How to use Inventor Studio 2016 | Autodesk Inventor

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good day and welcome to another inventor tips and tricks tutorial which today on the agenda is invent studio and it's inventor studio 2016 be warned it's 2016 if using 2015 or earlier this will not apply to you because in 2016 they changed it they changed a lot of inventor studio and it's completely different it's better it's still but it's better now a couple of stipulations before we carry on set your expectations quite low because you're not going to get anything super photorealistic or amazing you're going to be frustrated you're going to bang your head against a wall you're going to be gone through a lot of trial and error and it's going to be a case of why did I bother why don't I just use showcase and a highly advise that you if you've got showcase just please for the love of God stop right now go to my showcase video and use showcase if you don't have showcase sucks to be you and better guess this is all you've gotten and I'll try and make the best of what you've got the vote the other stipulation it's come on right it's this is rendering right rendering is really PC intensive so you need a good computer I've got a decent enough computer let's have a look at my specs it's half decent it's it's not a Dell or HP workstation but it's a home-built it's a monster of a PC I must admit for a fina for a home PC it's a core 7 their core i7 4790k it's not overclocked I've got 32 Meg of ddr3 RAM I have an NVIDIA GTX 970 card solid-state drive and it's good enough the CPU is what you're on is the CPU is what it's all about when it comes to studio because we're using ray-tracing rendering which is all about that CPU so if you've got a bit of a potato of a computer you're gonna have a hard time here but anyway I digress and let's get cracking so the example that I'm going to be using I'm going to make this as quick as I can cuz studio is kind of a big thing it can be big there's a lot of different ass x2 it each aspect can you know consume a lot of time explaining all the different variations and little settings and tweaks you can make to it so I need to make this as quick as I can that I've rambled on for long enough and you'll get to the point we go so I'm going to be using the samples file it's the engine mark - who knows what happened to mark one it's a mystery we're in mark one go maybe it broke it was designing vendor so maybe it did so we're gonna be using this right before we get going I said that before but I still mean it you need to do a bit of prep work on your model if you know you're going to be rendering it you need to do a little bit of prep in terms of textures so this looks it does it looks awful I mean it's got a brown main casting body to it it's got this little sort of mustard yellow and then this kind of slate gray finish it's awful it's awful so I need put some decent textures on it you can do that now where you can do that once you're in the studio environments up to you but you know come on you if you're going to make something an absolute enough awful color then as I said in my showcase video in out so make use of the textures that vendors got so the different textures our inventors got you've got three libraries that you can use you but invent a material library the Autodesk material I mean the Autodesk appearance lie but each one of those has got various different textures in it and just get to know which textures that's the that's the best advice I can give you there's no right or wrong to actually use and anything obviously I mean the color of what you're designing is the color of what you're designing but make make sure you make use of what textures are there experiment with them see which ones you prefer which ones you think give the best results when rendered because sometimes you can put a nice metal finish on something but when it comes to it being rendered it looks blank but then there might be another texture which sort of looks average right now in the modeling environment when it comes to being rendered it looks awesome so just yeah I'm not going to tell you right now either which ones are the best because I don't know you know the same ones just it depends what you're putting it on as well you know something might look great on this but look rubbish on something else so yes you know what I mean right so what I'm going to do is just pick some colors out of the appearance library so at the moment we're using the invent material library I'm going to use the Autodesk material I because that's got a lot more or I'm telling lies it's the Autodesk appearance library that's one that's got loads in there it's got absolutely loads of the loads of them are just garbage I mean chestnuts in a lot of woods and stuff this is the material library that that transfers across all the different orders product so it's got a lot of appearances in here which is on inventor specific and that's just the nature of I guess what it is so let's go for anodized anodized red that sounds like half decent for the casing here for the the main rear case hallo email oh let's go for a bit of metal aluminum or aluminium if you from the the english-speaking world ala medium polished yeah let's make this aluminium polished as well I'm just met honestly I haven't prepped this hour I'm literally making this up as I go along someone asked me for a studio video about five minutes ago and I was like how to that man why not why not so let's go for for this bit here it's um you know what it is man what is it