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		<title>Study Model Rendering for the Masses</title>
		<link>http://microstationtips.com/study-model-rendering-for-the-masses/</link>
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		<pubDate>Tue, 07 Apr 2009 14:47:45 +0000</pubDate>
		<dc:creator>MicroStation User</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[MicroStation Tips]]></category>
		<category><![CDATA[CDHPartners.com]]></category>
		<category><![CDATA[John V. Finkell]]></category>
		<category><![CDATA[model rendering]]></category>

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		<description><![CDATA[By John V. Finkell of CDH Partners, Inc. &#8211; www.CDHPartners.com Accompanying this article I am providing the fruits of my labor, which include a seed file and corresponding Rendering Setup File (.rsf) and other files including the models shown in figures 5-10. You can download the .zip file here. Please try these settings on some [...]]]></description>
			<content:encoded><![CDATA[<p class="body"><span class="body"><br />
</span><span class="bodyHeader2">By John                              V. Finkell of CDH Partners, Inc.                              &#8211; <a class="bodyHeader2" href="http://www.cdhpartners.com/" target="new">www.CDHPartners.com</a></span></p>
<p class="body"><span class="body">Accompanying this article I am providing the fruits                              of my labor, which include a seed file and corresponding                              Rendering Setup File (.rsf) and other files including                              the models shown in figures 5-10. You can download                              the .zip file <a href="http://www.axiomint.com/downloads/Study_Model_Rendering_Attachments.zip">here</a>.                              Please try these settings on some of your new or existing                              models and let <a href="mailto:john.finkell@cdhpartners.com">me</a> know what you think. The file is “Study_Model_Rendering_Attachments.zip”.                              See “Study Model Rendering &#8211; Attachments.pdf”                              for an explanation of what is included in the .zip                              file. I am also including “Study Model Rendering                              &#8211; Rendering Statistics.pdf”, which indicates                              the rendering times for the various images used in                              this article. </span></p>
<p class="body"><span class="body">In August I posted a thread to the                              Bentley Visualization newsgroup, entitled “Re:                              Rendering Challenge &#8211; Quick Study Model Rendering”.                              This generated quite a bit of feedback. This has not                              been a solo effort in the least and much was garnered                              from that feedback as well as a great deal of advice                              from many on the newsgroups as well as Bentley personnel.                              Please see the Acknowledgements section at the end                              of this article. </span></p>
<p class="body"><span class="body">My intention in posting the thread                              to the newsgroup was to solicit information regarding                              how others have or have not approached the generation                              of simple study model renderings within MicroStation.                              Such renderings are also sometimes referred to as                              “chipboard” or “chalk” renderings. </span></p>
<p class="body"><span class="body">What I was after was an approach                              that would require as little user intervention as                              far as lighting and material setups, yet be able to                              produce nice quality renderings with fairly crisp,                              well defined edges and surfaces, and to do so consistently                              for a majority of models. My hope was that an approach                              could be developed, such that models and renderings                              could easily be done at the earliest stages of a project,                              before full details are known, regarding specific                              materials and lighting within a space. I also wanted                              to leverage these models, not only for renderings,                              but to serve as the basis for producing CD (construction                              drawings/contract document) sets. The more this could                              be done with MicroStation out-of-the-box the better.                              I had in fact been brought on board at CDH Partners,                              Inc., specifically to show that by going to MicroStation                              V8, TriForma &amp; Bentley Architecture, and taking                              on the Building Information Modeling (BIM) mindset,                              that these were two very attainable goals. I was also                              tasked with the responsibility to develop a solution                              and any additional tools necessary to make these capabilities                              available for the majority of our projects/clients                              and in the hands of our 80+ architects and engineers. </span></p>
