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an image at the end. The intent is to convey the fundamental methods of texturing, lighting and
rendering by describing the sequence of steps necessary to complete each rendering.
Renderworks 2011 Get ting Starte d Guide | 5
Each section is divided into tasks, which are the organizing stepping stones of the process.
Each task contains a number of sub-steps covering the details of texturing, lighting and
preparing Renderworks renderings, and makes it easier to make adjustments and changes.
6 | Renderworks 2011 Get ting Starte d Guide
Section 1:
Exterior Building View
A Vectorworks model is prepared for rendering using a three-step process. The sequential
F/L/R workow–File Prep/Lighting/Rendering–can consistently yield good-quality results when
followed carefully and methodically. Note that the settings for lighting quality are completely
separate from those of rendering quality, even
though they are closely linked. The workow
need not be completed in a specic order of
tasks, necessarily (except for the last step),
but it is important to view each step as a
separate action–a stepping-stone, as it were,
on the road to the nal rendering.
This exercise will describe six basic sequential
tasks, each adding a level of completion to the
rendering:
1. Place Renderworks cameras.
2. Arrange lights and light quality settings.
3. Apply textures.
4. Add a sky background.
5. Add entourage.
6. Render and export.
Open the le: building-new.vwx from the
Exterior Building View folder. Take a quick
rst look.
Renderworks 2011 Get ting Starte d Guide | 7
Make sure the entire model ts on the screen:
-click on the Fit To Objects button in the View
Bar. The view is in wireframe:
-Make a quick rst rendering using OpenGL:
View>Rendering>OpenGL. The white
building in the middle of the screen is the
subject of this rendering exercise. The large
gray buildings around it are massing models
intended for background purposes.
-Switch to Top/Plan view:View>Standard Views>Top/Plan.
-Change layer visibility to display the lower
layer: View>Layer Options>Show/Snap
Others.
The layer Entourage Locations is now
visible. Zoom in and take note of the
information shown on this layer.
Note: This exercise will create and use a
variety of scene accessories–image props
and cameras that will need to be placed in
certain places on the drawing. The Entourage
Locations layer displays those spots as a
kind of map, showing the exact locations of
the image props and cameras. When the
information is no longer needed, we will make
this layer invisible.
Note: OpenGL is a suitable rendering method
when fast results are needed. Renderworks
can provide higher-quality renderings, and will
be discussed later in this chapter.
8 | Renderworks 2011 Get ting Starte d Guide
Task 1: Place Renderworks
Cameras.
This exercise will use two Renderworks
cameras to generate views that will be used in
the renderings. One camera will show an
overall view of the building’s front. The other
camera will be oriented to display the building
at an angle, and from a closer distance.
We will place the cameras in the layer Site
With Buildings, which is currently active.
Before proceeding, zoom in to the area
marked in the diagram. The two camera
locations are in this area and can be seen
more clearly from a closer distance.
B. Place the rst camera.
-With the tool selected, click once in the center of the marker called Camera 1. Then
drag the cursor in the direction of the marker’s
arrow to set a direction, and click again to
complete the action.
Zoom to here
A. Select the Renderworks Camera
Tool.
-In the Visualization Toolset, select the
Renderworks Camera tool.
The Object Properties dialog box appears.
Click OK.
To see what the camera sees, leave the
camera object selected, go to the Object Info
palette (under the Shape tab) and click on the
Display Camera View button. The scene will
swtich to a perspective view as seen by the
camera. Can’t see the perspective view? Click
on the Fit to Objects button in the View Bar.
Renderworks 2011 Get ting Starte d Guide | 9
Note: the Entourage Locations layer is still
visible. Make it invisible by changing the
Layer Options to Active Only: View>Layer
Options>Active Only.
C. Adjust the camera’s height.
-In the Object Info palette, click on the Fine
Tune Camera View button. The Perspective
View Controls dialog box opens. The rst slider at the top is the Camera Height control. In the white data eld, enter the height: 6’-0”
[1830mm].
Is the image too small on the sheet? Is it
off-center on the screen?
To make the image bigger on the sheet, go to
the Object Info palette. With the camera
object selected, go to the Clip Frame Scale
% data box and enter 200. Then update the
view: select the Auto Update 3D View
checkbox near the bottom of the palette.
The camera is now tilting down slightly. To
correct this, go to the Look To Height slider,
and in the white data box enter the height:
6’-0” [1830mm]. Click OK.The camera’s
actual height, and the direction in which it
looks are now both the same, so the camera’s
view is perfectly horizontal.
10 | Renderworks 2011 Get ting Starte d Guide
To center the image on the screen, select the
Auto Center 3D View checkbox.
Before saving this view, make sure the
Entourage Locations layer is invisible:
View>Layer Options>Active Layer Only.
D. Save the view.
-View>Save View. The Save View dialog box
opens. Give this view a name: View 1. Click OK.
E. Place the second camera.
First make the Entourage Locations layer
visible: View>Layer Options>Show/Snap
Others.
-Switch to Top/Plan view and zoom in again
to the area shown earlier. Note the location of
the marker called Camera 2. In the
Visualization palette, select the
Renderworks Camera tool, and place a new
camera in the center of the Camera 2 marker.
Point, drag and click to nish as described
earlier.
Info palette and click on the Fine Tune
Camera View button. The Perspective View
Controls dialog box opens. Change the
Camera Height and Look To settings to 6’-0”
[1830mm]. Click OK.
Make the Entourage Locations layer
invisible (View>Layer Options>Active Only
or change visibilities in the Organization
dialog box), and then save this view as well,
with the name View 2.
Note: We can access this camera’s view at
any time by selecting it in the Saved Views
drop-down box or double-clicking on the view
in the Visualization palette. We can also
access this camera’s view by going to Top/
Plan view and double-clicking on the camera
object itself, or by going to the Visualization
palette and double-clicking on the camera
there (click on the Cameras tab of the palette
to display the cameras in the le).
Note: The Object Properties dialog box didn’t
open this time; it only opens the rst time the
Renderworks Camera tool is used in a le.
F. Adjust the second camera’s height.
-With the camera selected, go to the Object
Congratulations! We’ve completed the rst
task: placing cameras and saving views.
Renderworks 2011 Get ting Starte d Guide | 11
Task 2: Lighting & Light Quality
Settings
This task will demonstrate a variety of lighting
settings and propose a suitable combination
for this exercise le.
In the Saved Views drop-down box, select
View 2. The image on the screen will be in
wireframe (not rendered).
First a quick rst rendering in Renderworks:
-View>Rendering>Fast Renderworks.
by the program, mainly for working purposes.
Once lights are placed in the scene (including
a Directional light representing the sun), the
original default lighting is disabled and lights
can be adjusted as desired, resulting in a
better quality rendering.
Note: Does the scene look a little rough and
unnished? The Fast Renderworks setting
is useful for on-going work, rather than nal
quality renderings, which can take a long time
to complete. With this Renderworks setting,
low-level accuracy, quality and resolution
settings make for a speedy rendering, albeit at
the expense of image quality. More on
adjusting these settings later.
What light sources will we use?
The nal lighting in this exterior scene will
come from two sources:
• a directional light representing the sun;
• a High Dynamic Range Image (HDRI)
background representing overall light
coming from the sky.
Wait a few seconds until the scene nishes
rendering. Notice that the scene is lit, even
though there are no actual light objects in the
le. This is due to the default lighting provided
12 | Renderworks 2011 Get ting Starte d Guide
A. Place a Directional light (sunlight).
Now add the rst of two light sources used in
this exercise: sunlight. The light of the sun is
represented by a specic kind of light object: a
Directional light.
-View>Lighting>Set Sun Position. The Set
Sun Position dialog box opens. Leave
everything as it is, and click OK to place a
directional light–representing the sun–in the
scene. We will adjust the Directional light’s
height and direction in the next step.
B. Adjust the Directional light’s
orientation.
-In the Object Info palette, set the light’s
Azimuth and Elevation settings:
Azimuth: 50°
Elevation: 28°
Make sure the remaining settings are as
shown below.
The Directional light now has the desired
height (Elevation) and direction (Azimuth) for
this exercise. With the sunlight in place, we
will make adjustments to the light settings in
order to improve the quality of the rendering.
C. Adjust the light quality settings.
The scene’s light quality settings can
dramatically affect the length of time required
to complete a rendering. In this exercise we
will rst use light quality settings that yield
quick renderings, using Ambient lighting.
Then we will improve the light quality settings
by adding Indirect lighting, but at the expense
of longer renderings.
Before proceeding, open the Lighting
Options dialog box (View>Lighting>Set
Lighting Options) and take a look at the
various components of the dialog box:
• The Indirect Lighting drop-down box
controls lighting that bounces from one
surface onto another. This is a feature
that provides great realism. The greater
the number of bounces, the more
realistic the image–and the longer the
rendering takes to complete.
