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TopSolid TG Design Image Redway v6 16 Us
TopSolid TG Design Image Redway v6 16 Us
TopSolid TG Design Image Redway v6 16 Us
TopSolid’Image
Redway 3D
i
TopSolid’Image - Redway 3D
© 2015, Missler Software.
7, Rue du Bois Sauvage
F-91055 Evry, FRANCE
Web: www.topsolid.com
E-mail: info@topsolid.com
All rights reserved.
The information and the software contained within this document are subject to change without prior warning
and should not be construed as a commitment by Missler Software.
The software covered by this document is supplied under license, and may only be used and duplicated in
compliance with the terms of this license.
Note: If you are experiencing problems using this training guide, please feel free to send your feedback and
comments at edition@topsolid.com.
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TopSolid’Image - Redway 3D
Contents
Introduction..................................................................................................................................................... 1
Migrations ....................................................................................................................................................... 2
Migration of the texture database............................................................................................................................ 2
Migration of the material database .......................................................................................................................... 2
Migration of lights ..................................................................................................................................................... 2
Migration of parts using shaders .............................................................................................................................. 3
Migration of styles .................................................................................................................................................... 4
Creation of a library of materials ...................................................................................................................... 5
Creation of a library of textures ................................................................................................................................ 5
Importing textures by file ..................................................................................................................................... 6
Import textures by folder ..................................................................................................................................... 7
Creation of a library of materials .............................................................................................................................. 9
Description of a material’s characteristics ......................................................................................................... 10
Creating a material manually ............................................................................................................................. 27
Creating materials automatically ....................................................................................................................... 29
Creation of specific materials ................................................................................................................................. 30
Creating a finishing with reflection .................................................................................................................... 30
Creating a material with bump .......................................................................................................................... 31
Use of materials ...................................................................................................................................................... 34
Applying materials on defined parts .................................................................................................................. 34
Applying materials on undefined parts .............................................................................................................. 35
Creation of lights............................................................................................................................................ 36
Creation of a sky light in the document .................................................................................................................. 36
Creating the sky light .......................................................................................................................................... 36
Adding windows to the sky light ........................................................................................................................ 39
Creation of lights in components ............................................................................................................................ 41
Creating a positional light in a LED panel component ....................................................................................... 41
Creating an IES light in a wall lamp component ................................................................................................. 47
Creating a spot light in a spot component ......................................................................................................... 50
Insertion of lights ............................................................................................................................................... 53
Configuration of scenes .................................................................................................................................. 59
Insertion of a background image ............................................................................................................................ 59
Configuration of a presentation.............................................................................................................................. 61
Visit mode........................................................................................................................................................... 61
Camera adjustment ............................................................................................................................................ 62
Saving the presentation .......................................................................................................................................... 63
Image rendering............................................................................................................................................. 64
Modification of the document’s default lights ....................................................................................................... 64
Image rendering ...................................................................................................................................................... 64
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Calculation of several images .................................................................................................................................. 72
Calculation of a different sized image ..................................................................................................................... 73
Creation of a decorative component .............................................................................................................. 75
3D file recovery ....................................................................................................................................................... 75
Saving file ............................................................................................................................................................ 75
Creation of publishings ....................................................................................................................................... 76
Component dimensioning .................................................................................................................................. 77
Application of materials .......................................................................................................................................... 80
Application of a logo ............................................................................................................................................... 81
Creation of lights ..................................................................................................................................................... 83
Insertion in the project............................................................................................................................................ 84
Import/export of materials ............................................................................................................................ 86
Export of materials .................................................................................................................................................. 86
Modification of materials ........................................................................................................................................ 87
Addition of materials............................................................................................................................................... 89
Reimport of materials ............................................................................................................................................. 90
Annexes/External references ......................................................................................................................... 91
Texture downloads.................................................................................................................................................. 91
Imaging information ................................................................................................................................................ 91
3D component downloads ...................................................................................................................................... 92
General 3D libraries ............................................................................................................................................ 93
Bathroom 3D components ................................................................................................................................. 93
Light downloads ...................................................................................................................................................... 93
Notes ............................................................................................................................................................ 94
Individual course evaluation form .................................................................................................................. 97
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TopSolid’Image - Redway 3D Introduction
Introduction
The 2015 version of TopSolid (6.16) features a new photo-realistic rendering engine: Redway 3D.
This change in render application involves managing the materials and lights differently, which results in
improved management of all settings related to the photo-realistic rendering, and a more realistic and faster
rendering.
For users prior to version 2015 (6.16), the changeover to the new version will require some adjustments.
For the new users of the version 2015 (6.16), the use of imaging does not require any anterior knowledge.
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Migrations
Migration of the texture database
No migration nor special settings are required to the texture database imported in TopSolid.
Textures remain fully compatible.
The format of the TopSolid material database has changed to include more settings in materials and
optimize the database management.
When launching the 2015 version with a Configuration or a Group folder
including an old material database, you will be asked to migrate this database
when editing the materials via the Attribute > Material > Manage materials
function.
The material database must be migrated using the Attribute > Material > Migrate function.
Note: The old files of the top.mat material database that are available in the Configuration and Group folders are
then converted into topmaterial.xml files.
When the material database is migrated, all the configured settings of the materials are saved (designation,
reference, grain orientation, texture, hatching pattern…).
In addition, the scale of the material texture is automatically determined according to the dimension of the image
used for the texture.
All new settings defined in the materials have a default value.