<p class="body"><span class="body">I understand the benefits possible                              from photo-realistic renderings with full material                              development, proper lighting, adding caustics, photons,                              etc. However, these are very expensive (performance                              wise) and require much more art, and many projects                              just simply do not have the budgets and timelines                              necessary to support such development. Our in-house                              animation department and a rendering “house”                              we occasionally use for very high-end renderings and                              animations both use 3ds max. Although, we are working                              on streamlining the process of translating files between                              MicroStation and 3ds max, the problem is that it still                              is a translation effort and therefore rarely seamless.                              Therefore there is a real need to put the ability                              to do rudimentary modeling and rendering in the hands                              of the architects early in the design process before                              many details are fully worked out. Later in the project                              if the budget and timelines are appropriate we can                              utilize our in-house animation department and/or contract                              out the work. </span></p>
<p class="body"><span class="body">If I could develop a setup that                              would allow the architects themselves the ability                              to easily produce study models for their own use,                              such as working out proportions, and/or for client                              presentations and without having to do any file translations                              or the intervention of the animation department we                              would be way ahead of the game. I have found that                              the 3ds max study model type renderings done by our                              animation department to have a crispness yet softness                              to them that is enviable and worth mimicking, and                              therefore, I used them as my baseline to judge and                              develop a setup that would give similar results in                              MicroStation. </span></p>
<p class="body"><span class="body">One major benefit of being able                              to keep all this within MicroStation, would be that                              the architect could show a client a study model of                              their space, make some adjustments to the model, and                              then render it again. Client meetings and the exchange                              of design ideas would then have the potential of becoming                              a whole lot more productive and interactive both visually                              and verbally. Granted such interactivity may require                              a slight decrease in quality in favor of increased                              speed. Even animations, to some extent, are static                              because the paths, etc. are pre-determined. If the                              client says “That looks pretty much like what                              we are after, but how does the space look from inside                              this room looking &gt; &gt; through this window?”                              or “What if we were to move the pipe organ over                              to here?” We would be faced with having to respond                              “We’ll have to re-render some stills and                              an animation and get back to you with them in few                              days/weeks.” To me the goal is interactivity. </span></p>
<p class="body"><span class="body">When I originally posted the challenge                              to the newsgroup I really thought there should be                              a semi-automatic cookie-cutter setup for simplistic                              study model rendering in MicroStation. If 3ds max                              had it, why couldn’t MicroStation? </span></p>
<p class="body"><span class="body">I soon realized that there were                              two mindsets: 1) 3ds max provides a default setup                              that seems to work consistently for most scenes. If                              desired there are multiple options, including plug-ins                              for tweaking. Note that enclosing a space with a roof/ceiling                              presents a major problem even for 3ds max without                              having to get into some actual lighting setups, see                              Figures 13-16. 2) MicroStation provides multiple options                              for a user to manually control their rendering environment                              to their liking, but not a default that works reasonably                              well for most scenes and for most rendering modes. </span></p>
<p class="body"><span class="body">I also learned there was a lot more                              art involved even in the simplistic approach I was                              hoping to take than I originally thought would be.                              I learned that many great computer renderings, including                              those from 3ds max, are often tweaked by plug-ins                              and/or “PhotoShopped”. Initially, this disturbed                              my purist thinking of wanting to do everything in                              straight MicroStation. </span></p>
<p class="body"><span class="body">I came up with an analogy regarding                              these realizations and my endeavor. MicroStation is                              like a very expensive camera with individual settings                              for aperture, shutter speed, focal length, etc. This                              is great for the avid photographer. However, sometimes                              you just want to put it in auto mode and let it figure                              all that stuff out. Furthermore, cameras use filters                              to alter the “true” picture, so why not                              with computer renderings? The auto mode and filters/plug-ins                              are two things lacking in MicroStation. At times there                              are some things that we see with our eyes that are                              difficult at best to capture on film without a great                              deal of artistic experience. For instance, sit in                              your living room late at night with all the lights                              out. Can you see anything? Most likely more than you                              thought. However, now try to take a picture of that                              scene and capture the subtlety of the light. </span></p>
