Tile3D software is intended for use in ceramic tile stores. It could be used to demonstrate to your clients how one or another tile collection will look in a certain interior. Moreover, Tile3D will be useful for interior designers and for everybody who wants to upgrade his home interior.
Tile3D allows you to create a 3D model of a room with doors, windows, sanitary ware and other 3D objects, cover walls and floor with tile, wallpapers, linoleum or any other finishing material. In addition to high-quality visualization, Tile3D allows you to calculate the quantity of needed tile or any other finishing material, depending on the size of the room and project settings. This feature will help you to accurately estimate the cost of materials.
The program allows you to export data to external render (Pov-Ray) format. Using Pov-Ray you can get realistic, high-quality images of your project (for version 7.02+Render).
Program installation should be done in a way that the user has FULL RIGHTS on operation in the directory of the program and all subdirectories. Therefore, it is highly recommended to install the program as administrator by right clicking on the installation file and selecting "Run as administrator".
To create a room based on the contour, click on button.
8. Surface Covering Mode. To enter the mode click on button.
8.13. To delete all tiles from the Surface click on button.
10. To delete the whole Surface with all tiles on it click on button.
11. To switch between 2D and 3D view of the Surface click on button.
12. After you have completed editing Surface or covering it with riles, you should transfer Surface back to the Room. In order to do it click on button.
17. To calculate project data (tile quantity, coverage area, material consumption) click on button.
18. To delete the whole project click on button.
19. To switch between 2D and 3D view of the Project click on button.
20. To save the project click on button (or select 'File→Save', 'File→Save as').
21. To open existing project click on button.
27. External render (for version 7.02+Render)
To register the program, follow the steps below:
1. Send Hardware ID and Registration Name
a) Start the program
b) Select "Help" → "Registration"
c) Click the "Send" button to create an e-mail containing your Hardware ID. The email will be created in your default email client. Enter your registration name (legal or natural person) at the end of the line "Name for registration" in the body of the e-mail. You may just copy Hardware ID (select it and press Ctrl-C) and paste it to the e-mail with the registration name. Send the e-mail to firstname.lastname@example.org.
You can also register the program by filling the registration form on www.tile3d.com website. In order to do that, please click the "Web registration" button. In return, within 1-3 business days you will receive an email with the registration key, using that key you will be able to register the program.
2. Enter registration information
a) Start the program
b) Select "Help" → "Registration"
c) Enter or paste your registration name (you have sent it together with the Hardware ID) into the corresponding field of the registration form.
d) Copy the registration key from the e-mail into the clipboard (select it and press Ctrl+C).
e) Enter or paste your registration key into the corresponding field of the registration form.
f) Click "OK". If the registration was successful, you will see the following message:
In order to check if the program is registered or not, please start the program and select "Help" → "About Tile3D". If you will see "Unregistered version" in the bottom part of the appeared window, then the program hasn't been registered and is still in Demo mode. If you will see "Registered to... ", then the program is registered and has no limitations. Moreover, in "About Tile3D" window you can also find information about your Tile3D version and the number of days left (for time-limited license).
A scene has the following coordinate system: X-axis — horizontal position (left to right), Y-axis — depth of the scene, Z-axis — vertical position.
The center of created room is automatically placed in the middle of coordinates. Scene view uses two cameras: perspective (3D) and orthogonal (2D — top view). Click button to switching between cameras. Cameras are located on the same 'holder': orthogonal camera — in the middle of the 'holder', and perspective camera is put sideways X- and Y-axises.
1 — perspective camera, 2 — orthogonal camera, 3 — holder.
There are the following View Navigation modes:
- in the 3D-mode pressing of the left key of the mouse in the field of display and its movement across and verticals leads to rotation of the perspective camera round the 'holder' centre on axis Z or X accordingly ('holder' centre initially is in the centre of a scene);
- movement of cursors of the scene, located on the right and below, leads to moving of 'holder ' together with cameras concerning the centre on axis Y and X accordingly; the direction of axes does not vary at rotation of the perspective camera;
- Rotation of a wheel of the mouse — change of a focal length of the camera (zoom)
At mode inclusion 'Panoramic view' (the button on the bottom panel) pressing of the left key of the mouse in the field of display and its movement across leads to moving of a support with cameras along a movement direction (co-ordinate X and Y scenes), at mouse movement on a vertical there is a moving of a support to chambers along axis Z (on height). For mode switching-off 'Panoramic view' press the button once again.
1. To create a new project click on button or select "File" → "New Project". After that Project Settings windows will appear.
You can open Project Settings window anytime by clicking on button.
In the 'New project' field you can specify new project's name (not the project's file name).
In the 'Wall height' and 'Wall thickness' fields you can set parameters of a new room. It is possible to change wall height and thickness even for separate walls and even after the room was created. But you can't do it for corner blocks (the blocks that are used to connect one wall to another). Therefore, it is highly recommended to set a wall height and thickness before creating a room.
Using 'Background color' and 'Grid color' fields you can change background and grid colors in the main window.
'Default location of Grid Origin Point' — when you create a surface on a wall Grid Origin Point will be placed in the specified corner.
'Grid spacing in contour drawing mode' — defines distance between gridlines in contour drawing mode. When you draw contour points of contour 'cling' to grid nodes helping you to draw straight lines easily. You can change grid spacing using in the program's main window by clicking on button.
'Grout width' and ' Grout color' — these are default parameters for grout. You can change grout width or color for a separate wall, block's surface, ceiling, floor or cutout.
'Grout location' — 'According to grid origin point' — tile is laid very close to the Grid Origin Corner and all grout joints are created by adding grout joint width to tile width and height. 'On all tile edges' — a tile is placed in the center of the grid step, i.e. grout joints are located symmetrically on all tile sides. In both cases the grid step is equal to the tile width/height plus the joint width.
'Glue consumption' and 'Grout consumption' — these parameters are used to calculate the required amount of glue and grout.
2.1. Click on button to start drawing contour. Left click to place contour point.
Contour is drawn according to the grid, i.e. every contour point is placed in the closest grid node. Default grid spacing is 10 cm. Near the current point you can see and its coordinates in centimeters (X — horizontal, Y — vertical) calculated from the last contour point. These coordinates are also displayed at the bottom of the window together with the length of current line.
2.2. Click on button to change grid spacing. The following window will appear:
In this window you can change vertical and horizontal grid spacing or hide grid.
2.3. In order to close contour click on its first point or click on button.
2.4. Click on button to delete the contour.
If you have set a contour point in the wrong place, you can delete it by pressing Ctrl+Q.
3. You can edit the contour after you have created it. You can edit each segment of the contour. Click on one of the contour points, and then on another one. After the segment is selected, a dialog box with segment length appears. Change segment length and click OK.
Wall length is changed in the direction from the first point to the second one (that is, the first point remains as is and the second point moves according to the specified wall length). Click on button to create a room based on the contour.
3.1. You can edit a wall after creating a room, but before covering the wall with materials.
Select an uncovered wall by double clicking on it and click the button. In the appeared window you'll see a contour of the wall and door/window contours (if any).
It is impossible to edit a wall contour. You can only reduce the wall height by entering a new value in the 'Wall height' field and clicking the 'Change height' button. You can change wall thickness by entering a new value in the 'Wall thickness' field. Note that by changing a wall thickness you change only the thickness of the wall's part that is located between corner blocks (see the image below). You can't change corner block's height or thickness.
Moreover, using a wall editor you can create wall-through and non-through hollows of various shapes: rectangular, rectangle with rounded corners, arched and circular (ellipse). Creating hollows in walls is similar to creating hollows in blocks. A hollow shouldn't cross other hollows, wall contour, doors and windows — in that case it will be deleted. To create a hollow, you should left click on the desired point of the grid and draw the hollow's contour by holding the left mouse button. Then release the left mouse button to complete the hollow.
Before drawing hollows contour you can set whether it will be wall-through or non-through. If you want to create a non-through hollow, you should specify its depth and the number of points in a circle (if the cutout is circular). The current (selected) hollow is displayed in red. You can delete a current hollow by clicking the 'Delete current' button. If you want to delete all hollows, click the 'Delete all' button.
