














Transcript
00:02
Set up render appearances.
00:05
After completing this video, you'll be able to apply appearances,
00:09
adjust appearance textures and add a decal
00:13
in fusion 3 60.
00:14
Let's carry on with the data set from our previous video render scene setup.
00:19
We've already taken care of setting up our scene.
00:22
We've modified our camera settings, the light position
00:26
and we've got the orientation of the view just right.
00:29
Keep in mind that we don't have any views saved.
00:33
So it's a good idea for us to right click and create a new named view
00:37
and I'm gonna call this one Iso
00:39
front.
00:40
Now,
00:40
the main reason for that is if we happen to rotate
00:42
this around to get a good look at some appearances,
00:45
we can always go back to home positions and now we can go back to that Iso
00:49
front.
00:50
So when you're setting up renders and you want to repeat the exact same position,
00:54
it's a good idea to save those named views.
00:57
The next step for me is to go to appearances
00:59
and I wanna pick an appearance for these glasses.
01:02
We're gonna start by taking a look at the wood section all the way at the bottom
01:06
and note that there are two different types of wood.
01:09
We have wood and then one called wood solid.
01:12
The wood solid allows us to have a finished wood material
01:17
that reacts to model changes.
01:19
So for example, if you started with a wood block and you made an extrude cut,
01:23
the grain would actually carry down into those faces for the extrude cut.
01:27
Because of this, I prefer using wood solid materials.
01:30
Whenever I'm doing my designs for rendering,
01:33
I'm gonna pick the 3d Ko a curly semi
01:37
gloss because this is a really cool appearance.
01:39
And I think it will help us get a realistic render.
01:42
If yours isn't downloaded, simply select the download icon next to it to the right
01:47
and then we can drag and drop this onto the frame component in the browser
01:51
note that you can drag and drop it on the screen directly,
01:55
but this will be applied to the body and not the component.
01:58
So depending on the organization of your design,
02:00
you need to think about how it's getting applied
02:03
for me. I prefer to go to the components in the browser whenever possible.
02:08
Now that we've got the wood applied, we need to talk about the lenses.
02:11
There are two main ways that we can deal with these lenses.
02:14
One is to apply a plastic material and the other is to apply a glass.
02:19
Let's get started by first taking a look at plastic
02:22
and I'm gonna scroll all the way down and tell them in the transparent section.
02:26
And we're gonna be using poly
02:27
carb.
02:28
We're gonna drag and drop this over the right lens
02:31
and then drag and drop this over the left lens.
02:34
Now on the screen, this looks perfectly clear.
02:37
We can see straight through it, but we need to make some edits or adjustments.
02:41
I'm gonna right click and select edit.
02:43
And the first thing that I wanna do is change the color.
02:46
So I'm gonna bring the color down until it's fairly dark. And then I'm gonna say done
02:50
and do an in canvas render.
02:53
Even though we made the color darker,
02:55
you'll notice that we can still see essentially straight through.
02:59
The reason for this is because the color is not the only piece of this puzzle.
03:04
If we right click and edit the poly carb.
03:06
There are two main numbers that we need to think about.
03:09
We have an absorption distance and a refractive index.
03:13
The refractive index is going to determine how objects that
03:17
are seen through this lens are going to be distorted.
03:20
If you think about looking down into a pool of water
03:23
or looking through a glass that has water in it.
03:26
That is a refractive index of around one.
03:30
As we increase that number, there's going to be less distortion to those objects.
03:34
There is a general range to work within
03:37
and there are some drop downs where you can select things like
03:40
water which will take it down to a lower number. We can go to quartz
03:45
and we can go to glass
03:46
and you can kind of see and play around with these using
03:49
that in canvas render to see how it affects your design.
03:53
But the main thing that we want to focus on is this absorption distance
03:56
as value right now is 1.96 inches. It's pretty big.
04:01
We're gonna drop this down to 0.5
04:04
say done and then take a look at it in canvas render.
04:08
We can already see that it's a little bit darker,
04:10
but let's make another change by right click edit
04:14
and let's change this number from 0.5 to 0.1 something pretty small.
04:19
And then let's take a look at it in canvas render
04:22
with that number set so low to 0.1 essentially what's
04:25
happening is before any light can pass through that lens,
04:29
it's instantly bounced back.
04:31
This gives us an extremely dark appearance and it
04:33
doesn't really look like it's plastic or glass.
04:37
So we're gonna make an edit to that.
04:39
We're going to right click and we're gonna edit this value to be somewhere around 0.3
04:45
and we'll try one more in canvas render.
04:47
So 0.3 does give us that dark tint and we can still see
04:51
through the glasses and this is what we want for our render.
04:54
So we're gonna stop the in canvas render and select clothes.
