Set up a render appearances

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.

Video 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.

After completing this video, you’ll be able to:

  • Apply appearances.
  • Adjust appearance textures.
  • Add a decal.

Video quiz

What can be created in order to return back to the same view for additional renders ?

(Select one)
Select an answer

1/1 questions left unanswered

Step-by-step guide

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