Join Paul F. Aubin for an in-depth discussion in this video Overriding material assignments, part of Revit: Rendering.
- So now that we've covered many ways to use, create, and modify materials, we should probably talk about how to actually apply them to the objects in our model. Now we've seen some examples of this. We know that for the basics we can certainly select objects in the model, like the existing walls, and we can go to Edit Type, and Edit Structure, you will see materials listed for each of the layers in that wall, and so that is certainly the first place to start is to kind of go through the various objects within your model and make sure that you've given them proper material assignments.
We can do that for the walls. We can do that for the roofs. You can see here that there's already some materials assigned to each of these layers. So once we've done that basic step. Then we want to kind of zoom in to certain areas and kind of take a look around at some of the more specialized kind of details, and I'll give you a few examples of what I'm talking about. So then the next sort of group of objects to look at is things like your various component families and so forth. So doors and windows will often have materials, and if you edit the type of that window, you will often be able to assign materials to those individual elements as well, so as you can see here the trims and the sashes can each have materials.
Things like the fascia boards have the ability to add materials, and again it's going to be Edit Type, and you will see the material right there. So after you've gone through each of the type level modifications and kind of looked at each of the different objects and assigned those materials, then there might be certain areas that need some overriding. So there's two ways you could override. You certainly could do Edit Type, Duplicate and create a whole new type, and in some cases that's appropriate, and in other cases you can just override the material directly on certain parts of the models.
So one example would be right here. These little openings in the wall that look like little niches are actually achieved by adding a void, and if I select that void and delete it, what you'll see is that it's just carving into the host wall, so I'm going to undo that with Control Z. However, as you can also see, the portion that's being carved away is not rendering any material at all. Now over on this side you can see that I've started to add a material there, like a split-faced block material, to that inner layer.
The way that was done was to use a command called Paint. So on the Modify tab, we've got a tool here, and there's both Paint and Remove Paint, so this one's already been painted, and if for some reason I wanted to remove that paint, it's as simple as clicking that tool. I'm going to undo that. What I actually want to do is paint the remaining surfaces. Now when you choose the Paint command, it will open up a version of your material browser, and it will show you all of your materials, and you can see them listed here, and it's filtered to All, and you could filter it by any type of material just like we could in the material browser, and then right here you can actually change it to list view or icon view just like you could in the material browser.
Well, it's got this Split-Face material selected for me already because that's the last one that I painted, and if I just simply touch the surface that I want to paint, it will apply that material, but only on that surface. Now notice that it applies it to the entire surface, right? So that's going to be the important thing here is making sure you've got the right selection of surfaces, now the other thing that's important to notice is that it does not automatically wrap around corners, so you have to paint each surface individually if you want them, in fact, to have that material.
Now that's going to be important in renderings because you're going to see those edges, so you can see here that I've painted the brick around the edge here, and now, of course, we've just done it here, and don't forget to spin your model around and look for other surfaces that are not visible in this view. Now as I noted, it does the entire surface, so what happens if you want to paint just part of the surface? Perhaps I want to do like a stone inlay in the space above that arch there? Well, let me close the Paint tool for a moment, and what I need to do is take this face here of that stone inlay, and split it, and turn it into two faces, so we do that with a tool here called Split-Face.
Now it might take a little bit of trial here to get the right surface, and you might even need to use your Tab key, but I think I've got it right there, and click it, and you'll see this tan line surround that surface, and now I can actually sketch another shape within that surface to turn it into two. So I'm just going to do a simple rectangle here and kind of create a little spot above the opening there, and I'll click Finish. Now that's a separate surface now.
It rendered with the same brick material; however, if I go to my Paint command again, now you could certainly scroll through the list here to browse for a material or you could just simply search for it up here. So maybe I want some sort of an inlaid stone, so I'll do that. So maybe I want this random stone pattern right here, and I just simply click in that surface, and it will apply that material just within that area. So those are two areas where you might use the Paint tool to get all those little nooks and crevices that don't, otherwise, have their own material assigned to them, or if you're using the Split-Face tool to actually turn one surface into more than one.
But don't get carried away with the Paint tool. Remember that the best way to assign your materials is to first assign them at the Type level. So what I want to do is select this slab, edit its type, go to the structure, and assign a material. Now it's currently assigned to this stone, marble alabaster, which does have a color, but it doesn't appear to be showing a texture. Now I could modify that material if I want to, or, perhaps, I want to try something else, like I'm going to search for Tile and see what I have available.
So if I scroll through the list of available tiles here, I'm not necessarily seeing the one I want, so let's see what's down here in the library, and, maybe, I want to try quarry tile. So all I have to do is import that into the material list. I'm going to check this box here to make the render appearance match the Appearance tab here, the bitmap that's being used, and then I'll O.K. out of that to see the change, and because it was a Type level modification, you'll see it apply to both surfaces. So getting your model prepared for rendering means, not only, creating the materials that you need, but very carefully going through the model and thinking about all the surfaces that are going to show from the vantage point that you are rendering, and making sure that each of those objects has a proper material assigned to them.
Always try and do it at the Type Level first, if you can, but keep in mind that you have your Paint tool for those little areas that just need a little bit of extra touch up.
- Creating 3D views and 3D cutaway views
- Adding details to the model
- Creating and editing materials
- Working with the sun system
- Working with lighting groups
- Configuring render settings
- Preparing a cloud render
- Creating a walkthrough
- Rendering a plan