• Ambient Info controls Ambient lighting,
its brightness and color. Ambient
lighting is general, sourceless lighting
that affects all surfaces equally. This
lighting can be used by itself, for general
lighting purposes, or in combination with
other light sources (such as light
objects). It can also be used as a
method of adding general light to a
scene that has already been lit using
other methods.
• Emitter Options sets the brightness
and color temperature of light objects
that have been set to Use Emitter (none
of those are included in this exercise
le).
• Environment Lighting (HDRI) provides
access to Renderworks backgrounds
that can be used for lighting purposes,
Renderworks 2011 Get ting Starte d Guide | 13
as well as graphic representations of the
sky. More on this later. Click OK to close
the dialog box.
1. Ambient lighting
a. For the rst example, use only the
illumination produced by the Directional light
placed earlier–without Ambient lighting:
-View>Lighting>Set Lighting Options.
The Lighting Options dialog box opens.
From top to bottom, arrange the settings as
shown in the image below and click OK.
-Now render in Fast Renderworks:
View>Rendering>Fast Renderworks.
Note that the shadows are dark and lacking in
detail. We can improve on this by adding
Ambient lighting and changing the default
settings.
b. Add and adjust Ambient lighting:
-View>Lighting>Set Lighting Options. The
Lighting Options dialog box opens.
-Under Ambient Info, click On.
-Make sure the Brightness (%) box
shows 35.
-Click OK and render in Fast Renderworks:
View>Rendering>Fast Renderworks.
c. For a smoother rendering, try rendering in
Final Quality Renderworks.
14 | Renderworks 2011 Get ting Starte d Guide
2. Indirect Lighting
In the second example, we will modify the
light settings to include Indirect lighting. This
is a feature that provides much-improved
realism by displaying lighting that bounces
from one surface onto another. We will also
turn off Ambient lighting in order to enhance
the image’s quality.
a. Add Indirect lighting:
-View>Lighting>Set Lighting Options. The
Lighting Options dialog box opens.
-Click on the Indirect Lighting drop-down
box and select Exterior, 1 Bounce. Click OK.
The image can be much improved by
switching Ambient lighting off.
b. Remove Ambient lighting.
-View>Lighting>Set Lighting Options. The
Lighting Options dialog box opens.
-Under Ambient Info, click Off.
-Click OK.
To see the full impact of the change, render in
Final Quality Renderworks.
Now render in Fast Renderworks:
View>Rendering>Fast Renderworks.
What is rst noticeable is the increased
rendering time, compared to the previous light
settings. More importantly, the effect of
Indirect lighting can be seen clearly in places
such as the left side of the entry area and the
joint between the main building and the
angled portion to the right.
Note that with Ambient lighting turned off,
the building’s entry area is now a bit dark. We
can improve the rendering by increasing the
number of Indirect Lighting bounces. This
Renderworks 2011 Get ting Starte d Guide | 15
will increase the quality and realism of
rendered surfaces that bounce light from one
to the next, including the area near the
building’s entrance. Increasing the number of
light bounces there will represent the bounced
lighting more accurately.
c. Increase the number of Indirect Lighting
bounces:
-View>Lighting>Set Lighting Options. The
Lighting Options dialog box opens.
-Click on the Indirect Lighting drop-down
box and select Normal, 2 Bounces. Click
OK.
The le will automatically rerender in Final
Quality Renderworks. Note that this new
quality setting will result in a longer render,
requiring a wait before nal results can be
seen. If the wait is acceptable, we can obtain
even better results by selecting Interior, 4
bounces in the Indirect Lighting drop-down
box, but this will result in a much lengthier
render, and the results may not justify the
increased rendering time:
16 | Renderworks 2011 Get ting Starte d Guide
To recap: We rst rendered the le using a
Directional light representing the sun. Then,
to ll in the shadows, we added Ambient
lighting. Finally, in order to improve the quality
of the nal rendered image, we switched off
Ambient lighting, turned on Indirect lighting
and then increased the number of bounces. In
each case the rendering was better, but at the
expense of longer completion times.
We will now improve the quality of the
rendering even further by adding one more
source of light: the sky.
Before proceeding, render the le in
Wireframe: View>Rendering>Wireframe.
D. Add light from the sky.
In the real world the sun is not the only source
of daytime exterior lighting. The atmosphere–
or sky– itself is another. Think of the sky as a
kind of dome covering the model, with a bright
light placed outside the dome. The glow of the
skydome is diffused throughout the le,
illuminating the model itself and casting
shadows that are softer than those from the
sun. To represent this sky-light, Renderworks
uses a special layer background that emits
light and helps illuminate the entire exterior
scene.
-Under Environment Lighting (HDRI), click
on From Selected Background.
2. Select the desired HDRI background.
-Click on the Renderworks Background
drop-down box and select: HDRI Day.
This High Dynamic Range Image (HDRI)
background has a dual function: it can be
used as a source of light and also as a great
background image, graphically representing
the appearance of the sky itself. Each of these
functions can be used separately, if desired.
In this exercise le we will split those
functions, using one HDRI background as a
light source and a separate one for its graphic
image of the sky.
1. Set a HDRI background as a light
source.
-View>Lighting>Set Lighting Options.
The Lighting Options dialog box opens.
-Click OK.
-With the HDRI background selected, render
the scene: View>Rendering>Fast
Renderworks.
Renderworks 2011 Get ting Starte d Guide | 17
The scene may appear excessively bright.
This effect will moderate once textures are
applied, image props cast shadows, and a sky
image is used.
Make sure to try other HDRI backgrounds
supplied with Renderworks, as sources of
light. Several backgrounds provide interesting
and, indeed, beautiful lighting effects that
might be especially suitable for particular
projects. It is also possible to edit HDRI
backgrounds, once they are accessible in the
Resource Browser, by modifying their
brightness and other features.
Until now we have been working with a
simplied model of the building, containing no
textures or site accessories. In the next task
we will add those things to the scene, seeing
a dramatic improvement in the appearance of
the building and its surroundings.
Task 3: Apply Textures.
Note: For best visibility, switch to Top/Plan
view (View>Standard Views>Top/Plan), then
to Right Isometric view (View>Standard Views>Right Isometric). Zoom in for a clear
view, as in the following wireframe image.
Render in OpenGL (View>Rendering>OpenGL).
As textures are applied, the scene will
automatically re-render.
In this le textures will be applied to objects in
four categories: landscaping, hardscape
objects (including street paving), building
walls and glass objects (windows, doors and
window walls).
1. Landscaping.
In this model the ve rectangular landscaped
areas are represented by simple rectangular
extrusions, each receiving a grass texture.
The grass texture is made from an imported
image, and has already been included in this
exercise le. It is available through the
Resource Browser.
18 | Renderworks 2011 Get ting Starte d Guide
a. Select the rst landscape element and
apply the grass texture:
-Click once on the rst landscape element.
-In the Object Info palette, click on the
Render tab.
-Make sure that the Part drop-down box is set
to Overall (None).
-Click on the Texture drop-down box and
select grass.
b. Select the remaining landscape
elements and apply the grass texture:
-Hold the Shift key down, and select each of
the remaining four landscape elements. All of
the remaining four elements should now be
selected.
-Render the scene in OpenGL, and the rst
landscape element will display the grass
texture.
-In the Object Info palette’s Render tab, click
on the Texture drop-down box and select
grass. The scene will rerender, and all the
remaining landscape elements will now
display the grass texture.
Renderworks 2011 Get ting Starte d Guide | 19
c. Curious about the grass texture?
Analyze the grass texture to understand its
composition:
-With the landscape elements still selected,
go to the Render tab of the Object Info
palette.
-Click on the Texture edit button, and then
select Edit grass Resource.
The Edit grass dialog box opens.
-Click on the various shaders that make up
this texture in order to observe the settings:
• The Color setting identies the image
that was used for this texture. Click on
the edit button next to Color to display
(or change) the image.
• The Bump shader shows the noise
shader used. Click on the edit button
next to Bump to display the noise
settings.
Click OK and then OK again, to exit the dialog
boxes.
2. Hardscaping.
The overall hardscaping around the building
consists of low walls, concrete sidewalk
paving, asphalt street paving and pebble
stone trim arranged in long horizontal lines
near the building. The textures have already
been imported into the exercise le and are
available via the Resource Browser.
a. Concrete sidewalk paving.
The concrete sidewalk paving is a simple 3D
extrusion/subtraction object with a texture
applied.
-Still in Right Isometric view, select the 3D
object representing the concrete sidewalk
paving.