I don't know let's go for automotive I'd see through that's not very good no I can't you have not I saw a bit of a bit of Sutton hammered but it's satin hammered yeah I mean what if in the real world if you're going to be doing a proper render you're going to want to change the texture so they scale right so this is hammered it's good it should have a dimpled finish to it but obviously the texture is too big for the actual part so you can't see the textures to it so if you get in the real world I would probably play run with it and get the textures and the surfaces not right but you know I mean really got time for that anybody got a minute let's change this country to us sorry that would do that'll do right so I've played around with the textures I'm happy with what I've got the next thing I need to do is to jump into the studio environment let's get cracking so before you do that to do a save save it why not go to environments at the top and then go to invent a studio now this is a sample file so it's got it's already got like a preset load of rendering settings which I'll just give you to like you know you look what we did earlier well I'm not interested in what you did really because probably did it wrong so I'm going to go to the inventor studio browser on the left hand side so this is your model tree herbs and then up in the top left you've got like animation so preset animations that they've done delete not interested oh she wanted Lita yes see and that's about it now that they've applied a lighting style to it but we're going to we're going to blitz that away we're not interested in that lightning style either we're going to use our own right so there's a number of stages that you would do here just a couple of bits of prep work to get it to look half decent so the first thing is the ground plane now with 2016 they've allowed you to make use of some of the some of the things that you'll find on the View tab so when you got the View tab when you're normal modeling mode you can switch shadows on and you know the ground plane and reflections and stuff well that now works in studio in 2016 what I recommend that you do so you're not flicking constantly between view and render I've put these shadows in the perspective button onto the studio rendering ribbon bar how did I do that how did you do I tell me right when you go right click on here and then you go to customize user commands and then you go to assembly render so that's the tab you want to put them on so on the left hand side here I went to the View tab and then you whichever button of all shadows in perspective click them and then move them across there so I might also want a ground plane for example I might want to configure the ground plane so I can click that then move it across here I want it large and I want text on it then click OK so now where there's the button so I don't have to keep flicking back wasn't forced to here I probably still will because I haven't really prepared this very well and I don't do on a regular basis but the buttons are there to be moved if you want to so like I said the first thing I need to play with is the ground plane so switch it on a perspective mode everything looks better on perspective mode science because science and then select the ground plane but now you want the ground plane obviously be touching the bottom of the model now at the moment it's not for some reason the engines are hovering above the ground there doesn't make much sense but on this button here for some reason it just switches the ground plate on and off so obviously I have to go back to the ground plane tab and then go to the settings of the ground plane and then the height I need to put - let's guess - three - four - four is that a lot right is that on the bottom way I may ago - four so that that's about touching the bottom you don't want the ground plane to high up so it like sort of cuts off the bottom of the model you want to sit in just below now a showcase has got a nice set way you can say put the ground at the bottom of the model you'd think invent would have that wouldn't even no no of course it doesn't that would be too helpful so a switch off the ground plane right it's in the right place now so I can turn it off the next thing we need to do is switch on shadow so I'm just going to use my all shadows button if you haven't used the button have you brought the button across you would go into the View tab and then you would go to enable all shadows if you got the settings which is on the other screen you can then change the density of your shadows like for example you know make them darker like that and then you know ambient shadows increase the density of the ambient shadows if you wanted to you can change the softness and whatnot you know it's did you what you want do what you want do you change any of the settings in here trial and error again I cannot stress enough it is trial and error there is no right setting and then most of the sentence don't make any sense at all they just slide bars what does a slide bar mean it means blow and hi just twiddle it twiddle it until it looks of how you want to look you're never going to replicate a certain time of day you're never going to replicate a certain environment you know cloudy sunny it's not going to happen an inventor so it's just trial and error so there's the shadows on if you want reflections you can switch on reflections but personally I think I'm in the camp that reflections look fake and I have them off but you can have them on if you want next thing I'm going to do is