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SolidWorks PhotoView 360

Creating customized photo realistic renderings in SolidWorks

Jordan Tadić

on 26 August 2013

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Transcript of SolidWorks PhotoView 360

SolidWorks PhotoView 360
presented by
Creating Photo Realistic Renderings
Customize Material Appearance
RMB in FMT > ‘Edit Material’
RMB material > ‘Copy’
Expand ‘Custom Materials’
RMB > ‘New Category’
RMB > ‘Paste’
Edit appearance
1) Drag & Drop
2) ALT+Select
3) Select similar geometry
Surface Finish
Components of an Appearance
Geometry filters to assist with selections.
SolidWorks comes with an entire library of hidden textures. Browse to one @ C:\Program Files\SolidWorks Corp\SolidWorks\data\Images\textures, but know that you’ll need a bump map to go with the “texture” image.
Save all the tweaks you've made to the appearance as your very own custom appearance to be reused in the future.
Some appearances have 3 layers of colors. Usually, the most dominant is listed at the top, but not always.
Create/save your custom swatches so they can be referenced in the future.
Mapping options. ‘Automatic’ typically defaults to ‘Surface’ mapping which is the only option that cannot be rotated.
Set your scale factor to an easy-to-remember number so you can set all similar appearances to the same value to achieve consistency in your rendering.
Utilize any black and white image file. White areas will be raised and dark areas will be depressed.
Displacement mapping correlates to an actual numeric distance value while bumps maps just appear to texturize the surface finish.
Bump Mapping vs. Displacement Mapping
Typically always set to 1. Only turn down if you’d like something to be dimmed. Good way to simulate an object being covered by a shadow.
[Requires SW light to be on in PV] Controls the intensity of highlights caused by lights.
[Requires SW light to be on in PV] Controls the color of highlights caused by lights.
[Requires SW light to be on in PV or “Blurry Reflections” to be activated] Controls the blurriness of highlights and/or reflections.
Controls the intensity of the reflections of surrounding objects. Value of 1 simulates a mirror.
Enables “Specular Spread” to control the blurriness of reflections.
A value of 0 is opaque and a value of 1 is invisible
Controls the amount of light emitted from the surface. A low value makes the surface glow, and a high value mimics a light.
[Requires “Transparency” > 0] Controls the deformation of the background as it passes through the transparent surface.
[Requires “Transparency” > 0] Controls the blurriness of the transparent surface.
Decals can be created from any standard raster image file type, but my favorite is the .PNG file type because it can include transparency (i.e. leave the masking process to your photo editing software).
A decal can utilize the same illumination values as its underlying appearance, or you can fully customize it (as you can with any appearance).
"Label" mapping mode
Floor & Background
Can be set to: None, Color, Gradient, Image, Use Environment. I prefer "None" because I typically like to superimpose my renders on to other images or into other applications as a secondary process.
Can use any standard 2D raster image file, but ideally meant to work with 360 spherical .HDR environment files.
Simply consists of reflections and shadows.
This should be your first try to get your lighting right. Rotate the scene by about 15 degree increments while watching your preview window update. For quicker previews, decrease the size of your preview window.
Once you have all your settings just right, go ahead and save your scene for repetitive future use (System Options > File Locations > Custom - Scenes.
Controls the intensity of the light emitted by the scene onto the model.
Controls the intensity of the scene’s reflections onto the model. Value of 0 means the scene will not be visible in any model reflections.
So if rotating the scene and adjusting its rendering brightness hasn’t produced the results you were looking for, then you might need some extra help from a few lights.
Point Light
Spot Light
Appearance Light
Directional Light
TIP: Use the four view viewport to easily position your lights in 3D space
TIP: Every scene provides its own light from the HDR environment. However, they also come equipped conventional SW lights. By default these lights are turned off in PV360. By picking a scene you like, turning down it’s environment's rendering brightness, and turning on its SW lights, you can get a head start on positioning your own fully customizable light sources.
TIP: There’s a reason the background setting exist. Though there are fancy environments like the kitchen, they are low resolution by nature and are only meant to provide light and reflections onto the model.
Pick a point on a face of your model to activate a red target
Most easily adjusted by dragging the FOV window in the graphics area. A large field of view with a short camera distance applies a drastic perspective.
Applies blurriness before and after blue DOF planes.
Field of View (FOV)
Depth of Field (DOF)
1. Apply perspective
2. Modify the perspective value
0=Most Drastic, 0<Less Drastic
3. Create a named view
Render Settings
If you’re using a camera, set this to “Use SolidWorks View”. If not, specify a resolution.
PNG files are the perfect mix of quality and compression. They also have the ability to store transparency, so that makes them the best choice when your scene background is set to “None”. If you’re looking for the greatest amount of compression, save as a .JPG.
How much time do you have?
A way to add a glowing effect to any object even it has a 0 set for its luminosity value. Only apparent when final render is completed.
Adds outlines to your model edges at a specific thickness and color. Only apparent when final render is completed.
File Management
CENTRALIZED: I always highly recommend storing your customized SolidWorks files, templates, and libraries in a centralized/organized folder either on your local machine (single user) or a network drive (multiple users). Just create a group of directories that mimics the system options’ “File Locations” list. You can see I added some sub-directories keep things better organized.
EMBEDDED: As a document property, you can choose to embed your referenced appearance files into the SolidWorks part/assembly file. If you don’t do this, you’ll need to use “Pack and Go…” to send the file to anyone that does not have access to your centralized files above.
Jordan Tadic

TIP: Download more incredible appearances from Luxology via the Customer Portal
Surface finishes are stored as .DDS files @ C:\Program Files\SolidWorks Corp\SolidWorks\data\Images\shaders\surfacefinish\
Appearances are stored as .P2M files @ C:\Program Files\SolidWorks Corp\SolidWorks\data\graphics\Materials\
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