Autodesk Revit Tutorials, Revit Families, BIM Revit

   
     
     
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Rendering

 

Materials

In addition to good lighting, you need convincing materials to produce a good rendering. Materials should convey characteristics of texture, color, reflectivity, and transparency that you expect to see in reality. If you don’t have good rendering materials, your rendering will look flat, unconvincing, and even amateurish—so this becomes a critical part of the workflow.
For rendering purposes, you assign AccuRender materials to Revit materials. These special materials are visible only when you raytrace a 3D view. All elements in Revit have a material, but not all materials have rendering attributes assigned to them. To assign a rendering material, use the AccuRender field in the Materials dialog, as shown in Figure 12.30.
Figure 12.30
The AccuRender library has many premade materials, good for glass and solid colors.
 
This takes you to the Material Library dialog, where you can choose a rendering appearance for your material. In Figure 12.30, the Revit material Glass is assigned to the AccuRender material Green, Light, Smooth. On the right, you can see a visual preview of what the glass might look like when rendered. Clicking other materials shows their preview. Click OK to assign the AccuRender material to the Revit material.
Editing an AccuRender Material
AccuRender provides a set of tools for creating and editing materials (Figure 12.31). You can choose materials from a predefined library, edit existing materials, and make new libraries and materials from this interface. To get a feel for the interface, spend some time browsing through existing mate-rials, and look at how they’re defined. To access a material definition, right-click the name or the preview swatch, and choose Edit. A new dialog pops up with all the parameters used to define the material. Here, you’ll find controls for color, transparency, reflectivity, shininess, and texture-map assignment

Adding a Texture Map to a Material
Many good-looking materials use digital images that are scaled to match the building model. These images are often professionally produced and edited so as to not tile in an obvious manner when repeated over a surface in the model. You’ll notice a bad image map if you can see where each image begins to repeat. We don’t recommend making your own texture maps, because this tiling effect is difficult to manipulate on your own. Go to a website such as www.turbosquid.com or do image searches for materials.
To assign an image map, follow these steps:
  1. Select the Map tab, and then click the Browse button.
  2. Browse to an image, and click OK.
  3. In the main tab, change the X scale to a real-world unit such as 20. This number sets the dimensions of the image in decimal feet. By setting X equal to 20, you’re saying that the image repeats every 20 feet (Figure 12.32). You’ll likely need to play around with these numbers by looking at the preview cube and then making adjustments until the image looks to be the right scale. The image on the preview cube will update with each change to the X or Y tile values.
  4. On the Map tab, you see a preview of the texture map and can browse to a new image if need be (Figure 12.33).
Figure 12.31
The AccuRender Materials Editor
 
Figure 12.32
Setting tile size is critical to getting believable results
 
Figure 12.33
The Map tab shows the path to the image file and a preview.
 
Non–Image Based Materials
For materials such as glass, where an image isn’t needed, you can choose from the default material libraries that ship with Revit. Browse through the AccuRender library, and you’ll find a set of glass options as well as a host of other materials to choose from (see Figure 12.34).
Figure 12.34
AccuRender materials are good for glass.