Computer - Aided-Drafting MODULE 2
Computer - Aided-Drafting MODULE 2
Computer - Aided-Drafting MODULE 2
MODULE 2
In any kind of work, certain tools and equipment are needed to help you
work easily and fast. Especially in this modern world there is software that can
help professionals to do their work in an easy manner. In this module, you will
know what CAD software is, Dimensioning, Snapping, constructing elements,
Plotting, inputting images, 3D and Navigating in 3D, rendering that can help you in
field of electronic drawings using CAD software.
Electronic drawing using CAD Software is a subject that develops both your
manipulative and intellectual abilities. Manipulative, because you will be trained
how to hone your skills in handling the electronic tools or commands in drawing.
Intellectual, because the subject will develop creativity in interpreting the
illustrations that you will draw later on.
LEARNING OUTCOMES
TOPICS:
1. Multiview Projection
1.1. One – View Projection
1.2. Two – View Projection
1.3. Three – View Projection
1.4. Orthographic Projection
2. Application of CAD Drawing
3. Inputting Images
4. 3D and Navigation in 3D
5. Rendering
LESSON PRESENTATION
Begin the one view drawing of the gasket by first laying out centerlines marking the
centers of the circle and arcs, as in the figure 1-a. a layer containing centerlines
could be used to show all lines s centerlines.
Use the CIRCLE command to layout all circles representing the bolt holes of the
gasket shown in the figure 1-b. a layer containing continuous object lines could be
Use the TRIM command to begin forming the outside arcs of the gasket shown in
figure 1-c. Use the FILLET command set to the outer rectangle shown in Figure
1.0.
Begin adding visible details to the views, such as circles, filleted corners, and angles
as shown in figure 1.2-c. use various editing commands such as TRIM, EXTEND, and
OFFSET to clean up unnecessary geometry.
From the front view, project corners up to the top view. These corners will form visible
edges in the top view. Use the same projection technique to project features from the
top view to the front view (see Figure 1.2-d)
Use the spaces in between views to properly add dimensions to the drawing, as shown
in figure 1.2-f. As these spaces fill up with dimensions, use outside areas to place
other dimensions.
If two views are not enough to describe an object, draw three views. This
consists of front, top, and right side views. A three – view drawing of the
guide block, as illustrated in pictorial format in figure 1.3-a, will be the
focus of this segment. Notice the broken section exposing the spot face
operation above a drill hole. Begin this drawing by laying out all views using
aver all dimensions of width, depth, and height. The Line and offset
commands are popular commands used to accomplish this. Provide a space
between views to accommodate dimensions at a later time.
Begin drawing features in the views where they are visible, as illustrated in
the figure 1.3.- b. Since the spot face holes appear above, draw these in the
top view. The notch appears in the front view; draw it there. A slot is visible
in the right side view and is drawn there.
As in two-view drawings, all features are projected down from the top to the
front view. To project depth measurements from the top to the right side
view, construct a 45O line at “A”, see figure 1.3.-c
Change the remaining lines from continuous to hidden. Erase any construction
lines including the 45O projection. (see figure 1.3-e)
Purpose
Using the isometric blocks in Figure 1.4-a, construct the front, top, and right side
views of the Orthographic Block.
Layers
Suggested Commands
Begin this tutorial by laying out the three primary views using the line and offset
commands. Use the trim command to clean up any excess line segments. As an
alternate method used for projection, use temporary tracking points in combination
with objet snap option to add features in other views.
Whenever possible, substitute the appropriate command alias in place of the full
AutoCAD command in each tutorial step; for example, use “CP” for the copy command.
“L” for the line command, and so on.
STEP 1
Begin constructing the Orthographic Block by laying out the front, Top, and Right side
views using only the overall dimensions. Do not be concerned about certain details
such as holes or slots; these will be added to the views at a later step, the length of the
object in the figure 1.4 - a.1. should measure 8 grid units. The height of the object is 5
grid units; the depth of the object is 4 units. The distance between views is 6 grid
units.
STEP 3
Visible edges from hole and slot features are projected to other views. Slot information
is added to the Top view; height information is projected to the right side view from the
front view. At this point, only add visible information to other views where they apply
(see figure 1.4-a.3)
STEP 4
Now project hidden features to the views. The hole is projected hidden in the front view
along with the slot visible in the right side view. The hole is also hidden in the right
side view (see figure 1.4-a.4)
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TASK 2:
Direction: Construct a multiview drawing by sketching the front, top, and right side
views. Use a grid of 0.25 units to assist in the construction of the sketches. These
drawings may also be constructed directly in the CAD system through AutoCAD
commands. After finishing this task distribute it in SHEET A and save it as SHEET G.
