Help with Rendering an Image of 3D model

Help with Rendering an Image of 3D model

Miroslav_Datel
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Message 1 of 11

Help with Rendering an Image of 3D model

Miroslav_Datel
Observer
Observer

Hello 

I am quite new with Fusion and i was asked if i can make and replicate a picture of a 3d model of doors with specific shaders and colours so i did the model as i could but as much as i tried i could not get it the same even after about 50th rendering i was closer but not there 

 

could some kind soul with skill in Autodesk apps help me if i can achieve it in Fusion or i need to use other app and how .. could some one tell me how do i achieve it ? 

 

i am attaching a picture i need to get same spec of 

 

Kind Regards

 

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Message 2 of 11

TrippyLighting
Consultant
Consultant

We'd need your model to be able to reproduce the look of the door in that image.

Please export it as a .f3d or .f3z file and attach it to a post.  


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Message 3 of 11

Miroslav_Datel
Observer
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Hello 

this is one of the models i made i tried to make it quickly so it is not precise in term of Profiles used i just did it with rectangle styles but the model works well enough for us 

 

Kind Regards

Woody

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Message 4 of 11

TrippyLighting
Consultant
Consultant

I have a few more questions:

 

1. How is your environment set up?

In my case the Z-axis points upwards.

TrippyLighting_0-1758541055636.png

That also means the illumination provided by the HDRI images that ship with Fusion are in reference to  that setup.

If I want the illumination / scene set-up to show the window in the natural, vertical  orientation, I first need to go to the Viewcube,and look at teh Top view.

Then change that to be the Front View.

TrippyLighting_1-1758541267014.png

 

2. Are you aware that you modeled this in direct modeling mode, so without a timeline?

We do NOT recommend that for people new to Fusion!

 

Hints:

 

1. No real-world object has infinitely sharp edges. Fillets provide reflective highlights, which provide vital visual cues to recognize objects.

2. Object of different materials should be separate solid bodies, or preferably separate components. Fusions is a PBR renderer where realistic object volumes are important to calculate light transmissions/absorption.

3. Glass and liquids are dielectric materials. When they interface with "normal" materials often "Z-Fighting" occurs and is visible as graphics artifacts. This can be controlled through the Dielectric priority settings for a solid body in the render environment.

 

 


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Message 5 of 11

Miroslav_Datel
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Observer

i have the Y pointing up i didnt change anything i just opened the Fusion and started to make it 

 

and for your second question i didnt know that 

i didnt work with Fusion before i had experience in other system

and on top of that like i said at work i just had to do it quickly didnt have the time to spend it to replicate the model 1:1 like to put correct curves and such 

 

i know it is not ideal but it is what i have if i would need to make it with correct visual i would need to take some time to play with the model 

 

for your note that different material objects should be separate models i actually thought about it after i send it to the Forum with a question it would propably be better and work well if i would make the door panel separete and the post separate as well 

 

 

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Message 6 of 11

TrippyLighting
Consultant
Consultant

@Miroslav_Datel wrote:

... i just had to do it quickly didnt have the time to spend it to replicate the model 1:1 like to put correct curves and such 

 


My recommendation would be to re-do it properly with a timeline. To do so it is best to go through a few introductory tutorials available directly through Fusion's help menu.

TrippyLighting_0-1758550232825.png

 

In the meantime I can see what I can do with the model at hand.


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Message 7 of 11

TrippyLighting
Consultant
Consultant

Here is how far I've gotten with Fusion:

 

F32 - Model Silver v10.png

 

The trick here is to play around with the color setting for the ground. 

A pure 100% white background might be difficult to achieve so I set it to :

TrippyLighting_0-1758569199064.png

 

Then I also played around with the Brightness setting for the background HDRI and se that from the default 1000 to 2000.

For the Glass, I applied the window glass and set the Absorption Distance to 50mm.

Remember, Fusion us a PBR renderer, so things have to be modeled to original scale. The window in your model was approximately 200mm tall, so I scaled everything up by a factor of 5.

 

TrippyLighting_1-1758569303880.png

 

 


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Message 8 of 11

Miroslav_Datel
Observer
Observer

Hello i see you made the model similar to what i was able to produce but there is one thing i am curious about could you tell me how did you manage to put that reflection on the ground ? because i cant achieve it so i dont know where to go if it is either in Render modelspace and in the enviroment somewhere there or different place to look 

 

Kind Regards

Miroslav

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Message 9 of 11

TrippyLighting
Consultant
Consultant

TrippyLighting_0-1758817316667.png

 


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Message 10 of 11

Miroslav_Datel
Observer
Observer

i had a look and that only affects the glass not the reflection on the ground ... at least on my fusion it does affect only the reflection in the glass no matter what i change on the panel you sent me could it be something with the position of the model ? can you move the source of the light to a different angle ?

 

Kind Regards
Woody

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Message 11 of 11

TrippyLighting
Consultant
Consultant

Open the model I had attached to a post above. Inspect all the settings.

The image you posted was definitely not created from the model I posted!


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