You can change already created hollow by selecting it using left mouse button (selected hollow will be displayed in red). Non-selected hollows are displayed in yellow. Then right click on the hollow and select 'Edit'. In the appeared window you can change cutout's size, move it along X/Y axes, change cutout's depth or make it wall-through.
Using wall editor you can also edit floor and ceiling. However, you can only create wall-through hollows in floors and ceilings. These hollows would be useful if you need to place a ladder in your room.
After you have made all the necessary changes, you can transfer the current wall to the project by clicking on button. It is impossible to cover a wall-through hollow's inner surfaces. Non-through hollow's inner surfaces could be covered in the same way as blocks.
You can also use hollows in a wall to create a built-in mirror that looks very realistic after rendering. Create a hollow with a zero depth (or deeper — if the mirror is in a niche), cover it with a light roll (you can add such material to the catalog in advance). Then in the render settings set material's reflectivity = 1 and reduce all the other parameters to 0 (for version 7.02 + Render).
4. Block editor is intended to create partitions, podiums, etc. Each of these elements could be created as a block of the certain form. Click on button to open a block editor.
A block is created in the same way as a room contour. Contour editing mode ('Size' mode) is turned on by default and allows you to edit each segment of the contour (see Contour editing).
You can create a column using the button. Click on this button and draw a circle by holding and releasing the left mouse button. After you release the left mouse button the following window will appear:
Here you can specify whether you want to create an entire column or a column's sector of arbitrary angle. Specify a radius and the number of points in a circle, the number of points determines radius smoothness (on how many segments the circle will be divided). In 'Block thickness' field you can set the column height.
After that you can edit the contour using 'Spline', 'Radius' and 'Hollow' buttons. By using the 'Spline' mode, at first you should select a contour's segment that you want to edit. Then change the segment's shape by holding and releasing the left mouse button.
The current contour's segment is displayed in red. You can delete it using the 'Delete selected' button. You can delete all splines using 'Delete all' button. In order to edit the spline again you should select it using the left mouse button.
Likewise you can turn any contour's segment into a radius. Click the 'Radius' button, enter the desired value in the 'Points in a semicircle' field and select the segment. Then an external radius (the radius directed from the contour's center) will be drawn. Its diameter is equal to the size of the selected segment. If you want to change the radius, you should select it and move the mouse by holding the left mouse button. If you need to create an inner radius, click the 'In/Out' button. This button allows you to change radius position to the opposite. You can edit or delete a radius in the same way as splines. Note that you it is possible to edit or delete a spline only if the 'Spline' button is activated. The same applies to a radius.
After editing the block's contour, click on 'Include in Contour' button in order to include the spline/radius in the contour. After that the 'Hollow' mode will be automatically turned on and it will be impossible to edit the contour. In the 'Hollow' mode you can create hollows of four types: rectangular, rectangular with rounded corners, arched and circular (ellipse). All hollows are wall-through. Select the hollow type by clicking the appropriate button. Move the mouse while holding the left mouse button to draw the hollow's contour. Release the left mouse button to finish drawing the contour. A hollow shouldn't cross other hollows, wall contour, doors and windows — in that case it will be deleted after you release the left mouse button.
You can select a hollow the same way you select a spline or a radius. If you want to change size or position of a hollow, right-click on it and select 'Edit'. In the appeared window you can change hollow size and move it along X/Y axes.
After drawing hollows click on 'Include in the contour' button in order to include hollows in the block. Then set the block thickness in the 'Block thickness' field. Using the 'Change thickness' button it is possible to change the block's thickness after the block was created. To create a block click on button. you should switch to 3D mode and set the block's rotation angle using the buttons. Using the button you can save a block in order to use it in your project. The block is saved as a file with *.blk extension in the ..\Bloñks\ subdirectory of the program's main directory. By clicking on button you can load the saved block from this subdirectory.
By clicking the button you can transfer the block to the project. The block will be places in the middle of the room at a floor level. In order to change the block's position you should at first select it by right clicking on it and choosing "Select object". Then you can move it to the desired position. You can set the block's coordinates and rotation angles in the same way as you set them for 3d objects (see Placing 3dt and 3ds objects).
In contrast to 3DT-objects, you can't select a block by double clicking on it with the left mouse button. Instead you should right-click on a block and select "Select Object". If you double click on a block, you'll select the block's surface and not the block itself. If a surface consists of splines and radiuses, it will be selected and covered as a whole surface. Please note, that it is possible to cover hollow's inner surfaces. It is also possible to cover hollows that have a form of circle or rounded rectangle.
After that you can transfer selected surface to the Cover Editor using the button. In contrast to walls, a contour is created on the block's surfaces automatically, i.e. it is impossible to create an arbitrary contour by yourself. To delete a block you should select it and choose "Delete Object". To copy a block you should select it and choose "Copy Object". All blocks are copied with uncovered surfaces.
In order to load a block into the editor, you should at first select the block by right-clicking on it and selecting "Select object". Then right-click on the block again and select "Edit block". In the editor you can change block thickness, rotate block and save it to a file or transfer in back to project.
5. When you need to cover a wall, a floor or a ceiling, you should at first select it by double-clicking on it. Selected wall/floor/ceiling is marked with a semi-transparent contour. In the same way you can select block's or cutout's surfaces that need to be covered.
You can deselect wall/floor/ceiling by double-clicking on it again.
6. In order to insert a window you should at first select (double-click) a wall, where you want to insert a window, and then click on button. Then the following dialog window will appear:
Here you can define window type, window size, arch radius, width, thickness and texture of window-frame and window-sill. Moreover, in the bottom part of the dialog window you can set the distance from the left corner of the wall to the inserted window. Click OK, and a window with the given parameters will be inserted into the selected wall.
To delete a window you should at first select it by double-clicking on it. Then right-click on the window and select "Delete Object". The selected window will be deleted.
In order to edit a window please select it by double-clicking on it, then right-click on it and select "Edit Window/Door". After that the windows will be loaded in the editor where you can change all windows parameters except window size (for project created in version 7.0 and higher).
7. In order to insert a door you should at first select (double-click) a wall, where you want to insert a doror, and then click on button. Then the following dialog window will appear:
Here you can define door size, arch radius, width, thickness and texture of door frame. Moreover, you can set the distance from the left corner of the wall to the inserted door. Click OK, and a door with the given parameters will be inserted into the selected wall.
To delete a door you should at first select it by double-clicking on it. Then right-click on the door and select "Delete Object". The selected door will be deleted.
In order to edit a door please select it by double-clicking on it, then right-click on it and select "Edit Window/Door". After that the windows will be loaded in the editor where you can change all door parameters except door size (for project created in version 7.0 and higher).
8. To enter Surface Covering Mode click on button.
8.13. To delete all tiles from the Surface click on button. If there are two different Surfaces on a wall, the program will ask you to choose from what Surface to delete tiles: 'Surface 1', 'Surface 2' or 'All'. The first surface is the one that was created first (see Creating Surface based on custom Contour).
8.1 To quickly create a Surface right-click and select "Create Surface" in the pop-up menu. After that a Surface will be created on the whole wall.
If you need to lay tile to on the whole wall, click on button and start a Contour of the desired Surface.
8.2. Surface Contour is created in the same way as Room Contour, but available area is limited by wall size. Surface Contour editing is similar to Room Contour editing. If you have set the point in the wrong place, you can delete it by pressing Ctrl+Q. Click the button to close of the contour (you can also close of the contour by left-clicking on its starting point). Click the button to delete the contour. Moreover, you can edit length of contour's segments after you have created the contour. Click on the first point of the segment and then on the second point. Change segment's length value and click OK. Moreover you can create curved segments. In order to do that after creating a contour you should right-click and select "Draw radius".
Then pick a center of estimated circle and click the left mouse button. After that you should specify a desired circle radius by moving the mouse and then left-click again.
