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9780470072721

Mastering Autodesk® VIZ 2007

by ; ;
  • ISBN13:

    9780470072721

  • ISBN10:

    0470072725

  • Edition: CD
  • Format: Paperback
  • Copyright: 2006-10-01
  • Publisher: Sybex
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List Price: $69.99

Summary

Turn Your Ideas Into High-Impact 3D Models and Animations Transform flat drawings and concepts into impressive 3D visualizations that will amaze your clients with the comprehensive instruction you'll find in Mastering Autodesk VIZ 2007. Written by VIZ experts, this book shows you how to get the most out of the latest version of Autodesk's powerful 3D design, modeling, and animation tool with an in-depth, tutorial-based approach grounded in real-world examples. This new edition has been fully updated and revised to cover all of Autodesk VIZ 2007's new features--asset tracking, revamped Xrefs, an updated interface, and the improved rendering and editing tools--and it's packed with professional techniques you can apply immediately to your own work for striking results. Whether you're new to VIZ or simply want to master the latest features, this book offers the clear explanations and step-by-step instructions you need to create, animate, and render realistic architectural visualizations with VIZ 2007. Coverage includes: * Creating complex shapes with surface modeling tools * Using, organizing, and editing objects and meshes * Efficiently managing design data * Adding natural lighting effects * Staging a virtual walk-through of your room designs for clients * Applying radiosity to create lifelike views * Employing mental ray to achieve high-res rendering * Using AutoCAD and Photoshop(r) with VIZ * Exporting content to the Web Featured on the CD You'll find a trial version of VIZ 2007 plus project files for all of the book's exercises. Master VIZ 2007's great new features, including asset tracking, scene states, new modeling and texturing enhancements, batch rendering, and improved interoperability with other Autodesk products. Create 3D models quickly and intuitively using the new edit poly tools and Sweep modifier. Work effectively with lights, materials, and cameras. Animate your models and create interactive views. George Omura was cited as favorite CAD author by members of the Autodesk User Group International (AUGI) in AUGIWorld magazine's "Best of Everything CAD" issue, November/December 2003. www.sybex.com

Author Biography

George Omura is a licensed architect, award-winning Autodesk Authorized Author, and all-time bestselling AutoCAD author. Some of his other AutoCAD books include Just Enough AutoCAD 2007 and Mastering AutoCAD 2007 and AutoCAD LT 2007 (Sybex).

Scott Onstott has contributed to more than a dozen books on AutoCAD and other applications, including Mastering Autodesk Architectural Desktop 2006 (Sybex).

Jon McFarland manages a property development company's design department, where he uses AutoCAD and VIZ to create visualizations of proposed facility construction and expansions. He has also taught VIZ, AutoCAD, and 3ds Max® courses at the university level.