04:58
The next thing that we want to talk about is decals,
05:01
oftentimes you need to apply decals or stickers to your
05:05
design to give them that extra level of realism.
05:08
We're only gonna be adding one. So I'm gonna go to a right side view
05:12
and I'm gonna focus on adding an auto
05:14
desk logo directly to this portion.
05:16
We're gonna do that by going to our decal settings
05:20
and in the downloads data set there is an auto
05:22
desk decal
05:23
we're gonna select open and we're gonna select the face. We want to place it on,
05:28
we're going to turn off chain faces because we only want it to stay on this face.
05:32
And we're going to increase the scale and the position until it looks about right.
05:38
We're gonna say, OK,
05:40
and then we can rotate back to another view.
05:43
I think this view looks pretty good.
05:45
So I'm going to go to my name view section
05:47
and I'm going to create a new named view
05:49
called Iso
05:50
front two.
05:52
And once again, I can go back and forth between these two views for my renders.
05:57
This is a nice view because it also shows
05:59
the light effect that's happening in our HDR environment.
06:03
With this said there is one last step of the process that I do want to mention.
06:08
And that's something called the texture map controls.
06:11
Texture map controls allow us to control the grain and
06:14
direction of any of the appearances that we're using.
06:17
So if you're applying a wood grain like we are here.
06:20
Or if you're applying something like a carbon fiber,
06:23
then you might want to use this option to play
06:26
around with how that texture is laying on your design.
06:30
Notice that projection type is 3d texture
06:33
and the axis is going to be by default.
06:37
And then we can also do best fit for object.
06:40
When we use these options, we can pick a specific object
06:44
and then we can take a look at how that appearance or material is being applied
06:48
by manipulating and picking where and how it's going to be projected
06:54
for our design.
06:55
You can see that if I switch the axis,
06:57
it looks like it's stretching the wood out a little bit,
06:60
we can pick Z to have the grain oriented up and down,
07:03
we can pick Y to have it oriented forward back or X to go left and right.
07:09
I think for this design, the X axis appears to be the best.
07:13
So I'm gonna say OK, and leave it at that.
07:15
This gives us a little bit of the lighter color on the frames
07:19
and we can kind of see that lighter color over here as well.
07:22
I'm gonna zoom out and rotate around and just take a look at the other side
07:26
and I think that looks pretty good.
07:28
So I'm gonna go back to my
07:30
ISO front too
07:31
at this point.
07:32
Let's make sure that we do save this design before we move on to creating our renders.
00:02
Set up render appearances.
00:05
After completing this video, you'll be able to apply appearances,
00:09
adjust appearance textures and add a decal
00:13
in fusion 3 60.
00:14
Let's carry on with the data set from our previous video render scene setup.
00:19
We've already taken care of setting up our scene.
00:22
We've modified our camera settings, the light position
00:26
and we've got the orientation of the view just right.
00:29
Keep in mind that we don't have any views saved.
00:33
So it's a good idea for us to right click and create a new named view
00:37
and I'm gonna call this one Iso
00:39
front.
00:40
Now,
00:40
the main reason for that is if we happen to rotate
00:42
this around to get a good look at some appearances,
00:45
we can always go back to home positions and now we can go back to that Iso
00:49
front.
00:50
So when you're setting up renders and you want to repeat the exact same position,
00:54
it's a good idea to save those named views.
00:57
The next step for me is to go to appearances
00:59
and I wanna pick an appearance for these glasses.
01:02
We're gonna start by taking a look at the wood section all the way at the bottom
01:06
and note that there are two different types of wood.
01:09
We have wood and then one called wood solid.
01:12
The wood solid allows us to have a finished wood material
01:17
that reacts to model changes.
01:19
So for example, if you started with a wood block and you made an extrude cut,
01:23
the grain would actually carry down into those faces for the extrude cut.
01:27
Because of this, I prefer using wood solid materials.
01:30
Whenever I'm doing my designs for rendering,
01:33
I'm gonna pick the 3d Ko a curly semi
01:37
gloss because this is a really cool appearance.
01:39
And I think it will help us get a realistic render.
01:42
If yours isn't downloaded, simply select the download icon next to it to the right
01:47
and then we can drag and drop this onto the frame component in the browser
01:51
note that you can drag and drop it on the screen directly,
01:55
but this will be applied to the body and not the component.
01:58
So depending on the organization of your design,
02:00
you need to think about how it's getting applied
02:03
for me. I prefer to go to the components in the browser whenever possible.
02:08
Now that we've got the wood applied, we need to talk about the lenses.
02:11
There are two main ways that we can deal with these lenses.
02:14
One is to apply a plastic material and the other is to apply a glass.
02:19
Let's get started by first taking a look at plastic
02:22
and I'm gonna scroll all the way down and tell them in the transparent section.
02:26
And we're gonna be using poly
02:27
carb.