Then the program will ask you to select a method of including radius in the Contour: to integrate radius segment with the contour or to cut segment from the contour.
Select necessary mode. Then you can continue to edit contour or create surface by the instrumentality of button or select 'Create surface' out of pop-up menu (right-click).
If you want to create the second surface on remainder wall — just click right-click on clear area and select 'Create a surface' out of pop-up menu. The second one will be generated (its color will differ).
Surfaces are covered discretely and can be covering with different matter. For example, laminated plastic and tile respectively. Automatic mode of filling out works only for current surface.
8.3. You have to define a base angle from which tile is to be laid. Click the button and click an angle of the created surface; thus it is marked as the base angle (see the picture below). The default base angle is defined according to the Project Settings.
8.4. To set up the automatic shift or the coordinate shift of the Grid Origin Point, click Vbutton. It is necessary to speed up laying operations if a collection of different sized tiles is used. After clicking the button the following window appears:
Select the desired direction of the automatic shift and click OK. The picture below shows the tile laying mode with the automatic 'UP'-shift of the Grid Origin Point. When the lower tile has been laid, the Grid Origin Point is shifted up. Then, if another tile with a different height is selected, it simply can be laid from above. Otherwise, you would have to shift the Grid Origin Point up with an additional operation (see the next point).
The coordinate shift of the Grid Origin Point shift is necessary to shift one row of tiles relative to the other row, e.g., to shift in size of half a tile. Using the option 'Place Grid Origin Point in the center of' you can place the Grid Origin Point in the center of the surface for covering, or in the center of the whole contour.
8.5. To change the Grid Origin Point, click on button. Then click the Grid Origin Point. Thus it "sticks" to the mouse pointer. Move the Grid Origin Point to the desired place (to one of the corners of any tile) and click there. After surface creating, the grid spacing is set automatically according to the current tile size.
The second way to change Grid Origin Point is to double-click on it, move it to the corner of any tile and left-click on this corner. Grid Origin Point will be placed in the selected corner.
8.6. To adjust grout parameters, click the button. The following window appears:
Here you can define grout joint width (from 0,1 to 2 centimeters) and its color. You can define grout parameters separately for each wall; as default, the current grout parameters are used. You can define grout parameters before starting tile laying. If the surface is already covered with tile, it is impossible to change grout parameters (except for its color).
8.7. You can lay tile on the created surface using a Tile Catalogue (in the right window). To open the Tile Catalogue, click on "Materials" panel (above to the right) or right-click the Tile Catalogue and choose the option 'Add' from the pop-up menu (or double-click "Materials" panel). Thus the Tile Catalogue appears:
You can choose the desires tile or a tile collection (the upper level). Click OK, and the tile or the tile collection is loaded into the Tile Catalogue in the right window. If the desired tile is chosen, you can open the Catalogue Menu. Right-click the tile and choose the option 'Properties'. Thus a dialog box appears, containing the 3D image of the tile and the tile measures:
Here you can change some tile properties, such as weight, cost and quantity of tiles in a packing. All these properties are used to calculate the project. Note: tiles loaded from the Materials are considered as project tiles; so the changes are accepted only in the project but not in the original Materials.
To clear the list of chosen tiles, in the Catalogue Menu choose the option 'Clear'. Thus tiles that are not used in the project are deleted from the list. To update properties of the chosen tiles (if the properties have been changed in the Materials) in the Catalogue Menu choose the option 'Update'. If new tiles or collections are added, they appear at the end of the list.
In order to check database state and correct possible errors select "Optimize" from the pop-up menu. This will resort tile list in the project and optimize texture files. When you add new tiles to the project, they will be added in the end of the list.
8.7.1. To lay the tile, double-click the desired tile to select it. Thus the current tile background is changed.
Then move the mouse pointer over the surface to be covered and click it. The tile is placed in the selected surface square. To cancel selection of the tile, double-click it again.
8.7.2. To speed up the tile laying you can use some automatic operations. To enter the automatic modes, right-click the selected tile piece (or the tile row) on the surface to be covered. Thus a pop-up menu opens with the list of automatic operations.
Option 'Fill in Row' — to fill the row with the selected tile (the tile that was selected when the menu was opened) in the desired direction. If the option 'Every 2nd tile' is selected, then only every second tile in the row is filled.
Option 'Copy Row' — to copy the selected row in the desired direction. If the option 'Every 2nd Row' is selected, then only every second row is filled.
Option 'Cover' — to copy the selected row in the desired direction up to the end of the surface to be covered. If the option 'Every 2nd Row' is selected, then only every second row is filled.
The options 'Every 2nd Row' and 'Every 2nd tile' are useful for creation of a checkerboard surface. To switch off these options, choose them in the menu again.
8.8. To set the grid rotation angle, click on button. Then the following window appears:
You can to set quickly several fixed turning angles, or to input the turning angle manually. Tiles are turned counter-clockwise. Tile laying grid tied up to the anchor point turns visually. In the automatic paving modes, the directions 'to the right' or 'to the left' and etc. remain tied up to the grid. Only those tiles are formed automatically where the turning angle corresponds with the current turning angle.
If you need to quickly change a grid angle, you can select a tile with a desired turning angle and use 'Set Grid angle equal to tile angle' function. In brackets you'll see the turning angle of the selected tile.
8.9. To enter the Ñover Editing mode, click on . button. To switch it off click the same button again. Switching on this mode you can choose tiles to be deleted, to do this just click the tiles.
Thus the tiles are marked as semitransparent blocks. To delete the marked tiles click on button.
When the first tile is selected, you can move the mouse pointer over another tile, without releasing the mouse button, thus it is selected as well. In this way, by moving the mouse pointer over the desired tiles, you can quickly select the necessary tile block. To cancel the selection, click one of the selected tiles. By moving the mouse pointer over selected tiles without releasing the mouse button, you can quickly cancel the selection.
8.10. You can use this mode to substitute tiles of the same size because actually only the tile texture is changed. Enter the Editing Surface Mode and select a tile of the desired type, the selected tile is marked as a semitransparent block. In the Tile Catalogue, double-click a tile that is to substitute the selected one. Then click on button. Thus the texture is substituted.
8.11. To show surface dimensions select the Menu option "Surface" → "Show Dimensions". For more legible result you can switch off the grid (Enter the Menu "Surface" → "Hide Grid"). In small sizes the location of the figures can be unacceptable. The figures can be shifted. To do it, click them and keeping the button, place the figures into another area.
Dimensional lines size, colour, character type and its size Settings can be regulated (Menu "File" → "System Settings").
If there are two different Surfaces on a wall, the program will ask you to choose surface to show dimensions: 'Surface 1', 'Surface 2' or 'External contour'. The first surface is the one that was created first (see Creating Surface based on custom Contour). The program does not display dimension for curved segments and segments shorter than 9.5 cm.
8.12. When covering surface, you can use canceling last operations Mode (Undo), as well as return them after canceling (Redo). If the surface and all the tiles are deleted, the operation buffer for canceling is cleared. Undo/Redo Mode Setting is located in the Menu "File" → "System Settings". The option is available only in Selected Surface for Covering Mode.
9. To calculate surface data (tile and consumable materials quantity), click on button. Thus a window with calculated results appears.
The box 'Qty(whole)' shows the quantity of whole tiles, and the box 'Qty(cut)' shows the quantity of cut tiles. The column "Total" is counted on the basis of calculation settings (the Menu "File" → "System Settings"). The program exports the calculation results to MS Excel, to the printer or to CSV-file. You can show the calculation results, or the current picture, or both together. To do this, select the desired option in the positions "Calculation" and "Images". To CSV-file only calculation can be exported.
9.1.Print the documents. Once the projects is calculated, to print the document of a free form, click the button "Print the documents". Thus a list of forms from the subdirectory "Forms" of the program catalog appears. Select a necessary document to be printed.
9.2. Creating document form. Create a new Excel document and set it as you need, using the possibilities of Excel. Then save it in the subdirectory "Forms" of the program catalog.
