AutoCAD 3D Course Manual
AutoCAD 3D Course Manual
AutoCAD 3D Course Manual
AutoCAD 3D ®
Training Manual
Written by Kristen S. Kurland
Viewports 1.1
Screen divided into three tiled viewports
-Vports Command
5. Click OK.
Stores the current elevation relative to the current UCS for the current
space.
Flat Shaded
Sets the ratio of diffuse reflective light to ambient light (in percentage
of diffuse reflective light).
3D Coordinates
3D Polyline
Move Command
To place a point 1 inch above the back left corner of the rectangle,
you can use point filters. Before issuing the point filter command,
use DDPTYPE and choose a visible point style.
UCSICON 5.1
The UCS icon represents the orientation of the UCS axes and the
location of the current UCS origin. It also represents the current
viewing direction relative to the UCS XY plane.
Mspace UCSICON Pspace UCSICON
Entering @2,0,0 specifies a point two units in the X direction of the last point entered
relative to the UCS.
In practice, most coordinates are entered relative to the UCS rather than the WCS.
1. Type UCS at the command prompt. Setting the UCS with the 3 Point Method
Command: ucs
Enter an option [New/Move/orthoGraphic/Prev/Restore/
Save/Del/Apply/?/World] <World>: n
Specify origin of new UCS or [ZAxis/3point/OBject/
Face/View/X/Y/Z] <0,0,0>: 3
Specify new origin point <0,0,0>: pick origin
Specify point on positive portion of X-axis
<3.53,7.73,0.00>:
Specify point on positive-Y portion of the UCS XY plane
<2.53,8.73,0.00>:
UCS modified
UCS View 5.6 UCS parallel to the View Instead of the Object
Parallel
Displays objects so that two parallel lines in a drawing never con
verge at a single point. The shapes in your drawing always remain
the same and do not appear distorted when they are closer.
Perspective
Displays objects in perspective so that all parallel lines converge at
one point. Objects appear to recede into the distance, and parts of
the objects appear larger and closer to you. The shapes are some
what distorted when the object is very close. This view correlates
more closely to what your eye sees.
Simulates the effect of turning the camera. Changes the target of the
view.
1. Click with the right mouse button while in the 3D Orbit
command.
2. Choose More.
3. Choose Swivel Camera.
4. Choose a location in the view to change the camera.
Compass Option
UCS Icon
NOTE: If you have clipping planes ON when you exit the 3D Orbit
command, they will remain ON.
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Wire Frames Wire Frames
Wireframes 8.1
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Surfaces Surfaces
Surfaces 8.2
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Solids Solids
Solids 8.3
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Chapter 9
2D Solids and 3D Faces
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2D Solid and Hatch 2D Solid and Hatch
2D Solid 9.1
2D Hatch 9.2
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3D Faces 3D Faces
3D Face 9.3
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Edges Edges
Edge 9.4
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Invisible Faces Invisible Faces
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Pface Pface
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Chapter 10
3D Surfaces
3DBox 10.1
Pyramid 10.2
Wedge 10.3
Sphere 10.5
Cone 10.6
Dish 10.8
Direction Vector
1. Choose Draw, Surfaces, Tabulated Surfaces
or
2. Type TABSURF at the command prompt.
Command: tabsurf
Select object for path curve:
Select object for direction vector:
Revolve 12.5
Creates a composite region or solid by addition.
Sphere 12.7
Sphere Sphere with Hidden Lines
Creates a three-dimensional solid sphere.
Facetres 12.9
sphere with facetres 0.1
Adjusts the smoothness of shaded and rendered objects and objects
with hidden lines removed. Valid values are from 0.01 to 10.0.
Cone 12.10
Cone Cone with Hidden Lines
Creates a three-dimensional solid cone.
Mirror 3D 13.3
Circle Mirrored around 3 Points
Subtract 14.1
Creates a composite region or solid by subtraction.
Union 14.2
Creates a composite region or solid by addition.
Intersect 14.3
Creates a solid based on the intersection of two existing solids.
Extruded Face
Before Taper
1. Choose Modify, Solids Editing, Taper face
After Taper
2. Choose a face to change the color of. If you choose more than
one face, hold the SHIFT key to deselect unwanted
faces.
3. Press ENTER.
4. Choose a color to change the face to.
Imprint 15.6
Clean 15.8
Before Clean
After Clean
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Creating Sections Creating Sections
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Slice Command & Setting Up a 3D Drawing Slice Command & Setting Up a 3D Drawing
Slice 16.2
Slices a set of solids with a plane.