go to the visual style and change that realistic which on face value doesn't do much but it does when it comes to ray tracing it makes things look a lot more shiny and high email and it makes the reflections and stuff and shadows and things look much more realistic I think it's a good way to test that is we're good at aluminium part of the polish will determine actually possibly not and chrome perhaps let's make a chrome chrome polished thousand thousand very chrome as if that's chrome what gives man what gives its edit this this business got a material override what's it doing ah in nuisance what's going on what the is going on a now it's black obviously right all we want to do is we want to come in here and want to clear the override so it's just default return I'm applying a material override chrome polished let's go back in a studio it better it better be chrome in studio or I'm going to lose my what the it's renderer see when it comes like comes out like in a render its current right okay so it's just bugged out it's just clearly bugged out right I'm not bothered and we'll crack on I would have stopped the video and any other day and start it again but I really can't be asked because I've done too much already and I'm starving I want some tea so I'm going to crack on so its bugged out anybody one from Autodesk watching sorry out man sort it out but for now not first I'm not first I know it's going to look fine on the final render so clearly it's just a graphical glitch okay so that saw shadow sorted out that's our textures sorted out the ground plane is also sorted out and what else to really do well the final we're not the final thing for one of the final things is the background it's the lighting so we need to look at what kind of environment we want a model to sit in again a new feature in 2016 is our ability to use IB ELLs what's an IPL no it's not a sexually transmitted disease it's image based lighting IPL is a way of putting in it's like a domed sort of spherical image in the background it's got a picture wrapped around it and that picture reflects off your model and it looks mint it looks awesome so don't use the ones in here don't go to the View tab this is where it starts to get a bit hit-and-miss a bit confusing a bit like oh well you can usually block on you know in the render environment go to studio lighting styles minimize that go to global lighting styles and then pick one of these preset lighting styles a me would again whichever one you want to pick whichever one you want to pick looks best go go for it but I prefer the plain ones like for example photo poof is good one photo booth right-click on it make it active and you've got some settings over here on the right hand side note that these settings don't affect and are not affected if you'd used any of these lighting styles in the normal modeling environment so for example like the old warehouse is in here the old warehouse is at one with like there with where in the background of course that but any settings you-you-you changed in the normal modeling environment for all the warehouse wouldn't filter the way through in the studio it's a separate it's a completely separate configurable lighting style so anything you do here is is specific to studio is what I'm trying to get at in a long-winded kind of way so enable photobooth tick display scene image if you want to and that'll put the picture in the background if you don't have the scene image on so let's go to all warehouse no does not say that let's enable all warehouse so it's reflecting the picture of the warehouse oh you've went chrome now have you oh that's convenient so you can see it's reflecting the chrome warehouse picture which is wrapped around the environment but you can't see the picture in the background but you take that and you can see it like that so I don't want to use the warehouse one I want to use the photo booth so let's not save that lets activate photo booth take the image the photo was just a plain background so it looks sort of clinical and crisp and fresh in sick man and it does it you don't have any distortion in the background or anything else to worry about it's plain and simple so for the settings on the right hand side you've got things like exposure which just increases the ambient brightness in the background the rotation will rotate the picture if you've got a physical you know viewable picture in the background the scale again maximizes and minimizes the size of the picture in the background if he models massive or small and the shadows it just increases or decreases the softness aka blurriness effect of the shadows on the floor so we'll save that so that's our background sorted out and the final thing it is really the final thing now that we need to sort out for a final still image this is all leading up to a still image for now I'll show you rendering in animations in a second in a bit but this is for still image is the camera now if you want to you can just say render the image and just do it like this as it is looking through your view as it is now however what I recommend that you do for just a little bit more realism is create a camera because you could put an effect on the camera which just makes the image look that little bit better so hope it around until you until you got it to about where you want the image to be taken from so say if I want an image of this angle orbit to that point on the left hand side right click on cameras and then create a camera from you view right click on that career and rename it if you want to but I can't