Table of Contents

Introduction xv
Getting to Know VIZ
1(54)
Introducing VIZ 2007 Features
1(1)
Getting Started
2(1)
Touring the Interface
3(18)
The Main Menu Bar
3(2)
The Main Toolbar
5(1)
Docked and Floating Toolbars
6(2)
Toolbar Flyouts
8(1)
Tool Palettes
9(1)
The Viewport
10(1)
Tools for Working with the Viewport
11(2)
Tools for Working with Time
13(1)
Getting to Know the Command Panel
14(1)
Understanding VIZ's Tools
15(6)
Working with Objects
21(16)
Selecting and Moving Objects
21(3)
Rotating and Scaling Objects
24(4)
Copying an Object
28(1)
Selecting Multiple Objects
29(5)
Naming Selection Sets
34(1)
Editing Named Selection Sets
35(2)
Getting the View You Want
37(15)
Understanding the Perspective Viewing Tools
37(5)
Using Multiple Viewports
42(3)
Changing the Viewport Display and Configuration
45(7)
Working with the Custom UI and Defaults Switcher
52(2)
Summary
54(1)
Introducing VIZ Objects
55(50)
Understanding Standard Primitives
55(13)
Adjusting an Object's Parameters
58(6)
Accessing Parameters
64(1)
Introducing the Standard Primitive Tools
64(4)
Modeling Standard Primitives with Modifiers
68(10)
Adding a Modifier
68(3)
Accessing Modifier Parameters
71(3)
Inserting Modifiers Where You Want Them
74(2)
Using the Modifier Stack Tools
76(2)
How VIZ Sees Objects
78(1)
Making Clones That Share Properties
79(12)
Creating an Instance Clone
79(2)
Creating a Reference Clone
81(3)
Scaling and Rotating Objects with Transform Tools
84(4)
Making a Clone Unique
88(1)
Cloning a Modifier
88(3)
Introducing Extended Primitives
91(7)
Modeling a Couch
91(7)
Working with Groups
98(5)
Grouping the Components of the Couch
98(2)
Working within Groups
100(2)
Disassembling Groups
102(1)
Summary
103(2)
Creating Shapes with Splines
105(60)
Drawing with Splines
106(6)
Drawing Straight-Line Segments
107(1)
Constraining Lines Vertically and Horizontally
108(1)
Drawing Curves
109(2)
Lathing a Spline
111(1)
Modifying a Shape Using Subobject Levels
112(15)
Adjusting the Lathe Axis
113(2)
Flipping Surface Normals
115(1)
Smoothing Spline Corners
116(4)
Adjusting Tangent Handles
120(3)
Creating Thickness with a Spline
123(4)
Outlining and Extruding Splines
127(13)
Drawing Accurate Line Splines
127(3)
Giving Walls Thickness
130(1)
Using Grids and Snaps to Align Objects Accurately
131(7)
Adjusting a Wall Location
138(2)
Combining and Extruding Primitive Splines
140(6)
Combining Splines
141(5)
Joining Closed Splines with Boolean Tools
146(4)
Creating a Solid Form with Splines
150(3)
Introducing the Spline Types
153(4)
Editing Splines
157(1)
Placing and Beveling Text
158(5)
Summary
163(2)
Editing Meshes and Creating Complex Objects
165(74)
Creating Openings in a Wall with Boolean Operations
165(9)
Hiding Shapes That Get in the Way
166(2)
Creating the Shape of the Opening
168(1)
Subtracting the Opening from the Wall
169(2)
Creating Multiple Openings in a Single Wall
171(1)
Making Changes to the Opening
172(2)
Tracing over a Sketch
174(17)
Importing a Bitmap Image
175(2)
Scaling the Image to the Model's Space
177(2)
Tracing Over the Image
179(3)
Building Objects from Traced Lines
182(9)
Editing Meshes
191(15)
Creating a Tapered Wall
191(3)
Converting the Spline to a Mesh
194(4)
Moving a Single Mesh Vertex
198(6)
Tapering the Top of the Wall
204(2)
Using Instance Clones to Create Symmetric Forms
206(18)
Adding a User Grid to Aid Tracing
206(1)
Building the Tower Walls
207(4)
Adding the Vaulted Ceiling
211(6)
Creating the Smaller Towers
217(3)
Drawing the Remaining Walls
220(4)
Attaching Objects to a Mesh
224(3)
Smoothing Meshes
227(4)
Smoothing within a Mesh
227(3)
The Smooth Modifier
230(1)
Creating Clones with Array and Snapshot
231(7)
Creating a Column Grid With Array
231(3)
Creating a Multitransform Polar Array
234(2)
Creating Multiple Clones Using Snapshot
236(2)
Summary
238(1)
Creating AEC and Entourage Objects
239(28)