Migration of lights
If lights were defined in an earlier version than 2015 version, some of them will be automatically migrated,
while some may not be compatible.
The incompatible lights contained in an old project open in the 2015 version will be visible but will not be taken
into account during a rendering calculation.
However, it is recommended to turn off these lights before launching an image calculation.
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Shaders that were formerly applied onto a part are reviewed in the 2015 version and processed by the photo-
realistic rendering, but their quality is not optimal.
Image parameters (reflection, bump…) are now defined in the material. It is therefore strongly recommended
that you reapply onto these parts a material that has been defined with reflectivity or bump parameters.
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Migration of styles
Styles allow you to customize the graphical user interface through configurable menus, contexts and icon bars.
If a style was created in a version prior to 2015 (6.16), and that this style contains old image functions, then these
functions may no longer work in the 2015 version (6.16).
- Display function
- Save function
The style needs to be updated in order to include the new image functions.
From the icon bar, select the icon of the old Image function, and then
drag it to the graphics area to remove it from the bar.
Repeat the operation to remove the two old Display and Save
functions from the contexts.
The new Display function must now be included in the contexts. The new
Save function can be accessed via the new Display function.
Open the Contexts tab and select the context to modify.
Open the Commands tab and select the Image category.
Click and drag the Display function to the icon bar.
Once this is completed, save the style by clicking the Save button.
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Note: To ensure optimal response times, you should import only textures with a size less than 5Mb. This helps
maintain a good quality while reducing the time for displaying the texture.
In a new Design document, start the Attribute > Texture > Manage textures function.
The Texture library manager window allows you to import the textures:
- in User configuration only for this computer;
- or in Group configuration for all networked computers.
Textures are then organized into families and sub-families available from the drop-down list.
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Most of the time, when importing textures from suppliers, the dimensions of the scanned area are specified. This
makes it possible to retrieve these dimensions in TopSolid in order to have real-scale textures.
However, the texture size can be adjusted later in the materials.
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The imported textures are displayed in the Texture library manager window when the family to which they
belong is selected.
Enable the Source folder option and click the Browse button to select the folder to be imported.
From the provided files, select the Materials > Panels folder and validate with OK.
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Textures are classified into sub-families. All textures are mixed in the Panels sub-family.
Enable the Fixed size option and adjust the following dimensions: Width: 2800mm and Height: 1310mm.
Click the Import button to import all the textures of the selected folder.
Once all the textures have been imported, click the Quit button to exit the Texture library manager window.
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In a new Design document, start the Attribute > Material > Manage
materials function.
Note: The Material editor window consists of four sections (left to right):
- The selection of the material category in the Configuration or the Group.
- The selection of the material to edit in the list.
- The material characteristics.
- The preview of the material texture applied to a cube.
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Data
The Data tab contains all the general information about the material:
- The name of a material corresponds to the system name of the material in the database. It must be unique
in the material category.
- The designation is what the user sees when selecting the material, and also when the material is displayed
in a bill of material.
- The reference and the supplier correspond to the material purchase references. This information can be
displayed in a bill of material.
- The density of a material makes it possible to calculate the mass of a set.
- The Grain orientation option defines whether or not the material has a grain orientation.
When a part is defined with a material having a grain orientation, it will rotate by only 180° during the cutting-up
optimization.
A part defined with a material without grain orientation will be able to turn 90° during the cutting-up
optimization.
Moreover, when modifying the part axes, the texture will not rotate.
- The Use as material option allows you to use this material as a part material.
- The Use as coating option allows you to use this material as a part coating, for example when creating
paints.
- The Use as finishing option allows you to use this material as a finishing. A finishing enables you to apply
onto a part with already defined material and coating an overcoat layer that adds an effect to the part,
such as a varnish.
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The three squares in the upper part of the window are used to define (left to right):
- The hatching pattern used by the material (left square).
The material’s hatching pattern is useful when cross sections are created in a draft.
Three types of hatching patterns are available:
o The standard patterns: A list of hatching patterns is provided. This pattern will be the same regardless
of the cutting direction.
o The user patterns: You can create your own hatching patterns which can be selected here. This
pattern will be the same regardless of the cutting direction.
o The file patterns: This type produces a different hatching pattern depending on the cutting direction
in the draft.
These file patterns may be files provided as standard or user-created patterns.
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Image data
The Image data tab groups together all the settings that affect the material display in the realistic image
rendering.
- Reflection (%)
The reflection corresponds to the proportion of light which is neither absorbed nor transmitted, but reflected by
the material.
This produces indirect lighting.
If the specular shininess value is set to a minimum (0%), then the coefficient of reflection is ineffective.
The higher the reflection percentage, the more the material will reflect its environment. The base texture will be
less visible; it is somewhat a mirror effect.
Example of a tiling material applied to the floor: Specular shininess: 10%, Specularity spreading: 10%.
Reflection: 0%
Reflection: 50%
Reflection: 100%
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Diagram
Example of a tiling material applied to the floor: Reflection: 20%, Specular shininess: 10%, Specularity spreading:
10%.
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- Anisotropy (%)
Anisotropy is the property of being dependent on the direction. As a result, an anisotropic material will react
differently to the light depending on how the view is positioned.
The anisotropy effect is most visible when a light illuminates the room directly. In the example below, the
anisotropy of the table will further disperse the texture and produce a more glaring result.
Example of a material without anisotropy, and then with a given percentage, applied to the table.
