a Finish layer that's using the default brick material.
00:39When I look at this though, there's been a void added here.
00:44So if you click right here, there's a void object, which is actually carving away from--
00:49if I were to delete that you would see that that void is actually carving away
00:54and creating like a niche inside the wall there.
00:58I am going to undo that and bring it back.
01:00When you do that, Revit doesn't actually apply the material in the space that's
01:05left behind, even though it would be revealing that internal structure, and that
01:10internal structure most likely has a material assigned to it.
01:13So that's one scenario.
01:14Another scenario might be that you might actually want to do some sort of an
01:17inlay or something else somewhere in the existing surface.
01:21So there are a few scenarios when you would switch over to the Paint tool.
01:25Now, the Paint tool allows you to do just that.
01:27It allows you to paint a material onto the surface of your 3D geometry.
01:33So let's go ahead and take a look.
01:34Over here on the Modify tab, the Paint tool is right here, and there is actually a
01:39dropdown new in the 2012 release.
01:42They've actually added a Remove Paint feature.
01:44So I've already got some paint applied here in the model and if I wanted to, I
01:49could actually remove it-- that's what the Remove Paint does.
01:52But of course we want to add the paint to the places where it doesn't have it,
01:56so let's go over here and we'll choose the Paint tool. And this will show you
02:00your list of Materials.
02:02You can scroll through, and you'll see the entire list. And I want to choose
02:06the Masonry Concrete block Split Face, this one right here, and then paint it onto that surface.
02:15Now when it turns the corner, you'll see its also gray right here, so I can
02:19actually highlight and paint that surface.
02:22Spin my 3D model around and paint that surface.
02:27When you're rendering you may very well see those surfaces, so using the Paint
02:31tool can be a really quick and easy way to deal with those little crevices and
02:36other turns in the model that otherwise wouldn't get a material.
02:40So let's go ahead and change Materials here to the regular brick, and we'll do
02:45this same thing in this little area here.
02:48Now, if its not highlighting the right surface, just get close by and press your
02:53Tab key--pretty standard Revit stuff there. So tab into that one, come over
02:58here, tab into that one.
03:01Now I could continue painting for like the floor structure and so forth, but you
03:05shouldn't paint as a substitute for actually assigning the material.
03:10You should use paint to deal with situations where either the material didn't
03:14get applied automatically or in conjunction with the Split Face tool.
03:19So, for example, if I went to Split Face and highlight this wall here--I might have to Tab.
03:24There we go.
03:26Highlight this wall surface here, what Split Face would let you do is actually
03:31create a region here on the surface of the wall they could then receive another material.
03:39So you can kind of see that right there. And then I could go back to Paint and I
03:43could choose a different material. So maybe I want to put just a concrete in
03:48there or a different color masonry tile or something or other.
03:52Make sure I am getting the right surface there. There we go.
03:55And I put some masonry tile in that little area there.
03:59So those are the two scenarios where Paint is really useful:
04:02when you want to kind of get those edges that are turning the corner or if you
04:05actually want to create some sort of an inlay situation.
04:08But if you need a material on a slab like this then that I would recommend you
04:13just actually edit the structure of the slab and choose something.
04:16Now this one has got a Stone - Marbl applied to it, so maybe it just
04:20doesn't have a texture.
04:21So there already is a texture on here, but if you want to choose something
04:24different, you could choose maybe this stone or this one right here.
04:28Well, that one has got a random rubble-like pattern, so let's try that, and you'll
04:33see that gets applied on there.
04:35So that's a quicker way to apply the material, because you see it
04:38applies throughout.
04:39Reserve the Paint for those areas where the material either didn't apply
04:43correctly or where you're using the Split Face.
04:46But those are just a couple of tips for you for applying materials, because
04:50when it comes time to render, your rendering is going to see those little dark
04:53gray areas otherwise.
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4. Sunlight and Location
Setting your location
00:00This chapter is perhaps the simplest of all the topics in the course to
00:03discuss and configure.
00:05However, being simple does not make it unimportant.
00:08In this chapter we will look at what is required to have Revit accurately
00:11position our building within the real world.
00:14In this movie we will assign our project's geographic location.
00:17We are going to start off by looking at the Location dialog.
00:21If I go to the Manage tab, I will find the Location button. And when you open
00:26this, there are two tabs in this Location Weather and Site dialog.
00:31There's Location tab and the Site tab.
00:33Let me go ahead and make this a little bit larger, so we can actually see
00:35what's going on here.
00:37The primary function of the Location tab is to establish your geographic
00:41position in the world.
00:43So it uses an Internet mapping service provided here by Google Maps. And you can
00:48actually type in your project's address if you know the actual street address,
00:54you can put in the longitude and latitude, or you can even just put in the
00:57general location, like a city, for example.
01:01So I am going to write Ventura, California, and that will zoom me over to the
01:06other side of the country and make my location here in the Ventura area.
01:13The main reason that we care about our location of course for rendering, is if we
01:17want to render with sunlight, then the sun that's in Ventura California is a
01:21little different than the sun that's in Boston, different longitude and
01:24latitude, different sky cover conditions, that kind of thing.
01:28So with the correct geographic location established, Revit can accurately
01:32calculate the angles of the sun and so forth.
01:34Now the other part of that is having our building positioned correctly on the site.
01:39Now there is the Site tab, and this part may or may not be set up already in
01:44your projects depending on how soon you're doing the rendering in the project workflow.
01:50If you're during the rendering very early in the workflow then this might not be
01:53set up yet, but if you're doing it a little bit later it could be.
01:56Usually this information gets established from the civil engineering data that
02:01comes in from an external source.
02:03So in this case you can actually see that there's an angle already input down
02:08here for the direction of my True North.
02:10I'm not going to change anything here on this tab.
02:13I'm simply going to click OK, go to my site plan, and here in the site plan the
02:19default behavior is to have these two little icons displayed.
02:23One looks like a little triangle, and this is the Site: Survey Point.
02:26The other is a little tough to see because it's buried there in the middle of
02:30the building, but that's the Site:
02:31Project Base Point. And that's usually some sort of a benchmark on the building
02:36itself, where this is usually some sort of benchmark out in the survey.
02:41So the civil engineer would typically control this point, and the architect
02:45or other person responsible for the building would typically control the
02:48Project Base Point.
02:50Now these points have been set up already because, again, I'm assuming that
02:53this information was set up earlier in the project and we're just simply reacting to that.
02:58The setting that we want to establish here is when you look at a view in Revit,
03:03particularly a floor plan view, you can actually change the orientation of the
03:07view to the either Project North or True North.
03:09Currently I'm looking at the Project North, which basically just orients the
03:14building horizontally so that it would fit nicely on a sheet of paper.
03:17If I come over here at the Properties palette, I can choose True North and when I
03:22apply this, that rotation angle that we saw in the Location Weather and Site
03:26dialog will kick in, and it will actually have the effect of rotating the
03:30building in this view
03:31so that now North is straight up on my screen, but the building is oriented
03:35correctly relative to north.
03:37That obviously has a pretty dramatic effect on the way the sun is going to cast in the site.
03:42So establishing your projects physical location in the world is important if you
03:45want to accurately generate shadows and the sun angle in the scenes.
03:49So if the sun is going to be the primary lighting source for your renderings
03:53then you're going to want that to be as accurate as possible.
03:55So go into the Location tab, set up a geographic location, and make sure that the
04:00North orientation is correct relative to how the building will be sited.
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Understanding sun settings
00:00If you're creating any type of exterior rendering or an interior rendering of
00:04space with lots of natural daylight, you'll want the sun to be positioned
00:08accurately to give you the correct shadows and lighting effects in your scene.
00:12In the previous movie we established our project's geographic location and north
00:16direction in the world.
00:17This is all we need to get the sun in the correct location with relation to our project.
00:21In this movie we'll look at how we can configure the settings of the sun further
00:26to control its exact position in the sky with respect to time and date.
00:29So I'm in a file called Office Sun Settings, and I'm looking at the site plan. And
00:35I've cleaned up the site plan just a little bit. I went to VG Visibility Graphics,
00:39and I turned off the grids, and I turned off the reference plane, just to get rid
00:43of some of the clutter.
00:45Now to get to the Sun Settings, there is some icons down on the view control
00:49bar at the bottom of the screen. And there is an icon right here for the Sun Settings.
00:53It looks like a little sun with a red X though it.
00:56We can turn on and off the Sun Path. We're not going to do that now; we'll do that
00:59in a later movie. But for right now we're going to go to Sun Settings.
01:04Now the Sun Settings dialog opens, and there are four possible conditions for
01:09Solar Study in the top-left corner:
01:11Still, Single Day, Multi-Day, and Lighting.
01:13The simplest form by far is Lighting, and this is the default in most Revit
01:18projects when you first create a project from a template.
01:21Lighting does not take into account your geographic location at all.
01:25It's completely ignoring that, and instead what it does is allows you to just set
01:31an Azimuth and an Altitude directly by typing in two angles, and it just
01:36positions the sun relative to your scene in that location.
01:40There are some presets here.
01:41So this one puts the sun over on the right.
01:44This one puts on the left. And again these are just sort of relative to the view,
01:48not at all related to your geographic location.
01:50So if you turn on these presets in an east elevation, it will be to the right
01:55of the east elevation;
01:56you go to a north elevation, it will to the right of the north elevation.
01:59So clearly the sun would have no real relationship to the world;
02:03it would just be moving around with the view, but it can make for a nice presentation.
02:07What we're going to look at is the settings listed under Still.
02:11Now for Still you're just picking a specific date and time. It will look at the
02:18physical location of your building and position the sun relative to that
02:22physical location at the date and time you indicate and then generate the
02:27lighting and shadows accordingly for that time and location.
02:30So over here you can see that Location is set to Ventura, California, just like we
02:35did in the last movie.
02:36There's a date here and the time.
02:39You've got a dropdown where you can change the date. You've got the little
02:42spinner here where you can change the time, or you can come over here and
02:46use one of the presets.
02:47Now if you just want to dial in a certain date and a certain time then you can
02:52use the In-Session, Still options.
02:54In-Session is just kind of like a scratchpad.
02:57You can just set it up, use it, and then the next time somebody goes into
03:01In-Session and changes it, it's not gong to remember the previous one.
03:04If you want to remember the previous one, what you do is you select one of
03:07these other presets, and that's going to give you access to Duplicate, Rename, and Delete.
03:14So notice that In Session can't be saved.
03:16So it's sort of like a temporary collection of settings.
03:19Now these four here are built into the default template.
03:23So we have the Summer Solstice and the Spring Equinox and so on.
03:26And these are set to an explicit date and time based on that
03:31astronomical occurrence.
03:32So if I want to know what the sun looks like when the sun is highest in the sky,
03:36I can choose the Summer Solstice.
03:38If I want when it's lowest in the sky, I can choose the Winter Solstice, and so on.
03:42It'll set that date and time, and about the only thing you might want to adjust is
03:45the year. Maybe the day might move a day or two or whatever, so you can look that
03:49up on a calendar as to exactly what the date ought to be.
03:52But what I want to do here is I'm going to OK out of here, and I'm going to pan this over
03:57just slightly, zoom it in so we can get a little bit better look, and I'm going
04:01to turn on the shadows, which is right next to the Sun Path button, and just
04:06click that little toggle. And you're going to see some shadows appear there in my site plan.
04:11Now I'm going to go back to Sun Settings. We can try different settings over here
04:16and apply them interactively and watch the shadows change on screen.
04:21So here's the Summer Solstice. You can see the shadows are really short.
04:25Here's the Winter Solstice--they become really long, and the Spring and fall
04:30Equinox, it should be somewhere in between.
04:32Okay and that's pretty much what you'd expect from your own experience of the
04:35way the sun moves across the sky.
04:37I've got two presets that I created.
04:40All I did was select one of the existing ones, go to Duplicate, and give it another name.
04:45So I have this one here where the sun is on the front of the building, and that's
04:49Early Morning, to remind myself of when that would occur, and I'll click Apply.
04:54So the sun is at the front of the building, lighting it, and the shadows cast to
04:57the back. And then here's the opposite.
04:59So now the sun is more toward the back of the building casting the shadows to
05:02the front, and that's in the afternoon.
05:05So you can see I'm switching from 7 a.m. to 4 p.m.
05:08So you can create as many presets as you want to start testing the way that the
05:12shadows move across your site and how the siting of your building is affecting
05:16those shadow conditions.
05:17Now the last thing I want to point out here is the Ground Plane at.
05:21It's defaulting to placing the ground plane at one of the levels in your project.
05:27Now this is okay for general shadow studies, and it's okay if you don't have a
05:31site plan, because you need to cast the shadows on something.
05:35But we have an actual site file here in the building, and if I uncheck this and
05:40click Apply, the shadows change slightly. You might've noticed the shadow
05:44elongated just a little bit.
05:46That's because the site plan actually has some slope to it, and when you turn off
05:52the ground plane at a level, then the shadows actually cast on the real geometry.
05:57So the more uneven your site is, the more hilly your site is, the more you're
06:01going to want this unchecked, because you're going to get a much more accurate shadow.
06:05So we'll look at the Single Day and the Multi-Day settings in a later movie.
06:11You can actually animate the movement of the sun across the sky over a single-
06:14day period or over a multi-day period, and those are really very useful, and we'll
06:18actually do some animations of that.
06:21But for now we're going to stick with the still settings.
06:24So you can start with one of the presets--either the Summer Solstice,
06:27Winter Solstice, or so on--
06:29change the date and time if necessary, and get a really good sense of how the sun
06:34is lighting and shadowing your scene.
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Working with the sun path
00:00In this movie we're going to look at the on screen Sun Path feature.
00:04Sun Path gives us an interactive construct that sits around the building in the
00:08view and actually shows us the accurate location of the sun in the sky as it
00:14relates to the building in its north direction.
00:17We can interact with this thing and actually change the date and the time and
00:20the position of the sun all with on-screen controls.
00:23So let's go ahead and take a look.
00:25Now, I'm going to go back up a little bit here in the view, because when I turn
00:29on the Sun Path it's going to be considerably larger than my building footprint,
00:33and so I want to allow enough room.
00:35I also want to turn off my cropping, so that the Sun Path actually shows;
00:40otherwise, it would fall outside of that crop region.
00:42So I'll just click the little Do Not Crop the View icon down here, and then
00:47right next to that the Sun Path settings icon, I'll click on that, and I want to
00:51turn the Sun Path on.
00:53Now, since I closed and reopen the file from the previous movie, the Sun
00:59Settings have not actually been saved.
01:01So in order for the Sun Path to display correctly, you have to be using one of
01:06the Solar Study presets, either Still, Single Day, or Multi-Day.
01:11If you're just using the Lighting precept that we saw in the previous movie,
01:15you'll get this dialog right here. And remember, that's the default for most Revit files,
01:20so it's pretty likely that you'll see this dialog.
01:23If you choose Continue with current settings, it'll turn on the Sun Path, but it
01:28won't really do anything; the sun itself won't appear
01:32because it won't have enough information to properly display it.
01:36If you click this option, it will actually change your Sun Settings to the Still
01:42option, and it will use your correct project location and date and time, so
01:47that's the option that I want to choose right here.
01:50Then when I do, you'll see the Sun Path appears as a large circle surrounding my building.
