Study Model Rendering for
the Masses
By John
V. Finkell of CDH Partners, Inc.
- www.CDHPartners.com
Accompanying this article I am providing the fruits
of my labor, which include a seed file and corresponding
Rendering Setup File (.rsf) and other files including
the models shown in figures 5-10. You can download
the .zip file here.
Please try these settings on some of your new or existing
models and let me
know what you think. The file is Study_Model_Rendering_Attachments.zip.
See Study Model Rendering - Attachments.pdf
for an explanation of what is included in the .zip
file. I am also including Study Model Rendering
- Rendering Statistics.pdf, which indicates
the rendering times for the various images used in
this article.
In August I posted a thread to the
Bentley Visualization newsgroup, entitled Re:
Rendering Challenge - Quick Study Model Rendering.
This generated quite a bit of feedback. This has not
been a solo effort in the least and much was garnered
from that feedback as well as a great deal of advice
from many on the newsgroups as well as Bentley personnel.
Please see the Acknowledgements section at the end
of this article.
My intention in posting the thread
to the newsgroup was to solicit information regarding
how others have or have not approached the generation
of simple study model renderings within MicroStation.
Such renderings are also sometimes referred to as
chipboard or chalk renderings.
What I was after was an approach
that would require as little user intervention as
far as lighting and material setups, yet be able to
produce nice quality renderings with fairly crisp,
well defined edges and surfaces, and to do so consistently
for a majority of models. My hope was that an approach
could be developed, such that models and renderings
could easily be done at the earliest stages of a project,
before full details are known, regarding specific
materials and lighting within a space. I also wanted
to leverage these models, not only for renderings,
but to serve as the basis for producing CD (construction
drawings/contract document) sets. The more this could
be done with MicroStation out-of-the-box the better.
I had in fact been brought on board at CDH Partners,
Inc., specifically to show that by going to MicroStation
V8, TriForma & Bentley Architecture, and taking
on the Building Information Modeling (BIM) mindset,
that these were two very attainable goals. I was also
tasked with the responsibility to develop a solution
and any additional tools necessary to make these capabilities
available for the majority of our projects/clients
and in the hands of our 80+ architects and engineers.
I understand the benefits possible
from photo-realistic renderings with full material
development, proper lighting, adding caustics, photons,
etc. However, these are very expensive (performance
wise) and require much more art, and many projects
just simply do not have the budgets and timelines
necessary to support such development. Our in-house
animation department and a rendering house
we occasionally use for very high-end renderings and
animations both use 3ds max. Although, we are working
on streamlining the process of translating files between
MicroStation and 3ds max, the problem is that it still
is a translation effort and therefore rarely seamless.
Therefore there is a real need to put the ability
to do rudimentary modeling and rendering in the hands
of the architects early in the design process before
many details are fully worked out. Later in the project
if the budget and timelines are appropriate we can
utilize our in-house animation department and/or contract
out the work.
If I could develop a setup that
would allow the architects themselves the ability
to easily produce study models for their own use,
such as working out proportions, and/or for client
presentations and without having to do any file translations
or the intervention of the animation department we
would be way ahead of the game. I have found that
the 3ds max study model type renderings done by our
animation department to have a crispness yet softness
to them that is enviable and worth mimicking, and
therefore, I used them as my baseline to judge and
develop a setup that would give similar results in
MicroStation.
One major benefit of being able
to keep all this within MicroStation, would be that
the architect could show a client a study model of
their space, make some adjustments to the model, and
then render it again. Client meetings and the exchange
of design ideas would then have the potential of becoming
a whole lot more productive and interactive both visually
and verbally. Granted such interactivity may require
a slight decrease in quality in favor of increased
speed. Even animations, to some extent, are static
because the paths, etc. are pre-determined. If the
client says That looks pretty much like what
we are after, but how does the space look from inside
this room looking > > through this window?
or What if we were to move the pipe organ over
to here? We would be faced with having to respond
Well have to re-render some stills and
an animation and get back to you with them in few
days/weeks. To me the goal is interactivity.
When I originally posted the challenge
to the newsgroup I really thought there should be
a semi-automatic cookie-cutter setup for simplistic
study model rendering in MicroStation. If 3ds max
had it, why couldnt MicroStation?
I soon realized that there were
two mindsets: 1) 3ds max provides a default setup
that seems to work consistently for most scenes. If
desired there are multiple options, including plug-ins
for tweaking. Note that enclosing a space with a roof/ceiling
presents a major problem even for 3ds max without
having to get into some actual lighting setups, see
Figures 13-16. 2) MicroStation provides multiple options
for a user to manually control their rendering environment
to their liking, but not a default that works reasonably
well for most scenes and for most rendering modes.
I also learned there was a lot more
art involved even in the simplistic approach I was
hoping to take than I originally thought would be.
