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VIZ
2005
Ted Boardman tedb@tbmax.com http://www.tbmax.com
Finally, in the middle of April the cold rainy weather broke long
enough for me to sit on the porch in relative comfort one afternoon.
Not that I haven’t seen some nice weather, it’s just
that it hasn’t been while I’m home. This spring has
been a busy travel time for me and I’ve seen 102 degree F
temperatures in Palm Springs, CA, low 70’s in San Francisco,
mid 80’s in Atlanta and Alabama and, this week, the high
90’s in the Temecula Valley of southern California.
I
really like the “newness” of spring. In New Hampshire
the first red, green, and yellow buds are showing on the trees
giving the woods the slightest tinge of color in varying shades
and the grasses are beginning to green in the damp areas to give
some visual depth to the last gray-brown landscape of late winter.
In
May I traveled to Amsterdam for a few days and had a chance to
meet with Marc Heesterbeek, Fermi Bertran, Gonçarlo Próspero,
and their wives. The weather there was close to perfect, especially
for sitting out in the many outdoor cafés for a freshly
tapped Grolsch or Heiniken.
In
all my travels, along with Jeff Mottle’s travels to Copenhagen
in May, last month’s column fell by the wayside but I should
be back on schedule for the rest of the summer.
Autodesk
VIZ 2005 Makes a Spring Appearance
I’m not going to take the time here to list all the new features
of VIZ 2005 because they can be found elsewhere at http://www.autodesk.com in more detail than I could include here, but I’ll mention
a few that I feel will add substantially to your productivity if
you take advantage of them.
The
program is now very similar to Discreet 3ds max 6; minus sub-object
animation, particle systems, reactor dynamics, and a few other
features that rely on these major areas to function properly.
The Interface is almost exactly the same and the files generated
are compatible. This is fantastic news for the end user as it
makes integration with max much easier for those offices that
use both programs in production.
Having a common interface and file compatibility also opens the
door for many more useful tutorials that previously were just too
difficult to adapt for one program or the other. You will benefit
from sharing workflow methods used in other disciplines from computer
games to film and video techniques. This is especially important
to me personally because it means that my 3ds max 5 Fundamentals
and 3ds max 6 Fundamentals books by New Riders Publishing, which
have many exercises based on architectural examples, are now much
more relevant for VIZ 2005 users.
Animation
New animation features like SetKey mode and AutoTangent
velocity control make it much easier to create initial animation
keys without excess anticipation and follow-through secondary motion
that made animation in Autodesk VIZ 4 so frustrating at times.
More new animation controllers and constraints, including a reworked
Look-At constraint make it easier to set up complex animations
like industrial or mechanical systems. The Track view has been
separated into two new dialogs; a Curve Editor for manipulating
animation function curves, and a Dope Sheet for editing keys and
range bars for animations. With more VIZ users becoming interested
in animations these new features should help reduce the learning
curve significantly.
Materials
Material enhancements include a new Architectural material
type that is sort of a “paint-by-the-numbers” approach
that allows new users to quickly create reasonably good scene materials
with preset parameters without learning anything about materials.
That makes a great marketing tool for the VIZ dealers and gives
new users some instant gratification. However, start learning to
use the Material Editor as quickly as possible to create your own
materials that will differentiate you from your competition. One
small thing worth mentioning in the Material Editor is that the
Bricks procedural map has been renamed Tiles and the default settings
have been changed. It is the same map, however, and the name change
was implemented to break new users from thinking the map was only
for creating bricks. It can be used for any tiled pattern so the
new name is more appropriate.
Modeling
A
great new modifier called the Shell modifier is included in VIZ
2005. It allows you to take objects with no “thickness”,
i.e. objects made of one layer of faces, and offset a new surface
to the inside or the outside of the original mesh. There is also
an option to define new edges of the surface with a spline. Figure
1 shows a simple vase made with a spline and the Lathe modifier.
As you can see in the Perspective viewport, the object has no thickness
and the face normals cause the inside surface to be invisible.
In the Front viewport you can also see a S-shaped curve that will
be used with the Shell modifier.

