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
render the image twice. Once to sample the range of luminance values in the output image, then a
second time to render the actual image with the luminance values adjusted to match the behavior of the
human eye.
In general, when using physically accurate lights, "Auto Exposure" should be on.
Volumetric Lights
Volumetric lighting allows effects such as the scattering of light, by fog or smoke, in a scene. Enable the
"Scattering" check box on each light. A "Scattering Medium" foreground effect must also be in use (see “
Foreground Effects ” for more information on how to setup foreground effects).
You may need to adjust the "Medium Density" and "Medium Ambient" parameters of the "Scattering
Medium" foreground effect to suit your model. If no volumetric effects are visible, the "Medium Density" is
too low. If the rendered image is entirely white, the "Medium Density" is too high.
The default medium is plain white. Optionally, a "density shader" may be set to any solid (not wrapped)
color shader, to create the effect of a non-uniform (inhomogeneous) medium. Examples of shaders that
can be used are "Blue Marble" and "Solid Clouds". A shader that has been designed explicitly for this
purpose is the "Turbulent" shader.
The key points when using volumetric lighting are:
• Remember to turn the "Scattering" parameter of light sources on if you want to see their volumetric
effects.
• Use "Medium Density" and "Medium Colour" to define brightness and colour of the lit medium.
• Use a solid color shader set as "Density Shader" for simulation of density variations in the medium.
• Decrease "Error Bound" if image appears spotty outside shadow areas.
• Increase "Min LOD" parameter if areas with volumetric shadows appear spotty.
• Set high "Error Bound" and small "Min LOD" for fast previews.
• Use "Inverse Square Law" for your light's "Fall Off", together with auto exposure, for best results.
Image-based Lighting
Image-based lighting, simply put, is where an image is used to light a scene. In the real world, every
object is lit not only by light sources like the sun, lamps etc, but also by everything around. Standing in the
middle of a street, a person will be lit by the sun, the blue sky, the brown buildings and the grey floor.
Emulating this form of lighting clearly has the potential to create incredibly realistic images.
Images used in this lighting method are a special kind of image called a High Dynamic Range Image or
HDRI. This type of image has the capability of lighting a scene with incredible accuracy. In Presenter an
HDRI is wrapped around the scene as a sphere, and colour and brightness from the HDRI are cast onto
the 3D model to light it.
To give an example of the difference this can make, this is a before shot using normal lights
Presenter Lighting
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