Exporting surfaces for Rendering from large assembly

Discussion in 'SolidWorks' started by tritonlogging, Oct 13, 2006.

  1. I'm looking for advice on formats and option settings to output surface
    geometry for use with a thrid-party rendering package. Rendering done
    out-of-house, and this has just come up so I'm not sure what they are
    using for software yet. The assembly model is very large and has way
    too much accuracy for our rendering purposes... what I'd like to do is
    be able to select a number of the key edges and surfaces that define
    the model and export them. Then 'fill-in' the gaps in the rendering
    software. Sorry I don't know the rendering package being used yet
    (I'll post once I know)... Any suggestions on process, export options
    in SW06, or software that does what I'm looking for? Thanks, scott.
     
    tritonlogging, Oct 13, 2006
    #1
  2. tritonlogging

    Zander Guest

    In your assembly, select saveas part, then set the option to save
    exterior faces only.
     
    Zander, Oct 13, 2006
    #2
  3. tritonlogging

    mbiasotti Guest

    BTW - what rendering package are you exporting to?

    Care to share why you are not using PhotoWorks?

    Regards

    Mark Biasotti
    SolidWorks
     
    mbiasotti, Oct 13, 2006
    #3
  4. Exporting exterior faces exports many more surfaces than my
    illustration guy needs to represent the top-end assembly well, and SW
    seemed to have problems with doing it anyhow (it missed lots of
    geometry?). The exterior of the assembly is represented by many
    different parts, some of which have fairly 'complex' (read unnecessary)
    geometry for rendering. If 'exterior faces' meant only those on the
    very outside of the model that I was trying to export, that would be
    great... but because it's not a closed model, 'exterior faces' still
    exports tonnes of geometry that is actually on the 'inside' of the
    assembly model, which nobody is ever going to see from a rendering.

    I'm trying to get around creating a very complex model that only has a
    portion of useful rendering geometry.... for file handling/performance
    reasons. Any other ideas on ways of picking up selected faces from an
    assembly for export?

    Mark, we're not using photoworks because we don't render enough to
    warrant it. We contract out rendering when needed at this stage in the
    game. In this particular case, my illustrator is using FormZ and
    Lighwave (found this out this morning).

    Thanks in advance,
    Scott
     
    tritonlogging, Oct 14, 2006
    #4
  5. tritonlogging

    Zander Guest

    You may have to simply suppress objects that are irrelevant (I can't
    spell at this time of day). Then to get to lightwave or formz there is
    polytrans or you can use rhino as a bridge by exporting .sat to rhino
    and exporting 3ds from rhino.

    If you have premium the scan-to-3d can save obj and 3ds (I think) but
    only of meshes, and I don't believe there is a way to convert existing
    solid bodies into meshes within solidworks?

    Zander
     
    Zander, Oct 14, 2006
    #5
  6. tritonlogging

    mbiasotti Guest

    Scott, if you did use PhotoWorks we have an option to save your
    Assembly as a part. When you save the file you have the option to just
    save exterior faces (visible) and this will reduce the rendering time
    and size when you open that part file back up. It's also common
    practice to set up a configuration for rendering that just hides or
    suppresses unseen parts.

    Now, with going to FormZ, you are in good shape because FormZ, I
    believe, reads IGES. With Lightwave, (which I also use personally)
    you're in for a world of pain since the only practical way into it is
    via STL

    This has been a hot topic on the forums for many months as there are a
    fair number of users that want to export to rendering/animation
    packages like 3DMax, Maya, and Lightwave.

    My personal method, that I've found works best is to save STEP from SW,
    then open it in Rhino and then save it as a Lightwave file from Rhino.

    The problem you'll discover, when you export as an STL or VRML, is the
    excessive no. of polygons you need to get decent renderings in these
    other packages. I end of spending many hours fixing up my models when
    they come into Lightwave from SW to reduce the excessive number of
    polys and goes around comes around if you know what I mean. So, it you
    haven't looked at PW in awhile you should spend some time looking at
    our 2007 version (we did some major improvements to it), because it is
    one of the fastest renderers on the market and you never have to
    translate.

    The Nurbs world vs. the polygonal mesh world is currently a real
    problem that separates our industries - MCAD vs. CGI

    Regards

    Mark Biasotti
    SolidWorks
     
    mbiasotti, Oct 17, 2006
    #6
  7. tritonlogging

    Zander Guest

    Hi Mark,

    Although I havn't used it myself, I know a few people who achieve
    solidworks to lightwave translation with polytrans. Looks like a good
    utility, if you need to do this a lot.

    Zander
     
    Zander, Oct 17, 2006
    #7
  8. tritonlogging

    neilscad Guest

    I see so you use Lightwave personally even though you work for SW and
    are involved with the PW section. Good recommendation I suppose. :eek:)

    Funny, the problem I have sometimes with exporting vrml or stl is that
    there simply aren't enough polys for some objects....
    Reducing the poly count if necessary is no problem - there are
    utilities that do this well and quickly.

    One reason I use something else is the ability to import some props
    from the vast number of models out there. I don't think SW has this
    capabity yet or can operate in a small render farm either which is
    desireable for animations.

    With 07 PW is at last of a std suitable for SW users re materials and
    premade scenes etc Well done, however there are still niggling issues
    with it you need to sort... like the floor..still or again :eek:)

    I might add that each renderer has a signiture look.
    Different folks will like one better than another or like working with
    it better or it fits their existing work flow or they are familiar with
    it or don't want to spend more or whatever.
    I don't have any difficulty with people choosing to use something else.

    My own view is that while you guys have got this up to par this type of
    render will fade from popularity for stills. As multi core becomes
    ubiquitous so people will afford the time to run Maxwell and similar.
    Already people are acheiving really good calc speed that makes it
    attractive.
    I would say that networking 16 processors or say 4 quads you could
    churn out an impressive pic in an hour.

    If you are keen to promote PW how about you do one of your ace videos
    showing how easy it is to use and what results you can acheive in a
    short time.

    If I was really trying to be efficient in generating presentations I
    would just be tempted to skip the renders etc and capture realview as
    stills or video. Rendering and animation done well is still time
    consuming. Someday hopefully as graphics cards capability extend you
    will bring nice realtime shading etc to realview ;o)
    It would be nice if SW would refine and extend their materials and
    textures for realview now that PW is improved...

    keep up the good work ;o)
     
    neilscad, Oct 17, 2006
    #8
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