Green Rascal Design

 
 
Going over my notes makes me realize how much lighting and rendering stuff we need to cover still. One thing I realize is that while I encourage the use of Mental Ray and its fancy materials, the Default Scanline does have some fancy options too. So later today I'll present Radiosity. I can already hear the groans.

In the meantime, there are some random things I have been trying to remember how to do that I'll put up here. Most notably, the displace modifier.
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Here I have a plane of no particular size. Also, I need to point out something I missed earlier. Under Customize > Preferences, check the box that says Use Real-World Texture Coordinates. Often I've said to make sure objects are using real-world coordinates, and this setting under preferences should cover it. It is a good thing to check up on when things go awry, but doing this step will help. Back to my plane, I have changed the Length and Width Segments to 100. You can see in the top view behind the preferences box how dense the plane looks in wireframe.

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Now I add the Displace modifier to the plane, select a bitmap, and pull the strength up. Here you can see I used my LEED AP badge with a strength of 9 inches. I haven't changed any other parameters yet.

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Here I have added a very slight blur to make it softer. If my bitmap were very intricate this would probably not be a great idea, but this bitmap is huge and pixellated, so I want it softer. Also, if I try different Map modes, and then go back to Planar, it becomes more square. I'm not sure why it did this. Sometimes accidents are great, and in this case it works. But just be aware that your bitmap can change size if you go from planar to shrink wrap and back for example. (This is why I advise everyone to set their Scene Undo Levels to 500 or so.)

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And if I scroll down and check Use Existing Mapping, this is what happens to this particular bitmap.

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If I changed this map to a brick, and uncheck Use Existing Mapping, here is the result. I also made the plane itself square to get rid of the flat sides. Here's also an example on a box. That's all for Displace.


 
 
Here is a useful tool. You can place a bitmap image to trace. Go to View > Background Bitmap > Place
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placing a bitmap
I usually start at the origin, and the bitmap shows up on the top view. I don't worry about making it to a scale because I will scale my drawing after it is finished and I am ready to remove the bitmap. So here is a wine bottle that I will trace and revolve so that I might have some stuff on my shelves eventually. I will begin with a vertical line about the height of the bottle, and then approximate the curvature up from there. It is kinda hard to see, and it would work better if I'd taken a straighter picture, but you get the drift. I'll add a little line at the top for the cap, join the lines and then remove the bitmap. View > Background Bitmap > Remove  Then I select everything and scale it to the correct height. My bottle in real life is 1 foot tall, so my first point is the top curve at the end, and my reference point is straight down and lined up with the bottom of the curve. Then I type in 12" and it is the right scale.

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I won't put a bottom on my bottle because nobody is going to see it. So here is my profile which I will revolve around the end of the line I last drew. Surface > Revolve  Select the curve and press enter. The start of the revolve axis here is the end of my (cap) curve. Then it asks for the end of the revolve axis, which I want to be straight down, and I click past the bottom of the curve while holding shift or in ortho mode to make sure my revolve axis is completely vertical. The start angle of 0 is fine so I hit enter. And I want it to revolve all the way around so the angle of 360 is correct and I hit enter again. (if I click on the screen anywhere the revolution angle will stop wherever I click)

Now I have a simple bottle I can put on a shelf, but its placement is a little off. I want it above the origin point so that when I insert it on my shelf in the main file it will not be falling halfway through! And I also want it centered on the origin in the x direction so it is easier to line up. I think I'll draw a reference line to help. Plus, I have Snap on so it will snap to the origin. This is fine if I'm inserting the bottle on its side on a flat shelf.
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What if I have scissor shelves like at so many wineries? Here is an example of that situation. I just drew a line flat and rotated it up 45 degrees, then I mirrored that so it would be symmetrical. This represents the top surface of the angled shelves I might have in the other file. (I use SetPT in the Y direction if they get a little wacky) Then I repeat from the center of the cap to the edge of the bottle at 45 degrees. Now I will move the bottle up. Then I delete construction lines, and when I insert the block it will snap to the bottom of the V shape in my diagonal shelves properly (assuming my shelves are all at a 45 degree angle).

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A.    Walls, doors and windows modeled in 3D in AutoCAD, import directly to 3ds Max.     Line drawings you can extrude in Rhino with the below procedure:

1.    Extruding walls, as discussed: have all closed polylines, and in Rhino extrude them straight up to ceiling height.

2.    Doors, for simple doors:
   a.    Make a solid rectangular door, or if glass make a single plane with solid frame.
   b.    Make a solid frame for the opening with booleans, and make a solid jamb with a swept shape.
   c.    Make any necessary hardware if desired at this stage

3.    Windows, for simple windows follor door procedures.

B.    Casework, for AutoCAD casework import directly to 3ds Max.

    Line drawn casework model in Rhino similar to doors and windows:

1.    Base masses should be made similar to walls with surface extrusions straight up.

2.    Cabinet Doors and Drawer fronts should be made similar to passage doors with solid rectangles.

3.    Hardware should be limited if not required for overall project at this point, but be solids if needed.
   a.    Make simple handles with a shape swept along a rail.
   b.    Revolve profile curves for knobs.

4.    Counter Tops should be solids made at top of Bases and extruded up to counter height.

5.    Upper Cabinet masses should be solids, doors and hardware similar to Bases.

C.    Furnishings modeled in AutoCAD import directly to 3ds Max.

    Custom designed furnishings can be modeled in Rhino or 3ds Max:

1.    Make solid frames with shapes swept along rails if possible, use revolve, etc. if necessary.

2.    Make upholstery solids or planes as necessary, but keep it limited.
3.    Physical textures will be image heightfields - discussed later in phase 3.