# Exercise 214/215

Introduction:

In this exercise, work to build the outside skin of a skyscraper. Please use a building base of 200’x100’ with a height of 600’ (36 stories at 16’ each with a 24' lobby (ground) level). Please have at least one side of the building twist or bulge. You will isolate the building and assign appropriate materials. You will then bring the building into an existing scene (San Francisco) and create a sunlight and sky system for lighting. You will render using a physical camera to control the results. Please tap your creativity for this exercise.

Part 1:

• Please begin by creating the base of your building and the top of your building. You can start with a base rectangle for the bottom and top and use the loft command to create the initial skin.
• Use the cage edit (CageEdit) command or the edit control points (pointson) to modify the overall shape of the building. Examples will be shown in the lecture.
• You will now have a complex surface.  Please continue to work on the shape of your building.  You may wish to rebuild the curves/surfaces or add additional cage edit points to achieve a unique, interesting design.
• Note: Please make sure all surfaces are “ruled” surfaces (no two-dimensional curvature. You should set the cage editing degrees to be = 2 (xDegree=2, yDegree=2, zDegree=2). You can still create unruled surfaces with this setting, but it will help with unrolling).

Part 2:

• Create a rectangular surface larger than the shape of your building. Use the array command to create each floor of the building (50 floors). Please also create a ceiling for each floor at 10’. Use the array command again to create all of the ceilings.
• Create an elevator core that extends through your building.  Use the trim command to clear the floor and ceiling plates from inside the elevator core.

Part 3:

• Save this .3dm file. You should assign materials in this file and use this as a block for the rest of the exercise and for future work.  (If you have multiple skyscrapers, pick your favorite and either delete the others or copy your favorite into a new file.)
• Note: You can always come back and edit this building by opening this file. When you save it, you will be able to update it in other rhino files where you have used it.
• Remember to organize your layers for this block (and assign material by layer) to make the inserting as a block easy.

Part 4:

• Assign a white or light gray material to the SF City backdrop buildings. (I like White Porcelain for this).
• Use File>Insert Block Instance to place your building from Part 3 as a block reference into this SF downtown scene.  You should see a blue foundation to help you orient your building (the foundation is 100’ x 200’).
• Note:  Rhinoceros will likely ask you to overwrite your existing scene materials, say ok to this.

Part 5:

• Follow V-Ray 8.17 [sun] to establish a physical sun for your scene.
• Note:  the physical placement of your sun in your scene does not change the lighting in the scene.  I typically put the sun at 0,0,0 to make it easy to find at a later time.  Make sure you actually place your sun in the scene.  Frequently students skip this step and then don’t understand why they do not have a sun in the renderings.
• Now follow V-Ray 8.18 [sky] to create a sky for your scene.

Part 6:

• Follow V-Ray 8.19 [physical camera] to set up a proper exposure for your new scene. Perform a rendering of your scene. If you are unhappy with the end result, change as necessary and repeat. (Your "exposure value" or EV should be approximately 12-14 with the sun installed)
• Post your work to the course website by the end of class today. You should comment on other students’ work for this exercise.