20 | Renderworks 2011 Get ting Starte d Guide
Note: the Object Info palette reports this
object as a Solid Subtraction.
-Click on the Render tab of the Object Info
palette.
-Click on the Texture drop-down box and
select the texture Conc Lighter Small.
Render in OpenGL to conrm that the texture
has been applied.
apply the asphalt texture to the appropriate
class. Then we will set the NURBS surface to
accept a texture by class.
First apply the asphalt texture to the
appropriate class:
-Open the Organization dialog box:
Tools>Organization.
-Select the Details option at the top right, and
then click on the Classes tab to view the le’s
classes.
b. Street Paving.
The street is represented by a NURBS
surface assigned to the class street paving.
The street object will receive an asphalt
paving texture applied by class. First we’ll
-Select the class street paving, and then click
on the Edit button.
The Edit Class(es) dialog box opens.
Renderworks 2011 Get ting Starte d Guide | 21
-Click on the Other tab (about halfway down
the dialog box).
-Check the Use Textures at Creation
checkbox in order to apply the wall textures
automatically.
-Check the Texture check box in order to
activate the texture for 3D objects in this
class.
-Click on the texture selection menu (just
beneath the Texture check box). The texture
selection window opens.
-Select the texture Asphalt Small.
-Click OK to exit the Edit Class(es) dialog
box.
Render in OpenGL to conrm that the texture
has been applied.
-Click OK again to exit the Organization
dialog box.
Now set the NURBS surface to accept a
texture by class:
-Select the NURBS surface representing the
street.
-In the Object Info palette, click on the Render tab.
-Click on the Texture drop-down box and
select Class Texture.
22 | Renderworks 2011 Get ting Starte d Guide
c. River Stone Trim.
The hardscaping is punctuated by a series of
linear trim objects, running parallel to the
building’s front (and along one curved wall). In
the model these objects are actually simple
extrusions. In wireframe view they can be
identied by their light blue color. These linear
trim objects will receive the texture river
stone, applied directly to each object via the
Object Info palette.
Switch to Right Isometric view for easy
visibility.
Now select the remaining objects and apply
the texture:
-Click on the next trim object, and then,
pressing and holding the Shift key, click on
the remaining objects. There should now be
three objects selected.
Select the rst object and apply the
appropriate texture:
-Select the linear trim object located furthest
from the building.
-In the Object Info palette, click on the Render tab.
-Make sure the Part drop-down box is set to
Overall (none).
-Click on the Texture drop-down box and
select river stone.
Render in OpenGL to conrm that the texture
has been applied properly.
-In the Object Info palette, click on the
Render tab if necessary.
-Make sure the Part drop-down box is set to
Overall (none).
-Click on the Texture drop-down box and
select river stone.
Render in OpenGL to conrm that the texture
has been applied properly to all the remaining
objects.
With the three objects selected, the Render
tab of the Object Info palette should match
the following:
Renderworks 2011 Get ting Starte d Guide | 23
-Click on the Texture drop-down box and
select Conc Lighter Small.
Now render in OpenGL to conrm that the
texture has been applied properly to both
walls. This completes the hardscaping
adjustments.
3. Building Walls
Some of the building’s walls receive a texture
representing travertine stone panels. First we
will create the texture from an imported
image, and then we will apply the texture by
class. These are the steps:
d. Low Walls.
The two low walls, running parallel to the
building’s front, receive the same texture as
the concrete sidewalk paving: Conc Lighter
Small.
-Click on the rst low wall, and then, pressing
and holding the Shift key, select the second
wall also. Both walls should now be selected.
-In the Object Info palette, click on the
Render tab if necessary.
-Make sure the Part drop-down box is set to
Overall (none).
24 | Renderworks 2011 Get ting Starte d Guide
a. Create the travertine stone texture.
b. Select and then adjust the walls to
receive textures by class.
c. Apply the texture to the desired class.
d. Fine-tune the texture’s appearance.
The exterior building walls have all been
placed in the class main building wallstextured and will receive the texture
simultaneously.
a. Create the travertine stone texture:
-In the Resource Browser, click on the
Resource menu button and select New
Resource in building-new.
-Drag the cursor to Renderworks Texture
and select it.
The Edit Texture dialog opens.
-In the Name box, type a name for this
texture: travertine.
Next, import an image to be used as a source
for this texture:
-In the Shaders area, click on the Color
drop-down box and select Image.
The Import QuickTime Image Document
dialog box opens.
-Click on the drop-down box at the top of the
dialog box, and navigate to the folder
containing this exercise’s resources: graphics
support les.
-Select that folder and click Open.
-Select the image: travertine.png and click
Open.
The Edit Image Color dialog box opens,
displaying a thumbnail picture of the image
we’re selecting. Make sure that all the settings
are as shown in the screenshot below.
The Choose Image dialog box opens. Select
Import an Image File, and click OK.
-Click OK.
We’re back in the Edit Texture dialog box.
Renderworks 2011 Get ting Starte d Guide | 25
Now adjust the size of the texture:
-In the Size area at the bottom of the dialog
box, click on the Set By Image button. The
Set Image Size window opens.
-Grab the little round handle at the upper left
side of the window and drag it over to the right
edge. The dimension we will enter in the next
step will match the size of this handled widget.
-In the Feature Size box enter the desired
dimension: 11’0” [3350mm].
b. Adjust the walls to receive textures by
class:
Find the correct walls to receive this texture.
The exercise le includes a pre-made script
that will instantly pick out those walls. The
script is located in the script palette
shortcuts.
Note: Before proceeding, make sure nothing
is selected.
-Open the script palette shortcuts:
Window>building-new.vwx/Script
Palettes>shortcuts.
-double-click on the script select main
building walls-textured.
The walls are now selected and highlighted.
The Object Info palette should report that 8
walls are selected.
-Click OK to exit the Set Image Size window,
and then click OK again to exit the Edit Texture dialog box.
The new texture is now complete. Look in the
Textures pane of the Object Info palette and
see the new texture.
Next, we will apply the texture to all the walls
in the main building walls-textured class.
Once these walls have been set to receive
their textures by class, all that remains is to
assign an actual texture to that class, and the
walls will then automatically display that
texture.
26 | Renderworks 2011 Get ting Starte d Guide
The walls must now be set to receive textures
by class in order to display that class texture:
-Click on the Render tab of the Object Info
palette.
-Make sure the Toggle Multiple Selection
Mode button is set to multiple selections (it
will display three dots).
-Set the Part drop-down box to Right (from
Overall).
-Click on the Texture drop-down box and
select: Class Texture. The Object Info palette
will look like the following image.
c. Apply the texture to the desired class:
-Open the Organization dialog box.
-Select the Details button (top-right side), and
then click on the Classes tab to view the le’s
classes.
-Select the class main building walls-textured, and then click on the Edit button.
The Edit Class(es) dialog box opens.
-Click on the Walls tab (about halfway down
the dialog box).
-Check the Use Textures at Creation
checkbox in order to apply the wall textures
automatically.
-Click on the Right check box in order to
activate the texture for those wall parts.
Renderworks 2011 Get ting Starte d Guide | 27
-Click on the Right texture selection tool.
The texture selection window opens.
-Select the texture: travertine.
-Click OK to exit the Edit Class(es) dialog
box.
-In the Shaders area, click on the Bump
drop-down box and select: Image. This
means the bump shader is using an image as
its source.
-Click OK again to exit the Organization
dialog box.
For easier viewing, click on the Saved Views
drop-down box and select the View 2. Now
click on the Fit To Page Area button.
Re-render the scene in Fast Renderworks:
View>Rendering>Fast Renderworks.
d. Fine-tune texture appearance.
The exterior walls selected earlier will show
the stone texture applied. They look, however,
a bit at. How to improve their threedimensional appearance? By adding a
three-dimensional quality to the image of the
stone (a bit of shade and shadow). We do
this by adding a Bump shader to the stone
wall texture:
-In the Resource Browser, nd and select the
travertine texture (under Textures).
-Click on the Resource Browser’s edit button
(or just right-click) and select: Edit...
The Edit Texture dialog box opens.
The Choose Image dialog box appears.
-Click on the Reuse an Image From Another Resource button.
-In the drop-down box, select: This Texture’s
Color. This means that we will use the image
already selected for the texture as the source
for its Bump shader (there are other choices
available as well, but we’ll stick to this image
as the source here). Click OK.
The Edit Image Bump dialog box appears.
-In the Bump Strength (%) data eld type:
2000.
28 | Renderworks 2011 Get ting Starte d Guide
-Click OK to exit the Edit Image Bump dialog
box.
-Click OK to exit the Edit Texture dialog box.
Re-render the scene in Fast Renderworks:
View>Rendering>Fast Renderworks. The
stone texture should have a more three-
dimensional appearance now.