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Application of CAD drawing
TASK 3
Considering the following properties, Do and copy the figure shown below using your
computer aided design tools (AutoCAD). This Task will improve your skill and
techniques. After finishing this task distribute it in SHEET A and save it as SHEET H.
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Choose either of the two: ISO-25 or Standard. Click the modify button to change its
properties
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c. After setting the properties of layers and dimensions, you can now begin to do the
steps in making floor plan by the use of the key commands discussed in the
previous lessons. Consider the following dimensions:
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TASK 4
Considering the following properties, Do and copy the figure shown below using your
computer aided design tools (AutoCAD). This Task will improve your skill and
techniques. After finishing this task distribute it in SHEET A and save it as SHEET I.
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LESSON 3: Inputting Images
2. In the select image file dialog box, select a file name from the list or enter the name
of the image file in the file name box. Click open.
3. In the image dialog box, use one of the following methods to specify insertion
points, scale, or rotation.
a) Select specify On-Screen to use the pointing device to insert the image at the
location, scale, or angle you want.
b) Clear specify On-screen and enter values under insertion point, scale, or
rotation
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TASK 5
From the discussion above (how to insert an image in CAD). Make your own logo
reflecting engineering community (at least 3 logos) and set it as image to insert in
your CAD. After finishing this task distribute it in SHEET A and save it as SHEET
J.
The first time you use SketchUp, you need to sign in to activate your trial or
subscription. After you're signed in, the Welcome to SketchUp dialog box appears,
as shown here. This dialog box is your starting point for creating a model and
appears every time you start SketchUp (unless you choose to turn it off in
the SketchUp Preferences dialog box).
In the Welcome to SketchUp dialog box, you can; choose a template for your model,
set the default template, open recent files, browse for an existing file, or license a
copy of SketchUp Pro (see Understanding Your License for details), and learn more
about SketchUp.
Tip: If you’re new to SketchUp, this article is a great place to warm up your 3D
modeling skills. You find an overview of how to select a template, move around the
SketchUp interface, create a basic model, and save your model
Selecting a template
Every model in SketchUp is based on a template, which has predefined settings for
your model’s background and units of measurement. When you begin a new model,
selecting a template with the correct unit of measurement makes modeling easier.
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Tip: While you’re working in SketchUp, you can access the Welcome to SketchUp
window anytime. On the menu bar, simply select Help > Welcome to SketchUp.
After you become comfortable creating 3D models in SketchUp, you can create a
custom template that reflects your preferences.
TITLE BAR
The title bar contains the standard window controls (close, minimize, and
maximize) and the name of the currently open file. When you start SketchUp, the
name of the currently open file is Untitled, indicating that you have not yet saved
your work.
MENU BAR
The majority of SketchUp tools, commands, and settings are available within the
menus on the menu bar. The menus are: SketchUp (Mac only), File, Edit, View,
Camera, Draw, Tools, Window, and Help.
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GETTING STARTED TOOLBAR
When you begin using SketchUp, the Getting Started toolbar is the one you see by
default. It contains the basic tools you need to begin creating 3D models.
To display additional toolbars, select View > Toolbars. In the Toolbars dialog box
that opens, select the toolbars you want to see and click Close. In macOS, you can
display tool palettes by selecting View > Tool Palettes. (Learn more about the
toolbars and how to customize them in the Customizing SketchUp section of the
Help Center.)
Tip: This article introduces you to a few basic tools. As you continue learning how
to create 3D models in SketchUp, the Instructor can teach you (or remind you) how
to use each tool. See Learning how to use SketchUp tools for details.
DRAWING AREA
The drawing area is where you create your model. The 3D space of the drawing
area is identified visually by the drawing axes, which provide a sense of direction in
3D space while you work.
The drawing area might also contain a simple model of a person to give you a sense
of 3D space.
STATUS BAR
When you’re getting started with SketchUp, the two important elements on the
status bar are the tips in the middle and the Measurements box on the right:
Tips for using the tools: In the middle area of the status bar, click the
question mark icon to display the Instructor window, which offers basic
information about using whatever tool you select in the toolbar. The middle
area also displays a brief sentence about using the selected tool. This area is
helpful when you’re not sure how a tool works.
Measurements box: This box is a critical tool for creating accurate models.
The box displays dimensions as you draw. You can also use this box to
manipulate currently selected entities (such as creating a line that’s a
specific length) or to create evenly spaced copies of entities (such as
columns, fencing, or housing blocks in a post-industrial dystopia).
