Join Paul F. Aubin for an in-depth discussion in this video Creating cutaway 3D views, part of Rendering with Revit Architecture 2012.
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When you create a 3D view sometimes you want to limit the extent of the 3D view to a certain confined area of the project. This is often the case if you want to do an interior rendering or an interior 3D view. There are a couple of ways you can do this. Of course we can just generate a camera inside the space. And if I were to create a camera, for example, here--I'm in the Office building file again-- if I were to create camera right here in the lobby, it will automatically only show me the inside of the building, because it's a perspective.
What if I wanted an axonometric, though, of the lobby, and I only want to see the lobby and its walls in just that general space? If I create a default 3D view, it's going to go back out to the exterior, and it's going to show me the whole building again. Now I showed you in a previous movie that we could turn on the section box and we could drag the grips and we could start cropping it down and doing a sectional cut away all of a 3D view. And that's effective, but that's the manual way to do it. There is actually a slightly better way--or maybe not better, but it's the way that I prefer.
I am going to first create a section, and I am going to draw this section through the general area that I want to be in. So I'm just creating a section over here at the south side of the lobby. Let me zoom in a little bit. I can fine-tune the grips here so that it's sectioning just to the other side of this wall and just to the other side of this wall. And then this one here isn't as important, because it's outside the building, but I'll pull that back a little. And we are standing right here, because this is where our section is.
Now if I deselect it, double-click it, you might want to fine-tune the height as well. Maybe I don't want to see all this stuff down in the foundation, so I can drag that up. And likewise with the height, if there's any height adjustments you want to make, if we want to actually see in the lobby, we need to cut down below the roof here; otherwise, that pitch up there is going to block our view. So let's start with this and see what this gives us. Now you can't just hold your Shift key down and try and orbit a section view. This as a 2D view; 2D views can't go into 3D.
So what we do is we come down here and we take our default 3D view. And you can see this is currently just giving us a view of the overall axon of the building. I'm going to right-click this, go to Rename, and I'm going to name this 3D Section at Lobby and click OK. Now of course right now it doesn't look very much like a 3D section at the lobby. Come over here in the View Cube on the right-hand side. Right-click it.
That gives you access to the View Cube menu. Come down to Orient to View and you can orient this view to any of the existing views that you already have, including all your sections. Shame on me for not renaming section 1, but that's the one I just created. I am going to orient to that. Of course it zooms out sort of far away. Let me just do my View Cube again to put it in axon, and now you can see that we've got a nicely cropped 3D view looking at that section, exactly the way that we sized that section.
So this 3D section box, which is just the box that we talked about in a previous movie right here, is cutting away the building to match exactly the extents of that section that we just created. If you don't like the way it looks, you can now do the tricks that we looked at in the previous movie and fine-tune the section box. If I want to see some of the ceiling and some of the skylights, I can start to drag that up. Maybe I want to a little bit of that ceiling plane out of the way, and you can start to fine-tune it.
But the Orient to View gets you started anyway, and gets you a view that's close to what you want, and then you make adjustments as you go along to make it a better looking view. So, that can be a great way to get started with your section box, rather than doing the entire thing manually.
- 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