How do the walls look? Are the textures on
adjacent walls aligned? With the eight exterior
walls still selected, make sure the settings in
the Object Info palette match those in the
following image.
4. Glass
The glass texture used in the building’s
windows, doors and storefronts is made
entirely within Vectorworks and applied by
class. In this exercise le the windows, doors
and storefronts have already been set to
receive the texture by class. All that remains is
to make the glass texture itself, and then
assign it to the appropriate class.
a. Create glass texture:
-In the Resource Browser, click on the
Resource menu button, and then select New
Resources in building-new. Then
Renderworks Texture.
Renderworks 2011 Get ting Starte d Guide | 29
The Edit Texture dialog box opens.
-In the Name box, type this texture’s new
name: glass.
This glass texture uses three of the four
available shader types used to assemble
textures: Color, Reectivity and
Transparency.
Color.
-In the Shaders area, click on the Color
drop-down box and select Color.
- Click on the Edit button next to Color.
The Edit Color Shader dialog box opens.
-In the Color drop-down selection box,
select the color shown below, and
click OK.
Note: A very dark-gray color, nearly black,
provides a very clear, clean appearance to the
glass while adding just a touch of milky opacity.
Reectivity.
-Back in the Shaders area, click on the Reectivity drop-down box and select
Mirror.
-Click on the Edit button next to
Reectivity.
The Edit Mirror Shader dialog box opens.
-Click on the Color drop-down box and
select the color white.
30 | Renderworks 2011 Get ting Starte d Guide
-Click in the Reection data eld and
enter 80. Leave Blurriness at 0.
-Click OK.
Note: Consider experimenting with theBlurrinesssetting. An increased setting may
provide a signicantly more realistic
appearance by introducing a bit of blur–but at
the cost of greatly-increased rendering times.
Transparency.
-Still in the Shaders area, click on the
Transparency drop-down box and select
Glass.
-Click on the Transparency Edit button.
The Edit Glass Shader dialog box opens.
-Modify the settings to match the following
image:
-Make sure the Color setting (in the Edit
Glass Shader dialog box) matches the
following:
-Click OK.
Back in the Edit Texture dialog box, simply
leave all the other settings untouched, and
click OK.
b. Assign the Glass texture to the
appropriate class:
Once the texture has been assigned to the
correct class, all the objects in that class will
display the texture. The process is similar to
the steps taken earlier, when we assigned the
travertine wall texture to the appropriate wall
class.
-Open the Organization dialog box.
-Select the Details button, and then click on
the Classes tab to view the le’s classes.
-Select the class Glazing-Clear, and then
click on the Edit button.
The Edit Class(es) dialog box opens.
-Click on the Other tab (about halfway down
the dialog box).
Renderworks 2011 Get ting Starte d Guide | 31
-Check the Use Textures at Creation
checkbox in order to apply the wall textures
automatically.
-Check the Texture check box in order to
activate the texture for 3D objects in this
class.
-Click on the texture selection menu.
The texture selection window opens.
-Select the texture Glass.
-Click OK to exit the Edit Class(es) dialog
box.
Task 4: Add Sky.
In this le the graphic image of the sky is a
HDRI background supplied with Renderworks and applied as a layer background: HDRI Sky
Day Mostly Sunny.
Note: HDRI backgrounds can also be used as
lighting sources–they are actually dualpurpose backgrounds. But for this exercise
le, the HDRI Sky Day Mostly Sunny layer
background will be used only for its image of
the sky (a different layer background is used
here as a light source, as described in Task 1: Lighting).
-Open the Organization dialog box.
-Select the layer site with buildings and click
Edit.
The Edit Design Layers dialog box opens.
-Click on the Renderworks Background
drop-down box and select HDRI Sky Day
Mostly Sunny.
-Click OK, and then back in the Organization
dialog box, click OK again.
-Click OK again to exit the Organization
dialog box.
32 | Renderworks 2011 Get ting Starte d Guide
To see the new sky, click on the Saved Views
drop-down box and select the View 1. Now
click on the Fit To Page Area button.
Re-render the scene in Fast Renderworks:
View>Rendering>Fast Renderworks.
Task 5: Add Entourage.
This scene uses three types of entourage:
one car symbol, several image props of
people, and several of trees.
1. Create and place image props.
An image prop is, in essence, a threedimensional at object onto which an image
has been mapped, similar to a billboard. The
image prop can be optionally set to
automatically rotate toward the camera in
order to enhance its appearance and
three-dimensionality. With this setting, it is not
necessary to orient each image prop in a
particular direction (unless desired). One need
only place specic image props in the desired
locations, and they will automatically point
toward the camera in any 3-D view. Additional
automated features are optionally available as
well, such as the selection of certain colors
for transparency, suitable for transparent
backgrounds.
This exercise le requires several image
props to be installed at various locations,
representing trees and people.
a. Make an image prop from a tree image
and place it in the scene.
Later we will add a number of pre-made
image props in various locations.
-Go to the command Model>Create Image
Prop...
The Choose Prop Image dialog box will
open, prompting us to select an image to be
used in the image prop.
-Click on: Import an Image File, and then
click OK.
The Import QuickTime Image Document
dialog opens.
-Navigate to the folder containing this exercise
and, once inside, to the folder graphics support les. The image le to be used for
this image prop is located in this folder.
-Select the image tree ve image.png and
click on the Open button.
The Image Prop Options dialog box opens.
-In the Name data eld, type a new name for
this image prop: tree ve.
Renderworks 2011 Get ting Starte d Guide | 33
-Under Dimensions, change Height to 12’-0”
[3660mm], and make sure that the Lock
Aspect Ratio checkbox is selected.
Now we’ll make the background color of the
tree image transparent, so that only the image
of the tree itself will be seen.
-Under Mask Options, select Use Mask, and
then click on the Create Mask button.
Color (if that is not the default selection, click on the drop-down box and select This Prop’s
Color).
-Click OK.
The Create Mask dialog box opens.
-Select Transparent Color, and click OK.
The Create Transparent Color Mask dialog
box opens. We will now select the color to be
used as a transparent color mask (anything in
that color will be transparent in the image
prop). Note that the original image has been
prepared with a uniform background of a
single color. When making an image prop, it is
simpler to pick out a single color and make it
transparent.
-In the left window, click on the black
background color.
The Choose Prop Mask Image dialog box
opens. To create the transparency mask
(required in order to make a portion of the
image transparent) we will reuse the image
we have already selected:
-Click on Reuse an Image from Another
Resource.
-Leave the drop-down box at This Prop’s
34 | Renderworks 2011 Get ting Starte d Guide
-Move the Color Matching Tolerance slider
one notch to the right.
-Move the Mask Contrast slider one notch to
the right.
-Click OK.
-Click OK.
The completed image prop has now been
made into a symbol (which can be seen in the
Resource Browser). A copy of it has been
placed in the scene–at the origin point, where
it remains selected and highlighted.
We’re back in the Image Prop Options dialog
box.
-Deselect Constant Reectivity. This setting
increases (or maintains) the brightness of the
image prop, even when it is in the shade. Not
required for our example.
-Make sure the Create Symbol checkbox is
selected. This will make the image prop into a
symbol that can be placed repeatedly
throughout the scene.
-Make sure the remaining options are as
shown below.
b. Place copies of the new image prop at
the desired locations:
-First switch to a Top/Plan view and turn on
the Entourage Locations layer (View>Layer
Options>Show/Snap Others). This layer is a
pre-made map showing the desired spots for
image props and symbols, including the
just-completed image prop.
-In the Organization dialog box, make the
Entourage Locations layer visible and click
OK.
-Zoom as necessary to include the right half of
the building.
-Make sure layer visibility is set to Gray/Snap
Others (View>Layer Options>Gray/Snap
Others).
-Now go to the 0-0 origin (turn on the rulers if
necessary, to help identify the spot) and nd
the just-created image prop.
Renderworks 2011 Get ting Starte d Guide | 35
-Snap the cursor to the center of the image
prop and drag it to the location marked Tree Five.
Now we’ll place another copy of this image
prop, alongside the rst.
-In the Resource Browser, under Symbols/Plug-In Objects, nd the image prop named:
tree ve Image Prop Symbol.
-Click/hold on the thumbnail image, and drag/
drop the image prop symbol from the
Resource Browser onto the drawing, at the
second location marked Tree Five, right
alongside the rst.
Now check to see that the image prop was
placed properly.
-Switch to right isometric view:
View>Standard Views> Right Isometric.
-Render in Fast Renderworks. Note that the
trees do not appear at, but have rotated to
face the camera.
36 | Renderworks 2011 Get ting Starte d Guide
-Switch back to Top/Plan view. Make sure the
Entourage Locations layer is visible. Set rendering to Wireframe.