The program transforms the data into the document form on basis of the following key figures:
9.3. Multiplication of lines on the document nomenclature. To have the document of the same lines as the number of positions in it, enter the modifier [Multiply] into any column of the line to be multiplied. After multiplication is done, the modifier text will be deleted from the document. Only one modifier is processed in all the form!
13. Layout is a combination of tiles that can be saved as one block and then be used to cover surfaces. To define a layout, click on button in the Surface Covering mode. Select tiles which you are going to save as layout (the selected tiles are marked as semitransparent blocks). Rolled coverings (wallpapers, linoleum) are not included in a layout.
Then click on button (or choose 'Tile → Save as Layout'). Enter the name of the file. The default file extension is '.smp'. All layouts are stored in subfolder 'Samples' of the program folder. In the right part of the program's window you can see the catalogue that includes four modes — 'Materials', 'Layouts', 'Objects' and 'Blocks'. Below there is an example of a catalogue in the 'Layouts' mode.
In this mode you can see all samples from the subfolder 'Samples' of the program folder. Right-click the desired layout to open a pop-up menu. Choose the option 'Properties'. Thus a dialog box with the image and measures of the layout appears. To use the sample in the project, double-click the desired layout. Thus the current layout background is changed.
Then move the mouse pointer over the surface to be covered and click it. Thus the layout is applied to the chosen surface square. To cancel the selection of the current layout, double click it again. To delete a layout from the catalogue, choose the option 'Delete' from the catalogue pop-up menu (to open the pop-up menu, right-click the desired layout).
Tiles turned at any angle could be included in a layout. It is better to create a layout using a rectangular surface that has uncut (whole) tiles on the edges. However, sometimes a tile could be cut by other tiles or surfaces. If you include such tile in a layout, it will be considered as whole tile. Therefore, if you use such layout and want to get the right image, you should place it in the right place. Otherwise some tiles in the layout will be uncut. On the image below you'll see a corner layout placed in the bottom left corner of the surface (it is limited by the corner's edges) and the same layout placed in the center of the surface (it is not limited by anything).
14. The system allows placing 3D objects (*.3dt and *.3ds) into the room to create a more realistic image. The file format *.3ds is well-known and doesn't need special explanations. However, it is necessary to notice that some 3ds objects can be displayed in the system incorrectly. It can happen because the displaying of duplicated and clone elements of 3ds objects is rather complicated. 3dt is an internal format of Tile3D software. It includes a 3dt object, a preview-image that is displayed in the catalogue, texture external files, an object settings for POV-Ray render and Tile3D. By default all objects are located in the "Models" subdirectory of the program's main directory.
There are two ways to place an object.
1) Click the button 'Objects' to open a list of folders in the subfolder 'Models'. Select the desired folder and double-click it to open. To leave the current object folder, click on button. After selecting an object you may right-click on the mouse and choose 'Properties' in the pop-up menu. A window with the object image and properties will appear. To place the desired object in your project, double-click it. Thus the current object background is changed. Then move the mouse pointer over the room and click where you want to place the object. Thus the object is placed in the desired place on the floor-level. To cancel the selection of the current object, double-click it again. The selection of the object is cancelled automatically by placing.
2) Using the second way, you can place not only 3dt objects, but also 3ds objects. To do it, click on button. A browser window appears.
Browse to the desired the object and click the button 'Open'. After loading, the object is automatically marked with a semitransparent block.
To move the placed object in three dimensions, use the color arrows. Put the mouse pointer over an arrow and click and hold the mouse button. Move the mouse pointer in the desired direction. Thus the object is moved. Tori are designed to rotate an object at any angle around the axis. Place the cursor on a torus and click the left mouse button. By holding the left mouse button move the mouse to the left or to the right in order to rotate the object. When you select an object, the panel with object's angles and coordinates settings is automatically activated in the bottom part of the screen.
An angle entering/editing mode is activated by default (the button is switched on). When you rotate an object, rotation angles are displayed in the appropriate fields. If you enter rotation angle values in these fields, an object will be rotated. Using the button you can return an object to its original position (all angles=0). By clicking the button you turn off the display of X and Y tori. In this case, if you select an objects or a block, there won't be any tori near them. This option could be useful when it isn't necessary to rotate the object along X and Y axes and you don't want to block up the object's display. By clicking the button again you turn on the display of additional tori. If you try to move the object, the object coordinates entering/editing mode will be activated automatically (the button will be switched on).
In this case the object's coordinates are measured from the bottom left corner of the room to the closest bottom corner of the selected object.
The button is intended to put a reference point in any of the room's corners.
Select any angle and click OK to put a reference point in it.
In order to deselect an object you should double click it with the left mouse button. If you want to select the object again, double click it again. If you add an object using the button, it will be places in the middle of a room at a floor level. By right clicking the object you open a context menu that allows you to manage the current object.
"Install Object" → "on the floor", "on the ceiling " — is used to put the current object on the floor, ceiling.
"Delete Object" — allows you to delete the current object.
"Object Scale" → submenu that allows you to change object's units of measurement, i.e. the scale. Scale positions are given from the lowest to the highest. When you scale an object it is placed in the center of the room at a floor level.
'Rotate Object' → 'Axis' → submenu that is used to rotate an object around the selected axis at a fixed angle ('0 degrees' option is used to return an object to its original position).
"Object Properties" — if you select this option, the object will be opened in a separate window. See the image below. In this window you can estimate the object size, change its scale and check its position along the axes.
"Copy object" — allows you to copy the current object.
In order to increase an object quality you should use the button in the bottom left corner of the program's window. This button turns on/off a gloss on the object's surfaces that were adjusted using Make3DT — a special utility program that is included in Tile3D software. Most objects on tile3d.com website are already adjusted using Make3DT. That leads to increase in object's image quality in Tile3D and in POV-Ray render. "Gloss" mode doesn't require large additional video resources, you can always enable or disable it. However, it is possible to enable this mode only if your graphic card capability allows you to do it. Note that the main requirement for the graphic card is the correct support of OpenGL video format (version 1.5 or higher) and not less than 512 MB of video memory. The images below show an object without gloss (the upper one) and an object with gloss (the bottom one).
15. Every project has two main light sources — the first is connected to the perspective camera (i.e. it coincides with a user's view), the second coincides with the orthogonal camera (i.e. it is located on the top of the room, see Scene View Navigation).
Two buttons on the control panel are intended to manage light sources. Using the button you can turn on/off the orthogonal light source, if you haven't selected any object. But if you have selected an object, by clicking the button you will place a light source in the center of this object. On the image below you'll see an object (a lamp) with a light source in its center. In this case the button is used to turn on/off the the lights source in the center of the lamp.
By default the light source intensity is set to 1. In order to change light source settings you can use the button. If no object is selected, this button allows you to change light source default settings.
You can turn on/off any light source, change its brightness or make it a source of shadows using "Light source settings" window. If you have selected an object, then using this window you can change its light source settings.
Shadows are used in visualization mode (Mode → Visualization): all objects will cast shadows from this light source. Note that in order to turn on shadows it is not necessary to turn on a light source in the object. These parameters do not depend on each other. If you turn an object into a source of shadows and select it, its selection-cube will be displayed in pink.
16. In the Room Displaying mode you can open a pop-up, just right-click anywhere. Following options are available in the pop-up menu:
'Hide Wall/3D Object' option allows you to make the selected wall or 3D object invisible, for better view of inner covers of the room.
'Show All Walls' option allows you to show all walls.
'Show All 3D Objects' option allows you to show all 3D objects.
'Cover other walls similarly' option — thus the vertical tile row under the mouse pointer is selected, and all walls without covering are filled automatically, according to the pattern on the selected row. The base angle is defined forcedly in the left bottom. Only tiles with a zero turning angle are copied.
22. You can add new materials to the program or edit their parameters using materials database. You can open it by selecting "Database" → "Materials".
In order to add a new material (tile) to the database you should select a positon in the list of materials where you want to add a new element, right-click on it and chose one of the following options in the pop-up menu:
"New Element" — is used to add a new Element into the current level of the list.
"New Child Element" — is used to add a new Element into a sublevel of the selected list level.
