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
how much light is reflected by the surface towards the viewer. Shaders of this class may be thought of
as defining a surface's "finish", and are used to model properties such as matte, metal and plastic.
• Small surface perturbations can be supported by means of displacement shaders. Typically, a
displacement shader will give an otherwise smooth surface an irregular or indented appearance.
Displacement shaders are used to represent features that would be difficult, impossible, or inefficient if
conventional modelling techniques were used. For example, rough metal castings and the regular
indentations produced by pressed sheet metal can be simulated.
Normally the material editor displays a selection of the most important parameters from all shaders within
the material tab. If the user profile (see "Profiles" under "Interface" in the Basic NavisWorks Functionality
section for more information on this) is set to Developer, then all four shaders can be edited and changed
individually.
Some shaders are described as "wrapped". These define a flat, two dimensional material, like wall paper.
Wrapped materials need a texture space shader to define how they should be applied to (wrapped
around) a three dimensional object. Materials that include a wrapped shader can also include a texture
space shader. A special type of texture space shader, called a layout shader, can be used to transform
(rotate, stretch, offset) the two dimensional material before it is applied to the three dimensional object.
Transforms are based around an origin point, which by default, is the top left hand corner of the image
(refer to the diagram below, where the image is enscribed in the red square, which is then repeated. The
default origin is Point 1). Checking the Offset Center check box will reposition the origin to the center of
the image (Point 2). Finally, in Developer profile, you can edit the Decal Mode, choosing from either
Default or Normalized. Selecting Normalized will move the origin to the lower left corner of the image
(Point 3, with the Offset Center option un-checked). With both Normalized and Offset Center selected,
the origin will be repositioned in the center of the repeated image, directly below (Point 4).
Presenter Materials
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