01:55Let me zoom out even farther. I told you it was going to be pretty large.
01:58You could see that this is actually a compass--north, south, east, west directions
02:01indicated--and there is a yellow arc attached to that compass showing the
02:07location of the sun's path across the sky on the date of September 1st.
02:14Now, many of the features on this Sun Path tool are interactive.
02:18For example, if I click on September 1st, a little date spinner will appear, and I
02:24can actually choose a different date interactively on this calendar.
02:28What would happen if we backed up to July 1st?
02:32Now notice right here there's a little orange piece of text that says 5:30 a.m.
02:35Let me go back to July 1st, click on that, and then click outside of that spinner
02:41in order to accept that.
02:43The date will change to July 1st, the yellow arc will shift along the compass, and
02:48notice that the orange text has now changed to a different time.
02:52That's sunrise time on that date.
02:55So as you change the date, the sunrise time will interactively adjust.
03:01The same is true for this red indicator here: that's sunset time.
03:05So naturally, the sun rises and sets at different times throughout the calendar year.
03:11The other interactive piece is this guy right here.
03:14So if I click on this, I get another spinner where I can actually change the
03:18time. Click outside of it to activate that and you'll actually see that little
03:22blue ball move along the arc.
03:25Now if you look carefully at the arc, there is large dots and small dots.
03:30Those are indicating 15-minute increments.
03:32So we can move along that path very easily in 15-minute increments using
03:37those dots as guides.
03:41You can actually click right on the sun ball and start to drag it.
03:46Now when you do, you can drag along the arc, and it will snap to those little dots,
03:51and you'll see the time changing. And you can also drag off of the arc.
03:57If I come back over here, it's a little tough to see, but there's some
04:01dots floating out here.
04:04This is the analemma of the sun, representing that sort of figure-8 shape that we
04:09see the sun path follow if you would actually trace the sun in the sky.
04:13Notice the arc moving parallel to itself as I do that. Moving along the
04:18analemma, you're actually changing the calendar date. If you move along the arc,
04:23you're just changing the time;
04:25if you move along here, you're changing the date.
04:27So by doing that, this whole thing becomes very interactive, and you can just sort
04:31of drag the thing around in real time and see things change.
04:35If you turn the shadows on while you do this then each time you let go, you'll
04:40see the shadows update.
04:41So if I bring the sun over here, I see them update over there.
04:45If I pull the date a little forward, I see the shadow shorten.
04:48If I pull it back, I see them lengthened, and so on.
04:52So it can be a very interactive way, if you're looking for a particular type of
04:55shadow, to get exactly the effect that you're after.
04:59Now once you've established where you want the sun to be using this tool, you can
05:04go back to the Sun Settings.
05:07Notice that that set us to In Session. Over here there's a Save Settings button,
05:13and you can click on this and create a new preset.
05:16So I could call this April 2 at 10 a.m. it looks like, and I can click OK, and now
05:22I have a new preset that I can restore later.
05:27Now, all of this stuff that I'm showing you--the Sun Settings, the Shadows, the
05:31Sun Path--you can enable in any view.
05:34I just happen to be in the site plan view here. But if you want to go to another
05:39view, like perhaps this one that I have here called Front Axon--I'm going to open that up,
05:45that's just a 3D view from above--
05:48I can come over here and turn on the Sun Path, I'll get that same message. Why?
05:53Because the settings of the sun are actually view specific.
05:57So you can render one view with the Sun Settings based on location and
06:03another view with them based on just the lighting option where the sun is
06:07from the top right.
06:08So I'm going to choose the location option again here, and you'll see a little
06:13bit of it peeking out over here. Well, if I un-crop the view and zoom out, there is
06:18the sun, and now you see that arc is actually literally arching up into the sky.
06:24So this could be even a nicer way to push and pull it and manipulate it.
06:28Let's go ahead and turn on the shadows there.
06:31Try and find a good view here where I can do both of things at once and then
06:36start dragging the time here and see if I can get those shadows to be nice and
06:41long on the ground there. And notice the trees.
06:44So this can be a really neat tool to interactively work with the sun and get the
06:48shadows just the way that you like.
06:51This in conjunction with the Sun Settings dialog are all you really need to get
06:55the sun in exactly the correct position, the right time a day, the right date on the calendar.
07:01Make sure you save those as presets, so you can easily restore them again later.
07:05And once you have all that established, any natural day lighting that you want in
07:09your renderings is ready to go.
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5. Lighting
Inserting artificial lights
00:00So you can light your scenes in Revit in two ways.
00:02You can use natural light with the sun settings, or you can use artificial light.
00:07Artificial light fixtures in Revit are simply component families.
00:10They're a special kind of component families that use the Lighting Fixture template.
00:15In this movie, we will not only look at placing lighting fixture families but
00:18also importing them from an outside library.
00:20I am looking at the Interior 3D view. And I want to add some recessed 2x4 light
00:27fixtures in the drop ceiling here,
00:29I want to add some wall sconces along this wall and maybe even some freestanding
00:34lights out here in the middle.
00:35I am going to start in the Ceiling Plan, Level 1.
00:38Let's zoom in a little bit on our ceiling grid, and we can add some 2x4 of
00:44lighting fixtures into this view.
00:47So if I go to the Home tab and I click on the Component tool, I don't currently
00:51have any 2x4 lighting fixtures loaded.
00:55So I am going to come over here to the Ribbon and click the Load Family button.
01:00That takes me to the default library.
01:02I will go into the Lighting Fixture folder. And if I click the one at the top and
01:06use my arrow keys, you can see over there on the right that there are several
01:10different styles and shapes of light fixtures available here in the
01:14out-of-the-box library.
01:15You can use any one of those if you like.
01:17I'm going to select the Troffer Light - 2x4 Parabolic,
01:21and I am going to use my Ctrl key and also pick the Table Lamp - Arm Extension.
01:27This is just sort of like a little freestanding adjustable table lamp.
01:30Click Open and you'll see the light fixture attached to my cursor, and I will get
01:35a kind of in this general location.
01:37It feels kind of like it's snapping, but I just prefer to put it a little
01:41off center first, and then go to Modify and use my Align tool just to make sure
01:48that it's snapping exactly to those intersections there.
01:51So I am going to select the light, and I will come up here and choose Copy.
01:55I want to turn on the Multiple option, pick a good base point, and go ahead and
02:01make several copies.
02:02Go to Modify, select all four of these, go to Copy again, Multiple is still
02:10checked, make some additional copies over here, and there's my recessed lights
02:17there in the ceiling.
02:18Now, if I zoom out a little bit, the ceiling is high enough that we're not
02:21seeing any of the sconce lights.
02:23If I go to Level 1 Floor Plan, this file already has some sconce lights in it right here.
02:29That's why we didn't load that family.
02:31So I can simply select one of those, and they are easier to place here in plan.
02:35Go to the Create Similar button and then just pick the locations where I want
02:39to place them, and I will put one between each set of windows, like so.
02:45And then the final light fixture was the little table lamp, and maybe I can place
02:49it on top of this little box right here.
02:50So I will go to the Home tab, click on the Component tool, open up the list,
02:57scroll through the available choices.
02:59There's my table lamp right there.
03:01I'll do the 100W-120V option, and I'm going to place it there.
03:07Now when I do, it's going to disappear because it actually placed it on the
03:11floor, so it's buried inside the box.
03:15I'll just simply make a window to select it, so it's still in there. I can grab it.
03:20And it's got an Offset setting right here, and I'll just increase that to about
03:25three feet, which should put it right on top of the table.
03:28If you zoom in there, you can kind of see in there in plan.
03:31Then if we go back to our Interior, there it is sitting right on top of the box.
03:36So there is the sconce lights we added,
03:38here are the Recessed ceiling lights that we added, and there is the
03:41adjustable table lamp.
03:43So we just used basic out-of-the-box lighting families here in this example, but
03:47as you can see, light fixtures are nothing more than component families.
03:50You add them with the same component button that you do other objects that
03:54you add in your scene.
03:55You can go out with Load Family and browse and locate other lighting fixtures
03:59that you may have available in your hard drive, or on your network,
04:01and you can even go out to the web and search for lighting fixtures there.
04:05Once you bring them in, those become the actual interior lighting sources
04:09that you'll be using in your rendering whenever you turn on the Interior
04:12Lighting setting.
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Understanding light fixture families
00:00Lighting fixture families include a special light source element.
00:04This element is unique to the Lighting Fixture family category.
00:08It has certain user-configurable options such as the shape and distribution of the light.
00:13We can even assign industry-standard photometric web files to the light
00:17source to make the shape and distribution of the light accurately simulate
00:21real-life fixtures.
00:23In this movie, we will open a few standard Revit families and explore some of
00:27the specifics of the Lighting Fixture family elements.
00:29I am in a file here called Lighting Families, and it has a few
00:34out-of-the-box families in it.
00:36You can see some ceiling-mounted fixtures up here recessed into the ceiling,
00:41we have got some wall sconces over here, and we have got this little table
00:43lamp fixture over here.
00:45You can't actually edit directly from a 3D perspective view, so notice
00:49everything is grayed out here.
00:50So what I am going to do is, over here on the Project Browser, under Families, I
00:54am just going to scroll down to the Lighting Fixture category.
00:58We have our Sconce Light,
01:00we have our Table Lamp, and the Troffer Light fixture.
01:03So I am going to open up the Sconce Light here, choose Edit, and when it opens in
01:08the Family Editor, you'll see some geometry right here.
01:11This is just a simple Revolve, and it's got a Frosted Glass material applied to it.
01:19This yellow ball here is the light source.
01:22Any lighting fixture family will always have some sort of a yellow element here,
01:27this Light Source element.
01:29Now when I click on that, there's a Light Source Definition button that occurs
01:33up here. And the light source can emit from a point.
01:38It can be from a line, rectangle, or a circle. And the distribution can be
01:42spherical, hemispherical, spotlight, or it can use a photometric web.
01:48Now a photometric web is the industry-standard 3D language, if you will, for light fixtures.
01:54So all of the lighting fixture manufacturers support this standard.
01:58They are just simple text files,
02:00these IES files, and each of these text files describes the actual 3D
02:05characteristics of the light as it leaves the fixture.
02:08So if you go to a particular manufacturer's web site and download one of these
02:12files, the lighting in your scene is much more accurate and true to life than
02:17it would be with just the generic Spherical or Hemispherical or so on.
02:21You can use either one.
02:22You can see that this particular light source is just using the generic
02:25distribution, which will give you a fine effect, but if you actually know of a
02:30manufacturer that has a sconce that you are after, and you download the web you
02:35will get a slightly more accurate lighting effects from that.
02:38In this particular fixture, you can see that this revolve is open at the end
02:43here, and it's kind of open at the bottom, and besides that, it's a transparent
02:47material--it's frosted glass.
02:49So therefore, there shouldn't be any problem with the light actually shining
02:53through this fixture, but that's actually one of the things you have to consider
02:56with light fixture families.
02:58The main thing that I want to put across to you here in this movie is that when
03:02you are either building your own families or acquiring families from other
03:06sources, you want to make sure that the geometry has been built accurately and
03:10that the light source has been placed accurately so that the geometry of the
03:14light fiction doesn't inadvertently block the light.
03:17Let me show you an example.
03:19Here on the web, I'm on the focal point lighting web site. The URL is
03:24www.focalpointlights.com.
03:27And I'm looking at a light called softlite II.
03:31I worked on a project once where this light was specified and there wasn't any
03:35Revit families available for this manufacturer.
03:39Now if you look at this design, there is this baffle right here and the light is
03:43all indirect, shining up above.
03:46If you just model that tube there as a 3D solid and bury the light source in
03:52there, your light source will be totally dark.
03:55So you have to keep in mind that the light has to have somewhere to get out.
04:00Now over here you can download a cutsheet and the IES data for this light
04:06fixture; in fact, this particular manufacturer--and most lighting manufacturers--
04:10have this kind of information available.
04:13So what I had done was I took a look at their cutsheet that was downloaded--
04:17it's just a PDF file--
04:20I used the dimensions here listed in the cutsheet, and built a Revit family.
04:25This is like the end cut here, and the extrusion has to match the shape, so that
04:30the light can actually shine up and out of these areas here.
04:34I will show you the actual Revit family.
04:38Here it is right here.
04:40If I highlight the extrusion right here, you can kind of see what I mean.
04:43The shape of the extrusion is sort of this open cup shape right there. And then
04:48the light fixture itself,
04:50I made sure that it was set up above that fixture, but yet below this solid,
04:55so that when the light shines up and around this geometry, it wouldn't be
05:00blocked by the fixture itself.
05:02Now, this is the light source, and it has this very distinct shape to it.
05:07If you look at the Light Source Definition, that's because it's assigned to a photometric web.
05:12So when you choose Photometric Web here, if I direct you over here at the
05:16Properties palette, you see that the photometric web file right here is grayed out.
05:21It's actually assigned to a parameter.
05:23So if I go to the Family Types dialog, there is a parameter down here for the
05:30Photometric Web File, and it's got this long name here, with an IES extension.
05:34If you click in there, you can browse out to one of these text files.
05:38That text file was just simply this file right here that you can download off of
05:44the focal point lighting web site.
05:46So you click there on that link, you download that IES file, and then you point
05:50to it here in the Revit family.
05:52So it's actually pretty straightforward to create a custom light fixture that is
05:57based very accurately on a manufacturer's true-to-life light source.
06:02There is just two basic things you want to keep in mind: make sure you can get
06:05the IES file--that's what gives you the accurate lighting--and then make sure that
06:09when you're building the geometry you don't inadvertently block the light.
06:13I'm providing you the URL to the focal point web site if you want to explore
06:17further. They have a lot of really nice light fixtures, and you can download IES
06:21files for all of them.
06:22I'm sure that most of the lighting manufacturers have similar information.
06:26So if you want to build a family like I'm showing here, you can do that on your
06:30own as an exercise, but I have directed you to the focal point web site to give
06:34you a little bit of a leg-up on the information you are going to need there.
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Working with lighting groups
00:00Depending on the complexity of your projects, you can end up with many light
00:03fixtures in your models, sometimes hundreds.
00:06Lighting groups help you manage the artificial lights.
00:08In this movie we'll look at lighting groups and their benefits. And I'm looking
00:13at the level one reflected ceiling plan, and in here you see that there are some
00:18can lights down the corridor.
00:19There is lots of recessed lights in the various offices, and there's some pendant
00:23lights over here in the conference room.
00:25There are a few other lights in this model that we're not seeing in this
00:28view, but let's go ahead and start with this view and get a look at some of
00:32the lighting groups.
00:33Now some of the lighting groups I've already set up already for us here. What,
00:37essentially, do the lighting groups do, though?
00:40Well, if we wanted to render an interior view, like perhaps this 3D Lobby View
00:45right here--this is a pretty nice scene we're standing here at the lobby it's
00:48framed out around staircase.
00:50If I stand in this room and render, there are some can lights right here that
00:55are artificial lights.
00:56There are some more up here. There is actually some lights behind the
00:59reception desk just outside of frame, but they would contribute to the
01:03lighting in this scene.
01:04There is a little table lamp on here.
01:06None of the other lights that I showed you in the reflected ceiling plan, in
01:09the offices or in the conference room, would have any impact whatsoever on this rendering.