Tip: Did the Measurements box disappear? The most likely reason is that
your SketchUp window size is larger than your available screen viewing
area. To recover your view of the Measurements box, click the Maximize
button in the title bar.
If you’re a Windows user and enable the Auto-Hide the taskbar option, the
Measurements box can slip behind the taskbar when you have the taskbar
displayed. In this case, the Measurements box reappears when you’re done
using the taskbar.
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DEFAULT PANELS
On the right side of the screen, you see a tray of panels, including the Instructor,
Materials, Styles, and so on. The Default Tray appears when you open SketchUp,
but you can close the Default Tray of panels by click the Close button in the upper
right. Toggle the tray so it's visible or hidden via the Window > Default Tray
submenu.
As you use SketchUp, the Instructor and the status bar give you pointers on using
each tool.
The Instructor teaches you how to use the currently selected tool. To turn on the
Instructor, shown here, select Window > Instructor, which you find in the Default
Tray. Here’s what the Instructor has to offer:
If the Instructor offers more detail that you need, remember that the status bar
also offers tips on using the selected tool. See the Status bar section earlier in this
article for details.
The Quick Reference Card is an easy-to-print guide to all the SketchUp tools and
their modifier keys. Keep it handy as you start using SketchUp and you’ll learn to
model quickly and efficiently. Here's what the Quick Reference card looks like:
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CREATING YOUR FIRST 3D MODEL IN SKETCHUP
If you’ve never created a 3D model in SketchUp (or any other modeling program),
the following steps offer a quick overview the basics:
1. Select the person, context-click the selection, and select Erase in the context menu that
appears.
2. In the Getting Started toolbar, select the Rectangle tool ( ).
3. On the ground plane, in the space between the red and green axis, click the Rectangle tool
cursor ( ). Then move your cursor to the right and click again. A rectangle appears on
the ground, as shown here.
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4. On the Getting Started toolbar, select the Push/Pull tool ( ), and place the Push/Pull
cursor over the rectangle you just created, as shown in the following figure.
5. Click and drag your rectangle up into a 3D shape. Keep an eye on the Measurements box and
release the cursor when your shape is about 5 feet tall
6. Without clicking or selecting anything, simply type 6’ and press Enter. Notice how
the height of your shape changed to exactly 6 feet tall, and the value you entered
appears in the Measurements box.
7. In the Getting Started toolbar, select the Orbit tool ( ). Place the Orbit cursor
above your shape. Then click and hold while you move the mouse down. Notice
how the view of your shape changes, as shown in the following figure. Practice
clicking and dragging with the Orbit tool as much as you like. It’s a pretty fun tool!
8. In the Getting Started toolbar, click the Zoom Extents button ( ). If you orbit
around until you lose track of where you are in your model, the Zoom Extents
button is a handy way to reorient yourself.
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9. If you have a scroll-wheel mouse, scroll down to zoom out a bit. Working in
SketchUp is much easier with a scroll-wheel mouse. However, if your mouse lacks
a scroll wheel, click the Zoom tool ( ) and you can zoom in and out that way, too
Tip: No matter what tool is selected, holding down the scroll wheel activates the Orbit
tool until you release the scroll wheel
10. In the Getting Started toolbar, click the Paint Bucket tool ( ).
11. In the Materials panel that appears, select Colors from the drop-down menu, as
shown here. Then select a color from the options that appear on the Select tab
12. Click one side of your model with the Paint Bucket cursor to apply your selected
color. Experiment a bit with the different options in the drop-down menu if you
like. For example, select Landscaping, Fencing, and Vegetation from the drop-down
menu and apply pebbles to your model. Select Tile from the drop-down menu and
apply a tile pattern that you like. Orbit around and apply different materials to
each side of your model, as shown here.
13. Close the Materials panel and select Window > Styles, which appear in
the Default Tray.
14. From the drop-down menu, select Sketchy Edges and then select a style option. In
the following figure, Marker Wide is selected. Notice that the style completely
overrides all the materials and colors applied. To see them again, select In
Model from the drop-down menu and then select the Simple Style option
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Saving and reopening a model
To save your model, follow these steps:
1. On the menu bar, select File > Save. If this is the first time you’re saving a model,
the Save As dialog box appears, as shown here. To save an already saved model
with a new name, select File > Save As.
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Tip: After you save a model, you can reopen it later and continue working on it.
(Simply double-click the file wherever you’ve saved it, or in SketchUp, select File >
Open.) If you’re not sure where a file is saved, hover over the file in the Welcome to
SketchUp window, and you can see the path to the file, as shown in the following
figure. Or if your model is complete, you can show it off by exporting it as a graphic or
creating a virtual walk-through.