<p class="body"><span class="body">Since there is no auto mode or filters                              provided out-of-the-box in MicroStation it seemed                              it would be up to me or someone else with the initiative                              to try and develop a fairly well “coordinated”                              default/baseline setup. Or we could demand that Bentley                              provide this, however, that did not seem to be a viable                              alternative. Therefore, I decided I would bite the                              bullet and so I went back to school in the figurative                              sense to learn and decipher as much as I could. </span></p>
<p class="body"><span class="bodyBold">Original Images Posted                              to Newsgroup </span><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_01.jpg" alt="" width="236" height="148" /></span></td>
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<td class="body"><span class="captions">Figure 1 &#8211; What I am                                  trying to achieve (3ds max)</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_02.jpg" alt="" width="214" height="145" /></span></td>
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<td class="body"><span class="captions">Figure 2 &#8211; My best at                                  the time using Particle Tracing</span></td>
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</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_03.jpg" alt="" width="214" height="160" /></span></td>
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<td class="body"><span class="captions">Figure 3 &#8211; 3ds max (with                                  ceiling but no roof)</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_04.jpg" alt="" width="160" height="156" /></span></td>
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<td class="body"><span class="captions">Figure 4 &#8211; My best at                                  the time using Particle Tracing</span></td>
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<p class="body"><span class="bodyHeader2">“School” Models                              Used to Develop New Baseline Settings</span><span class="body"><br />
In order to develop a baseline rendering setup I decided                              to go back to basics. Therefore, I took two physical                              models that I had built while in my first year of                              college and modeled them in Bentley Architecture,                              TriForma and MicroStation V8 2004 Edition. I felt                              these were simple enough to clearly see the effects                              of the various settings. I found two settings in particular,                              cloudiness and turbidity (air quality) that dramatically                              affect the softness of shadows, etc. I quickly settled                              on setting the cloudiness to 0.75 and the turbidity                              to 9.0, which is the max and would represent a very                              smoggy environment. So right away you can see I am                              not after realism of the environment so much as the                              “look” of the actual rendering. Another                              key setting is sky samples, which affects the graininess                              of the shadows. Although for some images setting this                              to as high as 2000 will render very nice smooth shadows                              it is usually prohibitive in rendering time on any                              but the simplest of models. I therefore do not recommend                              it unless you have several machines that can do network/banded                              rendering. Even 500 can be a big hit in rendering                              time. On the other hand dropping this down to low                              can create blotchy images. Therefore, I recommend                              a value of 145, which gives satisfactory results in                              most cases.</p>
<p></span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_05.jpg" alt="" width="241" height="166" /></span></td>
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<td class="body"><span class="captions">Figure 5 &#8211; Movable Museum</span></td>
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</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_06.jpg" alt="" width="257" height="143" /></span></td>
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<td class="body"><span class="captions">Figure 6 &#8211; Semi-movable                                  Museum</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_07.jpg" alt="" width="242" height="166" /></span></td>
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<td class="body"><span class="captions">Figure                                  7 &#8211; Sky Samples bumped up to 2000</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_08.jpg" alt="" width="257" height="143" /></span></td>
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<td class="body"><span class="captions">Figure 8 &#8211; Sky Samples                                  bumped up to 500</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_09.jpg" alt="" width="250" height="146" /></span></td>
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<td class="body"><span class="captions">Figure 9 &#8211; Sky Samples                                  dropped down to 4 (min)</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_10.jpg" alt="" width="251" height="147" /></span></td>
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<td class="body"><span class="captions">Figure 10 &#8211; Sky Samples                                  dropped down to 64</span></td>