2. Place additional, premade image props.
A variety of premade image prop symbols
are available in a library le supplied with
this exercise. These symbols can be
accessed and imported directly within the
Resource Browser.
-In the Resource Browser, click on the Files
menu button and select Browse a Document.
The Select a Vectorworks Document dialog
box opens.
-Navigate to the folder containing this
exercise, and select the library le building-
resources. Click Open.
The Resource Browser will now display that
le’s resources, including the image prop
symbols that have been previously created for
this exercise. Find these image prop symbols
under Symbols/Plug-In Objects. Drag/drop
these symbols directly from the Resource
Browser onto the drawing, at the spots
marked in gray.
-Select the rst image prop symbol, named
father and son.
-Click/hold on the thumbnail image, and drag
the image prop symbol from the Resource
Browser onto the drawing, at the location
marked Father and Son.
Note that we have imported a symbol from
another drawing le, even though that other
le is not currently open. The Resource
Browser provides access to resources that
are located both in the active le, and in other,
non-active les as well.
-Now select each of the remaining image prop
symbols, and move them one-by-one onto the
drawing at the locations marked. The location
names match those of the image prop
symbols.
3. Place 3D symbols.
The Resource Browser should still be
displaying the resources in the library le
building-resources.
-In the Resource Browser, under Symbols/
Plug-In Objects, nd the pre-made automobile symbol Auto.
Renderworks 2011 Get ting Starte d Guide | 37
-Click/hold on the symbol’s thumbnail image,
and drag the symbol from the Resource
Browser onto the drawing, at the location
marked AUTO, just in front of Camera 2.
Task 6: Render and Export an
Image.
1. Render the scene.
a. Basic Renderworks Methods.
We have already used and reviewed a few
basic methods for rendering in Renderworks.
Fast Renderworks and Final Quality
Renderworks represent two points on the rendering quality spectrum. The Fast
Renderworks setting makes for a speedy
rendering, albeit at the expense of image
quality. Final Quality Renderworks is a
high-quality rendering mode, providing
smooth accuracy and precise representation
of lighting–but at the expense of rendering
time.
To put it simply:
• Fast Renderworks =Higher speed/
lower quality.
• Final Quality Renderworks =Higher
quality/lower speed.
These two settings will be satisfactory in the
majority of cases.
To nish up, switch to view 1 (click on the
Saved Views drop-down box and select view
1). Make the underlying Entourage
Locations layer invisible (by controlling layer
visiibility: View>Layer Options) and render in
Fast Renderworks (View>Rendering>Fast
Renderworks).
This concludes the le-preparation portion of
the exercise.
The nal task involves rendering the le and
exporting an image.
38 | Renderworks 2011 Get ting Starte d Guide
b. Finer Adjustments using Custom
Renderworks.
To adjust the Renderworks settings more
nely, access the individual components of
these settings via the Custom Renderworks
Options dialog box:
-View>Rendering>Custom Renderworks Options.
This example is just a starting point.
Experiment with the different settings to nd a
suitable speed-vs.-quality compromise setting.
Note the ve options at the very top:
deselecting several of them (such as Textures
or Anti-Aliasing) may signicantly increase
rendering speed during interim development
of renderings.
The dialog box provides access to 13 different
categories of quality and visibility settings.
Once specic settings have been selected,
use Custom Renderworks as the rendering
option:
-View>Rendering>Custom Renderworks.
c. Example of a Custom Renderworks
setting:
For a quick mid-level Custom Renderworks
setting–better than Fast Renderworks and
faster than Final Quality Renderworks–
arrange the Custom Renderworks Options
as shown below:
Once we have arranged the settings as
desired, render in Custom Renderworks:
-View>Rendering>Custom Renderworks.
d. Save new Custom Renderworks settings
by using the Saved Views command.
After rendering with Custom Renderworks,
use the Saved Views command to save the
new Custom Renderworks settings along
with the view.
-View>Save View.
The Save View dialog box opens.
-In the View Name box, enter a desired name
for the view. Consider a name that provides
information about the settings, such as All
Medium Settings, or No Textures.
Renderworks 2011 Get ting Starte d Guide | 39
-Select the Save Render Settings checkbox
in order to preserve the Custom
Renderworks settings just developed.
-Click OK.
Whenever we call up a saved view, the
Custom RenderworksOptions developed
for that view will be implemented in the
rendering. In this way it is possible to save a
variety of Custom Renderworks Options
settings, some providing faster rendering
(suitable for works-in-progress); others higher
quality.
Note: Custom Renderworks Options
settings are also saved with viewports when
viewports are rendered. More on that below.
A note about several Custom Renderworks
Options:
• Blurriness refers to a setting used when
creating textures containing Reectivity
and Transparency shaders.
work-in-progress test renderings,
deselect the Blurriness setting
altogether, and just choose it at the very
end, when the nal rendering is desired.
• Image Exposure (%) controls the
brightness of a rendering. Change the
number in the Image Exposure box to
ne tune a rendering’s brightness. The
default brightness is 100%.
As a reminder, these settings only apply when
rendering with Custom Renderworks, and do
not affect the appearance of images prepared
with Fast Renderworks or Final Quality
Renderworks.
Blurriness will make those textures
appear, as the name implies, blurry to a
greater or lesser extent. Clicking the
Blurriness checkbox in the Custom
Renderworks Options can greatly
increase rendering times, but can also
increase the realism of a rendering. For
40 | Renderworks 2011 Get ting Starte d Guide
e. Compare the different settings by
rendering a saved view:
-Click on the Saved Views drop-down box,
and select View 1.
-Render in Fast Renderworks:
View>Rendering>Fast Renderworks.
-Now render in Final Quality Renderworks:
View>Rendering>Final Quality
Renderworks.
-Finally render in Custom Renderworks:
View>Rendering>Custom Renderworks.
Make a viewport of a saved view, and then
render the viewport. Among other advantages,
a viewport will save Custom Renderworks
settings and make it easy to compare different
settings between viewports.
Keep this in mind: each rendered viewport will
need its own lighting and rendering quality
settings.These are set via the Object Info
palette. To compare the results of settings,
duplicate the viewports, set them side by side,
and then alter the lighting and rendering
quality settings for each viewport prior to
updating.
a. Go to a saved view.
-Click on the Saved Views drop-down box,
and select View 1.
The Object Info palette reports and controls
the viewport’s settings:
b. Make a viewport.
-View>Create Viewport. The Create
Viewport dialog box opens.
-Leave all the settings in place, and click OK.
The New Sheet Layer dialog box opens (only
the rst time a viewport is created).
-Click OK.
The new sheet layer containing the viewport is
immediately made active, and the new
viewport is left selected on the screen.
c. Add HDRI lighting and adjust Indirect
Lighting settings.
-Click on the Lighting Options button. The
Lighting Options dialog box opens.
-Make sure the settings are as shown and
click OK:
Renderworks 2011 Get ting Starte d Guide | 41
Remember that directional light representing
the sun? In this le that light object continues
to reside on the original design layer (not the
sheet layer), and the viewport will incorporate
its lighting into the rendering without further
adjustment.
d. Select rendering method.
-Click on the Background Render drop-down
box and select Fast Renderworks.
e. Add sky.
-Click on the RW Background drop-down box
and select the visible, graphic layer
background HDRI Sky Day Mostly Sunny.
(Remember that we are using one HDRI
background for lighting purposes, and a
different one for a graphic representation of
the sky.)
Why choose a Background Render prior to
selecting a sky? Not all rendering methods
utilize Renderworks backgrounds, and the
RW Background drop-down box will remain
grayed-out until a compatible rendering
method is chosen.
f. Render by updating the viewport.
-In the Object Info palette, click on the
Update button. The viewport will render.
The viewport resides on a sheet layer which
has a default resolution of 72 dpi (Dots Per
Inch). This resolution corresponds to that of
many computer monitors, but it is often too
coarse for printing, and may yield blurry
results on paper. For better printed results
increase the sheet layer’s resolution. For print
purposes, 300 dpi is often a good setting:
-In the Organization palette, select the Sheet
Layers tab, select the desired sheet layer, and click the Edit button. The Edit Sheet
Layers dialog box opens.
-In the DPI data eld enter 300, and click OK.
-Back in the Organization palette, click OK.
42 | Renderworks 2011 Get ting Starte d Guide
Important: increasing the sheet layer’s
resolution from 72 dpi to 300 will signicantly
increase rendering times, because many
more pixels need to be calculated, developed
and rendered.
3. Export the Image.
-File>Export>Export Image File.
The Export Image File dialog box opens.
Arrange the settings as shown below.
• Marquee will allow us to draw a
fence–or marquee–around the specic
portions of the rendering we wish to
include.
b. Selecting options within Dimensions.