Anisotropy: 0%
Anisotropy: 20%
Anisotropy: 100%
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Example of a glass material applied to the carafe: Reflection: 5%, Translucency: 95%, Specular shininess: 30%,
Specularity spreading: 4%, Fresnel reflection: Yes.
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Diagram
Example of a glass material applied to the carafe: Reflection: 5%, Refraction: 1.5, Translucency: 95%, Specular
shininess: 30%, Specularity spreading: 4%, Fresnel reflection: No.
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- Translucency (%)
The translucency of the material adjusts the amount of light passing through it. The more transparent a material,
the more you will be able to see the elements behind it.
Example of a glass material applied to the window: Reflection: 5%, Specular shininess: 30%, Specularity
spreading: 4%.
Translucency: 0%
Translucency: 75%
Translucency: 100%
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Example of a tiling material applied to the floor: Reflection: 20%, Specularity spreading: 10%.
Specular shininess: 1%
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Example of a wood panel material applied to the table: Specular shininess: 10%.
Specularity spreading: 0%
Specularity spreading:
100%
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- Specular color
The specular color is the color of the light reflected by the material off of which the light bounces. In most cases,
the specular color is white (RGB: 255 255 255). Some metals may have a specific specular shininess.
Example of a material applied to the saucepan: Reflection: 40%, Specular shininess: 70%, Specularity spreading:
1%.
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- Fresnel reflection
The Fresnel reflection is a physical effect that makes a material become totally reflective for beams with a grazing
angle of incidence.
This option will generate a far more realistic rendering of a transparent object, but render times will be much
longer (about 5 times longer). You are therefore advised to use this option only for decorative objects that need
to be more detailed (for example glasses or carafes).
Example of a glass material applied to the carafe: Reflection: 5%, Translucency: 95%, Specular shininess: 30%,
Specularity spreading: 4%, Refraction index: 1.5.
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- Receive shadows
This option allows you to create a material that receives the shadows cast by the other elements.
Warning: A material that does not receive shadows has no bump. Only the texture without effects will be
displayed.
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- Cast shadows
This option allows you to create a material that casts shadows.
If a material has translucency and casts shadows, the shadow opacity will be proportionate to the translucency
percentage.
Example of a material applied to both glasses: Reflection: 5%, Specular shininess: 30%, Specularity spreading:
4%.
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Texture parameters
The texture parameters can be used to set the diffuse texture and the bump texture of the material.
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Warning: Only the Auto axis parameterization respects the grain orientation in relation to the cutting-up axes
defined on the part. The other types of mapping must only be used on materials with no grain orientation.
By default, the dimensions of the diffuse texture and the dimensions of the bump texture used by the material
correspond to the dimensions specified during the texture import.
These dimensions can then be adjusted:
- Texture > Scale U + Scale V (Width / Height)
- Bump texture > Scale U + Scale V (Width / Height)
Note: If the diffuse texture and bump texture are linked, you must use the same scale and the same angle for
both textures so that they are correctly superimposed during the rendering calculation.
In order to preserve the proportion of the imported texture, any change in a dimension (U or V) will automatically
change the second dimension proportionally.
It is possible to make a non-proportional modification of the texture by disabling the ] option.
If a material with grain orientation uses a texture that was imported with a vertical grain orientation, it is possible
to rotate the texture 90° using the Angle value.
Warning: For a material with grain orientation, the modification of the angle value will modify the texture
appearance on the part. Any course of action other than that described above may make the part’s cutting-up no
longer match the grain orientation displayed.
The example below shows a texture imported with a horizontal grain orientation.
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Finishing
A finishing allows you to apply onto a part which already has a material and coating an overcoat layer that adds
an effect to the part, such as a layer of varnish.
A material can be used as a finishing if the Use as finishing option is enabled in the Data tab.
A finishing applies to the part:
- Reflection with a spreading angle
- Specular shininess with a spreading angle
- A specular color
- A hue color with a percentage of application
The reflection and specular shininess parameters can be adjusted from the Image data tab.
The hue color parameters, as well as their percentage of application, can be adjusted from the Finishing tab.
Advanced data
Advanced data allow you to specify the material’s physical characteristics such as the Young's modulus or the
Poisson's ratio.
This information is used for mechanical strength calculations. Consequently, there is no need to specify it for
TopSolid’Wood.
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Enter New category name: Training materials and validate with OK.
Note: The list of materials is currently empty since no material has been created in this category.
On the right of the window, open the Data tab and enter:
- Name: F583_ST22
- Designation: Fino Brun
- Reference: F583_ST22
- Supplier: EGGER
- Density: 0.75
Check the Grain orientation box.
Check the Use as material box.
Uncheck Use as coating and Use as finishing.
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Note: The new material is automatically added to the list of materials of the selected category.
Validate the window with OK.
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Note: The new categories, as well as the materials, are then automatically generated based on the selected
texture family.
If a material already exists, then it will not be replaced.
The following settings are then automatically defined in the created materials:
- Material name = Texture name = Name of the imported image
- Grain orientation = Default option
- Use a material and Use as coating = Default options
- Material texture = Texture used to generate the material
- Material hatching = Current hatching pattern when materials are created (pattern 6 by default)
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Note: As the material is defined as a finishing, only five parameters can be set from the Image data tab.
Open the Image data tab and adjust the following settings:
- Reflection: 20%
- Reflection spreading angle: 5°
- Specular shininess: 20%
- Specularity spreading: 10%
- Specular colour: White
Save the finishing using the Save button, and then close the material
manager with OK.