Using AEC Objects
239(16)
Creating a Parametric Wall
239(3)
Adding Doors and Windows to Walls
242(4)
Changing Elevations with Stairs
246(3)
Setting Boundaries with Railings
249(4)
Adding Foliage to a Scene
253(2)
Creating Trees with the EASYnat Plug-in
255(5)
Creating an EASYnat Plant
255(3)
Modifying an EASYnat Plant
258(2)
Adding Content with the RPC Plug-in
260(6)
Adding a Static RPC
261(2)
Adding an Animated RPC
263(3)
Summary
266(1)
Organizing and Editing Objects
267(56)
Naming Objects
267(3)
Organizing Objects by Layers
270(9)
Setting Up Layers
272(1)
Assigning Objects to Layers
273(1)
Assigning Color to Layers
274(2)
Controlling Object Visibility through Layers
276(3)
Lofting the Roof
279(22)
Setting Up the Shapes to Form the Roof Edge
280(5)
Lofting an Object
285(2)
Adjusting the Loft Profile in Relation to the Loft Path
287(2)
Fine-Tuning a Loft Object
289(2)
Using Different Shapes along the Loft Path
291(4)
Adding a Third Shape to the Loft
295(3)
Using the Path Clone to Edit the Loft Path
298(3)
Creating Surfaces from Splines
301(8)
Building the Spline Armature
302(2)
Deforming the Armature
304(5)
Creating Shells from Surfaces
309(1)
Completing the Roof
310(6)
Tracing the Border
310(2)
Working with Booleans
312(2)
Putting the Roofs Together
314(2)
Extruding with the Sweep Modifier
316(3)
Aligning Objects
319(3)
Summary
322(1)
Light and Shadow
323(48)
Lighting Your Model
323(8)
Understanding the Types of Lights
323(2)
Adding a Spotlight to Simulate the Sun
325(1)
Moving a Light
326(2)
Editing a Spotlight
328(1)
Changing the Light Type
329(2)
Rendering a View
331(3)
Ambient Light
334(12)
Faking Radiosity
336(4)
Adding a Highlight with an Omni Light
340(2)
Looking at Omni Light Options
342(4)
Adding Shadow Effects
346(11)
Softening Shadow Edges
348(1)
Understanding Shadow Maps
349(3)
Using Ray Traced Shadows
352(2)
Using Advanced Ray Traced Shadows and Area Shadows
354(3)
Playing in the Shadows
357(8)
Using Two Suns
357(2)
Adding a Second Sun
359(2)
Using Invisible Objects to Cast Shadows
361(2)
Using a Clone to Cast Shadows
363(2)
Using the Light Lister
365(2)
Using Scene States
367(3)
Summary
370(1)
Enhancing Models with Materials
371(68)
Understanding Bitmap Texture Maps
371(5)
Diffuse Color Maps
372(4)
Surface Properties
376(1)
Adding Materials to Objects
376(16)
Adding a Map Path to Help VIZ Find Bitmaps
377(7)
Fine-Tuning Color
384(2)
Understanding Material Libraries
386(1)
Adding Material Mapping Coordinates
386(6)
Understanding Mapping Coordinates
392(9)
What Happens When You Add the Mapping Coordinates
392(2)
Adjusting the UVW Map Gizmo
394(7)
Editing Materials
401(5)
Adjusting Bitmap Strength
401(3)
Adjusting the Material Color
404(1)
Copying Color Settings
405(1)
Selecting Shaders
406(1)
Map Scalar Modifiers
407(3)
Using Bump Maps
410(3)
Adding Entourage
413(8)
Hiding Unwanted Surfaces with Opacity Maps
413(7)
Adjusting an Object to a Bitmap Shape
420(1)
Ray Tracing Reflection and Refraction
421(2)
Assigning Materials to Parts of an Object
423(7)
Opening a Group
423(1)
Creating a Multi/Sub-Object Material
424(3)
Applying a Sub-Material to an Object's Surface
427(3)
Using the Architectural Material
430(4)
The Physical Qualities Rollout
432(2)
The Special Effects Rollout
434(1)
The Material Utilities
434(4)
Summary
438(1)
Staging Your Design
439(30)
Understanding the VIZ Camera
439(9)
Adding a Camera
440(3)
Editing the Camera Location with the Viewport Tools
443(5)
Setting Up an Interior View
448(1)
Creating an Environment
449(9)
Making Adjustments to the Background
452(6)
Immersive Environments for Animation
458(5)
Creating a Credible Background
458(2)
Using a Texture Map and Hemisphere for the Sky
460(3)
Using Render Types
463(3)
Render Elements for Compositing
466(2)
Summary
468(1)
Working with Files
469(30)
Gaining Access to Materials and Objects from Other Files
469(7)