01:14If I do not use lighting groups, when I generate the rendering I'll have no way
01:19to tell Revit that I'm only interested in the lights that we see in this view.
01:23Therefore, when I render I'll be waiting many, many, many more minutes, possibly
01:28hours more, for their computations to be calculated, only for Revit to figure out, ah,
01:33this light doesn't contribute to the scene anyway.
01:35So if you already know that the light doesn't contribute to the scene, that's
01:38what lighting groups can do for you.
01:39It's basically an on/off switch for your lights.
01:43So let may go back to the ceiling plan.
01:46Let's start by adding some lights that are already here to an existing group.
01:50So if you click on a light fixture, up here on the options bar there'll be a Light
01:56Group dropdown. And you see that this light currently says None.
02:00Now if I click one of these other lights, you'll see it says an item here,
02:04Office114 in this case.
02:06All four of these lights are already grouped in a lighting group called 114.
02:10So what I am going to do is select all of these lights here in the conference room,
02:16and from this dropdown I have previously created a Conference Room 110 lighting
02:21group. All we have to do is choose that. Then Revit will ask me if it's OK to do, and
02:25I'll say OK, and now these lights belong to that lighting group.
02:30Now if you come back later and you add some additional lights--so let's say I go
02:34to the Component tool here and go to the same light fixture.
02:40Let me do it this way, because I can find it easier.
02:43Let me scroll down here.
02:44Here is the lighting fixture, under families.
02:47Let's suppose I wanted to add some recessed down lights in the conference room. So
02:51I'm going to drag out the 8" 120V Recessed light, and I'm going to place a couple
02:56of them over here at this end. Maybe we want to light up a credenza down at the
03:00end, or something like that.
03:01We can select these lights, and I can fine-tune their position a little bit.
03:07Well, those lights are not in lighting group, so what you can do is you can
03:11actually select one of the lights that part of the lighting group.
03:14It'll show you here, Conference Room 110, and then you can click this Edit button.
03:19That will outline the lights that are part of that group in this green color.
03:23It'll give me this little Light Group tool palette right here. And all you have to
03:26do is click the Add button on that little tool palette, click the lights you
03:31want to add. When you done adding the lights, you can click Finish here, and now all
03:37of these lights belong to the Conference Room 110 lighting group. So you can add
03:41and subtract lights from lighting groups anytime you like.
03:45So what I want to do now is I want to create a totally new lighting group.
03:49I want to take all of these lights down this corridor here, the sconces, and
03:53that little desk lamp that are in the reception area that would contribute to
03:56that lobby rendering, and I want to add them to lighting groups, or create a
04:00new lighting group.
04:01I am going to keep the corridor lights separate; there's already a group for that.
04:05So, 1st Floor Corridor let's just add those and click OK. And then to get to the
04:11sconces and the desk lamp, you don't actually see those in the reflected ceiling
04:14plan, so I am going to go back to the level one floor plan for that, zoom in over
04:19here, select these three sconces on the wall,
04:23select this table lamp right here, and it says Light Group None.
04:28Now when I open up the list I don't see a light group for a Lobby, so I'll go to
04:32Edit/New, and I am going to click the New button over here and create a new
04:37lighting group called Lobby.
04:39Now that adds the group to my list right here, but there are currently no lights
04:45in that group. So I am going to select the remaining ungrouped lights, which are
04:49the three sconces and the table lamp, using the Shift key, and I am going to click
04:54Move to group and choose my lobby group here and click OK. And you'll see all
05:00those items go from Ungrouped over to here.
05:02Now if Ungrouped is empty, that's good; that's what you want, because now what
05:06I've got is all the artificial lights in my model are assigned to some group, and
05:12that means that I'll have more control over the various lights that are going to
05:16be contributing to my rendering.
05:18Let me go ahead and click OK, go to the 3D Lobby scene. The entire next chapter
05:25is devoted to rendering, but what I am going to do right now is just open up the
05:29Render box real quickly here, choose Artificial lighting, and show you this button right here.
05:36When I click on this button here, that gives me access to all of those lighting
05:40groups we just created. So the entire reason for creating lighting groups is for
05:46you to have this level of control when it comes time to render.
05:50So sure, you can uncheck individual lights, but if you had hundreds of lights in your
05:54scene and you had to go through them one at a time and the only indication you
05:58had was Downlight-Recesses Can, DownLight-Recess Can, you would have no idea
06:03where these lights are located.
06:04Putting them in groups you know immediately, okay, those are up on the 2nd floor
06:09corridor; I need those. These are in office 114--don't need those; don't need
06:13office 113, and so on. And you can quickly move through the list and turn lights
06:18on and off as required in order to control which ones are actually going to be
06:23used in your rendering.
06:24So I am going to close out here, because we're going to cover rendering in the next chapter.
06:27A lighting group is use create a subset of light fixtures for
06:30particular rendering.
06:31This essentially provides an on/off switch for our lights.
06:34This can greatly reduce the computation time in a rendering by excluding lights
06:37that would not affect the rendering outcome.
06:40This includes lights that would be in another room or somehow outside of view.
06:44So, lighting groups are simple to create,
06:45they are effective at managing large quantities of lights in your project, and I
06:49highly recommend that if you're doing renderings in buildings that have lots of
06:53artificial lights that you assign all of your artificial lights to an
06:56appropriate lighting group.
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6. Rendering
Understanding the rendering process
00:00So it's time to start rendering.
00:02In this chapter we'll put to use all the preparations from the previous chapters
00:06and begin creating our first renderings.
00:09So I'm in the file called Office, and this is just a continuation of the files
00:14we've used in previous chapters.
00:16It's included with the exercise files, and I'm in a 3D view called Front Axon.
00:22Now what I have like to do in this movie is just give you a quick overview of
00:26the Rendering dialog and the rendering process.
00:29The general process is you create a 3D view, you set up any lighting or
00:34materials that you need to do--that's what we've done in past few chapters--
00:37then you click the Render dialog box, configure few settings, and click render.
00:43Sounds simple, right?
00:44Okay, well I'm here in a 3D view.
00:46I can access the Render dialog from this button down here. It's on the View
00:50control bar, and it looks like a little teapot.
00:54I'll see this icon only in a 3D view. So here I am in an axonometric view and
00:59I see it; if I was in a camera view, such as this Aerial Perspective, it would also appear.
01:04If I went to a 2D view, like the 1st Floor Plan, it will not appear. That icon
01:09is not here. The first prerequisite of doing a rendering is you must be in a 3D view.
01:13So I am going to go to this view that I've in the file called Perspective At Entrance.
01:20I've been working on the composition of this view, and I want to start trying out some
01:24renderings from this vantage point on the building.
01:27There is my little teapot icon, so I'll go ahead and click on that, and that will
01:31display the Render dialog.
01:34The Render dialog has several areas that we can configure. And with the exception
01:38of the Render button at the very top, for the most part you work top down.
01:42So you start at the top and kind of configure the settings down to the bottom,
01:46and then you wrap round back to the top when you're ready and click the Render
01:49button to actually generate the rendering.
01:51Now I am not kind of go into detail on all the settings just now. I'm just going to
01:55pick a few basic ones to get us started.
01:57Each of these sections will be the subject of the next several movies.
02:01So for right now I want my Quality Setting to just be Draft. I am going to use
02:05Screen Resolution, and I want to generate my rendering from the Sun only. I don't
02:11want to include any other lighting in the rendering. And I'll leave all the other
02:16default settings. I am going to let the sky have a few clouds, and I'm not going to
02:19worry about the Exposure or anything else for now.
02:21I am going to go ahead and click the Render button. That will initialize the
02:26Render process, and you'll get this little dialog letting you know your progress.
02:30And what will happen is the screen will actually black out.
02:33Don't let that alarm you; that's normal.
02:36The mental ray rendering engine blacks out the entire screen, and then you'll
02:40see these squares kind of dancing around on the screen. And what it's doing is
02:45actually processing each little area individually.
02:48And it kind of has this sort of stochastic way that it jumps around the image,
02:52and there's very specific methods that it used to decide which area to
02:55calculate first and which one next and so on. But it'll eventually get around to
03:00processing all the little squares, and you'll be looking at a final rendered
03:04output, such as the image that I have here on screen.
03:07Now I don't think this image is something I would want to put in my marketing
03:10brochure; it's clearly not a very high- quality image. But then again we did
03:14choose the Draft Setting and low Resolution, so that's to be expected.
03:19The point of a draft rendering is just to give you a rough idea of how your
03:22overall settings are shaping up, and we will certainly look at improving on the
03:27quality of this rendering in the coming movies.
03:29Once you've generated a rendering, you can, down here at the very bottom, choose
03:34this button here, Show the model, and that will turn off the rendering and return
03:39your back to the display of your regular 3D model.
03:42That button actually toggles to Show the rendering, so if I click it again, it
03:46redisplays the previously generated rendering.
03:49So Revit will keep in memory the previous rendering. If you want to save
03:53renderings beyond that then you can either save them to the project or export
03:57them out to files, and we'll look at those options in future movies.
04:01So I am going to close my Render dialog.
04:05That will redisplay the model, so the cached rendering can only be displayed
04:09while the Render dialog is open. And that's the general overview of the render process.
04:15So you first open a 3D view, click the little teapot icon to display the Render
04:19dialog, configure any settings you like, and then click Render.
04:23In the coming movies we'll begin digging a little more detail into each of the
04:28various settings that are available in there.
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Defining quality settings
00:00In this movie, we will continue our exploration of the rendering dialog in
00:03process by taking a little more detailed look at the Render Quality settings.
00:09I've opened up the view called Perspective at Entrance.
00:13If I click my small teapot icon here and display the Render dialog, at the very
00:19top of the window is the Quality settings,
00:21and there's a Settings dropdown. And if I open that up, you'll see that there are
00:26several items already on this list.
00:28Draft, Low, Medium, High, and Best are preset configurations that are built into the software.
00:35You also have a Custom setting and an Edit value.
00:39Now if you choose any one of these presets, a variety of settings that are
00:44actually behind the scenes get changed and they affect directly the quality of
00:50the rendered output.
00:51In general, you can expect that Draft is the lowest-quality rendering and Best
00:56is the highest-quality rendering--and of course, with the others in between.
01:00If you want to fine-tune any of the settings that are used by any one of those
01:05presets, it's actually possible to copy any one of the presets to the Custom
01:10value and then modify that Custom value.
01:13So you have sort of this one placeholder for custom values that you can build yourself.
01:20Now if I go to the Edit button right here, this will display the Render
01:26Quality Settings dialog.
01:28The Render Quality Settings will have the same dropdown that we just saw in the Render dialog.
01:34If I wanted to start with the Medium settings, for example, and modify them in
01:39some way, I would choose Medium, and then I would click this button right here
01:42that says Copy To Custom.
01:45That would take the Medium settings, push them over to Custom, and then it
01:49would make all of the values editable so that I could start manipulating the
01:54values of these settings.
01:56In general, I think for most users you should be able to find acceptable
02:00rendering results by using one of the built-in presets.
02:04There's five different options, and I think in general, you'll probably find one
02:08that's suitable for your needs, or maybe one or two that are suitable for your needs.
02:13As a general best practice, you should start with Draft first and generate a few
02:17quick study renderings to give yourself a rough idea of how things are shaping
02:21up, and then progressively work your way up to higher-quality renderings.
02:26Now in my experience, Medium gives me a really good balance, as you might expect,
02:32between quality and time of rendering.
02:34So as an example, if I've got the Medium settings chosen here, a rendering like
02:40the one I have on screen at a medium resolution would take maybe five or eight
02:46minutes to generate. Not so bad, a
02:48reasonable amount of time.
02:50If I jump up to High or Best, that same rendering might suddenly jump up maybe
02:56twenty, thirty, forty minutes, and at Nest, it might go into several hours.
03:00And the reason for that is because each of these settings that we have here on
03:05the scrollbar, there is a direct trade-off between quality and time.
03:09So as a general rule of thumb, with 3D rendering in any program--not just
03:13Revit--the higher quality, the cost is time.
03:17So you're always balancing the quality that you want against the time that you
03:21have to do rendering.
03:22If you've got hours and hours to work with, then you can generate potentially a
03:26very, very high-quality rendering, and then vice versa;
03:29if you don't have much time, then you might have to sacrifice some quality.
03:32Now my experience is usually somewhere in the middle is the best bet to balance
03:37between time and quality.
03:39And frankly, some of the higher-quality settings just take a lot longer to
03:43generate, but the average person who looks at the two rendering side by side may not
03:47notice a whole lot of difference.
03:48Now what I have over here is I've taken a screen capture of each of the Render
03:55Quality settings from Draft all the way to Best and I've kind of composited them all together.
04:00Now I don't expect you to be able to read these on screen.
04:03I'm just sort of putting it here as a reference.
04:05I've created a PNG file of this screen capture and put it with the exercise files.
04:11So if you want to open it up and print it out, I just find it a little easier to
04:16compare and understand what the differences are between each of the presets by
04:20looking at them side by side.
04:21You could do a similar exercise just by doing a screen capture, or you could
04:25open up this file that I've already provided.
04:28So in general, the lower-quality settings are over to the left and the higher
04:32qualities are over to the right.
04:33So as we've already seen, I can Copy To Custom and then that makes these numbers available.
04:38So if in my Custom settings I wanted to increase the Image Precision or Antialiasing--
04:45you can see the little tooltip gives me a little more information--
04:48I could start to increase this value.
04:51Now the best way to understand what each of these settings does, quite frankly,
04:55is to click this little question mark right here.
04:58That will launch the Revit Help, and it will actually have an explanation for
05:03each one of these settings.
05:05And what I found particularly helpful in that article was that it tells me the
05:09range that's valid here.
05:11So, like, if I drag my Antialiasing all the way to the end, you see that 10
05:15becomes the maximum number.
05:17But if I start dragging this number, you'll notice that it goes much higher than 10.
05:22Well, according to the Help, the Antialiasing is a value between 1 and 10, and
05:28the Reflection and Transparency Options is a value between 0 and 100.
05:32So it's kind of helpful to know what the range is, so that when you're adjusting
05:36these, you have some frame of reference.
05:38So again, the Help is an excellent resource for looking that up.
05:42But in general, the Antialiasing is the smoothing around the edges.
05:46If you have shiny materials, the reflection and refractions have to do with
05:51shiny and transparent materials.
05:54So does the material reflect? Over here on the left,
05:57it's not reflecting;
05:58over here on the right, it is.
05:59Is it allowing light to pass through and allowing refractions?
06:03Here, if I've got multiple panes of glass, at some point it might start to block
06:07the light from getting through,
06:09where over on the right-hand side, the higher you increase it, it lets
06:12more light through.
06:14When you have shadows cast on objects, are those edges blurry or splotchy?
06:18Likewise with refractions being seen through transparent images.
06:23Do you want soft shadows? Do you want them fuzzy like this, or do you want them
06:27nice and smooth like that?
06:29With indirect illumination, you can actually tell it to use the sky as a light source.
06:36So in real life when sunlight comes in, it bounces off everything and it bounces
06:41back up into the sky, and all this light is being diffused around by the clouds
06:46in the sky and by the atmosphere itself.
06:48All that light is actually a light source, and that's why when you look at
06:52objects, shadows aren't completely black.
