4yr user of SW, any tips on starting to use Photoworks?

Discussion in 'SolidWorks' started by SW Monkey, Feb 3, 2006.

  1. SW Monkey

    SW Monkey Guest

    We have had Photoworks as part of our SolidWorks package for years, but
    no one ever really used it. After seeing some pretty amazing
    renderings at SW World, I want to try and start using it. We do mostly
    sheetmetal machinery. Is there a template of some sort that I could
    transfer all the photoworks settings to one of my models and render?

    Any tips/suggestions/comments welcome. Thanks :)
     
    SW Monkey, Feb 3, 2006
    #1
  2. SW Monkey

    Rock Guy Guest

    Buy the PW step by step guide from your VAR. It's a very good learning
    tool.
     
    Rock Guy, Feb 3, 2006
    #2
  3. I'm not much good at using PhotoWorks either, but you might try the
    following sites:
    http://www.bxhdesigns.com/
    http://www.robrodriguez.com
    In Rob's site there is another PhotoWorks tutorial under "SWW Presentations"
    that is probably the first one to go through.

    Mark Biasotti also gave a presentation at SolidWorksWorld on PhotoWorks. I
    am guessing/hoping that he will make it available to those who didn't go to
    SWW as well.

    Jerry Steiger
    Tripod Data Systems
    "take the garbage out, dear"
     
    Jerry Steiger, Feb 3, 2006
    #3
  4. SW Monkey

    ken.maren Guest

    ken.maren, Feb 3, 2006
    #4
  5. SW Monkey

    Rock Guy Guest

    Ken,

    The easiest and most realistic way to light a scene in PW is to enable
    indirect illumination and use an hdr image on a spherical background.
    You will be amazed how well it works. I should write a tutorial on
    this being its a more advanced technique and not really explained
    anywhere.
     
    Rock Guy, Feb 3, 2006
    #5
  6. SW Monkey

    SoCalMike Guest

    My advise, listen to whatever Rock Guy says. He is a PW guru!
     
    SoCalMike, Feb 3, 2006
    #6
  7. SW Monkey

    Rock Guy Guest

    Thanks Mike.

    You know what they say about guru status. It can quickly turn to urug!
    lol
     
    Rock Guy, Feb 3, 2006
    #7
  8. SW Monkey

    ken.maren Guest

    I am up for learning anything. What is HDR?

    KM
     
    ken.maren, Feb 3, 2006
    #8
  9. SW Monkey

    Rock Guy Guest

    High Dynamic Range. You can use an HDR image to light your PW scene.
    I'd explain it better but I'm no expert either. I basically have the
    general concept and I know how it works within PW. Its really easy to
    set up and in produces great results. I won't say its perfect because
    there is still some tweaking that needs to be done to achieve something
    close to perfection. When I get some time I'll do a tutorial on how to
    set it up in PW and where to find some HDR images. Check
    www.robrodriguez.com in a couple weeks for it. If I get it up before
    that I'll post a notice here.
     
    Rock Guy, Feb 3, 2006
    #9
  10. SW Monkey

    modelsin3d Guest

    modelsin3d, Feb 3, 2006
    #10
  11. SW Monkey

    ken.maren Guest

    ok. I have found some HDR images and am trying some renderings right
    now. One question. The HDR image I have does it need to be spherical
    as well as picking spherical environment or can the HDR image be flat?

    KM
     
    ken.maren, Feb 3, 2006
    #11
  12. SW Monkey

    Rock Guy Guest

    That is a good tutorial. It was written by Mike J Wilson. His website
    is amazing. The HDR image works in a similar fashion but it's more of
    an on/ off type setting, there are really no settings to control the
    image unless you decide to use a background color. In which case some
    of the information in mike's tutorial applies.

    I also agree that rendering is as much art as science. It's very
    subjective to opinion and everyones opinion is different.
     
    Rock Guy, Feb 3, 2006
    #12
  13. SW Monkey

    matt Guest

    You know, if anyone was going to win a Joe Pesci look-alike contest, it
    would be good ol' Mike Wilson.

    I really miss Mike. I'm wishing he would surface again. At SW World I
    was sitting at a table with 3 people who had worked with Mike at 3
    different places. He's really a creative genius, and this NG is getting
    a little boring. Time for some alien landings and government
    conspiracies! Let's all put on our tinfoil beanies and see if we can
    get Mike Wilson to pay us a visit!

    matt
     
    matt, Feb 3, 2006
    #13
  14. SW Monkey

    Rock Guy Guest

    Go to the background/forgroud tab in the scene set-up manager. In the
    environment area check "enable sherical environment (on right half way
    down the dialog box). Then you have the option to the left to use
    background color. You can do this or you can uncheck that box and use
    the browse box to browse to an image. You can find a number hdr images
    here http://www.debevec.org/Probes/ . I have downloaded them all.
    Each one will produce a different effect.

    Next you will want to enable Indirect Illumination under PW options. I
    would also recommend unchecking the default radius box and choosing
    your own radius value, I typically set it to a large size (1000').
    Also turn off all your lights in PW so only the image and ID are
    providing light for the scene.

