2011
Table Of Contents
- Contents
- Welcome to Autodesk Navisworks Simulate 2011
- What Is New in This Release?
- How to Get Assistance
- Finding Information Using the InfoCenter
- Get More Help
- Learn the Product
- View the Product Readme
- Join the Customer Involvement Program
- Installation
- Quick Start to Stand-Alone Installation
- Prepare for Installation
- Install and Run Autodesk Navisworks Simulate 2011
- Move to Autodesk Navisworks from a Previous Release
- Install Autodesk Navisworks for Multiple Users
- Quick Start to Network Administration and Deployment
- Set Up a Deployment
- Installation Troubleshooting
- General Installation Issues
- How can I check my graphics card driver to see if it needs to be updated?
- When performing a Typical installation, what gets installed?
- Why should I specify the Project Folder and Site Folder?
- How do I share the Autodesk Navisworks settings on a site and project basis?
- Where are my product manuals?
- How do I register and activate Autodesk Navisworks?
- Deployment Issues
- Licensing Issues
- Networking Issues
- Uninstall and Maintenance Issues
- When adding or removing features, how can I tell what features get installed by default?
- Is it possible to change the installation folder when adding or removing features?
- When should I reinstall the product instead of a repair?
- Do I need my original DVD to reinstall my software?
- When I uninstall my software, what files are left on my system?
- General Installation Issues
- Quick Start to Stand-Alone Installation
- Quick Start
- Start and Quit Autodesk Navisworks
- Automatically Save and Recover Navisworks Files
- Command Line Options
- The User Interface
- Navigation with the Wheel Button
- Autodesk Navisworks Options
- Location Options
- Display Units
- Profiles
- Search Directories
- Gizmos
- Get a Whole-Project View
- Work with Files
- Native File Formats
- Compatible CAD Applications
- Use File Readers
- 3DS File Reader
- ASCII Laser Scan File Reader
- Bentley AutoPLANT File Reader
- CIS/2 File Reader
- DWG/DXF File Reader
- DWF File Reader
- DGN File Reader
- Faro Scan File Reader
- FBX File Reader
- IFC File Reader
- IGES File Reader
- Inventor File Reader
- JTOpen File Reader
- Leica Scan File Reader
- MAN File Reader
- Parasolid File Reader
- PDS File Reader
- Riegl Scan File Reader
- RVM File Reader
- SAT File Reader
- SketchUp SKP File Reader
- STEP File Reader
- STL File Reader
- VRML File Reader
- Z+F Scan File Reader
- Use File Exporters
- Manage Files
- View Scene Statistics
- Explore Your Model
- Control Model Appearance and Render Quality
- Review Your Model
- Use Viewpoints and Sectioning Modes
- Record and Play Animations
- Work Within a Team
- Share Data
- Work with Files
- Animate Objects
- Create Photorealistic Visualizations
- Simulate Construction Scheduling
- Autodesk Navisworks Reference
- Animation Export Dialog Box
- Background Settings Dialog Box
- Collision Dialog Box
- Convert Object Properties Dialog Box
- Culling Options Dialog Box
- Customize Dialog Box
- Default Collision Dialog Box
- Edit Key Frame Dialog Box
- Edit Link Dialog Box
- Edit Viewpoint Dialog Box
- Export Rendered Image Dialog Box
- File Options Dialog Box
- File Units and Transform Dialog Box
- Image Export Dialog Box
- InfoCenter Settings Dialog Box
- New Link Dialog Box
- Options Editor Dialog Box
- Publish Dialog Box
- Piranesi EPix Dialog Box
- QTVR Object Movie Settings Dialog Box
- Section Plane Settings Dialog Box
- Glossary
- Index
3 Browse to and select your image file, and click Open.
4 You may then need to adjust some of the texture parameters of the new material, for example its scale,
rotation, offset or reflection (if it’s back to front). These may all be edited in the Texture tab. See “Edit
Presenter Materials
” on page 357 for more information.
Advanced Materials
Internally, a material is defined by four shaders from different classes: Color, Transparency, Reflectance and
Displacement. Each class of shader controls a different aspect of a material's behavior. There are many types of
shader in each class, each type being defined by its own set of parameters.
■ A Color shader is used to define the color of a surface at any point in space. It may be as simple as a plain
color which specifies all parts of the surface to have a uniform color, or it may define complex surface patterns
such as marble or wood. Every material must have a color shader.
■ The behavior of a surface in the presence light is represented by a reflectance shader which defines 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.
■ A transparency shader is used to define how transparent or opaque a surface is, and thus how much light is
able to pass through it. Transparency shaders range from a simple uniform transparency to more complex
regular or irregular eroded patterns that would be more difficult to represent using modelling techniques. A
material without a transparency shader is completely opaque.
■ 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
Materials tab. If the user profile is set to Developer on the Interface node in the Options Editor (see “
Presenter
Page
” on page 472), then all four shaders can be edited and changed individually.
Some shaders are described as “wrapped”. These define a flat, two dimensional material, like wallpaper. 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 corner of the image (refer to the diagram below, where the image is
inscribed in the red square, which is then repeated. The default origin is Point 1). Selecting the Offset Center
Advanced Materials | 359