• Lock Aspect Ratio. This locks the
relationship between height and width of
the exported image. If we change the
image width under Pixel Dimensions or
Print size, for example, the image height
will automatically adjust in order to
maintain the original proportions.
• Resolution. This is the resolution of the
exported image, which normally defaults
to 72 pixels per inch. For print purposes,
try 300 px/in. 72 px/in can look ne on
most computer monitors but not always
in print.
Before clicking Save, please see the specic
notes below and then modify the settings as
desired.
a. Selecting options within Export Area:
• Current View will export the sheet with
the rendering exactly as shown on the
screen. If the rendering is smaller than
the sheet and surrounded by white
areas, that is exactly what the rendering
will include.
c. Selecting options within Format.
-Click on the File Type drop-down box, and
select a le format for the image being
exported:
• JPEG is good for viewing on monitors.
• TIFF is suitable for printing.
Renderworks 2011 Get ting Starte d Guide | 43
• Photoshop will export a le in native
Photoshop format that will automatically
open in that program.
d. Selecting other options.
• Update visible out of date viewports
prior to exporting. This will allow a
viewport that has not been updated to
automatically do so just prior to the
render export.
e. Complete the image export.
-Click Save.The Export as Quicktime
Document opens.
-Navigate to the spot in which the image le
will be saved, and in the Save As eld, enter
a desired le name.
-Click Save.
The Export Image File dialog box is still
visible on the screen. Do not click Save again.
Simply wait for the image export to complete
(it will take some time, as the le needs to
render again). When the export operation is
complete, the Export Image File dialog box
will automatically disappear.
44 | Renderworks 2011 Get ting Starte d Guide
Section 2:
Day-Time Interior View
Section 2 of this guide will focus on rendering an ofce interior, daylit through a window wall. The
exercise le has already been partially set up with textures and cameras.
What will this exercise cover? We will install
and adjust lighting and then add a layer
background, essentially a sky graphic, to be
seen through the window wall on the left. We
will apply textures to the rear-most wall behind
the stairs, the partial-height mesh partition just
in front of the rear steps and the wood
paneling on the right, beneath the upper
mezzanine. Finally, we will render in Custom
Renderworks.
The exercise will focus on the following tasks:
1. Placing a sun-light and a HDRI
background, adding light from the sky.
2. Setting the appropriate light quality
settings.
3. Adding a layer background representing
the sky (seen through the window wall).
4. Creating and applying three textures to
interior surfaces.
5. Rendering using Custom Renderworks.
Renderworks 2011 Get ting Starte d Guide | 45
Open the le: Interior-day.vwx. Take a quick
rst look:
-Go to the Saved Views drop-down box and
select view 1. The view will be in wireframe.
-Make a quick rst rendering using Fast
Renderworks: View>Rendering>Fast Renderworks (seen above).
Task 1: Place a Directional Light
Representing the Sun.
a. Place the light.
-View>Lighting>Set Sun Position. The Set
Sun Position dialog box opens. Leave
everything as it is, and click OK to place a
directional light in the scene.
b. Adjust the light’s settings.
-In the Object Info palette set the light’s
Azimuth and Elevation settings:
Azimuth: -82°
Elevation: 40°
46 | Renderworks 2011 Get ting Starte d Guide
-Make sure the remaining settings are as
shown below.
Task 2: Lighting: Add Light from
the Sky.
Task 3: Lighting: set Lighting
Options.
a. Use a HDRI background as a light
source (light from the sky) for the scene:
-View>Lighting>Set Lighting Options.
The Lighting Options dialog box opens.
-Under Environment Lighting (HDRI), click
on From Selected Background.
b. Now select the desired HDRI
background:
-Click on the Renderworks Background
drop-down box and select: HDRI Day.
-Click OK.
Access the Lighting Options dialog box:
-View>Lighting>Set Lighting Options.
The Lighting Options dialog box opens.
-Click on the Indirect Lighting drop-down
box and select Interior, 4 Bounces.
Note: A good quality indirect lighting setting for
interiors uses 2 bounces. Using fewer
bounces can often yield unsatisfactory results.
4 bounces is the best setting for interiors but
at the occasional cost of lengthy rendering
times (depending on the le).
-Make sure the remaining settings are as
shown below.
-Render in Fast Renderworks to see the
results.
-Click OK to nish.
Renderworks 2011 Get ting Starte d Guide | 47
Task 4: Add a Graphic Sky
Background.
Apply a High Dynamic Range Image
background for its graphic sky image, to be
seen through the window wall to the left of the
image:
-Open the Organization dialog box.
-Select the layer Design layer-1 and click
Edit.
-The Edit Design Layers dialog box opens.
Click on the Renderworks Background
drop-down box and select HDRI Sky Day Mostly Sunny.
-Click OK, and then back in the Organization
dialog box, click OK again.
Task 5: Create and Apply Textures.
Create three textures and apply them to
interior surfaces:
1. Rear wall
The rst texture is applied to the rear wall and
represents textured plaster. This texture will
take on the color of the wall, and recreates the
plaster texture through use of the Noise bump
shader.
a. Create texture.
First, create a new texture:
-In the Resource Browser, click on the
Resource menu button, and then select New
Resources in Interior-day.vwx, then
Renderworks Texture.
48 | Renderworks 2011 Get ting Starte d Guide
The Edit Texture dialog box opens.
-In the Name box, type this texture’s new
name: Plaster.
This plaster texture uses one of the four
available shader types used to assemble
textures: Bump, which adds a 3-D
appearance to a texture:
-In the Shaders area, click on the Bump
drop-down box and select Noise.
-Make sure the remaining settings are as
shown below. Note some of the features that
are particular to this specic Noise-based
texture: Strength is only 15%, Detail is 6, and
Cycles: 2.
- Click on the Edit button.
The Edit Noise Shader dialog box opens.
-Click on the Pattern drop down box and
select Wavy Turbulence.
These last two settings are especially
important in this shader. As an experiment,
change each of these and observe the
thumbnail image at the top of the dialog box to
see the changes made.
-Click OK. We’re back in the Edit Texture
dialog box.
Now change the size of the texture:
-In the Edit Texture dialog box, click in the
Size data eld and enter 6’0”. (Why 6’0”?
Trial and error–it just looks good. Change it
Renderworks 2011 Get ting Starte d Guide | 49
and see if you prefer a different size.)
-Click OK.
Note: to change the size of a completed
texture, right-click (or Control-click) on the
texture in the Resource Browser and choose
Edit... . This will launch the Edit Texture
dialog box, and the texture’s size can be
changed in the Size data eld.
b. Apply the new texture to the rear wall.
-Switch to Top/Plan view.
Select the wall:
-Click once on the rear, orange wall.
Now go to the Object Info palette to apply the
texture.
-In the Object Info palette, click on the
Render tab.
-Click on the Mode drop-down box. Select: By
Object.
Select the wall part to which the texture is
applied:
-Click on the Part drop-down box and select
Overall.
Now choose the texture:
-Click in the Texture drop-down box and
select the new texture, Plaster.
Now switch to the saved view and render to
see the results:
-Click on the Saved Views drop-down box
and select view 1.
-Render in Fast Renderworks.
2. Mesh partition.
The second texture is applied to the
partial-height wall in front of the stairs. This
wall is actually a metal-mesh partition.
50 | Renderworks 2011 Get ting Starte d Guide
a. Create Texture.
-In the Resource Browser, click on the
Resource menu button, and then select New
Resources in Interior-day.vwx. Then select
Renderworks Texture.
The Edit Texture dialog box opens.
-In the Name box type this texture’s new
name: Metal Mesh.
This mesh texture uses two of the four
available shader types used to assemble
textures: Color and Transparency.
First we’ll decide on a mesh color to use in
this texture:
-In the Shaders area, click on the Color
drop-down box and select Color.
- Click on the Edit button.The Edit Color Shader dialog box opens.
-Click on the Color drop-down box and select
the color shown below. Then click OK.
Now we’ll apply a patterned transparency to
the texture (the pattern representing the mesh
material itself):
-Back in the Edit Texture dialog box, click on
the Transparency drop-down box and select
Tiles.
-Click on the Edit button.The Edit Tiles
Shader dialog box opens.
-Click on the Pattern drop-down box and
select Squares.
-Make sure the remaining settings match
those shown below, and click OK.
Renderworks 2011 Get ting Starte d Guide | 51
-Back in the Edit Texture dialog box, click in
the Size data eld and enter the desired size
for a single tile of this texture: 1’-0”.
-Click OK.
b. Apply the new texture to the wall in front
of the stairs.
-Switch to Top/Plan view (View>Standard
Views>Top/Plan).
