Exercise 207

Modeling Components (Day 2) & Texture Mapping Objects

Introduction:

There are two primary ways to use the power of 3D computer modeling software to produce architectural models. In this exercise, you will explore “modeling through layers of details.” For this exercise, you will be modeling a structural glass wall (complete with steel hardware).

Part 1:

1. Begin by drawing the shape to the right. You will likely need to use the Polyline tool (Rhino 5.5 [polyline]) as well as the Arc tool. Pay careful attention to measurements.
2. Next, use the Rotate3D command (Rhino 5.6 [rotate3d]) to rotate the shape up into the vertical direction.
3. Use the join command (Edit>Join) to join all of your lines together
4. Now, use the circle tool to draw a circle at the end point of the object (indicated by the arrow below).
5. Use the Sweep 1 Rail command (Rhino 5.10 [sweep]) to create a tubular surface that defines the steel rod used in the spider clamp.
6. Next, use the circle tool to define the 1.5” buttons at the base of the steel rod created in step 5. Refer to drawing on the back of this page.
7. Use the Surface>Extrude Curve>Straight command (extrudesrf) to create the surface of the button. Make sure to change Solid to “Yes.” The button should be 0.5” thick. Repeat for the opposite side of the steel rod.
8. Use the Copy/Move commands to make a copy of your piece. Use the rotate command to rotate it 90 degrees from the first one (to make an “X”). You now have the base of your steel spider.
9. Next, using the methods discussed above, create the tension rod that extends from the steel spider to hold the 3/8” diameter tension cable. Refer to the dimensions on the back of this sheet if necessary. (This should test your understanding, which is why I’m not writing a step by step guide.)
10. Now, at point (0,0) create a 4’ x 6’ x 1/2” thick piece of glass (rectangular surface)
11. Move your finished spider from above to rest on top of the piece of glass as indicated in the plan on the back of this sheet. Add the 3/8” steel cable to the height of the glass.
12. Once you have the final piece assembled, use the Rotate3D command to change the whole unit so that it rests in the vertical plane.
13. Now, following the techniques you learned in Exercise 205, assign each object a material. You should assign the material by layer rather than by object (this will be demonstrated in lecture). Save your .3dm file and your rendered image.
14. Upload your rendered image to the course website by the end of class today. You do not need to comment on this exercise.
15. If you finish early, begin working on Assignment 201.

Exercise 207 (Continued)

Introduction:

In this exercise, you will assign texture maps to different object types. You will also work to vary the density of the mapping to change the scale of the material applied.

Part 2:

• Create a cube, sphere, circle, cone, pyramid and wall shaped rectangle (12’ x 1’ x 8’). Each object should be approximately 4’ x 4’ at the base. The heights of the objects can vary.
• Place all of the objects on one layer.
• Load a V-Ray material that has a distinct scale & repetition pattern. I will use a board pattern in the lecture to demonstrate texture mapping. Use a texture similar to the one I demonstrate.  (you may want to download the materials package from this website.)
• Assign this material to the layer. Perform a rendering and notice what happens. Save this rendered image to your flash drive.
• Note: You may need to create another layer to establish an infinite plane without the material assigned (i.e. move the infinite plane to a new layer with no material). You should also check the box for “Show GI” in the Global Switches drawer of the V-Ray Options Editor and set the background color to white in the Environment tab.

Part 3:

• Assign texture maps to each object individually using the method discussed in lecture. You should preview your work in the “rendered” view (right-click on the name of your view (probably “Perspective”) and select “Rendered”). You may also wish to perform periodic renderings to check your texture mapping. Use the basic primitive texture maps, then on the more advanced objects, try the “Unwrap” mapping.
• Save a rendered view once you have finished mapping each object. You will post this to the course website by the end of class today.

Part 4:

• Open your bridge (Exercise 205) Using what you just learned, apply texture mapping for a concrete texture to your bridge. Take time to clean up your layers making one primary layer for the bridge and sub-layers as necessary for each material. Place your work at 0,0,0. Save your work as a .3dm file. [you should delete any unnecessary layers and/or geometry]
• Now perform a cage edit (Rhino 5.12 [cage edit]) to raise the back end of the bridge by 3 inches (1:12 slope). Use the File>Save As... command to save another version of the file (this one is a ramp instead of a bridge).
• Open your glass curtain wall from earlier in this exercise. Assign texture mapping based on today’s exercise & lecture. Refine your layer structure as necessary.

Part 5:

• Open a new Rhinoceros model.
• Use the Edit>Blocks>Insert Block Instance... command (Rhino 5.14 [blocks]) to insert multiple instances of both your bridge and ramp components. Assemble them into a nice composition. You may wish to add supports of your own design where you think they would be necessary.
• Render your final composition and post your work to the course website by the end of class today. If you have extra time, consider working on your table and chair(s) for Assignment 201.