    Render and see what happens. If you use the background color option
    you can adjust the color settings to adjust the lighting. You can also
    add the normal lighting in SW/PW (or turm it back on) in conjuction
    with the image lighting. The normal lighting settings will probably be
    very set very low. I have found this method really speeds up my
    lighting set up and also achieves a more realistic looking image.

    let me know how it turns out.
     
    Rock Guy, Feb 3, 2006
    #14
  15. SW Monkey

    ken.maren Guest

    I had already downloaded those probes from debevec. The part I had
    open to mess with was supposed to be white plastic so those probes
    don't offer much when trying to do white plastic. I will be interested
    to see what happens when working with chrome parts. Most of my
    renderings are not in a natural scene so I will probably stick to the
    solid colors but it's always good to learn more. I will be interested
    into seeing your tutorial. Maybe with your website you could start a
    photoworks rendering contest and have a common part/assy that everyone
    can do. The winner gets to upload his settings for his render to your
    website for everyone to study. What do you think of that?

    KM
     
    ken.maren, Feb 3, 2006
    #15
  16. SW Monkey

    Rock Guy Guest

    Great idea, I should work on that!
    If your going for white plastic you'll probably want to stick with
    using a background color for your sphere setting. White can be a tough
    one. I like the hdr images for reflective materials because the
    reflection will show in the nodel. The colors don't work so well for
    that. Food for thought, you can save any rendering out of PW as and
    HDR image.
     
    Rock Guy, Feb 3, 2006
    #16

  17. The rumor I heard at SW World was that Mike is no longer working in the "if
    I tell you anything I'll have to kill you" job. If the rumor is right, then
    it seems likely he will show up sooner or later. Preferably sooner! But
    couldn't we channel him better without our tinfoil beanies?

    Jerry Steiger
    Tripod Data Systems
    "take the garbage out, dear"
     
    Jerry Steiger, Feb 3, 2006
    #17
  18. SW Monkey

    ed1701 Guest

    1. I strongly agree that the single best way to start a good rendering
    is to turn off all the lights and use a surrounding background image of
    some sort for general illumination - which you can get by enabling
    indirect illumination. You will be 80% of the way there just with
    this. I often have to tweak the background image a little to get
    certain results when i am finicky (done in PhotoShop if I am using
    'enalbe spherical environment', or by changing the mapping settings if
    I am -ugh- using the spheres in the scene dialog).
    This also eliminates the need for a 'key' light, whose only function is
    to get illumination from behind which the background image will give
    you for free.
    When using indirect illumination, I find that I have to reduce the
    'diffuse' value of materials down to around 0.5 or 0.6 or the colors
    will get washed out when I add the next important element, which is:
    2. I always have to add at least one light to get 'farkles' and other
    highlights on the model. I choose a directional light because they are
    easiest to, um, direct. I keep reading tutorials that suggest using a
    point light for specular highlights, and frankly I can't understand
    that because the highlights created by point lights are so much harder
    to control precisely.
    Remember, Indirect illumination does not create specular highlights,
    only diffuse illumination. The only time where it won't matter is if
    you have a hard edged object with no curves - PWx can't create specular
    highlights a crisp edge so there is no point in adding he light. But
    crisp edges without highlights are not very realistic - even a crisp
    machined part will usually have a highlight on its edges, unless it is
    razor sharp (my Dad taught me to that the way to tell when to stop
    sharpening a knife is when there is no highlight along the blade, but
    almost no objects I am likely to render are that super sharp) Every
    hard edge on my models gets a nominal fillet (.005" or so) just to
    create highlights

    Also, the directional light will add some, er, direction to the
    representation of the model. Folks who did marker rendering will
    remember that you always want to have one side of an object brighter
    than the other to help the object 'turn the corner'. This principle is
    also backed up by photography books, and if you intend to do much PWx I
    strongly recommend that you go to your library and check out a book on
    beginners photography - the more closely you set up your scene and
    lighting as if you were making a real photograph, the more
    photo-realistic the rendering will be. Yeah, that sounds like
    stupid-simple advise, but I swear that most of the time I help people
    who can't get the images they want out of PWx the real source of their
    problems is just that - they are not trying to set up the lights and
    scene as they would for a basic, real-world photo. They think because
    its softtware for some reason the same rules don't apply!

    Good luck - its fun when you creat that first kick-ass rendering
    -Ed
     
    ed1701, Feb 5, 2006
    #18
  19. SW Monkey

    Fye Guest

    Wow - thanks for an awesome reply!

    I'm in the same boat as the original poster - after attending SWW and
    seeing some of the amazing renderings and models, it's really inspired
    me to get off my ass and get back into designing things that DONT go
    inside some piece of industrial equipment (my day job).

    I finally have some horsepower to run photoworks at home and this has
    been something that i've been wanting to do for a long time now.
    Thanks for the good first step.
     
    Fye, Feb 5, 2006
    #19
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