-Select the partial-height wall just in front of
the stairs.
Note: In the le the wall is actually made with
a simple extrusion.
-In the Object Info palette, click on the
Render tab.
Now select the part to which the texture is
applied:
-Click on the Part drop-down box and select
Overall.
Select the texture:
-Click in the Texture drop-down box and
select the new texture, Metal Mesh.
Switch to the saved view and render to see
the results:
-Click on the Saved Views drop-down box
and select view 1.
-Render in Fast Renderworks
(View>Rendering>Fast Renderworks).
3. Wood paneling.
The third texture is applied to a 3-D object (a
Solid Subtraction) on the right side,
representing wood paneling.
52 | Renderworks 2011 Get ting Starte d Guide
a. Create the texture.
-In the Resource Browser, click on the
Resource menu button, and then select New
Resources in Interior-day.vwx, then
Renderworks Texture.
The Edit Texture dialog box opens.
-In the Name box type this texture’s new
name: Wood Paneling.
Note: This texture uses two of the four
available shader types used to assemble
textures: Color and Reectivity. This texture
also uses a graphic image le as the texture
source. The next step will select the image le
to be used in this texture.
-In the Shaders area, click on the Color
drop-down box and select Image. The
Choose Image dialog box opens.
The Edit Image Color dialog box opens.
-Leave as is and click OK.
The wood paneling is intended to have a
gloss nish, so we will add slight reectivity to
the texture:
-Back in the Edit Texture dialog box, click on
the Reectivity drop-down box and select Mirror.
In this case we are importing an image le
into our Vectorworks le:
-Select the rst item, Import an Image File.
Click OK.
The Import QuickTime Image Document
opens. Select the image le to be imported:
-Navigate to the folder containing this le
(Day-Time Interior View>resources) and
select the image le wood paneling.png.
Then click Open.
-Click on the Edit button.
Renderworks 2011 Get ting Starte d Guide | 53
The Edit Mirror Shader dialog box opens.
Unlike a regular glass mirror, this texture is
only slightly reective, so we will enter a low
Reection percentage:
-Click in the Reection (%) data eld and
enter the desired amount of reection: 20.
-Click OK.
Now adjust the texture size and complete the
texture:
-Back in the Edit Texture dialog box, click in
the Size data eld and enter 2’0”[610mm].
-Click OK.
b. Apply the new texture to the 3-D object
on the right.
-In the Object Info palette, click on the
Render tab.
Now select the part to which the texture is
applied:
-Click on the Part drop-down box and select
Overall.
Select the texture:
-Click in the Texture drop-down box and
select the new texture, Wood Paneling.
-Switch to Top/Plan view.
-Select the blue 3-D object on the right. The
Object Info palette will report it as a Solid
Subtraction.
54 | Renderworks 2011 Get ting Starte d Guide
Switch to the saved view and render to see
the results:
-Click on the Saved Views drop-down box
and select view 1, and then render in Fast
Renderworks.
Task 6: Render using Custom
Renderworks.
This exercise develops a Custom Renderworks setting as a compromise
between Fast Renderworks and Final Quality Renderworks. By setting some
controls to Low and others to Medium,
deselecting Blurriness and reducing the Max
Reections, we accomplish a compromise:
relatively quick rendering speed with
acceptable image quality.
a. Access the Custom Renderworks
settings:
-View>Rendering>Custom Renderworks
Options.
b. Select the appropriate settings as
shown below:
c. Render in Custom Renderworks:
View>Rendering>Custom Renderworks.
Enlarged detail:
Renderworks 2011 Get ting Starte d Guide | 55
Notes
56 | Renderworks 2011 Get ting Starte d Guide
Section 3:
Night-Time Interior View
The Vectorworks exercise le for this section has already been partially set up with textures,
cameras, saved views and a layer background representing an urban night scene (viewed
through the window wall).
The scene also has 3-D models of light
xtures in place, but lacks actual Vectorworks
lights. This exercise will focus on the following
tasks:
1. Placing and adjusting lights.
2. Setting the appropriate light quality
settings.
3. Rendering using Custom Renderworks.
4. Adjusting Custom Renderworks settings
to control the scene’s brightness.
Note that darker scenes (or night views) often
require longer rendering times than fully-lit
ones.
-Open the le: Night-Time Interior View>Interior-night.vwx.
-Switch to Top/Plan view. This will make it
easier to modify each light xture.
Renderworks 2011 Get ting Starte d Guide | 57
The xtures used in this scene are the
following:
A. Ceiling-mounted lights: rectangular
uorescents above the mezannine to the
right.
B. Round, surface-mount industrial xtures
over the two-story portion of the space.
C. Ceiling-suspended pendants: two
pendant lights over the reception counter,
at center rear.
D. One uorescent xture suspended over
the conference table at the front.
E. Rear signage at the mesh partition (in
front of the stairs): neon lights outlining
the logo’s letters.
This exercise will install light objects in each
of the 3-D light models depicted in the scene
and use them to illuminate the space.
B
E
A
C
D
Task 1, Lighting: Place and Adjust
Lights.
A. Rectangular uorescents.
The ceiling-mount rectangular uorescent light
xtures are located above the mezannine to
the right. The 3-D model of this luminaire has
been saved as a symbol. We will edit the
rectangular uorescent symbol and place an
Area light in it to represent the uorescent
light’s lens. Once the symbol is modied, all
instances of this light xture will automatically
reect this change.
-Select one example of this xture on the
drawing, and double-click on it in order to edit
the symbol.The Edit Symbol dialog box
opens.
-Select 3D Component, and then click Edit.
The le now goes into Symbol Edit mode,
and displays the light xture in Top/Plan view.
-Zoom in on the object for clarity.
Now prepare an Area light:
-Using the Rectangle tool, draw a 2-D
rectangle on top of the light xture. Give the
rectangle a white ll, and make sure the
rectangle ts within the boundaries of the
xture.
draw rectangle
58 | Renderworks 2011 Get ting Starte d Guide
With the rectangle selected, convert it to an
Area light:
-Modify>Convert>Convert to Area Light.
The Light Preferences-Area Light dialog
box opens. Make sure the settings are as
shown below:
-Back in the Light Preferences-Area Light
dialog box, click OK.
Now adjust the height of the new area light:
-Switch to Front view and locate the area light
(it will appear as a line).
-Move the Area light down to the location
shown below:
-Exit the symbol. This xture is complete.
Before proceeding, switch back to Top/Plan
view and zoom out to show the entire
drawing.
Note: Particularly important is the light’s
strength, 7500 Lumens (in the Get
Brightness From: User Input data eld).
-Click on the Area Light Specs... button. The
Area Light Data dialog box opens.
-Click on the Distance Falloff drop-down box
and select Realistic.
-Click on the Quality drop-down box and
select From Render Mode.
-Click on the Render Geometry checkbox
and make sure it remains selected.
-Click OK.
B. Round, surface-mount xtures.
The ceiling-mount round xtures are located
above the 2-story portion of the space. The
3-D model of this xture has been saved as a
symbol. We will edit the symbol to place a
Point light inside it. Once the symbol is
modied, all instances of this light xture will
automatically reect the change.
-Select one example of this xture on the
drawing, and double-click to edit the symbol.
The Edit Symbol dialog box opens.
-Select 3D Component, and then click Edit.
The le now goes into Symbol Edit mode and
Renderworks 2011 Get ting Starte d Guide | 59
displays the light xture in Top/Plan view.
-Zoom in on the object for clarity.
Now place a point light in the xture:
-In the Visualization tool set, click once on
the Light tool.
-Up in the mode bar, select the Point Light
Mode.
-Click once in the center of the light xture in
order to place the light.
The Light Preferences-Point Light dialog
box opens. Make sure all the settings are as
shown below.
Note that the Use Emitter checkbox is
selected, allowing more precise control over
the light’s characteristics. The light’s strength
is set to 11,000 Lumens (it is intended to be a
metal halide lamp).
-Click on the Point Light Specs... button. The
Point Light Data dialog box opens.
-Click on the Distance Falloff drop-down box
and select Realistic.
-Click OK.
-Back in the Light Preferences-Point Light
dialog box, click OK.
Now adjust the height of the new point light so
that it ts properly within the 3-D model of the
light bulb, inside the xture:
-Switch to Front view, and locate the Point
light.
60 | Renderworks 2011 Get ting Starte d Guide
-Move the Point light into position as shown
below:
-Exit the symbol by clicking the Exit Symbol
button at the top-right side of the drawing
area. This xture is now complete. Before
proceeding, switch back to Top/Plan view
(View>Standard Views>Top/Plan) and zoom
out to show the entire drawing.
C. Pendant lights at reception counter.
Two lights are suspended from the ceiling,
hanging low over the reception counter. Each
of these is a symbol of a 3-D model of a light.
