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Photorealistic Rendering Using SolidWorks & PhotoView 360 Step-By-Step Learning Guide

Photoview 360 Step-By-Step Guide.jpg
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Learn the fundamentals of photorealistic rendering at your own speed as you progress from simple to more complex models.

 

Book Features

  • Unlock the full power of SolidWorks® design tools with the helpful instructions and tips available only from technical training experts on staff with Dassault Systèmes SolidWorks Corp.
  • Build your skills and confidence quickly with 24 easy-to-understand tutorials and practice exercises, each building upon the previous lesson.
  • Reinforce your new skills with the accompanying DVD, which features time-saving project files for tutorials and practice exercises.
  • Learn at your own pace - review each lesson as often as you want or quickly move on to the next lesson.

 

Course Outline

Chapter 1: Introduction

  • Product Visualization
  • Product Visualization Tools
  • Appearances
  • Display States
  • Photorealistic Rendering
  • Right Brain Versus Left Brain
  • Cameras
  • Rendering Results

Chapter 2: Visualization Methods

  • Product Visualization Overview
  • OpenGL®
  • Software OpenGL
  • RealView Shadows
  • Product Visualization Display Comparison
  • Elements of Product Visualization
  • Model
  • Viewpoint
  • Appearances
  • Scenes
  • Lighting
  • Monitor Corrections & Adjustments

Chapter 3: PhotoView 360

  • What is the PhotoView 360 Software?
  • Starting PhotoView 360
  • PhotoView 360 User Interface
  • PhotoView 360 Menu
  • Render Tools Toolbar
  • CommandManager
  • DisplayManager
  • Appearances, Scenes and Decals Tab
  • Getting Help
  • Set PhotoView 360 Options

Chapter 4: Basic Visualization Workflow

  • The Visualization Process
  • Materials and Appearances
  • User Interface
  • Display Pane
  • DisplayManager
  • View Appearances
  • View Decals
  • View Scene, Lights and Cameras
  • PhotoView 360 Options
  • Task Pane
  • Case Study: SpaceNavigator
  • Appearances, Scenes and Decals Tab
  • Scenes & Scene Library
  • Lights
  • PhotoView 360 Interface
  • Render Preview
  • The Rendering Process
  • Case Study: Display and Appearances
  • Case Study: Appearances from Materials
  • Editing Scenes
  • Render and Preview Quality
  • Case Study: Quality Settings
  • Exercise 1: Bracket
  • Exercise 2: Screw Driver

Chapter 5: Applying Appearances

  • Appearances vs Materials
  • Applying Appearances
  • PropertyManager for Appearances
  • Procedural Versus Texture Appearances
  • Procedural Appearances
  • Texture Appearances
  • Case Study: Computer Monitor
  • Stages in the Process
  • Perspective View
  • Modify Perspective View
  • Creating Custom Colors
  • Hierarchy Review
  • Case Study: The Chess Set
  • Appearance Library
  • User-defined Appearance Folders
  • Tiled images
  • Sources of Additional Appearances
  • Creating Appearance Folders
  • Case Study: Hybrid Appearances
  • Assembly Structure
  • Custom Hybrid Appearances
  • Save Appearance
  • Appearance Properties
  • Illumination Controls & Dynamic Help
  • Exercise 3: Ice Cream Scoop

Chapter 6: Appearance Mapping

  • Textures
  • Case Study: Texture Mapping
  • Texture Mapping
  • Texture Orientation  
  • Mapping Reference
  • Mapping Type
  • Steps to Correct the Mapping
  • Initial Texture Size and Alignment
  • Removing Appearances
  • Cylindrical Mapping
  • Spherical Mapping
  • Mapping Adjustments (Mapping by the Numbers)
  • Exercise 4: Textures
  • Exercise 5: Texture Mapping Practice

Chapter 7: Decals

  • Decals
  • Case Study: Monitor Face
  • Applying Decals
  • Decals PropertyManager
  • Decal Files
  • Decal Mapping
  • Case Study: Label Mapping
  • Case Study: Multiple Decals
  • Adjusting Decals
  • Image Masks
  • Decal Visibility
  • Add a Decal With a Mask
  • Decal Order
  • Case Study: Gradient Masks
  • Exercise 6: Travel Mug
  • Exercise 7: Chisel
  • Exercise 8: The Clock

Chapter 8: Viewpoint

  • ViewPoint
  • Positioning the Viewpoint
  • Named Views
  • Perspective View
  • The SolidWorks Camera
  • Case Study: Cameras
  • Locking the Camera Position
  • Camera Lenses
  • Field of View
  • View Rectangle
  • View Rectangle
  • Camera Rotation
  • Camera Aspect Ratio
  • View Area
  • Apparent Depth
  • Case Study: Apparent Depth
  • Standard Lens
  • Depth of Field
  • Case Study: Setting Depth of Field
  • Case Study: Getting Behind the Walls
  • Exercise 9: Depth of Field
  • Exercise 10: The Assembly Line