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Note: If the imported bump texture is not black and white, it is automatically converted into black and white
while the image is being computed in order to generate the bump.
Example of a concrete material with bump applied to the floor.
Material
without bump
Material with
bump
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Note: The Default bump scale option allows you to adjust the influence of the bump on the base texture when
the image is computed.
Default bump
scale: 20
Default bump
scale: 50
Once the bump texture has been imported, quit the texture library manager.
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Note: When editing a material by selecting it in the list, all its characteristics are displayed.
If you want to copy a material, you need to select the material to copy, change the material name and/or
category, and then save the new material.
As the characteristics of the material still appear in the window, if you want to create a new material, it is then
possible to validate the material window with OK, and then reopen it using the Attribute > Material > Manage
materials function.
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Use of materials
Start the Wood > Define > Define multiple parts function.
Set Depth = Multi level and click the Main assembly button to take into account all the defined parts of the
document.
Check the Property box and select the parts with Designation: Covering panels.
Select the Training materials > Panels > Woods > H3778_ST9
material.
Click on Apply.
Validate the Define multiple parts window with OK.
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Note: The Attribute > Material function allows the direct selection of a first and then a second element in order
to copy the material/coating/finishing of the first element to the second element.
This function can be used to copy a material from one document to another.
The Matter Coating Finishing button allows you to apply the current material, finishing and coating to the part.
Finally, the Material list option allows you to select the material, the coating and the finishing to apply to the
part.
Click the Matter Coating Finishing button, and then the Material list button.
>
From the Material tab, select the Training materials
> Concretes > Concrete material.
From the Material tab, select the TopSolid’Wood > Building > Tiles > Tiles 30 large standard material.
Select the floor to apply the material onto it.
From the Finishing tab, select the Training materials > Finishings > Diffuse reflection finishing.
Select the floor to apply the finishing onto it.
Note: Once the material and finishing have been applied to one or more
elements, the OK button is now enabled.
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Creation of lights
Lights are used to illuminate the scene. Four types of lights are available depending on the type of real light to
include in the image rendering.
These models will be described in the next exercises.
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Sky settings
- Intensity
The sky intensity adjusts the amount of light that will illuminate the whole scene.
- Turbidity
In contrast to brightness, turbidity adjusts the particles in the air. This parameter is most relevant when the sun is
low in the sky, in the morning or in the evening. It is visible when the background is in Sky mode.
- Albedo
Albedo is the amount of light reflected by the ground.
These last two parameters are most useful when calculating an outdoor scene like a house.
- Saturation
Saturation is the influence of the sun color on the scene. This color depends on the time set for the sun: the
morning will be more likely to color the scene in blue and the evening in red. A saturation value of 0 corresponds
to an overcast sky that does not color the scene.
Saturation: 0
Saturation: 0.3
Saturation: 0.6
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Sun settings
- Intensity
The sun intensity adjusts the intensity of the sunrays directed according to the sun position.
Sun intensity: 0
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Hide the ceiling by turning off the layer 1, and then display the walls with the layer 4.
Start the Image > Light function.
Select Type = Sky in the drop-down list, and then validate with OK to modify the previously created sky light.
Note: When selecting a face, the red arrow must point towards the inside of the room. If the arrow is pointing
outwards, you can click on it to reverse its direction.
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Artificial lights (all types except the sky light) are defined using a 3D geometry.
This includes the principle of physical light, which improves the realism of the rendering.
For example, the 3D geometry can be used:
- With a face geometry: The light is emitted from all points and perpendicular to the face.
This geometry can be used for a LED panel.
- With a cylindrical geometry: The light will shine in all directions around the
cylinder.
This geometry can be used for a neon tube.
- With a spherical geometry: The light will shine in all directions around the sphere.
This geometry can be used for a light bulb.
Light intensities are defined in the light of the component. However, the light intensity can be adjusted manually
in the assembly. In addition, it is possible to create a driver parameter without unit in order to manage the light
intensity when inserting the component.
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Save the component in a standard library using the Assembly > Define component > Edit/save template >
Note: The 3D geometry of this light will be defined using a face. Its positioning point has therefore no effect on
the rendering.
Select the Direction option for the target point, and then X+.
Select Z- as the perpendicular direction.
From the light definition window, adjust the following settings:
- Lumen: 80
- Geometry: Faces
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Note: The lumen intensity of a light can be likened to the following powers:
Incandescent lamp power (watts) LED lamp power (watts) Intensity (lumens)
15 2.2 110
25 4 200
40 8 400
60 14.2 710
75 18.6 930
100 26.8 1340
150 43.2 2160
200 62 3100
300 97 4850
Once a light has been validated with a face geometry, these faces must be selected.
Select the bottom of the slot as the face like in the next image.
Note: The red arrow shows the direction of the face in order to direct the light.
This arrow must therefore point outwards, which is done by default (normal of the face).
It is possible to reverse the arrow direction by clicking on it.
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To produce the same light effect whatever the light face area, the light intensity can be set so that it varies
depending on the value of this area.
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In order to recover the light surface, select the Measured parameter option when specifying the value.
Enter Elements to insert: LED and validate with Enter, and then Stop.
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Note: The assembly now contains two elements; you are therefore asked to define this assembly.
Note: Unchecking the Insert in main assembly option will not insert the component in the set of the assembly
document.
Among other things, this allows the decorative items not to be included in the bill of material.
The light is then inserted in the set and will be inserted in the assembly
with the component.