Self - Exercises
SE 1:
Push/Pull with Modifier Keys
When you press certain modifier keys while using Push/Pull, you can control how
adjacent faces act. To demonstrate this, we’ll work on the back face of the trapezoidal
model.
1. Orbit to the back and pull out the face shown. This leaves the neighboring faces in
place, and adds new vertical faces between existing faces and the pulled-out face.
2. Undo this operation (Ctrl+Z or Cmd+Z), and pull it again, this time pressing and
holding the Alt/Cmd key. The pulled face remains the same size, but the
neighboring faces move with it.
NOTE: You could get the same results using the Move tool, but Push/Pull ensures
that you are always moving perpendicular to the face.
3. Undo and try again, this time press the Ctrl/Option key (you don’t have to keep it
pressed). The difference this time is that dividing lines are created along faces that
would otherwise be healed, such as the top face.
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4. For another demonstration of modifier keys, Undo again, and pull out the side of
the trapezoid (with no modifier keys).
SE 2:
2. To make the roof, start with a line on the roof between midpoints.
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3. Use Move on this line, pulling it up (in the blue direction) to make the roof.
5. To make a more interesting door, add an arc at the top (use the 2 Point Arc tool).
6. Use the Eraser tool to erase the top edge of the rectangle, so the door is one face.
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7. To remove the door face, right-click on it and choose Erase.
9. Of course, windows don't have to be rectangles! Use Line and make some strange
shape for a window. Be sure that you see “On Face” while making lines, or the lines
might end up sticking out of the house.
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10. Be sure to end the window shape where you started. If your lines are correct,
the edges around the window will be thin.
11. Now we can color our house, starting with the roof. Click the Paint Bucket tool
to open the Materials window (Colors on the Mac). Open the “Roofing” folder and
click one of the swatches (I'm using the red metal roof).
12. Then click the roof face (don't forget to paint both sides of the roof).
13. For the walls, I'm using tan bricks from the “Bricks, Cladding and Siding” folder.
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Here are the painted sides of the house:
14. For the windows, you can use colors in the “Glass and Mirrors” folder.
15. These windows are so plain - let’s make them more interesting. Add some vertical
stripes to this window:
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17. If you don't want people to see straight into your house, you probably want to
replace that door. Just use Line to redraw any of its edges, and the face comes
back.
18. To dress up the door, you can add a circle for a window. I painted my door with
cherry wood from the “Wood” folder.
19. To personalize the house, you can add text using the 3D Text tool. Find the 3D
Text Tool on the Tools Menu.
3D Text requires that you enter a specific font and size, so you might have to try a
few times to get the exact text you want. It also comes into the model as a
component, so if you want to change it, you need to edit the component first (or
explode the component).
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TASK 6
Make your own 3D orthographic figures using SketchUp in any dimensions and
colors of at least 6 figures, after finishing this task save it as SHEET K.
TASK 7
In connection with TASK 3 make your own design of a bungalow (single storey)
type house using sketch up 3d application. Save it as SHEET L.
Specifications are:
- Floor dimension 6 m x 7 m
- 2 bedroom
- 1 T&B
- Kitchen/Dining area
- Porch
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LESSON 5: Rendering
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1. VRAY TOOLBARS & INTERFACE
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VIEWPORT RENDER
This is a newish feature, similar to
Interactive render, only it displays in the
SketchUp window itself vs the floating
Frame Buffer. Panning or zooming, as well
as making changes to the model will
update the render in real time.
Viewport render
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Viewport render region
You can select just a part of the viewport to render. This is a
nice option as it doesn’t cover the entire model, allowing you
to work and render at the same time and see the result of
your changes. Rendering smaller regions also uses less
computing power and runs faster than larger renders. You
can toggle back and fort between viewport and Frame Buffer
rendering during render by clicking on either.
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2. MATERIALS
Materials Overview
Materials
Materials are a good place to start since they have the single biggest impact on
making a model go from looking flat and static, to rich and realistic.
When working together, these maps and settings combine to form any number of
realistic real-world materials.
VRAY includes a great default library of materials to get started with. You can also
import materials downloaded from elsewhere, edit SketchUp materials, or create
materials from scratch.
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Applying Materials
Applying materials
Then either right click the material and apply it to an entire layer (say window
glazing if all your glass has been assigned its own layer) or to selection in the
model.
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Scaling / Resizing Materials
Default scale
Materials with a texture, or diffuse map, will also have a scale associated with it.