We will edit the symbol to place a point light
within it.
-Zoom in to the reception desk area for clarity.
-Select one example of this xture on the
drawing, and double-click on it in order to edit
the symbol.The Edit Symbol dialog box
opens.
-Select 3D Component, and then click Edit.
-Click once in the very center of the light
xture in order to place the light. The Light Preferences-Point Light dialog box opens.
Make sure all the settings are as shown
below, and that the Brightness slider is at
60%.
The le now goes into Symbol Edit mode,
and displays the light xture in Top/Plan view.
-Zoom in further on the object for additional
clarity.
Now place a point light in the xture:
-In the Visualization tool set, click once on
the Light tool.
-In the mode bar, select the Point Light Mode.
-Click on the Point Light Specs... button. The Point Light Data dialog box opens.
-Click on the Distance Falloff drop-down box
and select Realistic.
-Click OK.
-Back in the Light Preferences-Point Light
dialog box, click OK.
Renderworks 2011 Get ting Starte d Guide | 61
-Switch to Front view and locate the Point
light.
double-click on it to edit the symbol.The Edit Symbol dialog box opens.
-Move the Point light into position in the xture
as shown below:
-Exit the symbol. This xture is complete.
Before proceeding, switch back to Top/Plan
view and zoom out to show the entire
drawing.
Note: prior to exiting the symbol, consider
clicking on individual portions of the overall
light xture and reviewing them in the Object
Info palette. Several components–such as the
light bulb and the shade–have textures
applied (visible via the Render tab of the
Object Info palette), displaying complete or
partial transparency and reection.
-Select 3D Component, and then click Edit.
The le now goes into Symbol Edit mode,
and displays the light xture in Top/Plan view.
-Zoom in on the object for clarity.
Now prepare an Area light:
-Using the Rectangle tool, draw a 2-D
rectangle on top of the light xture. Give the
rectangle a white ll, and make sure the
rectangle ts within the boundaries of the
xture.
draw rectangle
With the rectangle selected, convert it to an
Area light:
-Modify>Convert>Convert to Area Light.
The Light Preferences-Area Light dialog
box opens. Make sure the settings are as
shown below:
D. Fluorescent pendant light over
conference table.
A long uorescent light xture is suspended
from the ceiling over the conference table.
The 3-D model of the xture is a symbol. We
will edit the symbol in order to insert an Area
light representing the light’s lens.
-Select this xture on the drawing, and
62 | Renderworks 2011 Get ting Starte d Guide
Note: Particularly important is the light’s
strength, 20000 Lumens (in the Get
Brightness From: User Input data eld).
-Click on the Area Light Specs... button. The
Area Light Data dialog box opens.
-Click on the Distance Falloff drop-down box,
and select Realistic.
-Click on the Quality drop-down box, and
select From Render Mode.
-Click on the Render Geometry checkbox
and make sure it remains selected.
-Click OK.
-Back in the Light Preferences-Area Light
dialog box, click OK.
-Exit the symbol. This xture is complete.
Before proceeding, switch back to Top/Plan
view and zoom out to show the entire
drawing.
Note: Since the Area light directs light in both
directions, its illumination can be seen both on
the conference table and through the small slit
openings in the top of the light xture.
Now adjust the height of the new area light:
-Switch to Front view and locate the Area light
(it will appear as a line).
-Move the Area light to the location shown
below:
E. Rear signage at the mesh partition
(in front of the stairs).
The mesh partition in front of the rear stairs
contains a three-dimensional company logo,
outlined in yellow neon. The neon lighting is
actually a 3-D solid composed of three path
extrudes, with a light-emitting Glow texture
applied. Even though the model of this lighting
emits light (because of the Glow texture), it is
not technically a Vectorworks light object.
Renderworks 2011 Get ting Starte d Guide | 63
The 3-D model of the neon tubing has already
been created and placed. This exercise will
focus on creating the light-emitting Glow
texture and applying it to the 3-D model of the
neon tubing.
a. Create the texture.
-In the Resource Browser, click on the
Resource menu button, then select New
Resources in Interior-night.vwx, then
Renderworks Texture.
-The Edit Texture dialog box opens. In the
Name box, type this texture’s new name:
Neon Light.
This texture uses two of the four available
shader types used to assemble textures:
Color and Reectivity.
First we will set the texture’s color:
-In the Shaders area, click on the Color
drop-down box and select Color, then click on
the Edit button at the side. The Edit Color
Shader dialog box opens.
-Click on the Color drop-down box and select
the color shown below, and then click OK.
Click OK again to exit the Edit Color Shader
dialog box. Now we will select the Glow
setting, available in the Reectivity shader.
This setting causes the texture to emit light,
not unlike a light object:
-Back in the Edit Texture dialog box, click on
the Reectivity drop-down box, and select
Glow.
-Click on the Edit button to the right of
Reectivity. The Edit GlowShader dialog
box opens.
-Click in the Brightness (%) data eld, and
enter 100.
-Select Emit Light and then click OK.
64 | Renderworks 2011 Get ting Starte d Guide
-Click on the Part drop-down box, and select
Overall.
-Click on the Texture drop-down box, and
select Neon Light.
The texture is now applied to the 3-D model of
the neon tubing. Task 1 is complete.
-Back in the Edit Texture dialog box, click OK
to complete the texture.
b. Apply the new neon light texture to
the 3-D model of the neon tubing.
-Switch to Top/Plan view and zoom in on the
neon light model for clarity.
-Select the 3-D lettering model (outlined in
blue), and in the Object Info palette, click on
the Render tab.
Task 2: Lighting: Set the
Appropriate Light Quality Settings.
Access the Lighting Options dialog box:
-View>Lighting>Set Lighting Options.
For the fastest, reasonable-quality results
(with illumination from lights, not directional/
sun light or HDRI), try turning off Indirect Lighting and using Ambient lighting instead,
set to about 30%.
For better results, turn off Ambient lighting,
and use Indirect Lighting set to 2 bounces.
This will increase rendering time by about
one-third compared to Indirect lighting.
Renderworks 2011 Get ting Starte d Guide | 65
For superior results, however, and a cleaner,
lighter image (more light bounces send more
light energy around the scene, increasing its
brightness), set Indirect Lighting to 4 bounces. This will increase rendering time by
about 40% compared to 2 bounces (your
mileage may vary, depending on the le,
number of lights, etc.).
-Once you have decided on your preferred
lighting options, click OK to nish.
After setting some Custom Renderworks
controls to Low and others to Medium,
deselecting Blurriness and reducing the Max Reections, these settings yield relatively
quick rendering speed with acceptable image
quality. The settings shown here are merely a
suggestion. Experiment with different settings
to nd the combination that best suits your
purpose.
Before proceeding, switch to View 1 (click on
the Saved Views drop-down box and select
View 1).
a. Access the Custom Renderworks
settings:
-View>Rendering>Custom Renderworks
Options.
b. Adjust the settings as shown below:
Task 3. Render using Custom
Renderworks.
This exercise develops a Custom
Renderworks setting as an optimal
compromise between speed and quality of
rendering. Try rendering in Fast Renderworks
and Final Quality Renderworks to see the
impact of those settings. Then modify Custom
Renderworks settings as shown here, as an
experiment.
66 | Renderworks 2011 Get ting Starte d Guide
c. Render in Custom Renderworks:
View>Rendering>Custom Renderworks.
Task 4. Adjust Custom
Renderworks Settings to Control
Brightness.
If the scene’s brightness does not match your
preference, it is possible to modify the overall
brightness of the image by changing the
Image Exposure (%) setting in Custom
Renderworks.
a. Access the Custom Renderworks
settings:
-View>Rendering>Custom Renderworks
Options.
b. In the Image Exposure (%) data eld
enter a number greater or smaller than 100
(100 is the default setting, a smaller number
makes the scene darker and vice versa).
Renderworks 2011 Get ting Starte d Guide | 67
Notes
68 | Renderworks 2011 Get ting Starte d Guide
About the Author
Daniel Jansenson is an architect in private practice based in Santa Monica, California.
A longtime Vectorworks user, he teaches seminars in the use of Vectorworks and Renderworks,
presentation graphics and small-ofce project management. Author of the Renderworks Recipe
Book and Remarkable Renderworks, Dan uses Vectorworks daily in his residential and small
commercial practice. His focus is on the daily joys of designing homes, and having as much fun
as humanly possible both in the design of buildings and in the creation of rendered
presentations.
Dan can be reached via his rm’s web site: www.danjansenson.com.. His training activities are
available through www.vectortasks.com.
Renderworks 2011 Get ting Starte d Guide | 69
70 | Renderworks 2011 Get ting Starte d Guide
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