06:55There is always some sort of light in the shadow areas, and that's the effect of
07:00all this light bouncing around.
07:02And so these settings down here start to control just how accurately those
07:06shades and shadows are calculated.
07:08So there's a lot of settings in here. And then finally down at the bottom,
07:12Daylight Portal Options, this only applies for sunlit interiors.
07:17So if you're doing an exterior rendering, like the one we have on screen, these
07:20settings are irrelevant.
07:22But if I'm standing inside, you can check these boxes to increase the quality of
07:27light coming through windows or doors or other glass portals.
07:31Try it without them checked first.
07:33They're all off by default, as you can see.
07:36But then if you're not satisfied with the quality of the rendering of the light
07:41coming through those window openings, you can try and check these boxes to
07:45increase the quality.
07:46But again, the cost is in time.
07:49So in summary here, there are lots of preset settings in this Quality dropdown.
07:55I do recommend that you familiarize yourself with each of the five that are
07:59here and try to use those, because they're already built-in and set up pretty logically.
08:04You do have a Custom option, so you can take any one of the presets and copy it
08:09to Custom and then modify it with the Edit option.
08:12When modifying it, I do recommend that you look at the Help file to get a little
08:16bit more insight onto what each of those settings controls
08:20and then test out your preset by running some test renderings and seeing
08:25how they perform.
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Performing test renders
00:00Nothing could be more frustrating and disappointing than putting a lot of time
00:04into configuring your rendering and getting everything set up the way you think it
00:07ought to be, clicking the Render button, and walking away, only to come back and
00:11find a render that's at a lower quality than you were expecting.
00:15It's pretty disappointing and pretty deflating when that happens.
00:18So, one of the ways you can try and avoid that is to perform frequent test renders.
00:24Now, in the previous movie we talked about the Settings dropdown and the various
00:29choices that are under here,
00:30and hopefully you've taken some time to look at those settings and try and
00:34understand them a little better.
00:35Really the best way to understand each of those quality settings is to actually
00:39just perform a render using each one.
00:41So I've done exactly that with the image that you see here on Revit.
00:44Let me go ahead and show you the results.
00:46So you've already seen the Draft result, and obviously this is the lowest-
00:49quality version of this rendering. Everything is very blocky, the resolution is really low,
00:54it's highly pixelated, very little antialiasing, and so on.
00:59But even with that, this rendering tells us a lot of what we want to know.
01:03Without rendering it in any higher quality, I can already start to make some
01:06decisions about the overall lighting level, whether or not the shadows are doing
01:10what I want them to do, whether or not trees and other entourage are positioned
01:14in a place where I'd like them to be, if any materials are problematic or not
01:18doing what they're supposed to do.
01:20There are a lot of things that this low-quality Draft rendering can tell me.
01:23Now here's the Low quality version.
01:26The Draft rendering took about twenty-six seconds to generate, the Low quality version
01:31takes about double that.
01:32It takes about forty seconds,
01:34but already you can see the quality is greatly increased.
01:37The edges are much better resolved, the antialiasing has been kicked up a few
01:41notches, and I get a better sense of the overall feel of the rendering.
01:45It's still not anything I'd want to put on my marketing brochure, but it's
01:48definitely telling me a lot better story.
01:51Now, Medium is almost at the quality that I would be satisfied with. It's not bad.
01:56It's still little fuzzy;
01:57it's not quite as crisp and refined as I'd like, but it's getting there.
02:01The edges are definitely a lot crisper, and I can start to really make some good
02:06decisions about lighting and materials.
02:08I think the lighting is a little bit low here;
02:11it's not quite as crisp and sharp as I would like it to be.
02:14That's actually a function of the time of day, but we'll get to that a little bit later.
02:18This one took about a minute forty-five.
02:20Now here's the High quality rendering.
02:23The time jumped significantly from a minute forty-five for Medium to six forty-five for High.
02:28Now you still say, well, that's only another four minutes.
02:31It's not so bad, another five minutes.
02:32It's really not that bad.
02:34But every rendering you create, if you have to wait five, six, seven minutes, it
02:38does start to add up.
02:39So if you compare this one to the Medium, it's a little bit better resolved, and
02:44maybe some of the details punch a little bit nicer than it does in Medium, but
02:48it's not significantly so.
02:51In other words, this one took nearly three times as long to create.
02:55I would not call it three times better quality.
02:58Finally, this version is the Best version.
03:01Now, unfortunately, the settings here were slightly different than the other
03:04group, so you can see the sky is a little bit different.
03:06But overall, it's the same vantage point, and overall it's still the same rendering.
03:11This one took hours.
03:13This one was actually one of the first ones I did, and what I'm going to point
03:16out here is, several things that were actually wrong with this rendering
03:20which led me to fix those things in the exercise file that we're looking at.
03:25One was right here there wasn't a material applied,
03:29so I had to pull out the Paint tool and fix that there.
03:31The moldings were the wrong material. The edges of the roof were the sort of
03:36dull gray and I wanted those to punch a little bit more.
03:39This window was not transparent.
03:42So there was a lot of little problems, and this is an example of what I was
03:45talking about, where if you run the rendering while you walk away from
03:49your computer and you think you're going to save time that way and go off
03:53and do something else,
03:54it's still pretty frustrating to come back to your computer and find a rendering
03:58that has all these really easily fixed problems.
04:02Those were things that I could have easily addressed ahead of time that just
04:06left me feeling frustrated. Oh!
04:08boy, if I had just done that, this rendering would have been so much nicer.
04:11So this is where I'm saying that you want to find the right balance between the
04:15Quality settings and the amount of time you're willing to invest, so that you can
04:19get a better result.
04:21Here's one more slide putting them all side by side. Use this for comparison a little bit.
04:27So that should give you a better sense of the five levels of quality.
04:31Now let's look at one other strategy here.
04:34Let's say that you've decided that you like High quality, or even Best quality,
04:38but you really don't have a couple hours to invest, or even the full five or
04:43seven minutes to invest on High quality.
04:45Let's go with High quality here and say that I really wanted to use that, but I
04:50want to just check that I got the materials right in those couple areas where I
04:53pointed out in the rendering that were wrong before.
04:56Well, Revit offers us this Region tool right here.
05:00So when you click on that, you're going to get this red box on screen.
05:04And if you click that, you can actually drag this thing down around a very small area.
05:10And now the area that you're rendering is just that little, tiny area right there.
05:15I'm going to actually zoom my mouse in a little bit, so that we can see that
05:19a little bit better.
05:20And the area is now basically two hundred pixels square.
05:24Let me go ahead and render that, and this should take significantly less time to
05:29render than it would to render the entire image at high detail.
05:32Now remember, the entire image took six forty-five to render at the High quality setting.
05:39Okay, so that was just shy of one minute.
05:41That was about fifty-seven seconds.
05:43Now it took forty seconds to generate the entire Low quality rendering and a minute
05:48forty-five to do the entire Medium quality rendering.
05:52But the High quality was six forty-five, and this little, small region only took just under a minute.
05:57So we saved nearly fix minutes on the time it would take to do a full High quality rendering.
06:03And if you're making a lot of tweaks and adjustments to a particular area of
06:07your model, then using the Region Render tool is going to be a huge timesaver
06:12and allow you to still render in one of your higher-quality presets if that's
06:17what you need to really make a good decision.
06:19And you can see here that everything is resolved very nicely in those areas, so
06:23this is another good way to compromise between time and quality settings.
06:28So, just remember that doing frequent test renderings is absolutely key to
06:34conserving the amount of time it takes you to generate high-quality renderings,
06:38so please make that a habit in your rendering process.
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Refining the scene
00:00As you perform your test renders, you're likely to discover problems with your
00:03model that need to be addressed before you can produce your final rendering.
00:07In the last movie you may recall that I mentioned that the windows in my tower
00:11were actually rendering as opaque,
00:13and that had escaped my notice until the time I actually generated the rendering.
00:17So I thought I would take a quick movie here and show you how to solve that
00:21problem, because it's actually a fairly common problem that comes up quite a bit.
00:25So here you can see the windows are opaque, and I hadn't noticed that until I
00:30actually generated the rendering.
00:32Now I'm going to switch back over to the rendering just to illustrate the problem.
00:36So if you look at the Best version on the tower windows, you'll notice that
00:39they're rendering opaque. And the High version,
00:43they actually are transparent,
00:44so that represents where I actually fix the problem.
00:47So let's switch back over to Revit, and let's take a look.
00:50So the trouble is a problem with the glass material that's being used in the window.
00:54So to solve it, we go to the Materials dialog. So I'm going to go to the Manage
00:58tab, click on Materials, locate the Glass material,
01:06and if I click over here on the Appearance tab, what we find is that the
01:11settings are set completely independent.
01:14Usually this problem occurs when the material has been upgraded from a previous
01:19version of a Revit file and didn't properly associate itself with the new
01:24functionality under Materials.
01:25If we come over here to the Properties, they are listed as being Independent.
01:30And I'm going to open up this list, and I'm going to say let's make them By Property Set.
01:34When I do that, this window will appear, asking me if I want to create a
01:38brand-new property set or use an existing one.
01:40I want to use an existing one. And then it will go through the list and find the
01:45most likely candidate, which is Glass. And I just want to make sure,
01:48so I'm going to click on it to select it, come back over here to Graphics, and
01:53I'm going to check the Use Render Appearance for Shading.
01:56You can see now it's the sort of gray-blue color.
01:59Click OK and that should do the trick.
02:01You see how the glass all becomes transparent now.
02:04I save the file and reload it into my other project, and it should render just fine now.
02:10So if you find yourself in a situation where your glass is not transparent or
02:14one of your other materials is not behaving, it may be that the association to
02:18the property set has been broken or lost, and you can just link it back up
02:22again by going back into the Properties dialog and making the change that I
02:26just made there.
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Configuring the resolution
00:00The Quality Settings dropdown in the Render dialog is not the only thing that
00:03determines how long it'll take for a rendering to produce.
00:07There are a lot of other settings that come into play, and a very important one
00:10is the Output Resolution.
00:13So if we look at our Render dialog, under Output Settings we have the Resolution
00:17area, and there is a few controls in here.
00:20Resolution is the measure of an image's overall width and height.
00:24So you can see here that there's a Width value, 762 pixels, by a Height of 460 pixels.
00:31Pixels are just the little dots on a computer screen.
00:34Each individual little square that the computer screen has to paint in order to
00:37create an image is called the pixel, or picture element is what that's short for.
00:43When you render, Revit has to create each and every one of those pixels in order
00:47to fill out the image.
00:49The total number of pixels in the image is just the height by the width, and you
00:52could do that calculation if you wanted to.
00:54Now what Revit does provide for us right here is the uncompressed image size,
00:59and it says that's 1.3 megabytes in this case to generate the pixels required
01:04for an image of this size.
01:05Now all of this is based on screen resolution.
01:09By default, Revit is generating the image based on screen resolution.
01:13Screen resolutions vary.
01:15Traditional computer monitors were at a 72 dpi screen resolution. Today's CAD
01:20monitors are more or like 100, 110 DPI, but it's still pretty low by comparison
01:25to print resolutions.
01:27If you're generating your rendering to screen resolution, first of all, you don't
01:31have any control over the number that's being used because Revit is just looking
01:36at your hardware and determining what that screen resolution is. And the number
01:40of pixels you can see there is fixed.
01:42If you're generating your rendering for output to a computer monitor--you are
01:46going to do it in presentation on screen, or
01:47you are going to put it in the PowerPoint--then screen resolution is fine.
01:51If you're planning to print the image then you want to choose this
01:54Printer option instead.
01:57When you choose Printer option, you are going to see the numbers adjust.
02:01It's now going to tell you the number of inches that the image is and the number
02:06of pixels. And then in addition to that, you're going to see a dropdown appear
02:10over here, and currently it says 75 DPI.
02:14So now we get two values:
02:15the width of the image in absolute inches and a number here in pixels, which is
02:20multiplied by this Resolution value right here.
02:24Revit gives us four Resolution values to choose from, 75 all the way up to 600.
02:29Now, 75 is basically screen resolution again, so not really a good quality for printing.
02:35150 is probably the minimum quality for printing.
02:39Watch what happens when I choose 150.
02:42It's going to multiply times that 6, and the number of pixels in the Width
02:46dimension just doubled.
02:48The number of pixels in the Height dimension also doubled, and look what happened
02:52to the Uncompressed image size.
02:54My Uncompressed image size is almost 2 MB now.
02:57Watch when I go to 300.
02:59Now, it's over 7 MB.
03:01So each time you double the Width and Height dimensions, you are quadrupling
03:05the size of the image.
03:06When you quadruple the size of the image that's a whole lot more pixels that
03:09have to be rendered, and therefore the time it takes to render is increasing
03:14exponentially as well.
03:16So keep that in mind when you choose your resolution.
03:19It's not just the Quality Settings that matter here.
03:22The Quality Settings determine all the little dials and controls in terms of how
03:27Revit is going to bounce light around the scene and how it's going to render
03:30things, but this tells it exactly how many pixels it needs to render, and so the
03:35two factors work together to give you the total time of the image.
03:39So all the times I gave you in the previous movie when we looked at the Quality
03:43Settings were all dependent on very low-screen-resolution images.
03:48As soon as you start increasing this resolution, you are going to watch those
03:51times jump significantly, even if we left this down at Draft.
03:56So even if I put this at Draft, if I have got to render 1,800 pixels that's
04:00still a lot of rendering.
04:01Now I will leave it at Medium. It's fine.
04:04So where do these numbers come from?
04:06Were does the 6 inches and the 3 5/8 come from?
04:09Well, that we can actually configure directly on the view.
04:13So I am going to leave the Render window open over here, and I am going to come
04:17into the drawing window and click on the crop region of the viewport.
04:22If you're not seeing this, you just have to turn it on.
04:25When you select it, over here on the Ribbon you'll see Size Crop.
04:29There is a button there and if we click that, this determines the size of the crop region.
04:35So here you're putting in actual inches for how big you want the rendered image to be.
04:41So if I wanted to print my image out on an 8.5x11 piece of paper in landscape, I
04:46might want the image to be 10 inches wide to fill that page.
04:49Now, very important, before you click out of this field, make sure that you
04:54choose this button down here, Scale (locked proportions).
04:58If you don't, this actually will change the proportion of your camera.
05:02Your camera will be 10 inches wide and 3 5/8" tall, and it will actually distort
05:06your view that you have worked so hard to compose.
05:09So make sure you do Scale (locked proportions). That will adjust the height to
05:14match the width, based on the previous settings that were there.
05:18When I click OK, watch the numbers over here.
05:22It's currently 6 inches by 1,800 pixels.
05:25I am going to click OK, and now its 10 1/16 inches and 3,019 pixels.
05:32The pixels nearly doubled when I increased the width of the image.
05:36So now we're just adding that much more time.
05:40Well, if the destination output for this image is to a printer and I want a nice
05:45high-quality image, I may not have a choice but to choose settings like that,
05:49but you are just going to have to be prepared to wait a little bit longer.
05:52Now I wish that Revit had other settings in here.
05:54150 is a bit on the low side for a print-quality rendering, and 300 is considered
06:01the standard. 600 is a bit overkill, in my opinion.
06:05I actually have gotten very good results with photorealistic renderings at
06:08around 200 or even 250; unfortunately though, I can't put those numbers in.
