PhotoWorks, Lights, and Assemblies

Discussion in 'SolidWorks' started by Fye, Feb 10, 2006.

  1. Fye

    Fye Guest

    Can a light be attached to a part (at the part level), and have it
    dispay in an assembly in PhotoWorks? I'd like to be able to set up a
    few different lights within a part to make it easier to manipulate
    their positions. I'd also like to be able to copy lights (or pattern
    them).

    Any suggestions welcome.
     
    Fye, Feb 10, 2006
    #1
  2. Fye

    Fye Guest

    Nobody??? Where are the photoworks experts?

    I have to get a handle on manipulating the position and orientation on
    these lights. Cartesian/spherical coordinates are not going to cut it,
    and the "attach to model" is not all it's cracked up to be either.
     
    Fye, Feb 11, 2006
    #2
  3. The simple answer is no. Lights are specific to a file, you can't set up
    lights in a part and carry them over to an assembly. You can set up a
    lighting scheme and save it as a pre-defined lighting set-up in PW and
    re-use the set-up in model files. You can also save lighting set ups in
    your SW model templates. Patterning lights is not possible and SW/PW only
    supports a maximum of 9 lights.
     
    Rob Rodriguez, Feb 12, 2006
    #3
  4. Fye

    Fye Guest

    Ok. Thanks Rob.

    I was thinking about setting up several assembly files with a table,
    lights, backdrops, etc. to serve as a "studio" for my parts to be put
    into photoworks. What do you find to be the most useful approach?

    Also, I'm having a bit of trouble with using some of the HDR images as
    a spherical ceiling... the lighting bit works fine, but the actual
    image is "patterned" around the sphere, and not stretched like it
    should be.
     
    Fye, Feb 13, 2006
    #4
  5. Setting up the "studio" as you describe can work well, especially if your
    rendering the same types of products time after time.

    Applying images to a sphere environment can be a challenge. If you use the
    preview window and have the sphere visible you will be able to see
    "real-time" how your image is being mapped around the sphere and how changes
    affect the mapping.

    If you use the "spherical environment" option in the scene manager under the
    foreground/background tab and browse to an HDR image file, PW will map
    (stretch) the image around the sphere for you. I like to use this option
    sometimes because I find it easier and faster. You don't have any control
    over the image though like you would using a Spherical room environment.
     
    Rob Rodriguez, Feb 13, 2006
    #5
  6. Fye

    Fye Guest

    Yes, it does appear to "wrap" the image around the sphere, but not in
    the correct way. The sphere has vast "black" spaces where the circular
    HDR image was simply bent around a smaller part of the sphere... not
    stretched out over the whole thing. Does that make sense?

    I can't figure out where this is controlled from (how it's wrapped to
    the spherical top part of the room)... I've tried the "textures page",
    but it only changes the orientation of the image - doesn't fix the
    problem.

    I know it can be done - I've seen others do it. Ugh.
     
    Fye, Feb 14, 2006
    #6
  7. Fye

    Fye Guest

    Fye, Feb 14, 2006
    #7
  8. Fye

    ed1701 Guest

    When its important to map a 'spherical environment' under background a
    certain way, I drop a model sphere into my assembly, apply a 1.0
    mirrored procedural to it (and as you know you have to change the color
    of the material to 'black' to get full mirror) and do renderings to
    screen. Then I adjust the background source image in Pshop using the
    'offset' filter to adjust the image rotation while keeping the wrapping
    intact.
    The other spherical environments, where you can adjust mapping without
    entering PShop, are a disaster (the ones with north and south poles)
    and have appeared to be abandoned by SWx. If you complain, they point
    you to the spherical environments in background.
    BTW - its been a while, but as I recall the seam in the image of a
    spherical environment applied to the background is front and center, so
    it is especially important to use the 'offset' filter in Pshop to be
    sure your wrapping is righteous - any mismatch, and it will be right
    there in the rendering. Dumb decision on SWx part (I imagine it would
    have been just as easy to put the seam in the back where it would not
    tend to effect renderings), but its what we have to live with. Caveat
    - I have not checked this lately, and perhaps they have corrected this
    poor decision.
    Ed

    Private to Rob - nice seeing you again at World!
     
    ed1701, Feb 14, 2006
    #8
  9. The problem is still exists ED. It would be nice if they could get this
    worked out.

    FYE, While I don't use it much PW studio does have an image that wraps
    perfectly around a sphere and produces a nice reflection on a sphere. You
    have to use a "studio" environment for this to work. I'll send you a file
    showing this.
     
    Rob Rodriguez, Feb 14, 2006
    #9
  10. Fye

    Fye Guest

    Got it Rob - thanks!

    I'll play around with it tonight and post whatever I find out.
     
    Fye, Feb 14, 2006
    #10

  11. You've got the real experts helping you, and I'm only an extremely casual
    user of PW, but I thought I read in this group that you could set up parts
    themselves to act as light sources. If you wanted to show a fluorescent
    light bulb, say, you could make a cylinder and then give it the right
    material properties so that it would put light on the rest of the parts. Was
    I dreaming?

    Jerry Steiger
    Tripod Data Systems
    "take the garbage out, dear"
     
    Jerry Steiger, Feb 14, 2006
    #11
  12. Fye

    Fye Guest

    You can set a material for a part to have a "Constant" Illumination,
    which means that it's rendered at the same color/brightness regardless
    of the surrounding conditions. Essentially, yes, it means you can
    model up a part to act as an indirect light, but it won't "emit" enough
    light to act like a spotlight or anything.

    Rob helped me out with the whole "spherical wrapping" issue for the
    environments, and I ran a few tests. Things look a LOT better now.
    However, I don't think the wrapped image is acting like a
    light-emitting source (what an HDR image is supposed to do), which is
    kind of a bummer. Means I have to set up multiple lights to properly
    illuminate the scene.

    So, I can use an HDR for the walls and get great lighting, but
    incorrect reflections (mirroed image is warped), or I can use a flat
    image for the walls and use multiple lights for a good rendering.

    The answer is out there somewhere, just haven't quite found it yet.

    Thanks everyone!
     
    Fye, Feb 15, 2006
    #12
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