Recent site activity


[Project04-Solid Modeling Assignment 4]

[February 18]


This assignment was all about rendering models for presentation.

[Andrew Davis 32849158]




    1       Introduction. 3

    2       Problem definition / Problem statement. 3

    3       Result. 3

3.1         The Cell Phone. 3

3.2         The Pawns. 4

3.3         The Razor. 9

3.4         The Mini-Project. 10

    4       Discussion. 12

    5       Conclusion. 13

    6       References. 13





1         Introduction

In this project, we did not have to create any new models.  This time the models were provided for us on UBLearns for the first three parts, and for the mini-project at the end we used the cell phone from our previous project.  This project taught us all about how to render, such as creating different lighting, and changing the materials of our models, along with other things.

2         Problem definition / Problem statement

Our task for this project was to take the models that were supplied for us and create different renders according to the tutorials that we were to follow.

3         Result

In this section, I will show pictures of all of the renders that I did for this project, and briefly explain how I completed each one.

3.1       The Cell Phone

This first part, the Cell Phone, was just an introduction to the different types of rendering.  Once we had activated the rendering toolbar, we were able to create all the different renders that you can see in the pictures on the following page.  We were able to change the lighting, both the types of lights as well as their position, along with the different floor and wall styles.  Using the light editor, we were able to create the shadows of the model, and using the rendering features, we were able to create the reflection in the floor.



            Figure (a) You can see the shadows created by the lights, as well as the reflection in the floor.         

The next part of this project required us to use a model of a pawn that was also provided for us.  What was required of us was to change the different types of materials of the pawn, and create pictures of each.  I obtained a total of nine different pawns, each with a different type of material, as well as a few other changes to the surroundings.  Changing the material is very simple.  In the color and appearance menu on the render tool bar, it will allow you to change to many different types of materials, as well as colors.



Figure (a) This figure shows the first pawn that was rendered. It is made out of aluminum.



Figure (b) is a pawn modeled out of cast aluminum. Using the settings from the previous pawn, you can change the “bump” solid casting to create a model like the above figure.




Figure (c) shows a model made of polished gold.




Figure (d) shows a model made of brushed gold.  If you compare with the polished gold model, you can clearly see the difference.




Figure (e) shows a model made out of clear glass.



Figure (f) shows a model made of colored glass.  I also changed the floor by using the room editor, and changing the texture of the floor to a specified texture.  You can see the glass, even though colored, is still see through.



Figure (g) shows a model made of injection molding.  This is simply done by changing the type of material to an injection molded plastic. 



Figure (h) shows a model made of spark eroded plastic. 



Figure (i) shows a model made of translucent plastic.  This means that you can see through the model, which you can see is true in the figure above.



3.3       The Razor

This tutorial was slightly more complicated that the previous ones.  It called for us to dig deeper into the capabilities that Pro/E has for rendering models.  We were provided with a model of the razor that we were to render.  The tutorial asked us to change many different things that changed the presentation of the razor.  We had to change the background, or room settings.  It asked us to change the lighting, by adding different lights, and changing their styles and intensity.  We also had to change the different effects for the lighting, such as adding fog and light scattering to our render.  This tutorial was very interesting, and allowed us to experiment on our own, while giving us guidance as to what commands do what.  The last option we explored, the “depth of fields” option, is a very neat tool.  It allows you to view the nearest part of the model in clear focus, while the parts farther away from you seem blurry. 



Figure (j) is a view of the razor that was rendered in this part of the project.  Figure (k) shows the same razor at a different perspective.


3.4       The Mini-Project

The mini-project required us to use the model of the cell phone that we created for Project03.  Our task for this part of Project04 was to take that model, and create a few different renders for it.  We first had to change the materials for the different parts according to the project requirements.  I chose option 1, which required me to make the outer shells of the phone a metal, the antenna and keypad rubber, and the remaining parts a plastic of my choosing. We then had to change the room and lighting features to be similar to those in Part A of this project.  The figures are as follows:

Figure (l)

Figure (l) shows the model of the cell phone that has been rendered according to the project requirements.




Figure (m)

Figure (m) shows an exploded view of the cell phone so it is possible to see the change in material of the inside components.

4         Discussion

This assignment was difficult to get a handle on at first, especially the razor rendering.  But once I understood how all the commands worked, it was actually quite easy to create all the different renders that were required for this project.

5         Conclusion

Rendering is a very powerful presentation tool.  It is used by engineers everywhere in the world to present their designs in a more aesthetically pleasing manner.  It can really sell your design or your product.

6         References

1)      R. Toogood, Pro/Engineer Wildfire 3.0 Tutorial. Waltham, MA:  ProCAD Books Ltd., 2006.


Andrew Davis,
Feb 18, 2009, 12:40 PM