Arranging Furniture with XRefs and the Asset Browser
476(2)
Replacing Objects with Objects from an External File
478(7)
Substituting Objects for Faster Viewport Performance
480(1)
Importing Files with the Asset Browser
481(4)
Arranging Furniture with XRef Scenes
485(4)
Using the Rendered Frame Windows
489(4)
Printing Images
490(1)
Opening Multiple Rendered Frame Windows for Comparisons
491(1)
Zooming, Panning, and Controlling Channels in the Rendered Frame Window
491(1)
Obtaining Colors from External Bitmap Files
492(1)
Using the Asset Browser on the Internet
493(3)
Tracking and Locating Scene's Assets
496(1)
Summary
497(2)
Using Radiosity
499(64)
Adding Daylight to Your Model
499(5)
Understanding the Radiosity Workflow
504(12)
Refining Your Radiosity Solution
504(2)
Setting the Material Reflectivity
506(4)
Understanding the Radiosity Mesh
510(6)
Creating a Finished Rendering
516(7)
Working with Artificial Lights
523(12)
Using Photometric Lights
524(4)
Using a Shortcut to Generic Light Fixtures
528(1)
Importing the Photometric Lights Using XRefs
528(2)
Adjusting Shadows for Photometric Lights
530(5)
Understanding Photometric Lights
535(5)
Points Are Bulbs, Linears Are Tubes, and Areas Are Rectangles
535(1)
Controlling the Direction of Lights
536(1)
Understanding Web Distribution
536(2)
Specifying the Color Temperature and Light Intensity
538(2)
Specifying Linear and Area Light Dimensions
540(1)
Understanding Dynamic Range
540(4)
Assembling an Articulated Luminaire
544(17)
Transforming Pivot Points
544(2)
Aligning the Light Source with the Fixture
546(1)
Using Schematic View
546(15)
Summary
561(2)
Using mental ray
563(34)
Understanding mental ray
563(7)
Setting Up mental ray
565(2)
The Material Editor and mental ray
567(3)
Using Photon Maps
570(13)
Testing the Photon Map Effects
572(11)
Final Gathering
583(3)
Reviewing the Basic mental ray Workflow
585(1)
Contour Renderings
586(2)
Skylight Global Illumination
588(5)
Image-Based Lighting and Skylight
592(1)
Using High Dynamic Range Images
593(3)
Summary
596(1)
Understanding Animation
597(50)
Understanding the World of Video Time
597(1)
Creating a Quick Study Animation
598(10)
Adding Camera Motion
599(3)
Adjusting the Camera Path
602(2)
Viewing the Camera Trajectory
604(1)
Controlling the Camera Trajectory Visibility
605(1)
Creating a Preview Animation
606(2)
Understanding Keyframes
608(2)
Increasing the Number of Frames in an Animation Segment
610(2)
Accelerating and Decelerating the Camera Motion Smoothly
612(3)
Editing Keyframes
615(3)
Adding More Frames for Additional Camera Motion
618(19)
Adding Frames to the End of a Segment
618(3)
Adjusting the Camera Motion through a Keyframe
621(4)
Compressing and Expanding Time
625(5)
Adjusting the Camera Trajectory Using the Track View
630(5)
Increasing the Number of Frames between Selected Keys
635(2)
Speeding Up the Preview Rendering Time
637(1)
Adding Frames to the Beginning of a Segment
637(2)
Other Options for Previewing Your Motion
639(2)
Moving the Camera Target over Time
641(1)
Controlling Lights over Time
642(4)
Summary
646(1)
Creating Animations
647(28)
Rendering the Animation
647(9)
Creating a Study Animation
648(3)
Creating a Quick Overall Study Animation
651(1)
Adding a Moving Car
652(4)
Automating Output of Multiple Still Images
656(6)
Setting Up a Camera for Elevations
657(1)
Setting Up the Four Elevations
658(4)
Rendering a Shadow Study
662(3)
Adjusting for True North
662(2)
Changing from IES Sun to a Standard Light
664(1)
Creating a Walkthrough
665(4)
The Animation File Output Options
669(5)
True Color versus 256 Colors
672(1)
File Naming in Animations
672(1)
Choosing an Image Size
672(1)
The AVI Codecs
673(1)
Summary
674(1)
Using Photoshop with VIZ
675(54)
The Photoshop Interface and VIZ
675(1)
Creating a Tree Map in Photoshop
676(8)
Selecting Areas in an Image
677(4)
Selecting Areas with the Lasso