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This light corresponds to a physically correct light and contains all the characteristics of the light, as well as data
to represent it exactly:
- Reference, manufacturer, model
- Intensity
- Color
- Intensity/Distance/Angle chart
- Geometry
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For the light position, select a point , and then an offset point.
Adjust the following settings:
- Origin point: Absolute coordinate system origin
- Direction: X+
- Distance: 78mm
Position the dimension.
Select the Direction option for the target point, and then Z+.
Select X+ as the perpendicular direction.
Then validate the reference light for IES file with OK.
Note: An IES light must be created from an IES definition file. However, it is possible to create one from an IES
light that already exists in the file by selecting it here.
Note: Once you have validated the IES file, the following parameters are automatically set:
- The lumen intensity of the light. However, you can later change the
intensity value.
- The geometry of the light. Here, this is a cylinder 61mm in diameter and
250mm long.
- The address of the IES file used. However, once the file is selected and
the light is validated, the IES file is loaded into the document and is no
longer linked to the original IES file.
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Select the light by clicking the 3D geometry from the graphics area,
and then click the Stop button.
Specify the default axes X+ and Y+.
Validate the default Define part window with OK.
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For the spot position, select a point , and then a center point .
Select the lower circle of the spot as the reference element as shown below.
Note: The direction of a spot can be determined using a direction or a second point.
Here, the spot angle is variable so it is better to select a second point to calculate the direction.
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Note: The cone half-angle corresponds to the half angle of the light cone generated by the spot.
The penumbra half-angle need to be set if a penumbra cone is generated by the light. This is the case if the light
intensity is higher in the center of the cone than on the outsides.
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Note: The two cone and penumbra angles are shown as two yellow cones in the graphics area. It is then possible
to graphically modify the angles by clicking and dragging the cone.
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TopSolid’Image - Redway 3D Creation of lights
Insertion of lights
Open the provided file Kitchen.top.
Use the Assembly > Include standard function to include the LED panel :
- Standard: My 3D standard
- Lights > LED > LED panel
Select the right front point of the cabinets as the first point or axis as seen below.
Select the left front point of the cabinets as the second point or direction as seen below.
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Creation of lights TopSolid’Image - Redway 3D
Set Sketch = Global, and then select the green sketch around the central cabinets.
Adjust the following settings:
- Rotation angle = -90°
- Cut = Mitre cut
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Select the floor as the first alignment face or edge, and then enter a distance of 1800mm.
Select the left side of the post as the second alignment face or edge, and then select the right side of the post
as the parallel face or edge to center the wall lamp on the post.
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Creation of lights TopSolid’Image - Redway 3D
Repeat the procedure to position wall lamps on the post on the right-hand side of the window, and on the
post to the left of the kitchen as shown below.
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TopSolid’Image - Redway 3D Creation of lights
Use the Assembly > Include standard function to include the spot :
- Standard: My 3D standard
- Lights > Ceiling lights > Down light
Adjust the spot angle to 15°.
Select the ceiling as the destination coordinate system.
Select the front face of the cabinet doors as the first alignment face or edge, and then enter a distance of
500mm.
Select the left-hand beam as the second alignment face or edge, and then enter a distance of 500mm.
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Creation of lights TopSolid’Image - Redway 3D
Note: When a component containing a light is repeated, the light is also repeated.
Select Process = Pocket, and then select the ceiling as the shape to modify in order to create the pockets.
Click on Stop to validate the positioning of this component.
Repeat this procedure to position the spots on the right of the central beam.
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TopSolid’Image - Redway 3D Configuration of scenes
Configuration of scenes
Insertion of a background image
The Background bitmap function allows you to insert an image outside the scene (behind the windows for
example) to make the rendered image more realistic.
A background image can be included on a coordinate system or a rectangular profile.
In the following example, a rectangular profile is already created at a distance of 2000mm from the wall.
Make the layer 32 active.
Adjust the arrow direction to point towards the inside of the room, and then validate with OK.
Adjusting the direction of this arrow will allow you to adjust the image direction.
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Configuration of scenes TopSolid’Image - Redway 3D
Select the lower segment of the rectangle as the reference horizontal axis.
Adjust the arrow direction so that it points up to the right, and then validate with OK.
Set Keep x/y ratio = NO to adapt the image to the rectangle, and then validate with OK.
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TopSolid’Image - Redway 3D Configuration of scenes
Configuration of a presentation
Visit mode
Note: In an interior design, the visit mode is used to visit the fitted-out room(s).
Like a FPS video game, the mouse rotates the view and the keyboard arrows allow you to move in the drawing.
The height of the visit mode’s camera (eye level) is 1m65 from the current coordinate system and the field of view
is 65°.
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Configuration of scenes TopSolid’Image - Redway 3D
Camera adjustment
Once the camera has been positioned using the visit mode, you can modify it more specifically using the camera
editor.
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TopSolid’Image - Redway 3D Configuration of scenes
Note: Once the presentation is created, the history tree opens with the Presentations tab. This tab displays the
different presentations and allows you to manage them.
If this tab is not displayed, right-click in the tree and select Append presentations.
Use the visit mode function again to position the camera as shown below.
Configure the camera using the Image > Orient view > Camera
parameters function.
- Position of the eye on Z: 1050
- Position of the viewpoint on Z: 1000
- Vertical vector: Z
- Field of view: 70°
Note: The Ctrl + Shift + Left click-and-drag shortcut allows you to zoom in or zoom out without distorting the
view.