be asked but right click on that camera and then edit it tick link to view make sure you're on perspective which it should because we enabled it earlier and then tick depth-of-field click link focus plane to camera target press f4 and then click left click on an area that you want to focus the camera on because we're going to add f-stop which is going to put like a blurring sort of professional look to the camera so we want a focus point to be our target point of the camera which is going to be about there so that's going to be the cameras going to focus on this point here okay the next thing you want to do is change this setting here to f-stop now you can check you right there's no right or wrong settings here again these settings will all change and differ based on how big your model is so I'm I'm not in any position to say make it this number and it will look okay but based on the size of the model and work and I'm going to say I want an f-stop value of about two and then press ok now it doesn't do anything because you can't see any of the camera effects until the final render which is really annoying because again that's when trial and error comes and if you've got a really slow PC you've got a wait ages for it to render before you think our looks crap you've got to change the settings again and start the render again bollocks I need to do it again tweak this now go back render it again it's so frustrating that's why I said at the start be prepared to be frustrated but we're all good I think we're ready to do our first pass at the render so what you do is you click render image at the top left and you've got a bunch of preset there resolutions that you can output to so this is the size of the picture think of your monitor think of resolution sizes for monitors that's typically what photos are based on rightly or wrongly I don't know someone might argue with that but say if you want a full HD image the render width will be 1920 and the height would be 1080 I think it is Oh solid dog 1920 untick lock aspect ratio and then 10:8 I think it's 10 ad I might be wrong it's a it's about that but that's a decent sized picture that's a decent size 1080p picture 1080p causes a 1080p for the camera we want to render the picture looking through camera 1 which is the camera we set up earlier for the Lightning style we want to use photobooth because we've changed a little bit and tinkered it slightly just to suit our settings the output oh you don't need to do anything here for the renderer this is where this is where to saw all the magic happens this is where you saw make up break your picture for the rendered duration it's going to retrace the image now you can specify I want 30 to render iterations of ray tracing but trust me after 32 rendering iterations it'll still look Pollock's it'll look really grainy and one thing I have noticed as well based on that output resolution that I've put here if you look you can see this little square here the the camera is zoomed too far in so it's actually going to chop off the top of my model I really don't care though I don't care what I would have done again in production if I was doing a proper sales render I would edit the camera zoom out a little bit further change the target and make sure that this model fits within that square this little white very faint white square in the background but right now for this tutorial I couldn't give a monkey's as long as the quality is good so for the renderer yes like I said don't do 32 iterations what you want to do is just select until satisfactory or if you're brave put in a value here like an hour or half an hour but until you're happy that you've got your settings right just select until satisfactory so then you can sort of gauge whether or not it's right or wrong before you before you commit to a final one for the lighting material accuracy obviously you want to go for higher on the final sales render but until if you just stop messing about with cameras and materials and text using I'm not too sure what texture looks right I want to change textures and you don't know where age is before you get to the point where you're happy with or not you can go for lower draft obvious this is just impact options the higher you know high it's going to take longer to render low is going to take it's going to render quicker obviously but I'm going to go for high this bit here is just doesn't work it's flat out at the moment as of today which is the 9th of June this setting is bugged computers no matter what you pick here anything you put in any number type in any value its bugged doesn't work I've registered as a bug or desk like knowledge it's a bug they'll fix it at some point that doesn't work for now click render right what it's going to do it's going to rate race forever until I'm happy with it actually the camera does look pretty bot yeah that looks pretty blurry the f-stop value but this is where the trial and error comes into it you put a setting and you render anything oh my god it isn't a very good but the problem is it takes so long before it gets to the point where you can actually make a decision whether it looks bad or looks good and I think it's pretty obvious that looks actually quite bad so what I'm going to do is shut this down I'm going to close that and go back the camera edit camera yeah is it at the camera and you can see here that's square there that's where the camera is actually they're focusing on so just grab that will make that a bit bigger that'll do I think the f-stop might change that to I don't know three