These are in metric units by default (Chaos Group is from Bulgaria by the way) and
therefore come in smaller than reality.
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Material Render Preview
Render test
It’s a good idea to do a quick interactive render to see that the material has been
applied and renders correctly before spending too much time applying a lot of
materials.
Material detail
The default concrete texture has maps applied already and as you can see react
differently to different light / shadow settings.
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Materials Exercise
Exercise
Download or make a simple model. Copy it and apply a variety of materials to each.
*Be sure to re-scale any materials that have a texture (diffuse map) associated with
them. For this example, the Ocean Waves and Grass materials were re-scaled.
3. OBJECTS
Infinite plane
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Infinite Plane with Material Added
Example: Waves material was added to create fast and realistic “infinite” ocean scene.
4. Environment
Environment - Sunlight
For starters, when I say environment, I’m referring to the background environment surrounding
your model. This includes background image, environmental lighting, fog, etc. By default, VRAY
uses SketchUp’s sun and shadow settings. Changes to the model’s time of day or year will show in
your render.
*Note that SketchUp’s fog doesn’t show in VRAY. Instead use ‘Volumetric Environment’ in the
Settings tab.
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Light / shade studies
Compare the difference in lighting and shadow quality after adjusting the Shadow
Settings sliders in SketchUp. *Note for this example, I’ve turned on ‘Override
Materials’ in the Settings tab in the Asset Editor in order to better focus only on the
angle / quality of the lighting.
Dome Light
The Dome Light is located in the ‘Lighting’ toolbar. It is essentially a skybox or skydome
that projects a 360 spherical panorama image - called an HDRI (high dynamic range
image).
Like the HDR setting on your phone camera, an HDRI has multiple exposures and can
simulate environmental lighting conditions, as well as provide the background image for
your rendering.
*Note a big difference to using an Dome Light vs adding a sky in later in Photoshop is that it
will show up in reflections
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Dome Light Settings
After being added to your model, you can access the Dome Light settings under the
‘Lights’ tab. You can toggle either the dome light or the default sun on or off here. It
is possible to use both at the same time but may produce multiple shadows since
there are two sources of sky/sun.
Default HDRI
There is a default HDRI loaded with the dome light. You can change it by clicking
on the color/texture icon (circled above) and browsing to your own HDRI (.env or
.exr) file.
Light intensity
HDRIs have may create from different sources may require adjustment to their
intensity to get them to show correctly. Usually, by default, they are too dark and
need to be brightened. The dusk HDRI shown above and left was adjusted from 1
to 10 in the ‘Lights’ tab next to the Dome Light.
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Environment - Dome Light / HDRI
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5. LIGHTING
Lighting - Overview
Sphere light - Good for general lighting to cast ambient light glow or to function as
bulbs inside of lamp housings.
Rectangle light - Directional. Good for overhead or studio lighting indoors. Can
simulate florescent office lighting or cast even distribution across an area.
Mesh light - Good for custom shapes or applying to pre-built components. Any
object can become a mesh light by selecting the object first, then choose ‘convert to
mesh light’.
Lights render
By default, the lights themselves are visible. See next page for result when lights
set to be ‘invisible’.
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Lighting - Visibility, Color & Intensity
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Without lights
While not bad, the house feels unoccupied and a bit sad. And the shrub planting
under the deck is lost completely as it sits in shadow.
With lights
A few lights placed inside the house (rectangle), on the deck (sphere) and under the
deck(rectangle) make a big difference with very little effort.
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6. OUTPUT
Output - Options
First, is quality which is under the ‘Render’ dropdown in the ‘Settings’ tab.
Obviously, the higher the quality, the slower the render. Be sure to keep it under
medium for testing and then, when ready to do final render, bump up to high or
very high as desired.
Second is ‘Render Output’. Here is where you can specify the image dimensions.
Keep in mind the larger the image sizes the longer it will take to render as well.
Finding the right balance between size and quality will keep things running as
efficiently as possible.
Also, make sure to check ‘Denoise’ or ‘Denoiser’ as that will help which smooth out
the noise artifacts which are especially apparent at lower quality renderings. It
adds minimal time to the render and makes a big difference in overall quality.
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Output - Saving
Format Options
After your render completes, to save, click the disk icon (circled above) to choose
destination. For formats, you have several options to choose from. Keep in mind
that if you’re not using an HDRI background, choosing PNG preserves
transparency so you can add your own background images in later using
Photoshop.
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TASK 8
In connection with TASK 7, render your bungalow house using V- ray render. Or
any rendering application. Save it as SHEET M.
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