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Slice Command & Setting Up a 3D Drawing Slice Command & Setting Up a 3D Drawing
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Slice Command & Setting Up a 3D Drawing Slice Command & Setting Up a 3D Drawing
Insert a Drawing
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Solview & Soldraw Solview & Soldraw
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Solview & Soldraw Solview & Soldraw
Create a 2D Section with Soldraw 16.4
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Creating a 3D View Creating a 3D View
Create a 3D View Using UCS 16.5
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Create Hidden Line Removals Create Hidden Line Removals
Create a Hidden Line View 16.6
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Chapter 17
Rendering
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Render Command, Selection, Cropped Window Render Command, Selection, Cropped Window
Rendered Viewport
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Render Command, Selection, Cropped Window Render Command, Selection, Cropped Window
Rendered Selection
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Render Command, Selection, Cropped Window Render Command, Selection, Cropped Window
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Render without Dialog Box 17.4
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Render Destinations Render Destinations
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Render to Render Window 17.7 Render Window
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Print Screen 17.8
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Light Scale Icon and Smoothing Angle 17.9
Controls the size of the light blocks in the drawing. The value is the current scale factor (in
drawing units) of rendering blocks in the drawing. Enter a real number to rescale the blocks.
The scale factor affects the following blocks: OVERHEAD, DIRECT, and SH_SPOT.
Smoothing Angle
Sets the angle at which AutoCAD interprets an edge. The default is 45 degrees. Angles greater
than 45 degrees are considered edges. Angles less than 45 degrees are smoothed. To define an
edge as less than 45 degrees, reduce the smoothing angle.
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Chapter 18
Materials
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Materials Library, Importing, & Attaching Materials Materials Library, Importing, & Attaching Materials
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Materials Library, Importing, & Attaching Materials Materials Library, Importing, & Attaching Materials
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Materials Library, Importing, & Attaching Materials Materials Library, Importing, & Attaching Materials
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Applying Materials by Layer 18.4
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Applying Materials by Color 18.5
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Complex Materials 18.6
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Photorealistic Rendering & Mapping Photorealistic Rendering & Mapping
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New Materials New Materials
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Adjusting Material Appearances 18.7
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Textures Textures
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Chapter 19
Lights
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Point Light Point Light
Point Light 19.1
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Spot Light Spot Light
Spot Light 19.2
Light Target
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Shadows and Changing Shadow Options Shadows and Changing Shadow Options
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Shadows and Changing Shadow Options Shadows and Changing Shadow Options
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Render Smoothness Render Smoothness
Preferences 19.5
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Light Command Light Command
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Chapter 20
Scenes
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Scene Command - New Scene Scene Command - New Scene
Render a Scene
Modify a Scene
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Adding a View to a Scene 20.2
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Chapter 21
Backgrounds
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Solid Background Solid Background
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Gradient Background 21.2
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Image Background Image Background
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Merge Background 21.4
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Chapter 22
Landscaping
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Edit a Landscape Object Edit a Landscape Object
Placing a New Landscape Object 22.1
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Editing an Existing Landscape Object 22.2
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Landscape Library & Render Landscapes Landscape Library & Render Landscapes
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Chapter 23
Misc. Render Commands
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Raytracing 23.1
Introduction
Ray Tracing is a global illumination based rendering method. It traces rays of light from the eye
back through the image plane into the scene. Then the rays are tested against all objects in the
scene to determine if they intersect any objects. If the ray misses all objects, then that pixel is
shaded the background color. Ray tracing handles shadows, multiple specular reflections, and
texture mapping in a very easy straight-forward manner.
Note that ray tracing, like scan-line graphics, is a point sampling algorithm. We sample a
continuous image in world coordinates by shooting one or more rays through each pixel. Like all
point sampling algorithms, this leads to the potential problem of aliasing, which is manifested in
computer graphics by jagged edges or other nasty visual artifacts.
In ray tracing, a ray of light is traced in a backwards direction. That is, we start from the eye or
camera and trace the ray through a pixel in the image plane into the scene and determine what it
hits. The pixel is then set to the color values returned by the ray.
www.siggraph.org/education/ materials/HyperGraph/raytrace/rtrace0.htm
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Raytracing & Subsampling Options Raytracing & Subsampling Options
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Adaptive Sampling 23.3
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Raytracing & Subsampling Options Raytracing & Subsampling Options
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Raytracing & Subsampling Options Raytracing & Subsampling Options
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Fog & Render Preferences Fog & Render Preferences
Fog 23.6
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Render Statistics Render Statistics
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