The Shift + Left click-and-drag shortcut allows you to move the view to recenter it for example.
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Image rendering TopSolid’Image - Redway 3D
Image rendering
Modification of the document’s default lights
From the kitchen project, open the history tree, and then right-click > Edit sets > Set of lights.
Note: By default, the new TopSolid documents have three lights: one ambient light and two directional lights.
These lights are used to illuminate the document to be able to work, but they are not realistic lights. Therefore, it
is recommended to turn them off for a more realistic rendering.
From the history tree, select the three default lights (one ambient light, two directional lights) and right-
click > Switch = ON to turn them off.
Image rendering
Open the tree and click the Presentations tab.
Make the Complete kitchen presentation current.
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TopSolid’Image - Redway 3D Image rendering
- Quality: Adjusting the quality will reduce the image noise. A higher quality translates into a lower level of
noise, but render times will be longer.
This setting has an effect on light and materials samplings. The quality needs to be increased if the
rendered view contains materials and/or lights that diffuse light, in order to calculate more precisely the
rendering of each pixel.
Quality Purpose
1 Very quick rendering quality
2
3 Quick rendering quality
4
5
Correct rendering quality depending on the scene
6
7
High rendering quality
8
9 Very high rendering quality (useful only in a few specific
10 cases)
Quality: 1
Calculation time: 2mn
Quality: 4
Calculation time: 7mn
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Image rendering TopSolid’Image - Redway 3D
- Anti-aliasing: Increasing the anti-aliasing will reduce the jagged effects of lines or curves in the view.
Note: Depending on the scene, if you increase the anti-aliasing, you may experience longer image render times.
Example of an image computed in the scene (Quality: 4/10, Global illumination: 2/10, Background luminosity:
0.02, Fast skylight: No, Background: Sky).
Anti-aliasing Purpose
1
2 Correct quality
3
4
5 High quality
6
7
8
Very high quality
9
10
Anti-aliasing: 1 Anti-aliasing: 5
Calculation time: 4mn Calculation time: 10mn
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TopSolid’Image - Redway 3D Image rendering
- Global illumination: This parameter increases the accuracy of calculating the lights of the scene.
Global illumination: 2
Calculation time: 7mn
Global illumination: 5
Calculation time: 8mn
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Image rendering TopSolid’Image - Redway 3D
- Background luminosity: This parameter allows you to adjust the brightness of the background images
included in the project. If this parameter is set to 0, the background images are not visible.
- Fast skylight: This parameter only calculates the indirect rays of the sky. This produces a smoothed
rendering more quickly, but this calculation is approximate.
Example of an image computed in the scene (Quality: 2/10, Anti-aliasing: 3/10, Global illumination: 2/10,
Background luminosity: 0.01, Background: Sky).
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TopSolid’Image - Redway 3D Image rendering
- Background: This parameter allows you to adjust the document background to black, white or sky.
The Sky option creates a gradation from blue to white. The intensity of this gradation depends on the sky
light saturation.
Background: Black
Background: White
Background: Sky
Sky saturation: 0.3
Background: Sky
Sky saturation: 0.6
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Image rendering TopSolid’Image - Redway 3D
Note: Once the calculation is running, a pop-up window will appear in which the image will be computed.
As the image is computed by several successive horizontal scans, a first pixelated preview image is quickly
available. If adjustments need to be made to lights or materials, you can cancel the image calculation by pressing
the Esc key.
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Click the white square to specify a color for the white balance.
Once the calculation is complete, the Automatic button automatically determines the white balance in order to
adjust the whites in the image.
Table of correspondence between current white balance settings and their RGB color
Temperature in
White balance R G B color Color preview
Kelvin (K)
Automatic -
White - 255 255 255
Incandescent 3000 K 255 179 107
Fluorescent 4300 K 255 216 177
Sunny 5200 K 255 237 217
Flash 5500 K 255 235 224
Cloudy 6000 K 254 237 199
Open Shade 8100 K 226 232 255
The Default buttons allow you to reset the sliders, as well as the white balance, to their default values.
Use the Post-treatment sliders to best adjust the image, and then validate the window with OK.
To save the image that was generated, right-click > Save.
Note: The Save function enables the image to be directly saved in the TopSolid project’s
folder.
The Save as function allows you to specify the folder where you want your image saved,
as well as the name of the image.
The Save with size function enables the image to be saved with varying sizes. See the chapter Calculation of a
different sized image.
The image will be automatically renamed with the file name, the calculation time and the setting values:
FileName.top CalculationTime
Q: Quality AA: Anti-Aliasing GI: Global Illumination BL: Background Luminosity FS: Fast Skylight
B: Background
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Image rendering TopSolid’Image - Redway 3D
Note: The images for the different views are then computed and saved in the project
folder. The name of each image matches the presentation name.
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TopSolid’Image - Redway 3D Image rendering
Note: A rendered image that is twice as large as the screen size will be two times larger on width and height. Four
times more pixels will then have to be calculated and the calculation time will be multiplied by four.
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Image rendering TopSolid’Image - Redway 3D
Note: The Width and Height values displayed here are the default pixel dimensions of the image generated based
on the screen resolution.
You can modify these dimensions to increase or reduce the dimensions of
the image to be generated.
The Preserve the proportions option maintains the Width/Height ratio of
the image to be generated. It is possible to distort the image by unchecking
this option.
Note: The settings at the bottom of the window are specific to the image
saving format. The JPG format allows you to adjust the quality and
smoothing settings of the image.
