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Drawing Open Mesh Flooring

14 REPLIES 14
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Message 1 of 15
geeves1293
2197 Views, 14 Replies

Drawing Open Mesh Flooring

Hello all,

Inventor 2010 user.

I'm was trying to model some open mesh flooring but as it says in this forum it takes too long to load.

Is there any other way of doing this please?

Thanks

Graham
14 REPLIES 14
Message 2 of 15
Anonymous
in reply to: geeves1293


F1 Textures






brian r.
iwaskewycz


style="FONT-SIZE: 14pt; FONT-FAMILY: Verdana">inventor
specialist

Message 3 of 15
Anonymous
in reply to: geeves1293

See attached.
--
Dennis Jeffrey, Autodesk Inventor Certified Expert
Autodesk Manufacturing Implementation Certified Expert.
Instructor/Author/Sr. App Engr. Tel. (260) 399-6615
http://teknigroup.com
Message 4 of 15
geeves1293
in reply to: geeves1293

Thanks for your prompt response.

Thats looks great!!

Is there any chance of something like the attached.

Thanks again

Graham
Message 5 of 15
alewer
in reply to: geeves1293

You will probably have to create your own texture. See http://www.trainingtutorial.com/TAT5.htm.

I use the following workflow to create the bitmap:

1-Model the texture as an inventor part (as you've done with your attached file)
2-Rotate the part so that you are looking at the surface
3-Save a copy as bitmap
4-Open the bitmap with image editor of your choice (I use GIMP)
5-Crop the image to a tileable square
6-Select the background, and change the color to magenta (Inventor will treat magenta regions as transparent)
7-Make sure the very bottom right pixel is magenta (this will tell Inventor that the image has transparency)
Message 6 of 15
Anonymous
in reply to: geeves1293


It does NOT need to be magenta.






brian r.
iwaskewycz


style="FONT-SIZE: 14pt; FONT-FAMILY: Verdana">inventor
specialist


style="FONT-SIZE: 14pt; FONT-FAMILY: Verdana">
href="http://www.corefurnace.com/">core furnace systems

Message 7 of 15
alewer
in reply to: geeves1293

I looked at some of my custom textures, and it appears you're right. I think you need to "tell" Inventor that the texture is transparent by naming the file as "whatever&.bmp" rather than "whatever.bmp" -- so the ampersand is the key. Then the color of the bottom right pixel defines the color in the bitmap that will be treated as transparent.
Message 8 of 15
ToddHarris7556
in reply to: geeves1293

I like Alewar's approach to getting the BMP in the first place. I'll add a couple of thoughts:

1) By setting the background color prior to grabbing the screen capture as Alewar describes, you could likely save yourself a little image-editing time.

2) I create a specific material for the bar grating. Use your new image, and then set the density appropriately. i.e. 1 1/4" x 1/8" bar grating weighs something like 5.94 #/SF. This translates to something like .03311 #/in^3. Doing this gives you the weight of the grating.

3) As Brian says.... the lower right corner does not have to be magenta. The most common trick is:
- save the image with the _& name
- size the image 1px bigger than normal. if you've got a 64px image, set it to 65px square. Then set your lower right pixel to be whatever transparent color you want. AD just happens to use magenta, so it's really obvious when you're picking colors in the Styles box, which ones are transparent. No need to follow suit, but it seems like a reasonable convention. I stick with it.

4) Play with the image-size and scaling. Smaller images, will, I suspect (never tested it) result in better performance, but will definitely show more pixelation, obviously. The texture here is 64px, scaled up to 800% to approximate the spacing. As alewar says, you could also model full-size, grab the screen capture, and scale 100%.

You do get some funny wrapping of images around corners, etc, and you don't get a true sense of depth of the object. But at least you get the ability to see through the grating in the model, and it doesn't kill the performance so much.
Also, if you render these, they'll render reasonably (more or less). Light passes through them, they cast shadows, etc, but they basically behave as planar objects. So it's not 'correct', but it's not horrible, either.

Good luck.

Todd
Product Design Collection (Inventor Pro, 3DSMax, HSMWorks)
Fusion 360 / Fusion Team
Message 9 of 15
ANDYSHIPP8571
in reply to: geeves1293

Awesome! Thank you.

Message 10 of 15

The part file material is missing an image.  Do you have an image file associated with this part, or was it left generic on purpose?

Message 11 of 15
JDMather
in reply to: david_coulam

You have replied to an ancient thread.

I recommend that you start a new discussion and link back to this one for reference.

I can post a video on the process of applying cosmetic texture.


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Message 12 of 15
andrew_canfield
in reply to: JDMather

How would a meshed part be shown on a drawing?

Message 13 of 15
johnsonshiue
in reply to: geeves1293

Hi Andrew,

 

The ability to create drawing views from mesh bodies was enabled in 2018 or 2017. When creating a drawing view, make sure click on Recovery tab and include the mesh. The mesh body is indeed shown in the drawing view just like regular bodies.

Many thanks!



Johnson Shiue (johnson.shiue@autodesk.com)
Software Test Engineer
Message 14 of 15

I'm thinking a mesh body is not a mesh appearance - for example..

the gates are a true modeled mesh (from extrude circles to show the wire - downloaded) - the panels are a custom appearance bitmap..great in the model, blank on the drawing.

I'd like to find a way to represent the mesh on the drawing without having 1000's of lines to be processed.

Thinking the section view 'assign material' like option - one for the wish list?

Mesh Apperance.JPG

Message 15 of 15
johnsonshiue
in reply to: geeves1293

Hi Andrew,

 

I thought Shaded View in the drawing should work for that right? You want it to be shown in non-shaded view?

Many thanks!



Johnson Shiue (johnson.shiue@autodesk.com)
Software Test Engineer

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