Chapter 9: Output Options

  • Output Design Intent
  • Output Options
  • Methods to Increase Rendering Speed
  • Render Contours
  • Case Study: Contours
  • Saving Images to a File
  • Case Study: Sales Brochure
  • How Many Pixels to Render
  • Calculating Correct Number of Pixels
  • Output Image Size
  • Aspect Ratio
  • Scaling Up
  • Scaling Down
  • Screen Presentations
  • Case Study: PowerPoint®
  • Case Study: Alpha Channel
  • Save Layered Image
  • Scheduled Renderings
  • Case Study: Render Scheduling
  • Exercise 11: Product Information Sheet
  • Exercise 12: PowerPoint® Slide
  • Exercise 13: Contours
  • Exercise 14: Render Scheduling

Chapter 10: Scenes and Lighting

  • Scenes and Lighting
  • Scenery Choices
  • Scenery Examples
  • Scene Selection
  • Edit Scene PropertyManager
  • Scene Library
  • Case Study: Scenery
  • Lighting
  • Scene Floors
  • Light Properties
  • Show Lights
  • Lighting Coordinates
  • Positioning Lights
  • Shadow Properties
  • Exercise 15: Stapler
  • Exercise 16: Space Navigator

Chapter 11: Display States and Configurations

  • Rendering Using Display States and Configurations
  • Display States
  • Configurations
  • Display States or Configurations?
  • Appearance Hierarchy in an Assembly
  • Case Study: Part Display States – The Chessboard
  • Case Study: Assembly Configurations – The Locking Pin
  • Case Study: Watches
  • Fine Tuning
  • Image Evaluation
  • Adjustments
  • Exercise 17: Lighter
  • Exercise 18: Lighter Display States
  • Exercise 19: Display States and Configurations
  • Exercise 20: Clocks

Chapter 12: Advanced Lighting

  • Lighting Concepts
  • Rendering Basics
  • Lighting Methods
  • Direct Lighting
  • Lighting Schemes
  • Photographic Lighting
  • Shadows
  • Case Study: Lighting Principles
  • Ambient Light
  • Indirect Lighting
  • Case Study: Illumination Controls
  • Case Study: Photo Studios and Area Lights
  • Case Study: Flashlight
  • Surface Finish
  • Surface Finish Controls
  • Bump Mapping
  • Displacement Mapping
  • Point Light or Spot Light?
  • Spot Lights
  • PhotoView 360 Light Characteristics
  • Brightness
  • Soft Edge
  • Spot light radius
  • Shadow quality
  • Fog
  • Case Study: Caustics
  • Bloom
  • Exercise 21: Watch
  • Exercise 22: The Book Light

Chapter 13: Reflective and Transparent Appearances

  • Reflections
  • Environments
  • Case Study: Environments
  • Case Study: Kitchen Scene
  • Reflection and Refraction Options
  • Secondary Reflections
  • Ray Tracing Depth
  • Refractions
  • Liquids
  • Exercise 23: Workbench
  • Exercise 24: Lotion Bottle

Chapter 14: PhotoView 360 Gallery

Appendix A: Color
  • Color
  • Visible Light
  • CIE 1931 Chromaticity Diagram
  • Limitations of Media
  • Color Wheel
  • Primary Colors
  • Secondary Colors
  • Tertiary Colors
  • Color Terms
  • Additive and Subtractive Colors
  • Color Models
  • RGB Color Model
  • HSV Color Model
  • CMYK Color Model
  • Color Depth
  • Understanding RGB Color
  • HSV Model Definitions
  • Hue
  • Saturation
  • Value
  • RGB to HSV Transition
  • Defining Color in Design Tables
  • Defining Colors in Hexadecimal
  • Where do you find color schemes?
  • Color Matching Systems
  • Color on the Web
Appendix B: Illumination Settings
  • Appearance Properties
  • Common Controls
  • Diffuse Amount
  • Specular Amount
  • Diffuse versus Specular
  • Specular Color
  • Specular Spread
  • Reflection Amount
  • Blurry Reflections
  • Transparency Amount
  • Luminous Intensity
  • Additional Controls
  • Index of Refraction
  • Refraction Roughness
Appendix C: Surface Finish
  • Surface Finish
  • Surface Finish Controls
  • Surface Finish Examples
  • Brushed
  • Sandblasted
  • Burnished
  • Casting
  • Machined
  • Diamond Treadplate
  • Treadplate 1
  • Treadplate 2
  • Knurled
  • Dimpled
  • Chainlink
  • Wrought
  • Rough 1
  • Rough 2
Appendix D: Hardware & PhotoView 360 Performance
  • Hardware and PhotoView 360 Performance
  • Central Processing Unit (CPU)
  • Random Access Memory (RAM)
  • Operating Systems
  • 32 Bit Operating Systems
  • The 3 Gigabyte Switch
  • 64 Bit Operating Systems


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