four perhaps let's see what that looks like Chin's at four render image go back to the renderer because it took a while let's change that back to draft and then click render and see what it looks like so I it looks like it doesn't fit in glass just because the box is a little bit too big too small even let's just put down a bit let's just let it render the problem with this vid this video yeah I can't sit in silence for 30 minutes or 15 minutes or 10 minutes whilst it does an image before I'll show you what it looks like in the final pass because that would just make for a very long YouTube video very boring a long YouTube video so I'm going to shut that down let's go to high click render do this one looks like but you can tell just off the first couple of passes it's gonna look ok it is going to look fine I think the camera target is around about here so this bit here is sort of InFocus it's you know it's more crisp and clear and because we've got an f-stop value the rear of the model is blurry f-stops all how much light comes into the lens so I've been told I know photographer but that's what I've been told and it looks kind of all right innit I think sorry but the render engine in invent is really not brilliant I don't know why it's so slow because I've done recently doing a showcase video which used ray tracing and showcase can produce some amazing ray tracing renders in a fraction of the time that inventor can but I'm talking I'm just trying to fill in time but I mean look at that that looks okay you can tell give it another 10 15 minutes and that'll look I look sharp as a dog speak and I'm not going to do that though but it looks okay once you're happy with the render once you're like yeah yeah I'll do that I could do that's fine you've let it render you've let it become less grainy you can hit pause and then hit save and then save this picture out of the desktop save it I was BMP bitmap file and then got your desktop there it is and then as your picture so after if after 5 or 10 more minutes that would be pretty good I would say it's not photo realistic but it's okay it's okay right animations what's animations all about right well animations are you are honestly someone asked me about it I have to cover it but I would really not recommend you to do animations in in Venice to do it takes so long an animation is obviously it's a video file but the way it does it is it does an animation based on frames per second so if you do a 10 if you do a 10 second animation at 30 frames per second it has to render 300 frames and each one of those frames is going to take as long as it was just taking therefore that last ray trace so you're looking at potentially waiting 10 minutes per frame times 300 that's 300 times 10 minutes you do the maths can you really be bothered can you really be bothered I couldn't really genuinely I couldn't be bothered showcase again we'll do it in it'll do a much better quality animation in far less time far less time either way either way right I need to make this quick because the video has already gone on far too long but to do an animation what you do is you've got the animation timeline you enable that and you then tell them then how long you want your animation to be so at the bottom here you go to the animation options and then where's that popped up on your screen you change this to be I don't know 10 seconds or however many seconds you want you can verify how long you want the you know the velocity to be in the first 20 percent you know increase in speed over the first 20 percent even speed over 6 and then drop off so it just looks a bit more professional so it's not like sort of stop start dead quick so 10 seconds and then you've got to tell it what you wanted to do over 10 seconds right I should probably make a separate video just for all these actions because there is so much you can do in the video you can animate constraints so for example if you've got like an angular constraint you can animate that angular constraint going from its current value so say if you've got an angular constraint and 90 degrees you can animate the two components that the angular constraint is on from 90 degrees to 150 degrees over 5 seconds another movie components based on that constraint fade you can animate components fading in and out over a set period of time you can animate that positional reps so if you've got like an open and closed positional rep you can animate the model going from one positional Reptar the other over of 10 seconds so much you can do oh my god I kind of do it all but I guess what you would probably do in studio is a camera animation like a 3d orbit type thing is the thing you would do so what you would do is animate camera and right let's animate camera one right so we'll go for a turntable enable the turntable action and then the origin is going to be in this case is it the y-axis is that what's pointing up yeah the y-axis is pointing up so the origin is gonna be the y-axis and this if you look at the little glyph here that's where it's going to orbit around now it's no good that's really no good so what we need to do is try and move this ad but that's based on the camera target so I guess what we need to do is change the target of the camera can we do that in here I don't think we can let's configure the rest of the settings first we want to do one revolution around the y-axis one revolution per minute isn't going to work over 10-second so we want to do one revolution just one that'll be fine plus or minus one revolution over ten seconds so start at zero duration 