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How do you present a technical design in a way that everyone can understand? Try PhotoView 360, which makes it possible to create photorealistic renderings and animations with SolidWorks Professional and Premium editions. In this course, Gabriel Corbett shows you how to transform a SolidWorks model into a fully rendered animation. Learn how to apply materials and textures (including transparency and reflectivity) to parts and assemblies, set up the environment with cameras and lights, and render a final realistic image. The last chapter shows how to animate your scene and output the final video to share with your coworkers or clients.
A scene is a combination of a background, a floor, and lighting. Think about a scene like a room in your house. If you want to take a picture of a part in the kitchen, you might have a toaster in the background. SolidWorks has a bunch of pre-made scenes you can choose from. Each one has a different background and lighting characteristics. To load a scene, let's go ahead and do the following. Number one, let's go ahead and open a model. I'm going to choose 1.4 choose that assembly TI dash WT1 dash 20, click on open, and I should be in the same state it was when we left it in the last movie.
Now, the first things we're going to do is we're going to turn on the preview render window, and when I click on that up here under the render tools tab, I click on preview render. And, that should open up a little rendering here. It's going to give us this little pop up box that says, hey, it's probably going to look better if you turn on perspective. So you can do that if you'd like. Go ahead and click okay. And here is our preview window of what the rendering is going to look like. So, first time actually we're going to see kind of a representation of what's going to actually render out when we go ahead ahead and actually make this a final rendered image.
And you can see it goes through and does several passes on the part to refine a littler further. And what I'm going to do is I'm going to go ahead and make this quite a bit smaller. So that we can kind of see it in the corner over here while we still move the model around. So anything I move in the main window, will then update the window over here, so you can see exactly where we're at. So we can spin it around. You can look down at the model. You can get a couple different ideas of how its going to finally render out, and things like glass are some of the hardest things for it to render because not does it only have to look at the light rays going and hitting the glass, but it also has to look at the light rays that are passing through the glass and hitting the items that are below that glass and how its reflecting and refracting inside of there.
So that's one of the harder things for it to do. So, you're generally not going to get as good of a representation of the final piece before we actually do the final render to see how it actually looks. And we can control that by the quality of the render we choose, and we'll be going over that in a few movies. So now that we see the item we have, we can notice we still have some work to do. We have to add some colors or textures or materials that some of the interior components here, but the outside is looking pretty good. And you can see we have just have kind of a gray background or like a light off white background, so we might want to change the scene to a new scene.
So to do that let's go up to edit scene, click on edit scene, and you can see any of these scenes over here on the right, I can drop and drag them into the main window. And that'll show up here. It will also show up in the background, so now that I have that scene edited I can see, okay, I've got a blue background now that's going to be showing up. And over here on the left is how that scene is applied to this modeling environment. So, here is the actual file. I can adjust the floor offset, which is going to determine where the shadow is, let's just try playing with that little bit.
You can use as I move that down that shadow actually moves down further away from the part, so you can give the look of, you know, sitting on a table or sitting on a surface or an elevator above the surface if you need to. You can come over here to advanced and you can click the size of the floor, the rotation and angle of the part, and to change these things I'll have to turn auto-size floor off. So I can then spin this floor around. I can also rotate the environment, so I can click on this little icon here and I can spin this environment around so you'll get light coming in from a different angle hitting the different surfaces.
So you, maybe if you had a reflection, notice if you look at the top surface here, we're getting a big reflection on this left hand corner of the glass. if I rotate that light around, now I got a much clearer view of the hands because the lights coming in at different angle and I'm not seeing that reflection there. Then I go ahead and choose a different scene file if I wanted to, right now it looks pretty good though and I can come down over here to illumination. This is going to be how much light is in the scene. So, right now notice that I have 1 watt per square meter squared, and I got brightness and reflectivity.
Don't worry about the units, really. But what we can do, if we want to bump this up, you an see the scene gets dramatically brighter as I drive this number up and down. I can make it darker or brighter. I'm going to go back to 1, because the first one looked pretty good. The rendering brightness, I can bump that up as well. So I can spin this number up, of just how much light is being pushed onto that item. And this would be exact correlation to the real world if you were taking a photograph here. How much light's in the room, versus how much light are we actually, you know, putting on the individual item to photograph.
And I can also play with reflectivity. By adding that up, now I've got a lot of blue reflections that have been added to the item because a lot of that background scene is actually reflecting up on the item, and I really don't want that, so let's go back 1, take it away, then I might even want to go less than that. I don't want a lot of that blue being cast onto my part, but I do want some reflectivity because I don't want to be too dark, right, so I think back to 1 point 0 is just fine. When you're happy with that, go ahead and click okay, and that's at scene.
At any point in time, if you'd like to apply a different scene, just go back over here to the beach ball on the right, come down here choose a different type of scene. Notice up here, we also have other scenes. We have basic scenes, we're just looking at. We have studio scenes and we have presentation scenes. So a lot of different things. We we're talking about before the kitchen background. If I drag a kitchen background in there, we have this thing kind of placed in an odd location here, but you can see I've got a stove right behind the scene in my model. So, it really doesn't apply very well to this type of rendering, but if you were designing a waste basket or, or toaster and you want to place it somewhere in this scene that would totally make sense.
Maybe a dog paw next to these other dog bowls you can see over here in the corner, but in this case that it doesn't really apply, so let's go choose a little bit of something different. Let's go to studio scenes, and I'm going to to come down here to, maybe dusty antique might kind of look pretty cool, let's try that out. kind of give it that greyish background. Takes a lot of the attention of the background and turns it on to our watch face here, so you kind of see it and that it kind of blends with some of the golden terms of the watch, might be a good choice, but you can always go with white or black background if you want it to kind of blend in not really over power the overall rendering.
Different scenes can have dramatic effects on our final render. Take a look at the preview window, and select a scene that will work well with your design. The whole environment is important, however the look of the part is the most. We can always remove the background later if need be.
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