"Import" — is used to import a tile collection or even several tile collections from *.xls (MS Excel), *.csv (Open Office) file or zip-archive.
When you import tiles collections from a zip archive that contains collections of more than one tile manufacturer, the program prompts you to select a tile manufacturer which collections should be imported into selected level.
If there are more than one collection of the selected manufacturer, they will be imported one by one into selected level. If you haven't created a directory for the specified tile manufacturer, you can copy manufacturer name from the field in the bottom part of the window, then cancel import, create new directory by right-clicking and selecting "New element" and paste copied manufacturer name into "Name" filed. Then select created directory and import collections from zip archive again.
"Delete" — deletes selected element in the database. If selected element has sub elements, they will be deleted together with their parent element.
In the right part of the window you can enter tile characteristics and images (texture).
In order to load tile texture, right-click right click on tile image and select "Load". Then find image file you need and double-click on it. If you need to save tile image form the database to a file, you should right click on it and select "Save".
For tiling height and width should be entered, for composition flooring — only one of the dimensions, which depends on roll`s placement (horizontal/ vertical). Zero data is a sign for program that cover is roll and current size sets up to the max — to wall`s fit. Material thickness is a required parameter and it can`t be zero.
For tiles and other rectangle shaped materials you should specify height and width. For roll materials (wallpapers, linoleum, etc.) you should specify only height or only width. If you set height or width of any material to 0, the program will understand that this material is a roll material and will set height or width value according to wall height or width.
In order to find a tile or tile collection in the database by its name, you should go to the beginning of the list and type the name. The program will automatically select the first tile in the list with the given name. To search for the next tile in the list with the given name please press Ctrl + Enter.
In order to make the work with database more stable please tick "Optimization after collection import" option. If you do that, database will be re-sorted every time you import or delete collection.
If you receive an error while importing a new collection or tile, please click the button and the program will restore the database. While restoring database the program may have to delete the last imported collection, in that case the program will inform you about how many records were deleted. You can also create database backup and zip it by clicking the button. By default the program will offer you to save database archive in '..\Archive' subdirectory. Database archive will have a 't3d' file extension, its name will contain current date.
Click the button to restore database from backup archive. At first, the program will restore database in a temporary directory and then will offer you to replace database. By doing so your current database will be deleted! If you don't want to lose your current database, please at first make a backup of your current database and only then replace it. Since all materials in Tile3D projects are stored independently from the database, database replacement won't affect your projects.
22.1. In order to change bump mapping settings you should use the button. In the appeared window you'll see the list of all surfaces used in the project.
Bump mapping range: from 0.1 to 1. In most cases a sufficient bump mapping value is 0.1. This value is set for all surfaces by default. Moreover, using "Bump Mapping settings" window you can turn on Gloss Effect on surfaces. You can turn on/off Bump Mapping and Gloss Effect by clicking on button in the bottom left corner of the program's main window. However, it is possible turn on Bump Mapping and Gloss Effect only if your graphic card capability allows you to do it. Note that the main requirement for the graphic card is the correct support of OpenGL video format (version 1.5 or higher) and not less than 512 MB of video memory. When you activate the bump mapping mode, graphic card resource consumption will increase. This could lead to slowdown when you move a scene using a mouse. The images below shows tiled surfaces with bump mapping mode turned off (the left image) and turned on (the right image).
23. Using 'System Settings' window you can:
- set the height of the camera's position relative to the floor
- turn Undo/Redo mode on or off
- select anti-aliasing level (if your graphic card allows to do it):
'None' — turns anti-aliasing off;
'Default' — sets anti-aliasing level according to graphic card settings;
'aa2x' — anti-aliasing will work using 2x2 pixel matrix;
'aa4x' — anti-aliasing will work using 4x4 pixel matrix.
It is better to change anti-aliasing level before loading a project, because it is impossible to change anti-aliasing level when bump mapping or gloss are used in the project. Sometimes after you change anti-aliasing, it is necessary to adjust the gridlines. In order to do that you should use the 'Gridlines thickness' field.
Below you'll see three images showing three different levels of anti-aliasing: none, aa2x, aa4x
On the "Calculation settings" tab you could set tile calculation parameters:
- set tile calculation parameters (for tiled coverings)
On the "Calculation settings" tab you could set the size dimension lines spacing and color, dimension font and font height:
24. Using "Create Elevation" option you can import images of walls, floor and other surfaces together with material calculation data to Excel or Open Office spreadsheet.
"Include in Elevation" — choose surfaces that you want to include in Elevation drawing. Walls are numbered according to Elevation Origin point settings (by default it is located in lower left corner of the room).
"Output order" — order of displaying surfaces in Elevation.
"Output form" — select desired output form: every surface on a separate sheet, Elevation on A4 sheet (landscape orientation), Elevation on A4 sheet (landscape orientation), all surfaces on one A3 sheet (landscape orientation).
"Material calculation" — select how to calculate material consumption: do not calculate material consumption, calculate material consumption for all selected surfaces, calculate material consumption for the whole project (including surfaces that were not selected), separately calculate material consumption for every selected surface.
"Display materials as" — select how to display material calculation results: as an image or as an Excel spreadsheet.
"Scale" — select scale for displaying surfaces.
"Show dimensions" — tick this option to show dimensions for surfaces (width and height for walls and blocks).
— select Elevation Origin point (it affects walls numeration). Wall numbers are displayed on the 3D model of the room and on project scheme.
— show calculation settings window:
"Do not optimize following tiles during calculation" — select and check (double-click) tiles whose area shouldn't be optimized (see System Settings — Calculation settings). If you do so, all tiles of selected type will be counted as one whole tile (regardless of tile surface area). This rule is established only within the current project, and acts on all material calculations in this project.
"Project Scheme scale" — select scale for project scheme (by default it is equal to surfaces display scale).
"Include in calculation" — select what parameters you want to include in an image with calculation results. Check "Area" option to display calculated number of tiles.
"Logo" — select an image (72x72 pixels) that should be used as a logo. It will be displayed in the lower right corner of each A3/A4 sheet if you check "Use Logo" option.
Click "Export" to display Elevation. Elevation will be displayed according to selected output format. If are using MS Excel and you have selected A4 or A3 output format, sheet orientation (landscape) and margins (0.4 cm) will be set automatically. Moreover, header and footer size will be automatically set to zero.
If you are using Open Office, Elevation export will be configured based on default cell. Default cell size in Open Office is defined by Open Office system font (Arial,10). Therefore, if you to export Elevation in A4 or A4 format, we highly recommend you to use MS Excel instead of Open Office, because printing settings are not transferred from the program to Open Office (via AutomateIT).
If you are using Open Office and you need to export Elevation in A4 or A4 format, please do the following:
1. Create a new template for Open Office Calc:
- File → New → Spreadsheet
- Choose Format → Page…
- Go to "Page" tab and select the right page format (A4 or A3) from the drop-down list
- Orientation → Landscape
- Set all margins to 0.4 cm (12 pt), but the program will be able to set them by itself
- Go to "Header" and "Footer" tabs and turn header and footer off.
- Click OK, then select File → Templates → Save…
- Enter a name for the new template in the blank input field and click OK.
2. Then make Open Office to use created template as default template:
- Select File→ Templates→ Organize…
- Double-click 'My Templates' in the list on the left
- Click on the name of your template
- Click "Commands" button and select 'Set As Default Template' form the drop-down list
- Click the 'Close' button
- Now when you export Elevation its printing settings will be based on a template that you created.
25. Using visualization mode you can create high-quality true to life images of your project. To activate visualization mode go to 'Mode → 'Visualization'. Visualization mode works with the current image of your project. Visualization mode has the following settings:
'Light from windows' — shadows in the project will be created based on light coming through windows (created by default). You can use not more than three windows as a light source (restricted automatically).
'Installed light sources' — shadows in the project will be created based on light form artificial light sources (lamps, spotlights, etc.) installed in your project (see Placing light sources). You can use up to 6 light sources, including windows (if used).