Figure 1: Spline with Lathe modifier. Object
has no thickness.
Applying
the Shell modifier to the vase with the default settings creates
thickness for the walls 1 unit to the outside. There is an option
to create the thickness toward the inside or you can use a combination
of the two. Checking the Straighten Edges option at the bottom
of the Parameters rollout usually cleans up the object where edges
meet at near 90-degree angles. You will see the difference in the
front viewport where the neck of the vase meets the body.
By checking the Bevel Edges option, clicking the None button, and
picking the spline in the Front viewport, the edge of the vase
assumes the new profile. See Figure 2.

Figure
2: Shell
modifier with Bevel Edges and Straighten Corners options enabled.
Do not use the Shell modifier frivolously though as it can easily
double or triple the face count of objects, something that architects
especially don’t need. However, remember that when using
Radiosity and Photometric lights, “open” objects with
no thickness are not correctly processed. To clarify, a primitive
sphere is a “closed” object and doesn’t need
thickness to be processed correctly.
Object creation and editing methods know as box or polygon modeling
are greatly improved in both functionality and workflow and will
allow you to create models ranging from generic buildings to soft
furniture quickly and, most importantly, with a very controlled
polygon count for efficient rendering.
Polygon modeling was designed as a tool for computer game creators
primarily and the objects are created by manipulating quad polygons
rather than the triangular faces we are familiar with. The polygon
modeling workflow has great potential for architectural and engineering
work though. I have quickly created objects like the buildings
shown in Figure 3, coffered ceilings and other honeycomb structures.
Figure
3: Buildings with multi-paned windows created quickly
from boxes using VIZ2005 Polygon modeling techniques.
Scene Management
For
those of you who use the Linking to Autocad or ADT files, the
Link Manager has been improved from what I’ve heard, but
I don’t have any direct experience with it. I’m still
of the belief that it is initially more productive to take the
time to learn modeling in VIZ for more control over the density
of your meshes and greater flexibility in editing and to use
linking for those projects or parts of projects where it really
makes sense…but that’s a topic for another day!
Layer management has been greatly improved in VIZ 2005 making it
easier to create new layers containing all currently selected objects
and to move objects from one later to another. I find it particularly
helpful to manage the meshing of objects in Radiosity solutions
by layer.
Rendering
The Mental Ray global illumination renderer is built into
VIZ 2005 and will allow some very interesting rendering and lighting
techniques to be used. Approach the use of Mental Ray slowly to learn
its myriad of controls and adjustments on simple scenes and work
your way up to more complex scenes and materials and lighting. See
Figure 4 for an example of Mental Ray rendering.

Figure
4: Mental Ray image with more convincing shadows and
reflections at a cost of much longer render times than the
same scene with the Radiosity renderer.
One of the Mental Ray shaders that might be cost effectively implemented
in the architectural and mechanical disciplines is the Contour
shader that allows you to render a “hidden line” type
image. See Figure 5.

Figure
5: Same scene rendered using Mental Ray Simple Contour
shader for a shaded “hidden line” look.
Render to Texture is another process included with VIZ
2005. This allows you to “bake” the materials and lighting,
including shadows, into the vertices of a mesh object. Once the
information has be baked in you can then remove all the lights
and render the scene again much more quickly because all the lighting
and shadows do not have to be recalculated. This could significantly
speed the processing of animated scenes and allow scenes to be
exported to real-time viewers.
Summary
That’s a look at a few of the features of Autodesk
VIZ 2005. In some of the upcoming columns I’ll introduce
a few tutorials and techniques that will help make use of these
new features in a cost effective manner. New features of any software
are only useful if they make you more money, right?
In the mean time, good luck and have fun.
Ted
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