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<p class="body"><span class="bodyHeader2">Using New Rendering Settings                              and Ray Traced in MicroStation</span><span class="body"><br />
Taking the setting I developed as a baseline while                              using the models illustrated in Figures 5-10 I applied                              them to some existing models including the ones I                              had originally posted to the newsgroup to see if they                              indeed could be applied to a broad number of modeling                              scenes. I believe these images illustrate that these                              settings are quite adaptable.</p>
<p></span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_11.jpg" alt="" width="238" height="149" /></span></td>
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<td class="body"><span class="captions">Figure 11 &#8211; 3ds max</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_12.jpg" alt="" width="241" height="152" /></span></td>
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<td class="body"><span class="captions">Figure 12 &#8211; MicroStation</span></td>
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</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_13.jpg" alt="" width="199" height="149" /></span></td>
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<td class="body"><span class="captions">Figure 13 &#8211; 3ds max</span></td>
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</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_14.jpg" alt="" width="213" height="151" /></span></td>
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<td class="body"><span class="captions">Figure 14 &#8211; MicroStation</span></td>
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</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_15.jpg" alt="" width="199" height="149" /></span></td>
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<td class="body"><span class="captions">Figure 15 &#8211; 3ds max (ceiling                                  removed)</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_16.jpg" alt="" width="208" height="143" /></span></td>
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<td class="body"><span class="captions">Figure 16 – MicroStation</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_17.jpg" alt="" width="164" height="122" /></span></td>
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<td class="body"><span class="captions">Figure 17 &#8211; 3ds max</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_18.jpg" alt="" width="160" height="117" /></span></td>
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<td class="body"><span class="captions">Figure 18 &#8211; MicroStation</span></td>
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<p class="body"><span class="bodyHeader2">Additional Examples &#8211; Adjusting                              MicroStation Settings from Baseline</span><span class="body"><br />
I also wanted to see if I could minimize what settings                              might need to be adjusted if the baseline settings                              did not work as-is because of materials and/or the                              scene itself. I was happy to find that in most cases                              I could adjust the Real World Lighting settings to                              achieve a desirable image. The Real World Lighting                              settings are comprised of: Adapt to Brightness (ATB)                              and contrast. Contrast is usually best kept to 1.0.                              However, the Adapt to Brightness setting can effectively                              lighten an otherwise dark image. These settings as                              well as enabling or disabling Solar Shadows do not                              significantly effect rendering time. On the other                              hand disabling Sky Shadows will dramatically reduce                              rendering time, even with Antialiasing being enabled.                              Therefore, for quick interim/check renderings you                              may wish to disable Sky Samples. Just keep in mind                              that there will be some loss in the “softness”                              and subtlety of tones, creating more of a “flat”                              image, almost like that achieved with constant or                              smooth shading.</p>
<p></span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_19.jpg" alt="" width="144" height="108" /></span></td>
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<td class="body"><span class="captions">Figure 19 &#8211; 3ds max</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_20.jpg" alt="" width="145" height="110" /></span></td>
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<td class="body"><span class="captions">Figure 20 – MicroStation                                  ATB 500</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_21.jpg" alt="" width="188" height="120" /></span></td>
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<td class="body"><span class="captions">Figure 21 &#8211; Materials                                  based on element color</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_22.jpg" alt="" width="188" height="120" /></span></td>
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<td class="body"><span class="captions">Figure                                  22 &#8211; Materials “forced” to chipboard                                  using .mat file</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_23.jpg" alt="" width="187" height="119" /></span></td>
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<td class="body"><span class="captions">Figure                                  23 &#8211; ATB changed to 375</span></td>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_24.jpg" alt="" width="187" height="119" /></span></td>
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<td class="body"><span class="captions">Figure                                  24 &#8211; ATB changed to 1000</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_25.jpg" alt="" width="187" height="119" /></span></td>