Adjust the following settings:
- Quality: 100
- Smoothing: 0
The image calculation can then be started by clicking on OK.
Cancel the image saving operation by clicking on Cancel.
Note: The live calculation preview is not available when calculating a different sized image.
Once the calculation is complete, the image is automatically saved on the hard disk.
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TopSolid’Image - Redway 3D Creation of a decorative component
If the decorative component was directly designed in TopSolid and if it is not parameterized, the 3D shapes can
be basified to reduce the size and the calculation of components.
3D file recovery
Saving file
Note: The x_t file format is the Parasolid 3D format, the graphics engine
used by TopSolid. This standard 3D exchange format can be imported and
exported by TopSolid.
Note: When importing a 3D file in external format, the file is automatically converted into a TopSolid file.
Saving this file will save it to the new format without modifying the initially imported file.
Start the Wood > Define > Define set > Characteristics function.
Complete the following settings:
- Designation: Cooker hood
- Assembly nature: Single unit
- Uncheck Insert in main assembly
Validate with OK.
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Creation of a decorative component TopSolid’Image - Redway 3D
Creation of publishings
Publishings are 3D faces located at the six enclosing ends of the
component.
They make it easy to position the component when included in the
assembly.
As all the component publishings have the same name, it will be
easier to interchange the components.
Note: By default, publishings are created on the current layer. However, they can be created on a given layer that
can be set in Tools > Options > Component > Components management.
Start the Assembly > Define component > Define publishings function.
Select the Automatic option.
Adjust the following settings:
- Assembly = Main assembly
- Median publications = Yes
- Reference frame for automatic = Absolute coordinate system
Note: The main assembly is used to place the publishings at the ends of all the parts contained in the main
assembly.
The median publishings are the publishings located in the
center of the component along the three directions.
The reference coordinate system allows you to position the
publishing directions. It is best to use a coordinate system
having its axes positioned as follows:
- X axis: Along the width
- Y axis: Along the depth
- Z axis: Along the height, with Z+ upwards
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TopSolid’Image - Redway 3D Creation of a decorative component
Component dimensioning
The 3D components imported from other formats are basic elements: for example, it is not possible to modify
dimensions.
But you can apply a global scaling to the shapes to resize them.
Make the layer 2 active.
Create a parameter:
- Value: 990mm
- Name: hh
- Designation: Hood height
- Define this parameter as a driver.
Note: The symmetry point allows you to scale around this point.
The Scaling factor option allows you to specify the scaling factor to apply to the shapes. The previously created
parameter can be added to this value to create a parameterized scaling.
In order to apply an exact scaling factor, you first have to measure the actual height of the hood.
Then click the Plane option again in order to select the component’s
lower publishing as the second element to measure.
Click the Quit button to exit the distance analysis and return to the
current Transformation function.
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Creation of a decorative component TopSolid’Image - Redway 3D
The shapes are then dimensioned based on the Hood height parameter.
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TopSolid’Image - Redway 3D Creation of a decorative component
Note: Using the same method, it is also possible to create three dimensioning parameters on width, depth and
height, and then use the Transformation > Scaling with 3 factors function.
However, this technique may distort the object.
A third method allows you to resize a basic 3D element by moving one or more faces of the 3D element using the
following function: Shape > Surfacic / boolean operations > Modify face > Modification = Move feature or face
& Move = Face.
A face can then be modified using a parameter (here the top face of the vertical support).
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Creation of a decorative component TopSolid’Image - Redway 3D
Application of materials
Turn the layer 1 off.
Change to Realistic rendering + edges render mode.
Start the Attribute > Material function.
Click the Matter Coating Finishing button, and then the Material list button.
>
From the Material tab, select the TopSolid’Wood > Metals > Chromium material.
Apply the material onto all parts by selecting them from the graphics area.
Note: The materials of the TopSolid’Wood family are optimized for the new Redway 3D rendering engine.
Metals have optimum image characteristics (reflection, specular color, specularity spreading…) and the glass
family includes a mirror and two different glasses.
The glass family contains three elements:
- A decorative object glass using refraction. This provides a more realistic glass, but render times may be
long. It can be used for decorative objects when seen at close range.
- A window glass using transparency and reflection only. This provides a less realistic glass, but faster to
use. It will be used in particular for window panes.
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Application of a logo
The logo function allows you to apply an image to a
face in order to increase the realism of the element for
the image rendering.
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Creation of a decorative component TopSolid’Image - Redway 3D
Note: Once the coordinate system has been validated with OK, it is automatically created
and selected for the logo’s positioning. The coordinate system created here by the wizard
is a coordinate system on face with constraints.
Then select the provided file Grease filter.jpg and validate with OK.
Note: The logo preserves a Windows link to the image file. It is then recommended to
place the images used by the logos in the same folder as the TopSolid file.
Note: There are two modes for dimensioning the logo: either using set dimensions, or by stretching the logo to
the selected face.
Here, the logo will be sized in relation to the face, so the given dimensions are not needed.
Note: The logo is visible only when the image is computed. A dotted cross is displayed on the 3D geometry.
Repeat the operation to apply the grease filter on the second face under the hood.
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Creation of lights
Start the Image > Light function.
Select Type = Spot and enter Name: Spot.
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Creation of a decorative component TopSolid’Image - Redway 3D
Start the Assembly > Include sub assembly/part function, and then select the Explore option.
Select the previously created file Cooker hood.top.
Enter Hood height = 800mm.