681(1)
Selecting Specific Colors
682(2)
Creating an Opacity Map
684(10)
Using Quick Mask to Fine-Tune Your Selection
685(1)
Transferring a Selection to a New File
686(1)
Changing a Color to Black
687(1)
Softening the Edges with the Airbrush Tool
688(2)
Saving Images with Alpha Channels
690(1)
Using Alpha Channel Images in VIZ
691(3)
Using Photoshop to Create a Montage
694(5)
Adding a Tree in the Foreground
697(2)
Creating Bump Maps for Elaborate Textures
699(17)
Using AutoCAD for the Outline
700(3)
Building Textures in Photoshop
703(5)
Testing the Image in VIZ
708(2)
Adding Irregularity and Color to the Material
710(2)
Adding Color through Photoshop
712(4)
Modeling with Displacement Maps
716(4)
Using the Displace Modifier
717(3)
Using the Material Editor to Create Displaced Geometry
720(7)
Converting a Displacement Map into an Editable Mesh
724(1)
Creating an Editable Mesh from a Displacement Map
725(2)
Summary
727(2)
Combining Photographs with VIZ Designs
729(40)
Mesh Editing with a Photograph
729(16)
Establishing the Basic Form
730(3)
Moving Vertices
733(3)
Adding Curvature
736(8)
Smoothing the Surface
744(1)
Adding Detail with Photographs
745(11)
Creating a Material for the Car Side
745(2)
Adding the UVW Map Modifier
747(2)
Adding the Front to the Car
749(5)
Smoothing the Mesh
754(2)
Matching Your Design to a Background Image
756(11)
Setting Up the Model and the Image
757(1)
Adding the Background Image
758(1)
Adding the Camera Match Points
759(3)
Aligning the Camera Match Points to the Background Image
762(3)
Fine-Tuning a Camera-Matched View
765(1)
Matching the Design Image Quality to the Background
765(2)
Summary
767(2)
Using AutoCAD-Based Applications with VIZ
769(44)
Creating Topography with Splines
770(8)
Updating Changes from an AutoCAD File
774(1)
Exploring Terrain Options
775(3)
Setting Up an AutoCAD Plan for VIZ
778(5)
Importing AutoCAD Plans into VIZ
783(11)
Extruding the Walls
785(1)
Extruding Headers
786(1)
Extruding the Mullions
787(1)
Adding Glass
787(2)
Creating a Floor with Openings
789(5)
Exploring the File Link Manager
794(14)
Editing Linked AutoCAD Files
796(1)
Understanding the Block Node Hierarchy
797(3)
Understanding the File Link Manager Options
800(1)
Understanding File Link Settings
801(5)
Using the Substitute Modifier with Linked Geometry
806(2)
Importing a Truss
808(3)
Summary
811(2)
Exporting to the Web
813(34)
Creating Panoramas
814(5)
Making Virtual Reality Worlds
819(16)
Installing a VRML Client
820(1)
Virtual Helpers
820(2)
Building a Virtual World
822(8)
Exporting the VRML File
830(1)
Exploring the World
831(4)
Exporting Shockwave 3D Content
835(2)
Using Render to Texture for Real-Time Models
837(9)
Calculating Advanced Lighting Data
837(3)
Baking Lighting into Textures
840(3)
Examining the Baked Materials and Mapping
843(3)
Summary
846(1)
Appendix A Installation Notes
847(6)
Installing VIZ
847(2)
Moving VIZ to Another Computer
849(2)
Visit the Autodesk Website Often
851(2)
Appendix B Modifiers and Materials
853(26)
Modifiers
853(18)
Selection Modifiers
853(1)
World-Space Modifiers
854(2)
Object-Space Modifiers
856(15)
Materials and Maps
871(8)
Materials (Blue Sphere)
872(3)
Maps (Green Parallelogram)
875(4)
Appendix C Patches and NURBS Surfaces
879(8)
Understanding Patches
879(3)
Converting a Plane into an Editable Patch
879(1)
Converting Other Standard Primitives to Editable Patches
880(2)
Understanding NURBS
882(5)
Looking at NURBS Curves
882(2)
Creating NURBS Surfaces from Standard Primitives
884(1)
Applying a NURBS Deformation to an Object
885(2)
Appendix D Helpers and Effects
887(14)
Helpers
887(4)
Standard Helpers
887(4)
Atmospheric Apparatus
891(1)
Camera Match
891(1)
Assembly Heads
891(1)
VRML97
891(1)
RPC Helpers
891(1)
Effects
891(10)
Atmospheric Effects
892(4)
Rendering Effects
896(5)
Index 901

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