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<td class="body"><span class="captions">Figure                                  25 &#8211; Solar Shadows disabled</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_26.jpg" alt="" width="187" height="119" /></span></td>
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<td class="body"><span class="captions">Figure                                  26 &#8211; Sky Shadows disabled, ATB 1400</span></td>
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<p class="body"><span class="bodyHeader2">Post Processing</span><span class="body"><br />
Lastly, I wanted to see how I could alter the original                              rendering by going outside the pure rendering environment.                              Here are some examples of taking the images from Figures                              12 &amp; 24 and adding some PhotoShop effects. It                              is amazing how these effects can totally change the                              “feel” of the original “true”                              image.</p>
<p></span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_27.jpg" alt="" width="218" height="164" /></span></td>
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<tr>
<td class="body"><span class="captions">Figure                                  27 &#8211; Sepia Tone</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_28.jpg" alt="" width="219" height="164" /></span></td>
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<td class="body"><span class="captions">Figure                                  28 &#8211; Adding some diffused glow</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_29.jpg" alt="" width="218" height="164" /></span></td>
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<td class="body"><span class="captions">Figure                                  29 &#8211; Adding a little texture</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_30.jpg" alt="" width="219" height="164" /></span></td>
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<td class="body"><span class="captions">Figure                                  30 &#8211; Graphic Pen</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_31.jpg" alt="" width="194" height="146" /></span></td>
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<td class="body"><span class="captions">Figure                                  31 &#8211; Rendered with Visible Edges overlaid on top<strong>*</strong></span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_32.jpg" alt="" width="194" height="146" /></span></td>
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<td class="body"><span class="captions">Figure                                  32 &#8211; Graphic Pen</span></td>
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<p class="body"><span class="body"><strong>*</strong>This effect can be achieved                              by creating a Visible Edges file from within MicroStation.                              You may open the file and “render” it out                              as an image in wireframe mode to the same resolution                              as the rendered image. Take the Visible Edge image                              into PhotoShop and make the background transparent.                              Then overlay it on top of the rendered image. This                              is the method I employ here. As an alternative: if                              you are just doing screen captures, you can attach                              the Visible Edge file as a reference and turn it off                              as well as any highlighting of reference files. Render                              to the screen, and then turn the Visible Edge reference                              file on, and then perform a screen capture. Visible                              edge processing can be a big performance hit. </span></p>
<p class="body"><span class="bodyHeader2">What’s Next</span><span class="body"><br />
<strong>Me:</strong> Take this setup and some of the same models to develop                              a similar baseline for interior scenes. Drawing Extraction                              Manager. I intend to really get my hands around this                              one. As great as these models are, if we can’t                              produce CD’s (construction drawings/contract                              documents), then their value is fairly limited. </span></p>
<p class="body"><span class="body"><strong>Bentley:</strong> I would like to see Bentley “publish” an                              API, or something along those lines, that would allow                              the development of rendering plug-ins/filters much                              like those available for 3ds max and PhotoShop. Procedural                              Textures were a start. However, they really only seemed                              to be something that they (Bentley) could develop.                              Some VBA controls/access would be great. They should                              talk to the folks at <a href="http://www.cebas.com/">Cebas                              Computer GmbH</a>, the developers of <a href="http://www.finalrender.com/products/products.php?UD=10-7888-35-788&amp;PID=17">FinalRender</a> and <a href="http://www.finalrender.com/products/products.php?UD=10-7888-35-788&amp;PID=37">FinalToon</a>.</p>
<p></span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_33.jpg" alt="" width="420" height="286" /></span></td>
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<td class="body"><span class="captions">Figure                                  33 &#8211; Rendering using Cebas’ FinalRender</span></td>
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<p><span class="body"><br />
</span></p>
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<td class="body"><span class="body"><img src="http://www.axiomint.com/microstation_tips/images/model_render_34.jpg" alt="" width="355" height="380" /></span></td>
