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
utilising HDRI-based light sources (see “ Image-based Lighting ” for more information), and an Exterior
folder, that contains three light studios for different city locations around the World (Clear Sky, Overcast
Sky and Sun Study).
If you are creating an external render of a building, for example, then you may find that one of the
Environment light studios can give a very realistic effect, using Image-based lighting to light the scene.
Alternatively, Exterior light studios may give you the effect you require. These do use physically accurate
lights however, which generally take longer to render the scene.
Alternatively, you may prefer to use the Standard Light Studio as a starting point and build up your
lighting from there, adding combinations of the basic recommended lights to create the desired effect..
The Standard archive contains a Default Eye Light studio (which is effectively rendering with a head
light); a folder of Exterior light studios which predominantly consist of studios that use a number of lights
to replicate the effect of a Sky light. Not using physically accurate lights means you don't have to turn on
Auto Exposure (see “ Auto Exposure ”) which can negatively impact on the basic recommended light
settings; a folder of Interior light studios for use in internal scenes; a folder of Object light studios which
are best suited to lighting smaller models, such as a vehicle or piece of machinery, for example; and a
folder of Projector light studios, which can be used to project an image onto an object in the scene.
The Templates archive contains all of the basic light shaders that are available. These can then be
edited (as can all lights) to create the exact lighting you require (see “ Editing Lights ” for more information
on editing lights).
Adding lights to the scene:
1. From one of the archives in the left hand pane of the Lighting tab, choose the light you wish to add
to the scene.
2. Drag the light and drop it into the palette (right hand pane of the Lighting tab). This will automatically
be added to the scene. To reposition the light within the scene, see Positioning lights in the scene.
Note:
If you drag a light studio into the palette, this will replace any existing lights with those that make
up the light studio.
As a general guide, the more lights there are in a scene, the longer it will take to render it
photorealistically. For external rendered scenes, you may consider using the Standard Light
Studio, (from the Recommended archive) as a starting point, then strategically add a couple of
Point and Spot lights around the scene, (Point lights are good to light up a dark area of the
scene, whilst Spot lights can add an element of drama and enhance realism).
Positioning lights in the scene:
1. Having added a light to the scene (see Adding lights to the scene, double-click it, or right-click and
click Edit on the shortcut menu, to open the Light Editor, (see “ Editing Lights ”).
2. Point, distant, spot and projector lights have a Location parameter. Distant and spot lights
additionally have a To parameter. You can type in x-, y-, and z- coordinates for these, or alternatively
Presenter Lighting
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