06:12But what you can do is just do the math to figure out the width of the image.
06:18So if I wanted a 200 DPI image instead of a 300 DPI image, what I need to do is
06:24just reduce the Width down by two thirds because 200 is two thirds of 300,
06:30so I will end up with a width of around 7 inches or so.
06:34It'll still have the total number of pixels.
06:37Instead of 3,000 pixels across, it'll have 2,000 pixels across. Think about it.
06:42If I want the image to be 10 inches wide when I print it and I want to print it
06:46at 200 DPI, that's real easy math to do.
06:49Take 10 inches times 200 DPI, I need 2000 pixels across.
06:54So don't pay any attention to this number; what's important is this number.
06:58How many pixels are you getting?
07:00If you can get those numbers to match the pixel sizes you need, you can scale
07:04that image any size you want in the number of inches without losing any pixels.
07:08I can take it into Photoshop and just adjust the resolution without resampling
07:12the image and print at a 200 DPI resolution and get it 10 inches wide.
07:17Bottom line is, very important to consider Output Resolution in all of your
07:22factoring and calculating.
07:23When you're doing your test renderings definitely consider the Region option
07:27that we talked about in the previous movie, use screen resolution. But when you
07:31gets time to actually generate a final rendering for print, you are probably
07:34going to have to go to Printer, pump up the DPI, and wait a lot longer because
07:39generating a 21 MB image takes a lot longer than one that's 500 K.
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Choosing the lighting scheme
00:00We discussed setting up lighting extensively in its own chapter, but you have to
00:04consider lighting when you're in the Rendering dialog and choose an appropriate
00:07scheme for the kind of rendering that you wish to create.
00:10So, if we look at the Rendering dialog, in the Lighting area we will see that
00:13there's a Scheme dropdown and if we open it up, it's actually got six choices.
00:19Three of them are exterior renderings, and three of them are for
00:22interior renderings.
00:23There are pretty much the same options under each kind of rendering.
00:26So we can either render with just the sun, just artificial lights, or a
00:30combination of both.
00:31So that seems pretty logical; we've got all the bases covered.
00:33We have talked about how to set up both the sun and artificial lights in
00:38the lighting chapter,
00:40so here we're just going to talk about choosing the different schemes and the
00:43impact it has on rendering.
00:44Now once again, you are weighing quality with time.
00:49That's almost always the balancing act that you play when you're generating a
00:53photorealistic rendering.
00:54How much quality do I want,
00:56how good of a rendering do I want, and how long is it going to take for me to get it?
00:59Where lighting impacts that is typically in the sheer quantity of lights that
01:04are involved in the calculations.
01:06If you do a rendering, either interior or exterior, with the sun only, it will
01:11generally take less time than if you introduce artificial lights.
01:15Each artificial light that you add to the rendering is going to add to the time.
01:20Now don't let that be a deterrent to using artificial lights, but just be aware if it.
01:24If you recall in the lighting chapter specifically in the Lighting Groups movie,
01:28we talked about ways that you can mitigate the amount of influence that the
01:32artificial lights will have in your scene.
01:34So, if you've got a collection of artificial lights that are in an area that's
01:37not seen by the current rendering, then you can turn those off using lighting
01:41groups so that they don't contribute to the overall time that it takes to do the calculations.
01:46So far in all the renderings we've done, we have done sun only.
01:49Now right below that you have the Sun Setting, and you may recall in the chapter
01:53on location that we saw this Sun Settings dialog.
01:57So we are not going to reiterate the dialog here, but we are simply going to say
02:01that if you've previously configured a Sun Setting and saved a preset, then all
02:07you need to do in the Rendering dialog is click that Browse button and choose
02:12the preset that you want.
02:13Now in all the renderings I looked at a few moments ago, I kind of felt like the
02:18light was a little dim, and the main reason for that is it was set to this Early
02:23Morning preset, and the time was only 7:00 AM.
02:26So at that time of day the sun is still pretty low in the sky, and it wasn't
02:31generating as much light.
02:33So I am going to change to this Front (Late Morning) preset, and the Late Morning
02:39preset here is going to increase the time by a couple of hours to 10:00 a.m., and
02:43that should give me a little bit more light in my rendering.
02:47I am going to click OK. And one of the ways I can test this to see whether I am
02:50going to be satisfied is to quickly turn the shadows on in the view.
02:54Now what I'm looking for here is I don't want the shadows to actually move too
02:59far and start obscuring the front part of the building.
03:02So if I go back to the Choose sun location browse button, go back to Early
03:07Morning and click Apply,
03:08you are going to see the shadows change. And so the tower, for example, is a
03:12little bit more directly lit than it is when we do Late Morning, where a part of
03:17it ends up in shadow, but the part that's still directly lit will be lit with
03:21more intense sunlight.
03:23So I think it'll be a nicer effect.
03:25So I am going to OK out of there.
03:27If you decide to introduce artificial lights into your scene, then you can
03:31choose both Sun and Artificial.
03:34When you do that, the artificial lights button will light up, and this will give
03:38you access to all your lighting groups.
03:40And so I could turn off any groups that don't contribute to this exterior
03:44rendering, but I could leave on groups that do. For example,
03:49I have some lights out here on the exterior walkway and there are some spot-
03:53lights here lighting the outside of the tower.
03:57So I could keep those lights turned on to add light to the scene and turn off
04:02the ones that don't contribute.
04:04But at 10:00 a.m. it's not likely that the artificial lights are going to add too much effect.
04:09They may add a little bit, so you might want to do an experimental medium-
04:13quality rendering, for example, in just a small region, to see exactly what the effect is.
04:18So let's go ahead and make sure that we've turned off all the lights we don't need.
04:26I don't need any of the offices or the conference room.
04:28I will leave on the exterior walkway and the spotlights on the exterior. Click OK.
04:35Let's do Render region.
04:38Maybe put it around an area here where I can clearly see some of those exterior
04:42lights. And the spotlight is actually turned off, but its right about here. And
04:47let's go ahead and render that at Medium detail and see what that gives us.
04:49Okay, so we can see now the result of that small area at the Medium quality setting.
05:00You may have noticed it took considerably longer to render that little section
05:03there, and that's because I still have my Resolution set at Printer resolution of 300 DPI.
05:10So I certainly could have canceled the rendering in between, what I wanted to
05:14point that out to you before doing that.
05:16But if you discover that one of your settings is still set from a previous
05:21rendering, sometimes it can be a little frustrating that you have to cancel out
05:24and restart, but you want to really double-check all the settings in the Render
05:28dialog box before you click that render, particularly if you've walked away from
05:32the computer and you come back and it's still chugging away and then you're frustrated
05:36that you have wasted a lot of time.
05:37So just kind of keep that mind.
05:39Now the other thing is, you will see here that the artificial lighting had very
05:43little effect on the rendering here, and that's really because of the time of day
05:48and the intensity of the sunlight and so on.
05:50What I will do is I'll drop this Resolution way down to 75, and I'm going to
05:56change this to Exterior:
05:58Artificial only, which doesn't make a whole lot of sense.
06:01It's not like we could turn off the sun in real life, but let's go ahead and
06:04do it here in Revit.
06:06Now before I do, I am going to take this rendering that I have created and I am
06:09just going to save it for safekeeping.
06:11So I am going to click the Save to Project, and it will ask me for a name here
06:16and I'll just put Test Render. And I always like to say something about the
06:21settings I used, Medium and the Region and click OK.
06:26Now when I render it again, it's still that same region, but now it's at lower
06:31dpi, and it's not going to use any sunlight.
06:34So it should be pretty dramatically different of a result.
06:40So we sort of have like an eerie nighttime effect here.
06:44Actually, it's nighttime in a part of the world that has absolutely no light pollution.
06:48I doubt it would ever be quite this dark.
06:50But you can see that those artificial lights are doing something in the scene,
06:55but they're just not doing a whole lot, because the intensity of those lights is
06:59just being way overpowered by the sunlight.
07:02So, usually when you combine both in an exterior scene you're only going to
07:07really see results if the sunlight is really dim, like early, early morning or
07:11late, late afternoon, and if you have some pretty significant-power artificial
07:15lights, like some streetlamps or some wall washers and other things that are
07:19meant to really light up the scene.
07:20So keep that in mind when you're planning your lighting.
07:23It is possible to combine, but you want to do it strategically.
07:28So the Scheme dropdown offers you those six options: three for Exterior,
07:32three for Interior.
07:33You can combine either artificial light or sunlight, or combine both.
07:37You are using the existing Sun Settings that already in your file when you turn
07:41on the sunlight, or you can actually add additional presets if you like to. And
07:46with the artificial lights you have access to all your lighting groups.
07:49So all that work that we did ahead of time to set up the lighting, the location,
07:53the sun's time and date, all of that is preserved and accessible here from the
07:57Render dialog, making it really easy for us to turn on exactly the lighting
08:02effects that we are looking for.
08:04So another thing to be careful of--I have a quick example to show you right here.
08:07This is an example of that same rendering done with the wrong lighting scheme.
08:11This is the Interior:Sun lighting scheme as opposed to the Exterior:Sun lighting
08:16scheme, and as you can see, it's pretty dramatically different.
08:19The sun is absolutely washing out the scene completely.
08:23So the interior scene uses a different algorithm to generate interior daylight.
08:28So if you ever completely bleach out your scene then just double-check the
08:31settings. That's probably what happened.
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Applying background settings
00:00All right. Let's take a look at the Background settings in the Render dialog.
00:04Revit is capable of putting a few different things in the background for us.
00:08We can either have it automatically generate a sky with clouds, we can just use
00:13a solid color, or we can actually use a PNG or JPEG or something of that nature.
00:18So let me open my Render dialog, clicking my little teapot icon, and the
00:23Background settings are down here toward the bottom.
00:25And what you see is we've got a Style dropdown and then depending on what you
00:30choose for the Style dropdown, the options here might change.
00:33So let's start with the Style, and you'll see that the first several options are
00:37several different variations of sky.
00:39We can do a sky without any clouds all the way to Very Cloudy.
00:43So you can choose any one of those options, and those will be generated
00:46automatically in the background.
00:48So, let's try a few clouds and come over here and click on the Region render,
00:56select this box, and I want to size it around an area of the sky.
01:04And let's drop the Quality down to Low, just so that we don't have to wait quite as long.
01:08We'll use the Screen resolution, and we'll keep our Sun Settings the way they are.
01:12Let's go ahead and give that a try.
01:15So there's the results.
01:16You can see that we've got a little bit of a blue sky with some sort of very
01:19subtle clouds mixed in there.
01:21It's a very subtle effect.
01:23The clouds are not really contrasty.
01:25Sometimes that kind of bothers me a little bit, but it introduces a little bit
01:28more realism to the scene and is certainly may be a little bit nicer than if we
01:33just chose a solid color.
01:34That is an option here.
01:35I can go to Color and pick a solid color, but then I wouldn't get any of that
01:40cloud effect at all.
01:41It would just be the single continuous color.
01:44So this is a little bit nicer, a little bit more realistic.
01:46Now the only trouble is if you look down here by the horizon, there's this
01:50sort of gray band here.
01:52The model ends here where the grass is and then there's no model, and the
01:56horizon line is there.
01:57And so in this little area in between, Revit just fills it in with some gray.
02:01It's not sure what else to put there.
02:03That probably is not going to look so believable.
02:05So we really need to do something in that area.
02:07Now there's a few solutions we could do.
02:09We could put a wall there, build a fence, add some more trees, to kind of cover
02:13up that area, so that we don't actually see the horizon line.
02:16But if that's not an option, then we've got to look at some other
02:19opportunities there.
02:20And one might be to actually use the final option here on background, and
02:25that's the Image option.
02:27So if I open up this dropdown and choose Image, I can customize the image.
02:33Now, I've provided a couple background image samples in the Exercise Files that
02:38you can choose from.
02:39At the moment, I'm choosing this one here called Field01.jpg.
02:43If I go to Image, there is also Field02.
02:45You could choose either one, but I prefer Field01,
02:48so that's the one I've got loaded in right now.
02:51The image can be Original Size, but you'll see that it's rather large.
02:55Now that might actually work in this image, depending on the scale that we're looking for.
02:59So you could certainly do a test rendering and see whether or not that scale
03:02would work for the image or not.
03:04Stretch would scale it in both directions, but it wouldn't maintain the proportions.
03:09So I'm not a really big fan of Stretch.
03:11Height and Width stretch it proportionally, but as you can see, depending on the
03:17proportion of the image compared to the proportion of your rendering,
03:20you're going to want to choose the one that actually fills the available space with the image.
03:25You don't want these blank bars at the end.
03:27So in this case, I chose Width.
03:29Now you can fine-tune it down here with Offset and use those little spinners to
03:33shift it in the Height and Width directions by positive and negative numbers if
03:37necessary, so if the horizon needs to come up or down a little bit.
03:40So, that's all just a little bit of trial and error.
03:42So I'm going to OK that, leave all the other settings the same.
03:46Let's click Render again, and see what this does for us. There we have it.
03:52I'm doing a Region render, and sometimes the image slips a little bit.
03:55So don't worry too much about this black bar here;
03:58that's actually going to go away in the final render.
04:00But you can see that the image positions itself pretty well and is not too bad.
04:05It's actually kind of believable in the scene.
04:07The shadows are a little long.
04:09If somebody looked at it closely, they might call that out as an issue.
04:12But I think the sky is a lot nicer.
04:14It's definitely a much more natural blue, and that kind of brightens the whole image.
04:19So if you can get the scale and proportion of the image right and if those
04:23shadows aren't too distracting, I think this one could work.
04:26So the next thing to do would be to turn off Region render and actually
04:30render the whole scene at a low detail, make sure that it's doing what you
04:34think it needs to do.
04:35If you need to, you can go into Customize and start shifting it a little bit
04:38and then do your final rendering after that.
04:41So, Background options give us either the auto-generated sky, a solid-color
04:46background, or we can drop in an image.
04:48The biggest challenge you have with dropping in an image is finding an image
04:51that's suitable for your scene and that is believable.
04:55You want to make sure that the perspective isn't way off from your scene or that
04:58the light and the shadows aren't going in a totally different direction.
05:01So if you can find an image that makes it believable, I think it can actually
05:05be a real complement to your rendering and just a finishing touch that you're
05:08looking for.
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Adjusting the exposure controls
00:00In this movie we will look at the final area of the Rendering dialog, the
00:04image settings at the bottom of the dialog. That includes the Exposure Control
00:08settings and some Export options. And to do this, I thought we would switch over
00:12to an interior rendering.
00:13So I am in a file called Interior Rendering, and I'm in a view called Interior,
00:17just a 3D camera view. And I am going to open up the Render dialog, clicking my
00:21little teapot icon. And the main areas that we are going to focus on is down
00:25here, the Adjust Exposure, Save to Project, and Export.
00:28Before we do that, let's get a rendering going.
00:30So just double-check all our settings here.
00:33Because we are working on screen and I want the rendering to go
00:36relatively quickly,
00:37I am going to go with a Medium preset.
00:40I am going to change to the Printer Resolution at 150 DPI because 750 pixels
00:46is a pretty good medium size that I want to work with, and I get a little more control that way.
00:50Because I'm in Interior, I want to switch to one of the interior lighting schemes.