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<td class="body"><span class="captions">Figure                                  34 &#8211; Rendering using Cebas’ FinalToon</span></td>
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<p class="body"><span class="body">Cebas may                              be more willing to work with them than they might                              think. FinalToon is a True Line Renderer (TLR), which                              means that it is possible to render important line                              work needed for technical illustrations in a way that                              is not possible or efficient through a shader only                              implementation. Think of the effect on both user communities                              if they could say “FinalToon plug-ins now available                              for Bentley MicroStation. Integrate models between                              MicroStation and 3ds max and retain a consistent rendering                              look in both.” </span></p>
<p class="body"><span class="body"><em>Acknowledgements, Copyrights &amp;                              Credits</em><br />
First and foremost I must thank several who have contributed                              directly or indirectly to this (in no specific order):                              Andrew Novinc, Rob Snyder, Stefano Toneli, Thomas                              Rast, Patrik Rosen, Justin Hunt, Daniel Abney, Robert                              DiMauro, Jerry Flynn, David Zareski, as well as the                              entire Bentley visualization newsgroup/community. </span></p>
<p><span class="body"><strong>Figures 1-4, 6-32</strong> ©                              2004 CDH Partners, Inc. All rights reserved.<br />
<strong>Figures 1,2,11,12,27-30</strong> &#8211; Mt. Paran North &#8211;                              Church of God. Modeled by Ben Salley in 3ds max by                              discreet. Translated and adapted by John Finkell in                              MicroStation V8 2004 Edition by Bentley Systems, Inc.<br />
<strong>Figures 3,4,13-16</strong> &#8211; Oak Hill Baptist Church.                              Modeled by John Finkell in Bentley Architecture, TriForma                              &amp; MicroStation V8 2004 Edition by Bentley Systems,                              Inc.<br />
<strong>Figures 5-10</strong> &#8211; Physical models done my first                              year of college in 1980. Modeled by John Finkell in                              Bentley Architecture, TriForma &amp; MicroStation                              V8 2004 Edition by Bentley Systems, Inc.<br />
<strong>Figures 17 &amp; 18</strong> &#8211; Gardendale First Baptist                              Church. Modeled by John Finkell in Bentley Architecture,                              TriForma &amp; MicroStation V8 2004 Edition by Bentley                              Systems, Inc.<br />
<strong>Figures 19 &amp; 20</strong> &#8211; Johns Creek Baptist Church.                              Modeled by Noel Page, John Finkell, and Shannon Carpenter                              in Bentley Architecture, TriForma &amp; MicroStation                              V8 2004 Edition by Bentley Systems, Inc.<br />
<strong>Figures 21-26,31,32</strong> &#8211; St. Peter Chanel Catholic                              Church, © 2004 CDH Partners, Inc. Modeled by                              Todd Groves in Bentley Architecture, TriForma &amp;                              MicroStation V8 2004 Edition by Bentley Systems, Inc.<br />
<strong>Figures 33 &amp; 34</strong> &#8211; © 2004 cebas computer                              Gmbh, Modeled by PixelGrind,                              TriForma &amp; MicroStation V8 2004 Edition by Bentley                              Systems, Inc.</span></p>
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		<title>When I save a 3D DGN as a DWG, it seems to get flattened down to 2D when I reopen it in MicroStation. What gives?</title>
		<link>http://microstationtips.com/when-i-save-a-3d-dgn-as-a-dwg-it-seems-to-get-flattened-down-to-2d-when-i-reopen-it-in-microstation-what-gives/</link>
		<comments>http://microstationtips.com/when-i-save-a-3d-dgn-as-a-dwg-it-seems-to-get-flattened-down-to-2d-when-i-reopen-it-in-microstation-what-gives/#comments</comments>
		<pubDate>Tue, 07 Apr 2009 14:43:07 +0000</pubDate>
		<dc:creator>MicroStation User</dc:creator>
				<category><![CDATA[3D]]></category>
		<category><![CDATA[MicroStation Tips]]></category>
		<category><![CDATA[EatYourCAD.com]]></category>

		<guid isPermaLink="false">http://microstationtips.com/?p=33</guid>
		<description><![CDATA[The following tip came from EatYourCAD.com: MicroStation has an option that automatically forces 3D DWG files to be opened in 2D. If you don&#8217;t know this option is turned on, you may be very surprised to find all your 3D DWG files — including ones you just saved from a 3D DGN file — flattened [...]]]></description>
			<content:encoded><![CDATA[<p class="body">
<p class="body">The following tip came from EatYourCAD.com: MicroStation                  has an option that automatically forces 3D DWG files to be opened                  in 2D. If you don&#8217;t know this option is turned on, you may be                  very surprised to find all your 3D DWG files — including                  ones you just saved from a 3D DGN file — flattened down to                  2D!</p>
<p class="body">Here is how to turn this option off:<br />
1. From MicroStation Manager or the Open dialogbox, select a DWG                  file.<br />
2. Click on &lt;DWG Options&gt;.<br />
3. Uncheck the box for “Create 2D models for Model Space”.</p>
<p><img src="http://www.axiomint.com/images/mst/nov06/3d_dwg_01.jpg" alt="" width="300" height="260" /><br />
<span class="bodyCaptions">Untick the box to open your DWGs in 3D. </span></p>
<p><span class="body">That’s all there is to it.<br />
Run by day-to-day users in the CAD industry, from CAD manager                  to CAD consultant to CAD<br />
user, EatYourCAD.com is a bountiful resource of tips, tricks and                  educated opinions that should be on every CAD user’s “must                  visit regularly” list.</span></p>
<p>Thanks, EatYourCAD.com!</p>
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