Select any point in the document as the end point in order to release the component.
Select the publishing on top of the hood and apply it to the ceiling.
Switch the camera into Perspective mode , and then into Top view mode.
Turn off the layer 1.
Use the Move parents function to position the hood over the hotplate.
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Note: Because decorative components do not require precise positioning, it is possible to apply only one
positioning constraint, and then position the component using the following functions:
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Import/export of materials TopSolid’Image - Redway 3D
Import/export of materials
You can export a whole category of materials (with sub-categories)
in an Excel file.
Each material is then exported on a table row and the material
characteristics are shown on the table columns.
It is then possible to:
- modify a material;
- modify several materials in a single operation;
- create new materials;
- create new categories;
- insert new materials in the table.
After the changes to the Excel file have been made, it can be reimported in order to modify the material
database. The existing materials can then be replaced and the new materials and categories are created.
Export of materials
Start the Attribute > Material > Manage materials function.
From the Group materials, select the Training materials category.
Note: The time for exporting materials is approximately 1 second per exported material.
Materials are imported almost instantly.
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TopSolid’Image - Redway 3D Import/export of materials
Modification of materials
The materials will be sorted in order to make changes to some materials contained in specific categories.
From the Excel file, select the A column (column for categories) by
clicking the column header as shown opposite.
Note: Once the filter has been applied, a new tab appears at the top of the column, allowing you to set the view
filter for data.
For the first material, select the two Supplier: EGGER and Density: 0,75 values,
and then click and drag them to apply them to all materials.
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Import/export of materials TopSolid’Image - Redway 3D
Repeat the procedure for the Pattern and Pattern path columns in order to apply the following hatching
pattern to the panel materials:
- Pattern: -1
- Pattern path: $TOPHOME\bin\patterns\Panel\Particule board.top
The material reference can also be specified by copying and pasting the Name column.
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TopSolid’Image - Redway 3D Import/export of materials
Addition of materials
Materials can be created directly from the Excel file. During import, these new materials are created in the
database.
Warning: To have a valid format for the import, the following rules must be observed:
- Use commas and not periods (like in TopSolid) to separate the decimals. The import will convert the values
automatically.
- Cells that contain numerical values must be in Number format.
By default, this is the format of the generated document, but it may be incorrect if values are copied from
other files (for example, the RGB values).
To modify the cell format, select the cells > right-click > Cell format > Number tab > select Number.
From the Excel file for materials, modify the view filter.
Uncheck all categories except Path (column headers).
Note: From Excel, you can select a whole column of data by selecting the first cell, and then pressing Ctrl + Shift +
Down arrow on your keyboard.
Paste these values into the Reference column (column D) of the Training materials export file.
In order to place the new materials in a new category during import, the new category must be specified in the
Path column.
In the Path column of the first row, enter the following: Training materials\Paints\RAL.
Note: In order to ensure there are no typing errors, you can copy the path from another material, and then paste
it into the first cell before modifying it.
Click and drag this cell to apply it to all added materials.
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Import/export of materials TopSolid’Image - Redway 3D
Reimport of materials
Save the Excel file.
From the TopSolid’s Material editor window, display the Group materials.
Note: When materials are imported, they are created directly in the displayed category (User or Group).
Therefore, there is no need to select a category to reimport the materials.
As the imported materials of the Excel file already exist (same category and same name), you are asked whether
you would like to overwrite the existing materials in TopSolid.
Validate the window by clicking on Yes for all to update the existing materials with the new information
added from Excel.
The existing materials are then updated and the new materials are created in a new category.
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TopSolid’Image - Redway 3D Annexes/External references
Annexes/External references
The annexes include a non-exhaustive list of external references that can help in understanding and creating
realistic renderings.
Texture downloads
Supplier Website
Arroway www.arroway-textures.com
Dosch Design www.doschdesign.com
Evermotion www.evermotion.org
3D Total www.3dtotal.com
ArchVision www.archvision.com
Accustudio www.accustudio.com
CGAxis cgaxis.com
OpenFootage www.openfootage.net
Museum textures www.museumtextures.com
Imaging information
Topic Website
Color https://en.wikipedia.org/wiki/Color
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Annexes/External references TopSolid’Image - Redway 3D
3D component downloads
Many 3D file exchange formats are available. However, certain "exact" formats will be of better quality in
TopSolid: exact curves and rounded corners, 3D shapes…
Example of a toaster downloaded from the GrabCAD website in STP format, and then converted into STL non-
exact format.
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TopSolid’Image - Redway 3D Annexes/External references
General 3D libraries
Supplier Downloadable formats Website
GrabCAD STL, STEP, IGS, SLDPRT www.grabcad.com
Traceparts XT, STEP www.tracepartsonline.net
SketchUp library SKP www.3dwarehouse.sketchup.com
Bathroom 3D components
Supplier Downloadable formats Website
Duravit STEP www.duravit.fr
Jacob Delafon DXF, DWG www.jacobdelafon.com
Light downloads
Supplier Downloadable formats Website
ERCO IES + DXF www.erco.com
Phillips IES www.lighting.philips.fr
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Notes TopSolid’Image - Redway 3D
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TopSolid’Image - Redway 3D Individual course evaluation form
TopSolid’Image – Redway 3D
Name : ..........................................................................................................................................................
Company : ..........................................................................................................................................................
Date(s) from ................................................................ to ............................................................................
By completing this individual evaluation form, you are helping to improve the quality and usefulness of the training provided in the future. Please complete it
carefully.
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