2009
Table Of Contents
- Autodesk NavisWorks Simulate 2009
- Contents
- Part 1. Welcome to Autodesk NavisWorks Simulate 2009
- Part 2. Installation
- Chapter 3. Quick Start to Stand-Alone Installation
- Chapter 4. Move to NavisWorks from a Previous Release
- Chapter 5. Install NavisWorks for an Individual User
- Chapter 6. Install NavisWorks for Multiple Users
- Quick Start to Network Installation
- System Requirements for a Deployment
- Creating Network Deployments
- Preliminary Tasks for a Network Deployment
- Use the Installation Wizard to Set Up a Deployment
- Start the Deployment Process
- Create a Deployment
- Enter Product and User Information
- Specify Log File Locations
- What Is Silent Mode?
- Customer Involvement Program (CIP)
- Select a License Type (optional)
- Select the Installation Type (optional)
- Final Review and Complete Setup
- Register the Product
- Modify a Deployment (optional)
- Point Users to the Administrative Image
- Uninstall the Program
- Chapter 7. Installation Troubleshooting
- What are the minimum system requirements?
- How can I check my graphics card driver to see if it needs to be updated?
- What is the difference between a stand-alone license and a network license?
- What is the benefit to using a network licensed version of the software?
- When performing a Typical installation, what gets installed?
- Where are my product manuals?
- Deployment Issues
- Networking Issues
- Maintenance Issues
- Part 3. Basic NavisWorks Functionality
- Chapter 8. Overview
- Chapter 9. File Management
- Chapter 10. Converting Files
- File Readers
- NWF Files
- NWD Files
- NWC Files
- DWG and DXF Files
- DWF Files
- Bentley AutoPLANT Files
- 3DS Files
- DGN and PRP Files
- MAN Files
- PDS Files
- IGES Files
- STEP Files
- Inventor Files
- VRML world files
- Riegl Scan Files
- Faro Scan Files
- Leica Scan Files
- Z+F Scan Files
- ASCII Laser Scan Files
- STL Stereolithography files
- AVEVA Review RVM and RVS files
- IFC files
- Sketchup SKP files
- File Exporters
- CAD Previewing
- File Readers
- Chapter 11. Publishing
- Chapter 12. Navigating
- Chapter 13. Selecting Items
- Chapter 14. Finding
- Chapter 15. Editing
- Chapter 16. Display Modes
- Chapter 17. Viewpoints
- Chapter 18. Sectioning
- Chapter 19. Animation
- Chapter 20. Reviewing
- Chapter 21. Object Manipulation
- Chapter 22. Interface
- Chapter 23. Tools
- Chapter 24. Options
- Chapter 25. DataTools
- Chapter 26. Getting Help
- Part 4. Using Presenter
- Part 5. Object Animation
- Part 6. Using TimeLiner
- Glossary
- Index
1. The three buttons at the top determine what sort of material preview you get:
• Click on the Standard Preview button to get a software generated photorealistic preview of
the material on the standard ball against checkered background, which is not interactive but will
show how the material will look when rendered photorealistically.
• Click on the Active Preview button to get an OpenGL interactive preview of the material on
the standard ball against checkered background. This is updated interactively while you change
the parameters and will resemble the quality of material shown in NavisWorks during navigation,
but will not be as high a quality as the photorealistic render.
• Click on the Main Window Preview button to close the preview window in the material
editor and instead preview the material on the item in the scene in NavisWorks's main navigation
window. This is updated interactively while you change the parameters and will be exactly the
material shown in NavisWorks during navigation, but will not be as high a quality as the
photorealistic render.
2. For a simple material, there is only a single Material tab on the material editor, whereas for a texture
material, whether procedural (generated from an algorithm) or bitmap (generated from an image),
there is an extra tab called Texture.
The Material tab contains simple parameters that affect the material's color, scale, shininess and so
on. In the case of the breeze block, there are parameters for the overall scale of the material as well
as a block's width and height, the blocks' color and mortar color, its roughness and reflectivity. On a
bitmap texture, you would also define where the image is that becomes the texture map in the Image
File Name text box (see Creating a texture using your own image). On a glassy material, other
factors would affect the transparency and refraction properties of the glass. Some of these factors will
not be apparent in the interactive OpenGL window and will have to be rendered with the Render
button to be seen.
The Texture tab contains parameters that specifically affect a texture material's texture mapping
properties, such as its rotation, offset (origin) and S- and T- (sometimes called U- and V-) scales.
These parameter values are applied in relation to an origin point, (see “ Advanced Materials ” for
more information). There are S- and T- Reflect check boxes, which will show the reflection of the
image in either (or both) of these axis. Finally there is an Offset Center check box, that repositions
the origin to the center of the image (again, see “ Advanced Materials ” for more information). When
using the Main Window Preview, texture changes can be made instantly allowing interactive
positioning of materials on an object.
3. At any time, click on the Apply button to apply the parameter edits to the material in the scene.
4. Click OK to keep the changes made or Cancel to discard any changes made (since the last time you
clicked Apply at least).
Creating a texture using your own image
1. From the Templates material archive, double click on the Plain Texture material. This will add the
material to the scene's palette and open the Material Editor.
Presenter Materials
339