I learned that many great computer renderings, including
those from 3ds max, are often tweaked by plug-ins
and/or PhotoShopped. Initially, this disturbed
my purist thinking of wanting to do everything in
straight MicroStation.
I came up with an analogy regarding
these realizations and my endeavor. MicroStation is
like a very expensive camera with individual settings
for aperture, shutter speed, focal length, etc. This
is great for the avid photographer. However, sometimes
you just want to put it in auto mode and let it figure
all that stuff out. Furthermore, cameras use filters
to alter the true picture, so why not
with computer renderings? The auto mode and filters/plug-ins
are two things lacking in MicroStation. At times there
are some things that we see with our eyes that are
difficult at best to capture on film without a great
deal of artistic experience. For instance, sit in
your living room late at night with all the lights
out. Can you see anything? Most likely more than you
thought. However, now try to take a picture of that
scene and capture the subtlety of the light.
Since there is no auto mode or filters
provided out-of-the-box in MicroStation it seemed
it would be up to me or someone else with the initiative
to try and develop a fairly well coordinated
default/baseline setup. Or we could demand that Bentley
provide this, however, that did not seem to be a viable
alternative. Therefore, I decided I would bite the
bullet and so I went back to school in the figurative
sense to learn and decipher as much as I could.
Original Images Posted
to Newsgroup
 |
| Figure 1 - What I am
trying to achieve (3ds max) |
 |
| Figure 2 - My best at
the time using Particle Tracing |
 |
| Figure 3 - 3ds max (with
ceiling but no roof) |
 |
| Figure 4 - My best at
the time using Particle Tracing |
School Models
Used to Develop New Baseline Settings
In order to develop a baseline rendering setup I decided
to go back to basics. Therefore, I took two physical
models that I had built while in my first year of
college and modeled them in Bentley Architecture,
TriForma and MicroStation V8 2004 Edition. I felt
these were simple enough to clearly see the effects
of the various settings. I found two settings in particular,
cloudiness and turbidity (air quality) that dramatically
affect the softness of shadows, etc. I quickly settled
on setting the cloudiness to 0.75 and the turbidity
to 9.0, which is the max and would represent a very
smoggy environment. So right away you can see I am
not after realism of the environment so much as the
look of the actual rendering. Another
key setting is sky samples, which affects the graininess
of the shadows. Although for some images setting this
to as high as 2000 will render very nice smooth shadows
it is usually prohibitive in rendering time on any
but the simplest of models. I therefore do not recommend
it unless you have several machines that can do network/banded
rendering. Even 500 can be a big hit in rendering
time. On the other hand dropping this down to low
can create blotchy images. Therefore, I recommend
a value of 145, which gives satisfactory results in
most cases.
 |
| Figure 5 - Movable Museum |
 |
| Figure 6 - Semi-movable
Museum |
 |
| Figure
7 - Sky Samples bumped up to 2000 |
 |
| Figure 8 - Sky Samples
bumped up to 500 |
 |
| Figure 9 - Sky Samples
dropped down to 4 (min) |
 |
| Figure 10 - Sky Samples
dropped down to 64 |
Using New Rendering Settings
and Ray Traced in MicroStation
Taking the setting I developed as a baseline while
using the models illustrated in Figures 5-10 I applied
them to some existing models including the ones I
had originally posted to the newsgroup to see if they
indeed could be applied to a broad number of modeling
scenes. I believe these images illustrate that these
settings are quite adaptable.
 |
| Figure 11 - 3ds max |
 |
| Figure 12 - MicroStation |
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| Figure 13 - 3ds max |
 |
| Figure 14 - MicroStation |
 |
| Figure 15 - 3ds max (ceiling
removed) |
 |
| Figure 16 MicroStation |
 |
| Figure 17 - 3ds max |
 |
| Figure 18 - MicroStation |
Additional Examples - Adjusting
MicroStation Settings from Baseline
I also wanted to see if I could minimize what settings
might need to be adjusted if the baseline settings
did not work as-is because of materials and/or the
scene itself. I was happy to find that in most cases
I could adjust the Real World Lighting settings to
achieve a desirable image. The Real World Lighting
settings are comprised of: Adapt to Brightness (ATB)
and contrast. Contrast is usually best kept to 1.0.
However, the Adapt to Brightness setting can effectively
lighten an otherwise dark image. These settings as
well as enabling or disabling Solar Shadows do not
significantly effect rendering time. On the other
hand disabling Sky Shadows will dramatically reduce
rendering time, even with Antialiasing being enabled.