'Shadow depth' — is used to adjust the opacity of areas covered by shadow.
'Smooth shadow' — is used to smooth out shadow edges.
'Hide grout' — is used to smooth out rough grout joints grid.
'Shadow direction' — is used to adjust the 'incidence angle' of shadows. If the slider is in the upper position, shadows fall almost parallel to the light source, if the slider is in the lower position, shadows falls almost vertically. By default shadows from the light source is directed to the center of the room, and shadows produced by window light fall inside the room perpendicular to the window.
Click on 'Display image' to create and display an image:
Click on 'Save' to save image in bmp format.
'Sharpness' option allows you adjust image sharpness.
26. Some tips for successful work with OpenOffice.org
1. Install OpenOffice.org 4.1.1 or higher.
2. Install AutomateIT-0.9.6-alpha (it is used to connect to OpenOffice)
You can find a download link for OpenOffice at www.tile3d.com. After installing the above mentioned software package you will be able to export calculation results to OpenOffice instead of Excel.
3. Recommended settings for OpenOffice.org (OpenOffice → Parameters)
If a dot is used in Windows as a decimal symbol:
User interface → Standard
Local settings → Standard
Decimal symbol → from OS settings
Default document language → Western → English
Actually all you need is to select language which uses decimal symbol set in Windows. Then all the figures will be correctly imported into OpenOffice Calc.
27. The "External render" option is intended to adjust the current project, export it to external render format and launch rendering process to get high-quality images. You can launch rendering mode by selecting "Mode → "External render".
Tile3D software is using Pov-Ray (http://www.povray.org/) as an external render. Pov-Ray render can be downloaded and installed by any user from the specified website. Using this render to create images for personal and commercial purposes is free. Tile3D supports export to POV-RAY official version 3.62 (3.6.2.msvc9.win32) and to POV-RAY beta-version 3.7 (3.7.0.XXX.msvc9.win32). Both render versions are 32bit and are intended for use with Microsoft Windows OS. Unlike version 3.62, the beta-version 3.7 supports multiprocessing, that is, if you have a multi-core processor, the program will use all cores and that will lead to proportional increase in speed of rendering.
Pov-Ray render is using ray-tracing technology. It creates an image by modeling the path of light rays in the real world. In the real world light rays radiate from light source and illuminate objects. Light reflects from objects or passes through transparent objects. That reflected light gets to the camera. The ray-tracer is modeling the reverse flow of rays from the camera to objects. Every time when an object gets on the ray path, in this point the surface color is calculated. The ray is sent from this point to each light source, in order to determine the quantity of light coming from the source.
In order to get realistic images, computer builds projections, cuts invisible sides, calculates light sources by translating huge arrays of numerical data in a form accessible to perception by the human eye. This process is called rendering. Rendering is the most capacious computing process. One of the main aims of rendering is creating an image as close to reality as possible. To do that, computer should take into account all laws of the real world. Therefore, the number of calculations could be quite large. During rendering process your computer is taking into account all factors to get maximum-realistic images, therefore this process could take a long time. The speed of rendering could be affected not only by the processor capacity, but also by the number and complexity of factors, such as ray tracing, when computer is calculating light dispersion, reflection, refraction based on material properties of objects, surfaces and light sources. The speed of rendering is also strongly affected by the degree of anti-aliasing. Using project settings you can set the optimal ratio of the rendering time and image quality. Please, note that in this case the video card parameters do not affect rendering time.
For example, below you can see three images: first — the original image, second — rendering with adjusted materials, low-quality anti-aliasing and without light reflected form surfaces; the third image — high-quality anti-aliasing and calculation of reflected light (radiosity), it makes the image deeper and more realistic.
Description of the buttons from the upper settings panel:
button — open render settings window.
button — export project to Pov-Ray render format. This button is unavailable in demo-version. Exported project is saved in subdirectory \PovRay_Scene. Any changes in the project and project settings will be taken into account by render ONLY after the launch of project export.
button — launch render. In demo-version only render-check mode is available. It shows you already exported static projects: Demo1 — project of bathroom without calculation of reflected light and Demo2 — project of kitchen with day- and sunlight from the windows and reflected light. You can stop rendering at any time by pressing Alt+G keys (rendering main window should be active). In registered version the button is unavailable, if you haven't exported the project to render format.
button — select Spherical Panorama mode. In registered version this button is unavailable, if you haven't exported the project to render format.
So, at first you should download render using the links specified on the website http://www.tile3d.com/demo/. We recommend using render version 3.7, especially if you have a multi-core processor. Version 3.6 always can be left 'for emergency' as 3.7 is a beta-version and can be changed. All changes will be considered and, if they affect the compatibility, the program will be developed further. While installing the render select the following:
Before installing a new beta-version you should always uninstall the previous one. However, it is not necessary to uninstall version 3.6. After uninstalling, check the directory with render ini-files. The directory is located in 'My Documents' folder — subdirectory '\POV-Ray3.7\ini' (or '\POV-Ray3.6\ini' for version 3.6 — if for some reason you have decided to uninstall this version). Since the program saves customized ini-file to this subdirectory, it won't be automatically deleted during uninstalling and that will prevent further installation. Therefore, you should delete subdirectory '\POV-Ray' before starting the new installation. When you start the render for the first time, you'll see an informational window, click on 'Ok' button in this window.
27.1. You can open this window by clicking on button in the project rendering configuration window. It is used to set render access parameters.
'Render version' — select the render version that you are currently using. The system will automatically search for render installation path and, if it is found, will display it in the 'Access path' section. Moreover, the system will search for path to render configuration file and, if it is found, will display it in the section 'Replace Pov-Ray configuration file' section. Absence of the given file is not a 'failure', because it won't be created until you start the render.
'Access path' — select 'Written in Windows settings' if you have included an access path to the file 'pvengine.exe' (render executable file) in Windows environment variable 'PATH'. Otherwise, click on 'Set access' path. button opens a window to specify the subdirectory where 'pvengine.exe' is located. If the access path is already given to the right of the button, it means that the system has found render and no further action is required. If the path is not specified — most likely the render is simply not installed.
'Replace Pov-Ray configuration file' — button is available, if there is a Pov-Ray configuration file included in the distribution kit of the given program and the path to render configuration file is found. Render configuration file is ALWAYS located in 'My documents' folder, in subdirectory '\POV-Ray3.7\ini' (or '\POV-Ray3.6\ini' for version 3.6). Therefore, if the button is not available, it means that the render was installed incorrectly or it is impossible to find the directory with render configuration file. In the last case, you should MANUALY copy the file 'pvengine37.ini' (or 'pvengine36.ini' — for version 3.6) from the directory where you have installed the program to the file 'pvengine.ini', access directory to which is specified above.
If button is available, click on it to copy the configuration file. In this setting it is impossible to edit render source files and limitations on file recording are switched off. If you don't do this, the system will try to do it itself, and in case of failure, there could be errors by render operation.
'Unload Pov-Ray' — this option is always on in this version, that is, when you close the render it will be unloaded after the end of the operation.
'Directory for files-images' — using button you could set the directory for saving images created by render (by default: subdirectory \Projects). Click on 'Ok' to save the settings.
27.2. This panel includes the following settings:
/ button before the name of the panel allows you to hide or show the panel.
'Size (pixels)' — is used to set the size of the final image in pixels.
'Width, Height' — is used to edit the size of the image in 'Custom size' mode.
'On screen' — if this option is active, during rendering the process of creating the image will be displayed on the screen.
'In File' — The final image will be saved in a file with a name given by the user in the next field. A directory for saving images could be specified in a window opened by clicking on button. Image format — '.bmp'. button shows you the file created by the render in a separate window. The button is available if this file exists in a specified directory.
'Gamma correction' — is used to set color gamma for a display and (or) for the output file-image. This is a correction of brightness depending on the output device characteristics. The increase in gamma-correction improves contrast, intelligibility of dark image areas, without making light details to contrast or to bright. For the hardware platform IBM PC and Microsoft Windows in most cases the acceptable value is 1.0. Possible values — from 0.5 (the darkest) to 2.5 (the lightest).