10 seconds that's fine that'll do yeah yeah and yeah okay right so for the camera itself we need to edit that and we want to change the target the target is going to be the center which is going to be around about yeah I think what I do yeah that's about the center yep okay press okay and hopefully now we can preview what this is going to look like so we'll expand the action editor there's this thing here this blue bar is our camera turntable so animating the camera one starting at zero ending at 10 let's look through camera one and press play there you go as you camera orbiting around the center only it's not very spectacular it is what it is okay what you then do is render it so instead of render image you've got to render animation for a very high email high instead of going for full HD that's going to take so long oh my god I'll take ages I would start at a very small resolution so maybe 800 by 600 you want to render camera one you want to render your lighting style the output is why you've got to do this this is a throwback from years ago but you've got it even though we've already said 10 seconds in the action editor you've got to put 10 seconds in here the format is going to be a video format the frame rate obviously this is how many frames per second R is now I use an example earlier of 30 30 is about about average for a decent video 60 is like super awesome quality but that's going to double the time it's going to take it defaults to 15 frames per second but it's going to it's not going to be jerky but it's not going to look brilliant so but for a first pass do 15 frames per second on the render we want to do a render until obviously you can't do until satisfactory for a video because would never end which keep on going for ages so it's this is going to do one minute of rendering per frame so we've got 15 frames per second each frame is a minute and we've got 10 seconds so it's still going to take a long time and it's not going to be brilliant quality at the end of it either but it is what it is I'm going to do renders by iteration so I'm going to do 15 iterations at a high quality and yeah that'll do click render the file type is going to be an avi and we're going to go to the desktop right this type here this is based on codecs ah oh my god I could talk about codecs Reuters if you want if you if you're in the business of putting out video renders you're going to be doing it as there's a part of your job you need to research video codecs I can't teach you about it in this video take too long google video codecs and look it up and that hopefully should give you a bit of idea about what codecs are going to do few videos but for now just pick a VI save it as whatever name you want on your desktop click Save and for now we'll just go for full frames uncompressed it's not going to be using the codec the file size is going to be phenomenal it's going to be massive but it is what it is click OK it's got 151 frames to render and it's going to do 10 iterations or 15 iterations per frame so either you can see it slowly slowly doing iterations down here we'll get a 15 and then I'll start the second frame I scratched a column oh my god I can't I can't wait for this to finish it's going to take too long but that's how you would do an animation it will look like it looks here it will look as it looks at the 15th iteration and it will then orbit around 360 degrees it'll be grain use balls but it is what it is oh my god oh this videos far too long but hopefully it gives you a good idea of what studio is all about in 2016 what changes the word now with few things that it didn't cover which if there's some demand for it please put it in the comments down below if you want to know a bit more about studio if you want to go to the real nitty gritty if you're gonna go balls deep into them I will do another video on either each sub subject or a really long video covering the more but beware that will be a long video things I didn't cover local lights primarily I didn't cover these because they're local lights in Inventor studio are awful they really are terrible no but they're a mystery they like the dark arts nobody knows how they work but they're there to be used if you can use them and all the other animation settings we've got a video producer we've got animating Adam animating lights we've got loads of different settings that we can play with but we are not claimed but what I've showed you here should be enough to get you going however it's not really very good way to finish the video just you showcase mine if you've got if you've got product design sweet corn you showcase every student call you who download showcase it's free if you're a student gonna use it's much better and then look at my other video that I've gotten here which shows you how you showcase huh thank you hopefully that was good and useful for somebody out there if it was pitch bus like on the video subscribe etc etc etc and put a comment down below if you've got anything to say I will read them I do read them I do honestly but yeah thank you very much
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Channel: Tech3D
Views: 93,133
Rating: undefined out of 5
Keywords: Autodesk, Inventor, tips, training, guide, 3D, modelling, part, assembly, best practice, Solidworks, AutoCAD, 2011, 2012, 2013, 2014, 2015, 2016, Studio, Render, image, video, animation, camera
Id: RrlfLYJfwXQ
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Length: 34min 0sec (2040 seconds)
Published: Tue Jun 09 2015
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