Therefore, for quick interim/check renderings you
may wish to disable Sky Samples. Just keep in mind
that there will be some loss in the softness
and subtlety of tones, creating more of a flat
image, almost like that achieved with constant or
smooth shading.
 |
| Figure 19 - 3ds max |
 |
| Figure 20 MicroStation
ATB 500 |
 |
| Figure 21 - Materials
based on element color |
 |
| Figure
22 - Materials forced to chipboard
using .mat file |
 |
| Figure
23 - ATB changed to 375 |
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| Figure
24 - ATB changed to 1000 |
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| Figure
25 - Solar Shadows disabled |
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| Figure
26 - Sky Shadows disabled, ATB 1400 |
Post Processing
Lastly, I wanted to see how I could alter the original
rendering by going outside the pure rendering environment.
Here are some examples of taking the images from Figures
12 & 24 and adding some PhotoShop effects. It
is amazing how these effects can totally change the
feel of the original true
image.
 |
| Figure
27 - Sepia Tone |
 |
| Figure
28 - Adding some diffused glow |
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| Figure
29 - Adding a little texture |
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| Figure
30 - Graphic Pen |
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| Figure
31 - Rendered with Visible Edges overlaid on top* |
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| Figure
32 - Graphic Pen |
*This effect can be achieved
by creating a Visible Edges file from within MicroStation.
You may open the file and render it out
as an image in wireframe mode to the same resolution
as the rendered image. Take the Visible Edge image
into PhotoShop and make the background transparent.
Then overlay it on top of the rendered image. This
is the method I employ here. As an alternative: if
you are just doing screen captures, you can attach
the Visible Edge file as a reference and turn it off
as well as any highlighting of reference files. Render
to the screen, and then turn the Visible Edge reference
file on, and then perform a screen capture. Visible
edge processing can be a big performance hit.
Whats Next
Me:
Take this setup and some of the same models to develop
a similar baseline for interior scenes. Drawing Extraction
Manager. I intend to really get my hands around this
one. As great as these models are, if we cant
produce CDs (construction drawings/contract
documents), then their value is fairly limited.
Bentley:
I would like to see Bentley publish an
API, or something along those lines, that would allow
the development of rendering plug-ins/filters much
like those available for 3ds max and PhotoShop. Procedural
Textures were a start. However, they really only seemed
to be something that they (Bentley) could develop.
Some VBA controls/access would be great. They should
talk to the folks at Cebas
Computer GmbH, the developers of FinalRender
and FinalToon.
 |
| Figure
33 - Rendering using Cebas FinalRender |
 |
| Figure
34 - Rendering using Cebas FinalToon |
Cebas may
be more willing to work with them than they might
think. FinalToon is a True Line Renderer (TLR), which
means that it is possible to render important line
work needed for technical illustrations in a way that
is not possible or efficient through a shader only
implementation. Think of the effect on both user communities
if they could say FinalToon plug-ins now available
for Bentley MicroStation. Integrate models between
MicroStation and 3ds max and retain a consistent rendering
look in both.
Acknowledgements, Copyrights &
Credits
First and foremost I must thank several who have contributed
directly or indirectly to this (in no specific order):
Andrew Novinc, Rob Snyder, Stefano Toneli, Thomas
Rast, Patrik Rosen, Justin Hunt, Daniel Abney, Robert
DiMauro, Jerry Flynn, David Zareski, as well as the
entire Bentley visualization newsgroup/community.
Figures 1-4, 6-32 ©
2004 CDH Partners, Inc. All rights reserved.
Figures 1,2,11,12,27-30 - Mt. Paran North -
Church of God. Modeled by Ben Salley in 3ds max by
discreet. Translated and adapted by John Finkell in
MicroStation V8 2004 Edition by Bentley Systems, Inc.
Figures 3,4,13-16 - Oak Hill Baptist Church.
Modeled by John Finkell in Bentley Architecture, TriForma
& MicroStation V8 2004 Edition by Bentley Systems,
Inc.
Figures 5-10 - Physical models done my first
year of college in 1980. Modeled by John Finkell in
Bentley Architecture, TriForma & MicroStation
V8 2004 Edition by Bentley Systems, Inc.
Figures 17 & 18 - Gardendale First Baptist
Church. Modeled by John Finkell in Bentley Architecture,
TriForma & MicroStation V8 2004 Edition by Bentley
Systems, Inc.
Figures 19 & 20 - Johns Creek Baptist Church.
Modeled by Noel Page, John Finkell, and Shannon Carpenter
in Bentley Architecture, TriForma & MicroStation
V8 2004 Edition by Bentley Systems, Inc.
Figures 21-26,31,32 - St. Peter Chanel Catholic
Church, © 2004 CDH Partners, Inc. Modeled by
Todd Groves in Bentley Architecture, TriForma &
MicroStation V8 2004 Edition by Bentley Systems, Inc.
Figures 33 & 34 - © 2004 cebas computer
Gmbh, Modeled by pixelgrind,
TriForma & MicroStation V8 2004 Edition by Bentley
Systems, Inc.