'Anti-aliasing' — is used to set the degree of smoothing the image (anti-aliasing). It removes "steps" on the edges of the objects. 0 value — disables this function. You can use this function for fast rendering when setting in project the properties of materials, light, etc. Please note that anti-aliasing significantly affects rendering time. Possible values — from 0 to 20. In most cases 8-12 value is acceptable.
'Zoom(%)' — is used to zoom images in or out within a small range (from -60% to +60% of the original size). Render displays objects in the same way as they look in the program. This function makes the camera to zoom in or out, changing a viewing angle. The function may be useful if the size of the room (the camera is usually situated in the room) does not allow you to move the camera 'far away' — if you do it, the camera will be outside the room. By setting negative zoom you will allow the camera to capture more image details. However, large negative values can lead to distortion of the image.
'Radiosity — Calculation of the reflected light' — this option uses light, repeatedly reflected from objects and surfaces, to calculate illumination. This mode increases rendering time, but on the other hand, it makes the image look more realistic, shades cease to be monophonic and plane, corners become shaded. 'Adjustment' button is not available in the current version, therefore average settings are used instead. In the next version it will be possible to adjust radiosity parameters manually.
'Hide ceiling' — don't show ceiling in a project during rendering. This mode could be useful when the camera is outside the room (above the ceiling). Hidden walls are also not displayed during rendering. You should remember that if you turn on daylight (or sunlight), in most cases the image will be too bright (you can reduce daylight brightness using light/sun settings).
Please note that if you have unexpectedly received dark or light image, it means that the camera got in a wall (you should check position of the camera using 'Light/Sun' Panel), or the camera is outside the room (for example, above the ceiling).
27.3. This panel includes the following settings:
/ button before the name of the panel allows you to hide or show the panel.
'Light sources' list includes two default light sources (B1 and B2), their coordinates are similar to project cameras coordinates (see Scene View Navigation). When using lamps and daylight you could switch them off to avoid influence on illumination. Then the program includes all light sources that were turned on (using button) to the light sources list. Their names are I1, I2, etc., object's name is written in brackets. Each light source could be switched on/off in order to use it (or not to use it) in illumination of the project. Each light source settings consist of the following options:
'Correction' (+X, +Y, +Z) — is used to change light source coordinates in cm. Range: from -100 cm to +100 cm. If you include a light source in an object, it is placed in the center of the object. In order to move it to a real light source (for example, a light bulb) you can use 'Correction' function.
'Brightness' — is used to adjust light source brightness. Range: from 0 to 2 (1.0 by default).
'Color' — is used to set light color. Default color — white.
'Effective radius (cm)' — is used to set an effective radius of a light source. Range: form 10 cm to 400 cm (by default: 200 cm). Effective radius defines a distance from the light source, where intensity and color properties of the light source remain the same. You can use effective radius to calculate the light from weak light sources, such as table lamps, etc. Look at the image below: on the left — brightness 0.7, effective radius 200; on the right — brightness 0.7, effective radius 20.
In the middle of the panel you can see a room scheme (top view), location of turned on light sources and perspective camera. Dotted lines show viewing angle of the camera. When you change light sources location, all changes will be displayed on the scheme (except Z coordinate — height). buttons allow you to zoom in/out the scheme of the room.
'Light from windows' — is used to turn on illumination around the room (daylight). 'Brightness' — regulates daylight brightness (range from 0 to 30). Default value: 6.0, this corresponds to the average brightness of daylight. 'Color' — should be used to set daylight color (it is used to imitate blue tint of sky or yellow tint of sunset, etc).
'Sun' — is used to turn on direct sun rays, which could get to the room through windows. When you change sun location, all changes will be displayed on the scheme. 'Angle above the horizon' is used to sets the height of sun above the horizon (in degrees).
27.4. This panel contains a list of materials (tiles, wallpapers, etc.) that are used in the project. This panel is used to adjust light settings of materials:
/ button before the name of the panel allows you to hide or show the panel.
'Ambient' — is a reflected background light radiation of material which is so distributed by the environment (objects, walls, etc.) that it is impossible to define it. In the simplified calculation model (without calculation of reflected light — radiosity) it is necessary to set ambient, otherwise objects will be to dark. The default ambient for all objects is 0.6. Adjusted range: from 0 to 2. If radiosity is turned on, ambient is automatically set to 0.2.
'Diffuse' — is a reflection of the light coming from one direction, which is the same in all directions. Diffuse is the basic component, while calculating multiple light reflection (radiosity). The default 'Diffuse' for all objects is 0.6. Adjusted range: from 0 to 2. If radiosity is turned on, diffuse is automatically set to 0.8.
These two components (Ambient and Diffuse) could be adjusted after automatic setting, but in most cases default settings are sufficient. When you use only daylight, the light gets to the room through windows, and you should use radiosity, because without it the scene will be to dark. You can adjust the degree of illumination by increasing daylight brightness or by adjusting material diffuse of walls, floor and ceiling. By increasing 'Diffuse' of a material you will increase the degree of registration of the light from this material in the general scene illumination.
'Specular' — is a reflection of the light coming from one direction, in a certain direction. Shiny metal and plastic have a high specular component, while a piece of carpet doesn't. This option defines how shiny material looks. The default specular value for all materials is 0. Adjusted range: from 0 to 2. . If you turn on gloss for a material, its 'Specular' value will be automatically set to 0.8.
'Highlights' — the size of glares that is determined by the quality of the surface. It could vary from 40 (plastic) to 250 (polished metal). The higher is the quality of the surface, the smaller and brighter are the glares. Adjusted range: from 0 to 400. If you turn on gloss for a coating, its 'Highlights' value will be automatically set to 60.
'Bump mapping' — bump mapping value in this field is entered automatically, if you activate bump mapping mode in your project. If you set bump mapping value higher than 0, you will be able to choose a bump map type. The default bump map type is 'Texture', i.e. material's own texture is used to create a bump map. You can also choose another bump map types: 'Granite', 'Leopard',' Marble', 'Ripples' or 'Quilted'. After choosing a bum map type the corresponding image will appear under the bump map type checkbox. The higher is a bump mapping value, the higher will be the surface's roughness. Bump mapping adjustment range: from 0 to 1. If you have chosen a 'Texture' type, the sufficient bump mapping value will be 0.1. Note that a bump mapping effect doesn't actually modify the size or shape of the surface. It only simulates bumps and wrinkles on the surfaces of an object.
'Reflection' — the ability of material to reflect light only in that direction for which the angles of incidence and reflection are the same. The default reflection for all objects is 0. Adjusted range: from 0 to 1. You can create an ideal mirror by setting Ambient=0, Diffuse=0 and Reflection=1. The majority of polished surfaces will look realistic if their reflection is 0.03-0.15.
By clicking on 'Doors, windows' you can set light properties of doors/windows materials. Ambient and diffuse settings are used not only for doors and windows, but also for non-covered ceilings and grout. Therefore, when you reduce reflection properties of all coatings, these room units correspond to the common brightness of the image.
'Set for all materials' button allows you to set the given material characteristics for all materials.
27.5. This panel contains a list of objects that are used in the project and is intended to adjust light settings of all materials of objects:
/ button before the name of the panel allows you to hide or show the panel.
On the left you can see an image of an object (if the image exists — all 3dt objects have such image, but 3ds objects don't have it), on the right — the list of adjusted materials of the object. In the list after the texture name you can see the name of replacement material (the number of replacement material from the list) and material polishing degree (the number of selected polishing degree).
'Adjustment' button opens Object properties window, using this window you can adjust all materials of the selected object. Most objects on www.tile3d.com website are already adjusted for use in POV-Ray render. After you load an object into the project, its textures are automatically loaded in the 'List of adjusted textures'. However, if you have saved object's settings in the Object properties window, then this settings have a priority over the settings that are stored in the object itself.
