Computer Graphics Survey

Rendering a 3D Scene

Using Art*lantis 3.5 on MacOS Computers

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Before beginning the project


Tutorial Goals

  1. To complete the 3D portion of our web page you will first return to VectorWorks to export the model as an Art*lantis file.
  2. In Art*lantis, open and set up the file exported from VectorWorks.
  3. Choose the rendering attributes for the scene.
  4. Render a thumbnail image of the model.
  5. Render an interactive QuickTime VR panorama of the inside of the room.
  6. Edit the homepage HTML file to add a link to the QuickTime VR file, using SimpleText.


Export the 3D Scene as an Art*lantis File

  1. Re-open the 3D logo file created in the previous session, using VectorWorks.
  2. Make sure the commands needed to export to Art*lantis are available, by using File-->Workspaces-->8 Standard Artlantis 3D. (this may change aspects of the user interface).
  3. Make sure the elements in your scene are formatted so as to render correctly:
  4. Select a solid rendering mode (e.g., View-->Rendering-->QuickDraw 3D Interactive) to be able to see color fills in the scene.
  5. Use View-->Art*lantis-->Art*lantis Preferences to make sure color-coding is aplied to the fill background.
    Art*lantis prefs in VideoWorks
  6. Indicate the parts of the model that use different materials by color-coding them:
  7. Export the color-coded model as an Art*lantis file
  8. Note that two files will be created, one with the filename extension '.opt' and the other with extension '.db'. Make sure to keep both files in the same folder at all times.
  9. You can now quit VectorWorks to free up memory.

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Art*lantis setup

  1. Look in the startup drive, System Folder, Preferences folder. If the file 'Art35.prf' is present, throw it in the Trash. This forces the program back to its factory defaults.
  2. Launch the Art*lantis program.
  3. File-->Preferences. Choose settings that will speed up the operation of the program and conserve memory:
    the 'Preferences' dialog
  4. File-->Open; choose 'OPT/DB' from the pop-up menu at the bottom of the dialog box; find and double-click the '.opt' file exported from VectorWorks.
  5. As you work, render the scene whenever you need to check effects not displayed in the modeling window. Use the Render command in the Render menu.

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Aim the camera

  1. Use Windows-->Edit Fixed Cameras to display the 'Fixed Camera' window.
  2. Click the 'axis' button to display the camera placement window.
    the button that displays the camera placement window
  3. Drag the camera symbol (a light blue box) to reposition it--the preview window will update to the new viewpoint.
    the camera symbol in the camera placement window
  4. Drag the look-at symbol (the arrowhead) to reposition it--the preview window will update to the new camera direction.
    the look-at symbol in the camera placement window
  5. For different views of the camera location diagram, click on the sides of the cube icon at the bottom of the window.
    the view cube in the camera placement window
  6. Use the hand and magnifier tools (icons at the bottom of the window) to focus on different areas of the model space.
  7. When done, close the 'Fixed Camera' window.

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Apply textures

  1. Make sure Windows-->Edit Shaders is checked. This displays a window whose title bar bears the name of one of the materials you entered while color-coding the parts of the model in VectorWorks.
    the Edit Shader window for the 'roof' material
  2. Use Windows-->Display Materials List to see a window allowing you to select any of the materials in the model for modification.
  3. Use Windows-->Library to display a window with the material shaders that come with the program.
  4. When you see a shader you like, drag its icon and drop it on the name of a material in the 'Materials List' window.
  5. You can use additional controls (in the window with the same name as the material) to customize the shader. For instance, the image details in some shaders can be scaled.
  6. Use Render-->Render to see a clearer picture of the textures you applied.

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Adjust lighting

  1. Display the Lights palette (Windows-->Edit Lights).
  2. To better see the effect of lighting changes in the preview window, you may want to have Options-->Cast Shadows checked, then use Options-->Recalculate to update the window.
  3. Change the orientation and settings of the default light (Light 0)
  4. With Light 0 located outside the model, the inside of the room will be fairly dark.
  5. Create and adjust a new light. This can be used to light the inside of the room, so details of your logo are more visible.
  6. Again use Render-->Render for a more accurate view of the effect of your lighting settings.

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Choose environment effects

  1. Bring up the Background palette using Windows-->Edit Backgrounds. This lets you add a backdrop to the rendering.
  2. Bring up the Atmosphere palette using Windows-->Edit Atmosphere. This lets you add effects such as haze or mist. Beware of overly dense fogs which may obscure your scene completely.
    the Atmosphere window

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Render a Still Image

This picture will be used as a thumbnail for the link from your web page to your 3D panorama file

  1. Use Render-->Render Fixed Cameras to display the rendering dialog.
  2. Enter the filename (all lowercase) according to these rules:
  3. Choose 'JPEG' from the 'Doc Format' pop-up menu.
  4. Enter width and height (in pixels), in the appropriate fields. To keep download times short, keep the size small (320 x 240, for instance).
  5. Choose the other settings as shown in the picture below:
    the fixed cameras rendering dialog
  6. Click 'Render Now'.
  7. A rendering window will open, and the rendered image will gradually appear. This rendering will take a bit longer, since there are many more computations involved.
  8. By default, the JPEG file with the rendered image will be automatically saved to the same folder as your Art*lantis document. Check that everything looks OK, then close the rendering window.

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Render a QuickTime VR Panorama

  1. Use Windows-->Edit VR Panoramas to display the 'VR Panoramas' window.
  2. the button that displays the camera placement window Click the 'axis' button in the 'VR Panoramas' window to display the panoramic camera placement window.
  3. Position the panoramic camera inside the room (this way, the viewers will have something to look at on all sides):
    the panoramic camera, viewed from the top
  4. The Cube, Hand, and Magnifier controls are the same as in the fixed camera placement window. Make sure to check the position of the camera from multiple views.
  5. the camera icon button Click the camera button in the 'VR Panoramas' window to display the rendering dialog.
  6. Enter the filename (all lowercase) according to these rules:
  7. Choose the other settings as shown in the picture below:
    the QuickTime VR rendering dialog
  8. Click 'Render Now'.
  9. A rendering window will open, and the rendered image will gradually appear. It will then be converted automatically to QuickTime VR format.
  10. By default, the .mov file with the rendered image will be automatically saved to the same folder as your Art*lantis document.

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Edit the HTML File for Your Homepage

  1. Make sure the QuickTime VR file exported by Art*lantis (called 'yourname_logo.mov) is in the exact same folder as your other files for the web.
  2. Drag the icon of your homepage file (called 'yourname.html') and drop it on SimpleText
  3. Click to place the insertion point where you would like to see the thumbnail linked to your QuickTime VR logo scene.
  4. Enter the tag to display the thumbnail:
  5. Before the IMG tag, enter the start tag for the link to your QuickTime VR file:
  6. After the IMG tag, enter the end tag for the link:
  7. After following all of the above instructions, Sam Sample's HTML file would contain this entry:

To see this example of the QuickTime VR file, you will need a browser configured with the same QuickTime plug-in needed to play back the video project.

Before leaving, make sure you drop off your new .jpeg and .mov files, and the edited HTML, for posting to the web server.

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Information specific to the ACG Lab

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