02:28
We're gonna drag and drop this over the right lens
02:31
and then drag and drop this over the left lens.
02:34
Now on the screen, this looks perfectly clear.
02:37
We can see straight through it, but we need to make some edits or adjustments.
02:41
I'm gonna right click and select edit.
02:43
And the first thing that I wanna do is change the color.
02:46
So I'm gonna bring the color down until it's fairly dark. And then I'm gonna say done
02:50
and do an in canvas render.
02:53
Even though we made the color darker,
02:55
you'll notice that we can still see essentially straight through.
02:59
The reason for this is because the color is not the only piece of this puzzle.
03:04
If we right click and edit the poly carb.
03:06
There are two main numbers that we need to think about.
03:09
We have an absorption distance and a refractive index.
03:13
The refractive index is going to determine how objects that
03:17
are seen through this lens are going to be distorted.
03:20
If you think about looking down into a pool of water
03:23
or looking through a glass that has water in it.
03:26
That is a refractive index of around one.
03:30
As we increase that number, there's going to be less distortion to those objects.
03:34
There is a general range to work within
03:37
and there are some drop downs where you can select things like
03:40
water which will take it down to a lower number. We can go to quartz
03:45
and we can go to glass
03:46
and you can kind of see and play around with these using
03:49
that in canvas render to see how it affects your design.
03:53
But the main thing that we want to focus on is this absorption distance
03:56
as value right now is 1.96 inches. It's pretty big.
04:01
We're gonna drop this down to 0.5
04:04
say done and then take a look at it in canvas render.
04:08
We can already see that it's a little bit darker,
04:10
but let's make another change by right click edit
04:14
and let's change this number from 0.5 to 0.1 something pretty small.
04:19
And then let's take a look at it in canvas render
04:22
with that number set so low to 0.1 essentially what's
04:25
happening is before any light can pass through that lens,
04:29
it's instantly bounced back.
04:31
This gives us an extremely dark appearance and it
04:33
doesn't really look like it's plastic or glass.
04:37
So we're gonna make an edit to that.
04:39
We're going to right click and we're gonna edit this value to be somewhere around 0.3
04:45
and we'll try one more in canvas render.
04:47
So 0.3 does give us that dark tint and we can still see
04:51
through the glasses and this is what we want for our render.
04:54
So we're gonna stop the in canvas render and select clothes.
04:58
The next thing that we want to talk about is decals,
05:01
oftentimes you need to apply decals or stickers to your
05:05
design to give them that extra level of realism.
05:08
We're only gonna be adding one. So I'm gonna go to a right side view
05:12
and I'm gonna focus on adding an auto
05:14
desk logo directly to this portion.
05:16
We're gonna do that by going to our decal settings
05:20
and in the downloads data set there is an auto
05:22
desk decal
05:23
we're gonna select open and we're gonna select the face. We want to place it on,
05:28
we're going to turn off chain faces because we only want it to stay on this face.
05:32
And we're going to increase the scale and the position until it looks about right.
05:38
We're gonna say, OK,
05:40
and then we can rotate back to another view.
05:43
I think this view looks pretty good.
05:45
So I'm going to go to my name view section
05:47
and I'm going to create a new named view
05:49
called Iso
05:50
front two.
05:52
And once again, I can go back and forth between these two views for my renders.
05:57
This is a nice view because it also shows
05:59
the light effect that's happening in our HDR environment.
06:03
With this said there is one last step of the process that I do want to mention.
06:08
And that's something called the texture map controls.
06:11
Texture map controls allow us to control the grain and
06:14
direction of any of the appearances that we're using.
06:17
So if you're applying a wood grain like we are here.
06:20
Or if you're applying something like a carbon fiber,
06:23
then you might want to use this option to play
06:26
around with how that texture is laying on your design.
06:30
Notice that projection type is 3d texture
06:33
and the axis is going to be by default.
06:37
And then we can also do best fit for object.
06:40
When we use these options, we can pick a specific object
06:44
and then we can take a look at how that appearance or material is being applied
06:48
by manipulating and picking where and how it's going to be projected
06:54
for our design.
06:55
You can see that if I switch the axis,
06:57
it looks like it's stretching the wood out a little bit,
06:60
we can pick Z to have the grain oriented up and down,
07:03
we can pick Y to have it oriented forward back or X to go left and right.
07:09
I think for this design, the X axis appears to be the best.
07:13
So I'm gonna say OK, and leave it at that.
07:15
This gives us a little bit of the lighter color on the frames
07:19
and we can kind of see that lighter color over here as well.
07:22
I'm gonna zoom out and rotate around and just take a look at the other side
07:26
and I think that looks pretty good.
07:28
So I'm gonna go back to my
07:30
ISO front too
07:31
at this point.
07:32
Let's make sure that we do save this design before we move on to creating our renders.
After completing this video, you’ll be able to:
Step-by-step guide