27.6. 'Adjust' button on the object panel opens object properties window, which is used to adjust all materials of the selected object:
The object is displayed in the left part of the window. 'Materials' list contains all materials of the object, and by selecting any material you select elements of the object that are using this material. Under the list you can see color, texture and transparency of the current material.
'Quick replacement' option allows you to instantly replace the current material. The following elements are available for replacement:
And also 'Mirror' sets mirror material properties (for mirrors) and 'Color':
'Color' sets color of the material. 'Transparency' — sets a degree of transparency (1 — absolutely transparent), the 'Clear' button allows you to return to original color or texture. When you set transparency in color quick replacement mode, transparent material lets only the light of the selected color through (i.e. the light passing through the material is colored in the color of the material).
'Polishing' option allows you set the degree of material polishing. This option is unavailable in 'Mirror' mode.
When you select quick replacement to metal or glass, the program is using special settings and you can't change them. In 'No' or 'Color' mode polishing degree setting corresponds with coating settings and is available for correction. 'Ambient' and 'Diffuse' parameters are automatically set in the same way as for coatings.
In polishing 0 mode (no polishing button is pressed) only 'Ambient' and 'Diffuse' parameters are set, in polishing 1 mode (the first polishing button is pressed) 'Specular' and 'Highlights' parameters are set too (and thus you can change them), in polishing 2 and 3 mode all coating parameters are set and available for correction. By default in 'no' mode (original color and texture) and 'Color' mode polishing 1 corresponds with patent surface and polishing 2 — with polished surface.
By using different materials you can get completely different objects.
Save button allows you to save material settings for the current object. And if you use such object I the next project, object settings will be automatically loaded. Object settings are stored in PovRay3DT.ini file, in the program main directory.
27.7. Click button on Screen/File/Options Panel to show the file created by render in a separate window. The button is available if this file exists in the specified directory.
Save button allows you to save the image in bmp, jpg, png format.
Load button allows you to load the image in bmp, jpg, png format.
27.8. Let's adjust the project Bath_Piper.bin, which is included in the program. Below you can see the appearance of this project.
'Radiosity — Calculation of the reflected light' and high-quality anti-aliasing are the main factors that increase rendering time. Therefore, we will set 'Anti-aliasing' to 8 and switch off 'Radiosity'.
The size of the image affects rendering time too, so the image size will be 640 x 480. The number of light sources as well as processing of transparent, shiny and reflective surfaces also increases rendering time. There is only one light source in the project — the lamp Bejorama1979 Guero.3ds. Below you can see light source settings:
We have used default material settings (Ambient and Diffuse) and set 0.03 'Reflection' for all wall tiles, 0.10 — for all floor tiles.
We've adjusted objects using quick replacement and polishing buttons. All chromium surfaces — Chrome1, Polishing 2 and 3; the lamp — Gold_Dark_Gold material — Gold 1, Polishing 2; the vase with a leaf (55_Bowl.3ds) — vase material — Glass 5, Polishing 2, also we have changed the leaf material — we have made it more green. Ceramic surfaces — without changes, Polishing 3. The mirror (55_Mirror) — 04_Default material — quick replacement to mirror.
You can check other settings by yourself, their adjustment won't cause any difficulties. Below you can see the result of rendering::
Rendering time in version 3.7 beta using Intel Core2 Duo 2.66 Ghz — 20 seconds.
Rendering time in version 3.62 using Intel Core2 Duo 2.66 Ghz (only one core was used) — 35 seconds.
27.9. Let' adjust the project Example.bin, which is included in the program. Below you can see the appearance of the project.
Light source — a lamp, all settings by default: brightness 1.0, effective radius — 200 cm. At first, we have adjusted wallpapers, parquet tiles, cupboards and the vase. We have switched on radiosity and set 0 anti-aliasing (in order to increase rendering speed). Parquet tile settings: specular — 0.2, highlights — 50, reflection — 0.05. Wallpaper settings — by default.
In the project we have used non-covered ceiling, its color is white (by default). Light properties of the ceiling could be set using 'Doors, windows' option on the Coating Panel. We have set them by default.
Cupboard (La_Goiconda_008.3ds) settings: wood texture — polishing 3, 'Ambient' — 0.3 (in order to make the texture look lighter), fittings — gold 1 polishing 3, for a glass — polishing 3.
Vase (55_Bowl.3ds) settings: vase material — quick replacement to glass, polishing 0 (no polishing button is pressed), leaf material — color replacement (we have made it more green) and polishing 1.
Let's direct a camera at the object, export project to render and start rendering. You can see the result of rendering below:
In order correct wallpaper flare, we have reduced wallpaper 'Diffuse' to 0.6. Moreover, in the same way we have changed 'Ambeint' of parquet tiles, doors and windows. We could also reduce light source brightness, but then the cupboard will look dim. We have set anti-aliasing = 12. The result is given below:
Parquet tiles are to dark, therefore we have returned its 'Diffuse' to 0.8, we have also increased reflection of the cupboard (wood texture and glass) to 0.15. Vase material polishing is set to 1.
Curtain parameters: fabriñ — without adjustment; curtain rail — color replacement, polishing 3; cord — polishing 3.
Lamp parameters: lampshade — polishing 2, base — chrome 1 polishing 2, wooden parts — polishing 1, metal parts — chrome 1 polishing 2, lamp pole — polishing 2.
On the 'Light, Sun' Panel we have changed height of the light source position, in order to move the light source to the bulb we have increased the height (+Z) to 95 cm.
The result is given below:
We have adjusted the second cupboard in the same was as the first, mirror material — quick replacement to 'mirror'. Also we have increased anti-aliasing to 16.
Then we have turned off the light source and turned on the daylight and the sun. Daylight brightness — 9.0. You can see all daylight settings on the image below.
We have turned off anti-aliasing, exported the project to render format and launched rendering:
After that, we have created a view outside the window. Using Block Editor we have created a block (the size of the block — 500õ400 cm) and installed it outside the window. Then we have chosen a picture for the outside view, made a tile form it (the size of this tile — 500õ400 cm) and covered the block with this tile.
The position of the block depends on the position of the camera. It is better to install the block perpendicular to the camera
Note, that by default, block material settings are the same as all other coating settings. This should be corrected, in order to avoid the daylight "spoiling" the image. We have set 0 material 'Ambient' parameter to 0 and 'Diffuse' to 0.4, curtain fabric 'Diffuse' is reduced to 0.6. Anti-aliasing is set to 12. Here you can see the result:
Let's change object material settings. Curtain fabric settings — we have replaced curtain fabric color, reduced transparency to 0.5, replaced vase material to red glass.
In order to compensate the reduction of transparency we have increased daylight to 15. Below you can see the result:
27.10. Click the button to open Spherical Panorama settings window. It is used to adjust Spherical Panorama parameters. All main parameters of Spherical Panorama image are taken from rendering settings while exporting project to render format.
'Size (pixels)' — is used to set the size of the final image of spherical panorama in pixels.
'Width' — is used to edit the width of Panorama image in 'Custom size' mode (height of panorama image is twice less than the width and can't be edited separately).
'Camera height' — allows you to set the height of camera that is used to create a Spherical Panorama (range 0.5-2.7 m), originally this value is equal to perspective camera height.
'Camera position' — position of the perspective camera: could be either the current position or the geometric center of the room.
'Output Panorama to file' — spherical panorama image will be saved in a file with a name given by the user. By default the file name is equal to render image file name with '_Panorama' at the end.
A directory for saving images could be specified in a window opened by clicking on button . Image format — '.bmp'. button shows you the file created by the render in a separate window. The button is available if this file exists in a specified directory.
The button starts render that creates Spherical Panorama. You can stop rendering at any time by pressing Alt+G keys (rendering main window should be active).
27.11. The button that is located in Spherical Panorama settings window shows you the file created by the render in a separate window. The button is available if this file exists in a specified directory. Press and hold left mouse button to rotate Panorama, use mouse scroll wheel to zoom in or out.
'Rotation' option is used to rotate Panorama automatically
Use button to save Spherical Panorama image in bmp, jpg, png format.
Use button to load Spherical Panorama image from bmp, jpg, png file