00:55Now I could do just the Sun.
00:56I've got these big windows, lots of daylight coming in--
00:59You can see from the shadow display--and I would probably be okay for this time of day.
01:03I am going to choose Sun and Artificial just because. Now the artificial lights
01:07will probably not contribute a whole lot to the rendering, but if the time a
01:10day were early in the morning or late in the afternoon, they would contribute a little bit more.
01:14So I'll let you experiment with that a little if you like.
01:16Now just to speed things up just a touch, I am going to go to Artificial Lights
01:20and just check all of my light settings.
01:23I've previously turned off some of the sconces that are behind the camera and
01:26left on only the lights that we can basically see in the view.
01:29Now that's not necessarily what you'd want to do in all situations, but again,
01:34for this demonstration it should serve our purposes well.
01:36So I've got that and I am not going to bother putting any kind of sky, so
01:40I'll just leave it Sky: No Clouds and leave it at that.
01:44Let's go ahead and generate the rendering to get us started and see what we get.
01:52Okay, so here's our result.
01:53Now you can see that the rendering is a little bit washed out.
01:57Somebody turned up the sun really, really bright.
01:59Obviously, the light coming in is really blasting out the scene, and it's a
02:02little difficult to make out the details.
02:04That's where this Exposure Control will come in.
02:07So if we click on this, one of the really nice things about the rendering
02:10engine that's being used here in Revit, the mental ray rendering engine, is that
02:15it stores information in the pixels of the rendering, and you can actually
02:19adjust things on the fly.
02:21At the moment here, I'm looking at all the default settings.
02:24Now these little dials are somewhat bizarre in their ranges, like for instance
02:28this particular one can range from -6 all the way to 16.
02:34Now where they got that range from, I really couldn't say.
02:37I'll just do Reset to Default; it defaults to 9.
02:40So obviously we certainly don't want this image any brighter than it is.
02:44If we did, it would just blow it out even further.
02:48But maybe if we boost it up just a little bit, even just a little bit higher,
02:52like 10.2 here, you can already see the big difference in the rendering.
02:57We can start to see a little of the horizon in the background. The details are
03:01popping out a little bit better over here.
03:03This is akin to the exposure control on a digital camera, and that's
03:08basically what this is doing.
03:10Now if you want a little more fine- tuned control and if you're familiar with
03:13image-editing software like Photoshop, you can actually adjust the
03:17Highlights, Mid Tones, and Shadows. And again, each one of these works on their own scale as well.
03:22The best way to get a little bit more detailed description and to learn about
03:25the range--for example, Highlights goes between 0 and 1 and Mid Tones and
03:29Shadows is between 0.1 and 4.
03:32Now why they're not all on the same range, I couldn't say.
03:35But you can go to this little Help icon right here, and that will explain to
03:38you all the ranges that are being used here, like the White Point, there are
03:41some good tips in there.
03:436,500 is the white balance for daylight.
03:47If you're lighting your scene only with incandescent light, they recommend you
03:51start at about 2,800 and work your way up from there, or use the manufacturer's
03:55recommendations from the web site.
03:57So there's a couple of different ways you can set some of these things.
04:00If I want to brighten up the Highlights a little bit, again in this image, not
04:04really sure I'd want to do that;
04:05I might actually want to darken them just slightly.
04:07And you can kind of see it was really subtle.
04:09So these settings are much more subtle than the overall Exposure value, so I am
04:14just going to adjust them slightly.
04:16You can see the Mid Tones had a little bit more of a dramatic effect.
04:19The Mid Tone is if you took all the pixels in the image and mapped them on a
04:25chart and say, okay, here are all the dark ones on one side.
04:28Here are all the light ones on other side.
04:30The Mid Tones is everything in between.
04:32So when you do this, you are kind of shifting and pushing those.
04:35In Photoshop, that would be called a histogram.
04:37That's basically what we'd be adjusting here.
04:39I can make the image a little cooler by adjusting that.
04:43It doesn't take very much. If I drop it down to 5900,
04:47You can already see that there's a little more blue in the image.
04:50It's gotten a little lighter, a little cooler.
04:53If I boost it way up here, it's going to become very warm.
04:56So this is a really helpful setting here to set the tone of the image, and then
05:01of course you can have a lot of fun with saturation.
05:03If I want to make this just a black-and-white image, I can boost it all the way down to gray.
05:08If I want to make it look like some weird illustration, I can go all the way to
05:12Intense and really whack it out.
05:14Feel free to experiment with some of these settings.
05:17I am going to leave my Saturation about where it was.
05:20I like my White Point here to be a little bit lower than the default.
05:24I just want it to cool this image off just a little bit. I am going to leave
05:28these other settings the way I have them-- about 10.2 is fine here--and I'll click OK.
05:33So when I'm satisfied with the results and I've got a rendering that I can
05:36live with, the next thing I'd want to do is either save it to the project or export it.
05:42If I click Save to Project, it actually just adds this rendering to the Project
05:46Browser in this project.
05:48So if I click that, it will give it a name.
05:50Usually I like to put in the settings that I used,
05:53so something like Medium 750 x 450. And you might even want to put in some of
05:59your Exposure settings if you wrote them down, but for now I am just going to
06:03write Exposure to remind myself that I made changes.
06:06That would show up over here, under Renderings.
06:10I already had a couple in this file, but there is the one that I just created.
06:15The other thing you can do is export it.
06:17When you export it, you're creating an image file.
06:20Now, you may remember that I only used the default sky in the background.
06:25So I am going to show you a little tip here.
06:26I am going to put this in my Exercise Files folder, and I'll just call this the
06:31same basic name here, just put Medium for now. And I always like to put the
06:36resolution in the name, just so I know what I am working with.
06:39And instead of a JPEG, I am going to change the file format to PNG.
06:45When I do that and save it, Revit will actually take all the areas that were sky
06:51and make them transparent.
06:52So let me switch over to Photoshop and show you what that looks like.
06:56So here I am in Photoshop.
06:57You could do this in any image-editing program. And you'll notice that that
07:01little checkerboard pattern appears in all the windows.
07:05Those are the transparent areas of the image that had the sky.
07:08And what I can do is if I forgot to load in an image, or I didn't have one
07:12handy, I can save it off this way, and now I can create a new layer in Photoshop,
07:17and I can drop in my background image after the fact.
07:19Let's go ahead and drop the background in real quick then.
07:21So I am going to go up and open an image that provided in the exercise files.
07:26I've provided you a few samples.
07:28You can actually choose whichever you want.
07:29I've pre-sized this one to match the resolution of our rendering.
07:33So it's 750 pixels wide.
07:35It's this sort of mountainous scene here.
07:37I am going to select everything and do Ctrl+C to copy it.
07:41Let me come over here to my Rendering and do Ctrl+V to paste it,
07:46take this layer, drag it underneath the first layer, and you'll see that it shows
07:50through in all the transparent areas.
07:52If I want to adjust, I can just sort of move it around slightly.
07:56Now, I resized it to match exactly to 750 wide.
08:00If you want to be able to move it side to side and maybe resize it a little bit bigger,
08:04I have provided the full-size image if you want to experiment.
08:07So then we could save off the image and use that as our final rendering.
08:11You can also do additional exposure control adjustments in your image-editing
08:15program directly here.
08:16I just want to point one other thing here.
08:19You'll notice that there's this little gap here.
08:21It kind of looks like the ceiling is really bright.
08:23The reason for that is the ceiling plane in our Revit model was actually floating.
08:28So what you're really seeing there is the wall going up beyond there.
08:31So it does look a little unnatural, maybe, in the rendering, but I think it's
08:35exactly correct just because of the way the design is set up.
08:38So that's the Exposure Control button.
08:41The really handy thing about Exposure Control is you can actually save it with
08:45the Render Settings.
08:46So if you want to render ahead of time with certain exposure settings that
08:49you've pre-determined, you can actually build those right in and save that as
08:52part of the view--and you see that when you go to the Render Settings view is
08:57the Exposure Control is right here.
08:58So that actually is part of the Render Settings of the view.
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Generating rendered output
00:00So we've created lots of renderings, both interior and exterior, and I'd like to
00:04discuss in this movie the various ways we can output those renderings and
00:08summarize all of our various options.
00:10And we've looked at a few already, but we'll just make sure that we've
00:12covered all the bases here.
00:14Now I'm in another interior scene. I'm looking at the 3D lobby in the Office
00:19Interior Render file.
00:20Down here under Renderings, I've got a Draft rendering that I used to just kind
00:25of see how things are shaping up.
00:26I can see its a little rough in spots; obviously, it's Draft.
00:30And then here's a high-quality version of that rendering.
00:32It's using a lot of daylight, and there's some artificial light, and so on.
00:36If you want to generate the rendering yourself, you can go to that 3D lobby view
00:41and adjust the settings and try making another one.
00:43But let's say that I wanted this rendering and I wanted to output it now in some way.
00:47Of course, you've seen in the last movie and right here that we can just save
00:50those renderings to the project.
00:52Let me just remind you how that was done.
00:53If I'm in the 3D view and I have the Render dialog open,
00:57it's just the Save to Project button.
00:59But of course to do that, there has to be an active rendering.
01:02Right now, you see Show the rendering is grayed out. Save to Project is grayed out.
01:06Until you actually render, you won't have those options available.
01:09So it's a pretty good idea to save them to project as you go along, or to export them.
01:14If you don't do either of those things and then you close Revit, the rendering
01:18is basically lost, and you have to render it again.
01:20So it's not a bad idea to do this.
01:22Saving them to project can increase the file size of the project, so just be aware of that.
01:26It can be a good way to preserve your renderings while you're moving along
01:30quickly, without having to spend a lot of time exporting them.
01:34But as I say, it can start to really increase the file size if you end up with
01:38lots and lots of renderings there.
01:40So if you're in that situation, what can you do?
01:42Well, let's say I wanted to keep this rendering, but I want to move it out of the project.
01:46One of the options we have for outputting is we can go to the Application
01:49menu, the big R, we can go to Export, and under Images and Animation, we can just choose Image.
01:56And this will give us an Export Image dialog.
01:58Up here, you choose the location where you want to export the image to.
02:02You can click Change here and browse to any location on your hard drive.
02:05We can do the Current window only, or you can even do this option, which I like,
02:10Selected views/sheets, and then you click the Select button right here.
02:13I'm going to uncheck Sheets, leave Views only, scroll down.
02:18All of my renderings will be listed here.
02:20So I could actually export an entire collection of renderings all in one
02:23shot, or I can just leave it the Current window, which is what I'll do for this example.
02:28The default actually fits it to a size, so it's going to resample the image
02:32down to a small size.
02:34I don't typically recommend that.
02:36I think you want to do Zoom 100% and actually export the image the size you created it.
02:42So if you created an image at 1,200 pixels wide, you don't want it to be
02:46downsampled to 500 pixels.
02:47You're going to lose a lot of quality.
02:49So choose Zoom to 100% in most cases.
02:52If you need to scale the image, scale the image in an image-editing program.
02:56They do a much better job than Revit is going to do.
02:58So my recommendation would always be to export it at 100% scale.
03:02Then down here, depending on the kind of view that you're exporting--because you
03:06can actually use this Export Image command for any kind of view;
03:09it's not limited to just renderings.
03:11You can export floor plans this way or elevations this way.
03:14So it says if it's a Shaded view, what file format do you want to use?
03:18And if it's a Non shaded view, like this rendering, what file format do you want
03:22to use? And you can choose any format that you prefer.
03:25I tend to like PNG, but there are other choices.
03:27And then of course you can set the Raster Image Quality.
03:30And again, my recommendation would be, choose the same quality that you
03:33generated the rendering at, and then if you need to resample it or anything, you
03:37can do that in your image editor.
03:39When I click OK, it'll generate an image on the hard drive in that location.
03:44That's all there is to it.
03:45So that's how you export an image.
03:47Another great way to prepare an image for output is maybe you want to print the image.
03:51So you can print it directly from this view.
03:54I could just go right up to the Application menu and choose Print, and that
03:57would work just fine.
03:58Or, you can actually open up a sheet in your project, and you can see that this
04:01sheet here already has some 3D views on it.
04:04And I can simply take a rendering and drag it and place it on the sheet.
04:10Now, how does it know how big to make it?
04:12Well, that gets us back to that size again.
04:16So the size that we created this image, this particular one, is 900 pixels wide.
04:21That's what it's using to determine how big that image is.
04:25Now the default is to lock proportions.
04:26You could use these grips and re-stretch it, but you've only got 900 pixels to work with.
04:32So, if you start to create it larger then what it's going to do is just get
04:37fuzzy because it's going to take those 900 pixels and start stretching them
04:41out over a larger area.
04:43Within reason, you might be able to stretch it a little bit larger, but just keep
04:46that in mind that if you stretch too far, it's going to not look so great.
04:50And then of course this is just on your sheet now, and you can print it right
04:53along with the rest of the document set.
04:55So those are probably the two most popular ways that you can output your images:
05:00either drag them to sheets or export them as image files and process them
05:03further in your image-editing program of choice.
05:06Just make sure you keep in mind those resolution factors, and you should get some
05:10really great quality output.
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7. Walkthroughs
Creating a walkthrough
00:00In this chapter we will generate a walkthrough.
00:02Walkthroughs allow us to create a camera that moves along a path through your project.
00:07You can make adjustments to the path and generate the walkthrough using any of
00:11the visual styles you have, or you can even render it frame by frame.
00:14The process is fairly straightforward, but there are a few little gotchas along the way.
00:19So we'll move through it systematically in the next several movies.
00:22So let's start by actually creating the walkthrough path here in this movie, and
00:26I find that the easiest way to do that is from a plan view.
00:30And the plan I am going to use is a site plan view.
00:33So I am going to duplicate this site plan, rename it, and call it Walkthrough Temp.
00:42Now, the site plan is cut way, way above the roof.
00:46So if we scroll down here on the Project Browser and locate the View Range, you
00:53can see it's cut at 200 feet, because it's the site plan.
00:56That's appropriate for a site plan, but in this case I'm actually going to start
00:59from outside the building and walk into the building, so I want to actually be
01:02able to see into the floor plan a little bit.
01:04So I am going to drop the Cut Plane down to 4 feet, click OK.
01:08Now when I zoom in, because this started from a site plan, it doesn't show any
01:13doors or any fixtures or anything like that. It's still a pretty rough view, so
01:17it's not a traditional floor plan. But for the purposes that we want to use it
01:21for, which is just a layout the walkthrough path, it should serve just fine.
01:25Now it might be nice to take a little walk here coming in towards the building,
01:30maybe walk under our little tower over here, come down the awning, and then into
01:34the lobby, so let's do that.
01:36So I am going to come over here to the View tab, click on the 3D View button, and
01:40choose the Walkthrough button.
01:42It's got settings similar to any other camera. Here is your height above level;
01:45that's basically your eye height.
01:47And I am going to start over here by this tree, and I am going to walk over in
01:52this general direction, right about here, and maybe I'll curve just a little bit.
01:56I'm going to stop right in front of there.
01:59And then what you generally want to do is you want to place more than one point
02:03at a curve, because you notice how it starts to bend.
02:07If I'm not careful, like right here, if I click this point, you see how I get a
02:11nice tight curve there; but if I try and pull this too far, look what happens.
02:16It makes this big, big loop.
02:18So what I want to do is after I click that point I want to kind of just step
02:21over here and click again, and now I can make a straight path down the pathway here.
02:27So sometimes it's a little tricky, but if you just make two clicks, sometimes it
02:31allows you to make a sharper curve right there.
02:34So I can kind of come into the lobby right here, take a little turn here, click
02:39over here, and end up over here by the stairs. And I'll just press a single Escape
02:44to exit out of there.
02:46Now the path is still lit up here because it's still selected, and what you can
02:51do next is go right to Edit walkthrough.
02:55Now be careful, because if you deselect, it actually goes away.
02:59So what happens if you deselect and it goes away? Well, scroll down on the Project
03:04Browser and under Walkthroughs, you'll find Walkthrough 1.
03:07So I am going to double click on it, and that will actually opened it up. So if
03:13you accidentally deselect it, that's all you've to do is go locate it on the Project Browser.
03:19To get control over it and to actually move along the path, you have to select
03:24this frame out here.
03:26Now this part is not at all very intuitive, in my opinion.
03:29You've got to select the frame of the camera out here.
03:32When you do, that will give you the Edit Walkthrough button and when you click
03:36that, you'll get a series of controls here.
03:39So if it's still selected in the site plan, you can go right to Edit Walkthrough
03:44from there, or you can go back to the Project Browser, double-click it, select
03:48the frame, but either way you're looking for that Edit Walkthrough button.
03:52That's the button you need, and that's going to allow you to move along the path here.
03:56The tricky thing is is we're at the end of the path, and they've got some buttons
04:00over here they kind of look like VCR buttons, and you can click this to go
04:04Previous Frame, but notice how its going just a little bit at a time.
04:07Well, a walkthrough is made up of a series of frames. There's actually 300 of them
04:12right here; that's the default quantity.
04:14Wherever we clicked to place a camera when we were placing points in the
04:18site plan, those are considered keyframes; so if I click this, I am jumping
04:22back in bigger steps.
04:24Now it still would take me a while to jump all the way back, so what we're going
04:28to do instead is I am going to come over here to the Frame field and I am going
04:33to type in 1 and press Enter, and that will take me back to the first frame.
04:38Again, a little counterintuitive there, but I can reset back to the first frame.
04:42Now the other thing that you want to look for is there is two active tabs up here
04:46on the Ribbon. So we've got Modify Cameras, which really is mostly grayed out
04:50because the active frame was the only real editable feature there.
04:53But here if I click the Edit Walkthrough tab, that takes me back to the VCR buttons.
04:59If you deselect out of the walkthrough, it'll warn you that you're quitting
05:04editing the walkthrough. It will say, "Are you sure, you want to do this?"
05:07If you say Yes then all those buttons are going to go away; if I say No then I am
05:11going to stay in it.
05:12That's what that message means right there.
05:15So what I want to do now is click this Play button and when I do that, it'll
05:19start walking through, and we'll really consider this a rough cut, just from the
05:23points that we picked.
05:24Now you can already see kind of what's happening here. We getting a little bit
05:28dizzy because each time we click a point to place a camera there was that
05:33curvature of the path, and Revit is interpolating all of the in-between frames
05:39from our keyframes. And when it does that, it's just sort of rotating the camera
05:44along that curved path.
05:45One of things we're going to look at in the next movie is how we can go in and
05:49start actually manipulating that camera along the path so that we can control a
05:53little bit more where we're actually looking as we move along the path.
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Editing a walkthrough
00:00In this movie we are going to take an existing walkthrough and
00:02begin manipulating it.
00:04We are going to specifically focus on the cameras and their orientation along the path,
00:09so let's take a look.
00:11I am here in the file called Walkthrough Edit,
00:14and I have a walkthrough already in this file called Walkthrough 1.
00:18I am going to select the crop region of the walkthrough, and as we discussed
00:24previously, that is how we get the Edit Walkthrough button.
00:28What I actually want to do is edit this walkthrough from my temporary plan view.
00:34So I am going to open up the Walkthrough Temp and because I selected that crop
00:40region in the walkthrough view,
00:42it's still highlighted here as being selected.
00:46So it's a little tricky because you can't go directly to the Walkthrough Temp
00:49view and actually find the walkthrough object and select it;
00:53you have to first select it in the Walkthrough view and then switch views, and
00:58you can see it here.
00:59And what I want to do is click the Edit Walkthrough button from this view, and
01:04that's going to give me access to the individual cameras.
01:07Now let me zoom in just a touch more here.
01:10What I'm interested in is this little pink grip right here, because if I grab
01:15that and start to drag it, I can turn the camera.
01:19And so this is the key to getting rid of some of that seasickness that we were
01:23witnessing as we went through the walkthrough, and the camera was sort of doing
01:27the little whiplash action.
01:29So if I come up here on the Ribbon and click Next Key Frame, that camera is
01:34going to jump to the next orange dot.
01:36And if necessary, I can adjust my viewing angle again.
01:41Go to Next Key Frame. Maybe I want to start turning my head a little bit here,
01:45Go to Next Key Frame. And again, at this point would probably be looking down the
01:50pathway. And you basically just continue doing this, and what I want to do is keep
01:55my head pointed forward even though
01:58I'm moving down this path.
02:00So maybe over here I want to start looking into the building. And it takes a
02:06little bit of trial and error, a little bit of a painstaking process here. Maybe
02:13at this point I want to start turning all the way around and looking at the
02:17reception desk, like so.
02:20Let's give that a try.
02:21Let me click out of there, come down over here, open up the walkthrough, and
02:26let me click Edit again. So again we are the end of the walkthrough here, and
02:31what I want to do is reset back to the beginning, so I am just kind of come over
02:34here in the options bar and type in Frame 1, press Enter, and that puts me back
02:40at the start point. And let's click Play and see how we did.
02:43So the more carefully that you position those little pink grips, the more
02:48natural it's going to feel as you're moving through it.
02:51You still get a little bit of a curve here.
02:53I think the only way I could prevent this one, this sort of swoop feeling like
02:57I'm just on a roller coaster there, would be if I added an additional keyframe
03:01along that path, because I wasn't really getting the control that I need to turn
03:06my head there at that point.
03:08But here you can kind of see that I am keeping my eye focused on the reception
03:11desk, so it's definitely a little bit better.
03:13So you can obviously see that you'd want to spend some time fine-tuning it and
03:17tweaking it, and it's a little clumsy. The interface is maybe not ideal, but
03:22definitely workable.
03:23So take a little bit of time to go through, go keyframe by keyframe and
03:27manipulate the direction that the camera is pointing in, and you can make the
03:31experience walking down the path feel a little but more natural.
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Fine-tuning walkthrough frames
00:00So once you have your path laid out and you've fine-tuned the adjustment of the
00:03cameras and where they're looking, you might want to also get in and fine-tune
00:07the actual keyframes themselves, and the individual frames.
00:11And we have control over doing both of those things.
00:15When I was adjusting the cameras along the path, I noted that it might be nice
00:19to have another keyframe down this quarter here, because we were sort of arching
00:23out and it kind of felt almost like being on a roller coaster a little bit.
00:26So the way that we do that is we start here in the walkthrough view--and I've
00:31just tiled the two views next to one another to make this a little bit easier.
00:35And you notice when I select it, it does highlight over here, as we've seen before.
00:39I'm going to click over here in the plan view next and choose my
00:42Edit Walkthrough button.
00:44Now I'm at an intermediate frame, as you can see from the view in this view.
00:48What I'm going to do is, on the options bar, it says Active Camera,
00:53but if you click that, you actually can edit either the path or add or remove keyframes.
00:58So I want to do Add a Key Frame, and if I move my mouse, it actually sees the
01:05path and kind of follows along there.
01:07And so I think if I just come in here and put a keyframe right there, then
01:13change this back to Active Camera,
01:15I'm going to go to the Edit Walkthrough tab and jump to that keyframe,
01:20I should be able to now have a grip here--you see?--where I can adjust that down a little bit.
01:26I'm going to go to the previous frame, or previous keyframe, rather, and let's
01:29just adjust that slightly.
01:32And that allows me to turn my head and stay a little bit more straight down the path.
01:36So if you want to make those kind of adjustments, you can always add keyframes later.
01:41The other thing that I want to look at here is the Walkthrough Frames dialog.
01:46So with the walkthrough selected in either view, I can come over here to the
01:50Properties palette, and I'm going to click on this button here.
01:53And the primary thing that this dialog does is determine how many frames we actually have.
01:58Now the keyframes are where we clicked and placed our cameras,
02:03but there's a total of 300 frames for the entire walkthrough.
02:07Revit figures out all the in-between frames for us. So each point we click,
02:11it just sort of interpolates and decides how many frames should be in the intervening space.
02:16Now, this is all done automatically by default.
02:19And if you are happy with the speed that you're moving along the path then
02:24there's really nothing that you need to do here.
02:26But if you want to actually start really fine-tuning your animation then of
02:31course you can change the quantity of frames.
02:33You could add more and remove. You can choose how many frames per second.
02:37So the default is 15, which means that with 300 frames, I have a 20-second
02:42long animation, but by adjusting either one of those numbers, I'll change the
02:46length of my animation.
02:48And I can uncheck this box, and now I have complete control over the animation
02:54keyframe by keyframe.
02:56So each of my keyframes are listed here, and you can actually start to speed up
03:01and slow down as you move along the path.
03:04Now, maybe I want to speed up as I'm walking down this quarter here and then slow down again.
03:11So I'll turn off Uniform Speed, and right about here I'm going to accelerate to 2.
03:17Now when I click somewhere else, you're going to see all the other frames adjust.
03:21Everything kind of adjusts and shuffles, because we still only have 300 frames to work with.
03:25Then I'm going to slow down right here, and everything will adjust and shift.
03:31And I have no idea what the result of this is going to be, but let's click OK,
03:35and let's test it out.
03:37So I'm going to back up a couple keyframes. Let's start right there. And then I'll
03:42click over here, and I'll click Play, and let's see what we get.
03:46We could sort of see we speed up, but we sped up only across a really short
03:50period, but now the slowdown is over a longer period because there's a bigger
03:54distance between the keyframes.
03:56So clearly I would have to spend a little more time on this to make it a little
04:00bit more compelling,
04:01but the point is is that it can get kind of boring to just follow along the same
04:06path at exactly the same speed.
04:08So if you actually use the Frames dialog and start varying the speed, you can
04:13make the presentation much more compelling and interesting as people move
04:18along your path.
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Outputting a walkthrough
00:00Well, there's certainly plenty more playing we could do with this walkthrough
00:03and refinements we could make along the path and the keyframes and so on,
00:07but let's go ahead and output it just the same and see what we've got.
00:11You can output your walkthroughs to a variety of file formats.
00:15Revit supports AVIs and other types of movie file formats.
00:19You can also output each frame to an image file and then use composition
00:23software to composite all those different frames together and do it that way.
00:27It really depends on what you're planning to do with the output file when you're done.
00:32In this case, I'm going to keep it pretty simple, and we're going to export
00:35just an animation file.
00:38So I'm going to go to the big R, the Application menu here, go to Export, and
00:43under Images and Animations, I'm going to choose Walkthrough.
00:47When you do, it will bring up the Length/Format dialog, and the default is
00:52to export all frames.
00:54If you were working on a fairly complicated walkthrough that had lots of frames,
00:58more than 300 that we have let's say, you could actually choose a frame range,
01:02tell it what frame you want to start on, what frame you want to end on. And you
01:06can even adjust the frames per second right here in this dialog if you want to.
01:11You probably built the walkthrough based on a certain frame rate, so I don't
01:15know if it would make a lot of sense to change it here, but it certainly is an option.
01:19We're going to do All frames.
01:21And then under Format, you get to choose a Visual Style.
01:25Now we can output to all the same visual styles are available in any Revit window:
01:30Wireframe, of course, which wouldn't look so nice, but it would certainly be the quickest.
01:34Hidden Line, which is what we have on screen right now, what we've been seeing so far.
01:37We can do it in Shaded, Shaded with Edges.
01:40We can even render it.
01:42Now this is a course on Rendering.
01:44We certainly could render it, but you now know enough about rendering to know
01:48that if I rendered 300 frames of animation, that's going to take a
01:52significant amount of time.
01:53So if you plan to render your walkthroughs, I hope you either have a really
01:58powerful computer, or you might want to spread it out over multiple computers.
02:03And that's where doing a frame range would be handy.
02:06Let's say that I was going to do the 300 frames, and I wanted to render them.
02:10Then what I would do is if I could spread that over let's say 10 computers at
02:15nighttime while everybody goes home,
02:17we could break it up. Do frames 1 through 30 and then frames 31 through 60 and so
02:22on across the various computers.
02:24And then in the next screen, instead of outputting to an AVI file, we could
02:29output it to individual image files.
02:31What we'll have when we come back in the morning, if nothing crashed or no
02:36problems occurred, is we'll have a collection of 300 image files scattered
02:41across those 10 machines, and then we can take all those image files and bring
02:45them into image-editing software and composite them together.
02:49In this case, like I said, we're going to be a little simpler about it.
02:51We're going to do all the frames.
02:53We'll stick with the Hidden Line Visual Style, and you can actually change the
02:57Dimensions here. And 576x432 is not bad, but I'm going to actually drop this
03:04down just a little bit.
03:05I'll do 400 pixels x 300 pixels, and that should render a little bit quicker.
03:11And you see that's actually going to zoom it down a percentage of its size.
03:14So let me click OK here, and it will ask me for the name. And I will just output
03:21this to my Exercise Files folder.
03:23And it's using AVI by default, but you can see here that the other options were
03:28for us to create a bunch of image files.
03:30Now if you choose one of these other options, you're going to want to choose a
03:34folder as a destination, because you're not going to want 300 image files just
03:38loose in your project folder.
03:40So you could create a folder called Walkthrough Output or something and output them there.
03:44There are some options. So if you click over there, it takes you back to the
03:49dialog that we were just in.
03:50So if you realize that you accidentally set something wrong, you can come back
03:55in here before completing the operation;
03:57you don't have to actually cancel and start over.
03:59So let's OK that. Click Save.
04:01When we do that, it will ask us what video codec we want to use.
04:05Codec is a compressor software that compresses the frames.
04:09The default is Uncompressed, which is the largest file. But you can also choose
04:14one of these other codecs over here.
04:16I'm going to just go ahead with the Uncompressed for right now and later in
04:20video editing software,
04:21I can take the uncompressed file and then do any post-processing I need and then
04:26compress I after that for whatever delivery output is necessary.
04:29So let me click OK here, and we'll sit back and watch Revit do its work.
04:35Okay, so let's go out and take a look at what Revit created for us.
04:38Go to my Exercise Files folder, and there is the Walkthrough file right there. Open it up.
04:44All right! Let's click Play. Whoa! We're moving a little quickly there.
04:50Might want to slow that down. Oh, there we go!
04:53Right there, it's almost like it was on queue.
04:56So what that tells me is I might want to adjust my frame rate a little bit, but
04:59overall, not bad for a first attempt.
05:01So it all starts with the basic path, and then you go through the path and
05:04you edit the keyframes and the camera settings for where the cameras are
05:08pointing at, generate you walkthrough output, and get ready to wow your
05:12clients and colleagues.
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8. Experimenting with Additional Rendering Types
Creating non-photorealistic renderings
00:00In this movie, I'd like to talk about non-photorealistic rendering.
00:03We have spent the entire course talking about the various ways we can create
00:06photorealistic renderings, and they offer very compelling and powerful
00:10presentations, but there's a lot of ways that we can communicate design ideas as
00:14architects and designers.
00:15Sometimes all we need is a good hidden line view or a shaded view to get
00:18across the design intent.
00:20So in this movie, I'd like to take a look at a few options.
00:23I'm here in a view called Aerial View (Perspective).
00:27What we want to look at here is I'm in a simple hidden line view--down here on
00:30the View Control bar we have a pop-up for our visual styles, and there are several
00:35visual styles that come with the software.
00:37We can do Hidden Line of course. We can do Shaded--it gives us a nice solid
00:42color shading effect.
00:43We have Consistent Colors which is another way to do Shaded.
00:47The difference is you'll notice that instead of a difference in tone there on
00:51the slope of the roof,
00:53it will use the same consistent color.
00:55You can see here we've got a darker shaded area of the roof, and Consistent Color
00:59removes all of that.
01:01We can even go to a Realistic mode.
01:03Realistic mode actually applies the same textures that we're using in the render
01:08materials for photorealistic renderings but just applies them in a more
01:12illustrative way directly to the surfaces of the objects, and it's much quicker,
01:17because we're not actually waiting for a rendering.
01:19It's not quite as photorealistic, but it kind of starts to convey the intent, so
01:23it's a different kind of presentation.
01:25Let me set back to Hidden Line.
01:28If I click on the pop-up, at the top there is a command called Graphic Display Options.
01:33Now here you get a lot more control over what each of these visual
01:37styles actually does.
01:38So here is a reiteration of the same basic choices that we had there in the View
01:42Control bar, the different ways that we want to treat the surfaces.
01:45If I go to a Shaded mode, for example, then I get this little check box
01:49that allows me to hide and show the edges.
01:51Let me show you what that looks like.
01:52Let's click Apply, and I am back in Shaded. The edges are all outlined in black.
01:57If I uncheck this box and I click Apply again, that black outline goes away and
02:02the colors just butt right up against one another.
02:05Now that can be pretty nice over here at the ridge of the roof, but on some
02:10of the surfaces of the walls they kind of feel a little washed out to me.
02:12So I don't think it's quite as effective there.
02:14So my preference is to do Show Edges.
02:16So I'm going to turn that back on.
02:18We have a new feature here called Ghost Surfaces, which was introduced in
02:22the current release.
02:23When I apply that, we actually kind of get this x-ray mode where we're seeing
02:27right through the building.
02:28Now I think this is probably more effective in a smaller view, where you focus in
02:33on a certain area. Maybe you're trying to focus in on a certain room or space or
02:37a certain part of the building.
02:38This could be a pretty interesting and compelling presentation.
02:41For the entire building it might get a little busy,
02:43so I'm going to turn that off. But that's one of our options.
02:48Silhouettes, I love this feature, but I think it needs some work.
02:52I'm going to just show you what it does real quick here.
02:54I'm going to choose the widest line style that I have available.
02:58So, all my line styles are listed here.
03:00What this does is it's going to outline the edges of objects that are at the
03:05periphery of your image.
03:07It's kind of like what we used to do in hand drafting where we would outline the
03:10profile of the 3D view or elevation or whatever drawing we were working on.
03:16You could see it's working really well over here on the edge of the roof.
03:20It's giving me a nice bold edge around there, really accentuating and making that
03:24edge pop. Not quite as successful along these areas over here.
03:28So I love the feature from that point of view.
03:31What I don't like about it is we have no control over it.
03:33You'll notice there is no way here to control where it applies the silhouettes.
03:37Revit is basically in complete charge of that.
03:40Now you do have a little bit of control, but it's definitely a little bit tricky.
03:46If I use the Linework tool on the Modify tab, I can change the Linework Category
03:52to one of my thinner line styles, such as Thin Lines. In areas like over here
03:56where the roof touches the tower and it's not supposed to silhouette,
04:00I could easily remove that, and that solves the issue right there.
04:05In other areas though, it's a little more challenging, because there might be way
04:08too many lines here. And the line goes all the way to the end, and we have a hard
04:12time controlling it, so, a little bit tricky.
04:15But anyway, the Silhouette display can give us an interesting effect but needs
04:19a little bit of fine-tuning.
04:23Show Ambient Shadows, this is a terrific feature.
04:26The first thing we want to do is turn the shadows on,
04:28so I'm going to click Cast Shadows. And I'm actually going to change back to
04:32Hidden Line view, so that the shadows are really clear without the
04:35distraction of the colors.
04:37So let's click Apply.
04:38So there we see the shadows, and by the way, those shadows are being cast by the
04:41preset Sun Settings of Rear (Afternoon) that I have here in this file.
04:46If I turn on the Ambient Shadows and apply that, you get this subtle effect
04:50where you get this sort of pooling of light almost, where it's simulating the
04:55effect of two surfaces when they come at one another at an angle, they sort of
04:59bounce light off of one another. And you can kind of see a little bit of shading
05:03in that area there, or down here along the brick here, you see some shading here,
05:07or there's just a little bit of a texture now on that wall.
05:10It gives the image a little bit more of a warm feel, a little bit more emotional
05:14feel to it, and I think it's a really pretty terrific option.
05:17Now it does work with other views as well.
05:21So if I change this back to Shaded, for example, you can kind of see it taking
05:26effect over here and over here, so it's really a pretty terrific option.
05:29The last thing I want to point out in this movie is the Sun Settings.
05:35I've already made brief mention of the lighting is controlled by our presets.
05:39We've seen these before.
05:40I've got Rear (Afternoon). But down here, the Shaded view right now kind of
05:45feels a little dark to me.
05:46Some of the things you can do here is with these sliders you can start changing
05:50the intensity of the Sun, the Ambient Light, and the Shadows. And what I'm going
05:54to do is just kind of increase the Ambient Light just a little bit, click
05:57Apply, maybe a little bit more, and you see it sort of brightens up the image a little bit.
06:04So you can definitely play around with those sliders a little bit there and
06:07fine-tune the effect to just what you're looking for.
06:10The Graphic Display Options allow us to find-tune the display of the visual styles.
06:15So they all have there preset out of the box, but we can fiddle with them and
06:18make these kinds of adjustments here to either the way the surfaces are
06:21displayed or the ambient shadows or the ambient light and so on and get a
06:25presentation effect that's very compelling, but not very expensive in terms of time.
06:31So unlike a photorealistic rendering, which could take sometimes hours to
06:35generate a really high-quality rendering, here with the visual styles it's
06:38a matter of minutes.
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Adjusting graphic display options
00:00When working with Visual Styles and Graphic Display Options, you can have Revit
00:03generate a background for you, so that you're not looking at just a plain-white
00:07background behind your image;
00:09you can actually put a nice gradient fill back there.
00:11So I'd like to start off by showing you that, and also I would like to show you a
00:15few interesting ways that you can create rendered presentations from plans and
00:18elevations in this movie.
00:20Let's start with Graphic Display Options again.
00:22I am here in a view called Perspective at Entrance.
00:25I am going to click on pop-up for Visual Styles and choose Graphic Display
00:29Options, and down here towards the bottom we have these background features.
00:35So you can either do None or you can do a Gradient fill.
00:38When you choose a gradient fill, Revit will suggest some colors for the
00:41ground, the horizon, and the sky, and you can click any one of these buttons and make adjustments.
00:46So if you want to use a different sky color--maybe brighten it up a little
00:49bit--you can choose the color you want, or you can accept the color that Revit
00:52gives you as a default.
00:53Let's go ahead and apply that, and you will see that kind of puts that nice
00:57gradient blue back there, and there is little bit of gray peaking in over
01:00here for the ground.
01:02Maybe I want to turn on the shadows, apply that. It's starting to look a little nicer.
01:07This is my Late Morning sun. Maybe I want to do my Early Morning sun and see how
01:13that affects the shadows, try that. And of course I like the Ambient Shadows.
01:18Let's try that. And you see how again that sort of darkens everything a little
01:22bit and makes a little bit of shadowing on the surfaces here.
01:25Right there with just a few clicks, I have got a really nice interesting
01:29presentation that I could put on a sheet and print out, and it starts to convey
01:33the overall feel of the approach from this angle of the building.
01:38All of the work that we've done throughout the course for rendering has taken
01:42place in a 3D view, because that's required by rendering, if you are doing actual renderings.
01:47All the stuff I just showed you works perfectly well in floor plans,
01:51elevations, and sections.
01:53So, for example, if I took this floor plan and I duplicated the view without
01:57any detailing and just made a plain old view of just the floor plan, I can turn on shadows.
02:04I can go to Graphic Display Options, and I can turn on Ambient Shadows.
02:09I can change the Display mode to a Shaded view. And this view I could print right
02:15along with my document set as a shaded shadow-casting plan presentation.
02:22What if I wanted to actually render something like this and start showing the
02:26actual render materials?
02:28Well, unfortunately, you can't render a plan view.
02:31If you look down here at the View Control bar, we don't have the little teapot icon.
02:37It's not allowed.
02:38There is real simple solution.
02:40I'll just go in and create a brand-new 3D view.
02:44So if you notice here under my 3D views, I don't have that curly bracket 3D view, but if I
02:50simply click the Default 3D View button, Revit will create one for me.
02:55There it is right there. And I'm looking at the default southwest axonometric of the building.
03:01I am just going to use my View Cube here, set it to top view.
03:04I am going to take the section box over here and turn it on right there.
03:11I am going to take that section box, pull it in nice and close around the part
03:16of the building that I want to render.
03:17Let's do a nice close crop like that, zoom in a little bit. And if we go to the
03:26front view just real quick, it's showing me the top of the building.
03:30I can take that same section box and just sort of pull it down until I am
03:35cutting through the part of the floor plan I want to look at.
03:38So now if I go back to this view, I am actually cutting through a 3D model at a
03:45plan view. And if I turn on the shadows, you start to see that I am getting
03:50basically the same effect now that I got in the regular floor plan, but now the
03:54difference is, here's my teapot and I could proceed with a rendering.
03:59So you can do this for elevations.
04:01You can do this for plans, for sections.
04:04If you want to render a more orthographic presentation, all you've got to do is
04:08create a 3D view, turn on the section box, crop it the way you want, and then use
04:13the View Cube to the orient it to that orthographic view, and you're good to go.
04:17Proceed with rendering as normal.
Collapse this transcript
Developing a solar study
00:00We have looked at lots of ways we can create presentations from our Revit model.
00:03We have looked at photorealistic renderings and shaded renderings.
00:07In this movie, I'd like to look at solar studies.
00:10We've already set up the sun's position in the sky to help us with our renderings.
00:14In this movie, we're going to take that position in the sky and we're going to
00:16animate it across time.
00:18We can either animate it for a single day to watch the way the shadows move
00:21across the landscape across a single-day period, or we can animate it
00:26across multiple days.
00:27And I'm in a Aerial View (Perspective). And the first thing that I want to look
00:31at is my Sun Settings.
00:36Now currently, it's set to a Still rendering and the Rear (Afternoon) preset that
00:40we've worked on in some other movies.
00:42I can change to a single-day solar study or a multiple-day solar study.
00:47With the Single Day, you're going to set two times--the start time and the
00:51end time--and it will animate the sun's movement across the sky across that single day.
00:56With the Multi-Day, you're going to choose a date range and the time of day, and
01:01it will animate across that period of days.
01:04So for this example, I'm going to do a single-day solar study.
01:06I'm going to change the date to September 1st.
01:09And instead of picking two times here, I'm going to just click this button right
01:14here to make it go from Sunrise to sunset.
01:17So I'm going to let Revit look at the date that I picked and tell me when
01:21the sun rises and sets.
01:22And it's going to create 13 frames from that.
01:25And the reason for that is the Time Interval is currently set to One hour.
01:29So I'm going to change that Time Interval to 15 minutes and that will increase
01:34the number of frames to 52.
01:36Finally, I want to uncheck Ground Plane at Level 1, so that it actually casts
01:40the shadows across my ground surface.
01:43And then I'm going to click this button over here to save these settings as
01:47September 1st, 1 Full Day.
01:49So that's going to be my settings.
01:51I'm going to click OK, and you'll see that shadows get really long and shade the
01:56entire back of the building because we're basically at sunrise right now.
02:00What we can do is click the Sun Path icon here and a Preview Solar Study button
02:06will appear on the pop-up.
02:08We choose that and here on the Options bar, we'll get a little time control--
02:12it's kind of like a VCR--that we can actually put in the individual frame that
02:16we want or a time, or we can just simply click this button right here and play
02:20the entire animation.
02:23So just like that, by setting a few settings in the Sun Settings dialog, we can
02:27watch the shadows move across our site in nearly real time.
02:31Well, why don't we export that?
02:33If you're happy with the preview that you do on screen, all you need to do is
02:37go to the big R, go to Export, under Images and Animations, you can choose Solar Study.
02:44You're going to export all the frames.
02:47Your frame rate per second is listed here, so this is going to be kind of speedy
02:51here. The Total time is going to end up being only 3 seconds,
02:55so I'm going to drop this down to about 5 Frames/sec and that will increase
03:00the time a little bit.
03:02It might feel a little choppy, but at least it'll slow it down;
03:04otherwise it would spike so fast you can hardly see it.
03:08For this one I'm just going to keep the Visual Style at Hidden Line, but you do
03:11have all of the expected choices.
03:14We can shade it, we can use Realistic, or we can even render it.
03:17Now keep in mind, if you render it, you're rendering 52 renderings, so you
03:22better have a lot of time or share the load among several computers in order to speed that up.
03:27I'm going to do 100%, and let's click OK.
03:29This will ask me for a name here.
03:32I'm going to go ahead and add the date to the name and click Save.
03:37So Revit will offer us the different compressor options.
03:42We can do a Full (Uncompressed), or we can choose one of the standard codecs here.
03:45I'm going to do a Full (Uncompressed), click OK, and then just wait for it to do the export.
03:52So when the output is complete, you can go out to your hard drive, wherever you
03:55saved it, open it up, take a look, and assuming you're satisfied with it, send
03:59it off to your client or other recipient.
04:02Now notice that at top it actually puts the date and time for you.
04:05It's kind of a nice touch.
04:06So you can see as it's playing, what time of the day it is as the shadows move.
04:11So the Animated Solar Study is a great tool to get a good understanding of how
04:15your building is positioned on the site and what the effect of the shadows will
04:18be, not only over the building that you're designing, but any neighboring
04:21structures that might have an influence on your project.
Collapse this transcript
Conclusion
Goodbye
00:00Well, this concludes our short tour of the Revit Architecture rendering tools.
00:04Thank you for spending time with me exploring rendering and presentation
00:07features in the software.
00:09I sincerely hope you found the course rewarding and that you learned something
00:12that you can begin using right away in your Revit projects.
00:15Now it's time to begin practicing what you've learned in your own projects.
00:18You can begin using the techniques right away in any existing project or even a
00:22recently completed project.
00:24Good luck and send me a JPEG of your first rendering;
00:26I'd love to see your results!
Collapse this transcript


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