Rendering a 3d Model with Art*lantis Demo


With the advent of the personal computer it has become common practice for a designer to create both a virtual 3d model and a scenic rendering on the screen of his studio computer. Often two software packages are necessary -- a CAD program to create the 3d model and a rendering program to produce the final presentation. We will design and model the set in VectorWorks and render the design with the free demo version of Art*Lantis 4.5 (which can be down loaded from the company web site). The demo version has these limitation -- (1) All Save functions have been desactivated, (2) the rendering size is fixed at 500 x 375 pixels, and (3) all renderings carry an Art*lantis 4.5 and Demo Version "watermark."
Link to Some Early Experiments with Art*lantis 4.5 Demo


Isometric View of Amber's Virtual Model created in VectorWorks 8.5
Copyright © 2004 by Amber Noble

A.) Create a 3d Virtual Model in VectorWorks 8.5

  1. Begin the process by building a 3d Virtual Model of your set in VectorWorks. See Building a Virtual 3d Model with VectorWorks 8.5 for more information.
  2. After you have finished designed your set save a copy of the model (*.mcd) under a different name (File / Save As...) to your subdirectory on the hard drive.
  3. Using this second copy of your model select and delete the floor plan of the Project Theatre.
  4. Using the Rectangle Tool in the 2D Tools palette (Palettes / 2D Tools), create a box which completely encloses your set.
  5. Extrude (Model / Extrude) this box, assigning it an elevation of 0". This will be the stage floor.
  6. Check the side view (View / Standard / Right) of your model to ensure that the stage floor is actually at an elevation of 0".
  7. Create a class for each scenic object in your model. (Organize / Classes... / New). In the above example I created the following additional classes.
    1. Floor
    2. Wall
    3. ChairSofa
    4. Table
    5. Chair
    6. Cyc
    7. Returns
    The figure class was created when I pasted the figure into the model.
  8. Using the Object Info palette, (Palettes / Object Info) assign each scenic object to its respective class.
  9. Establish a 3d image (isometric or perspective view) of your model. (Views / Standare Views / Right Isometric)
  10. Export the 3d view of your model as a DXF file to your sub-directory on the hard drive. (File / Export / Export DXF/DWG). Choose DXF Text, Version 12. and accept the default Conversions.



A Rendering of Amber's Virtual Model created in Art*Lantis 4.5 Demo
Model Copyright © 2004 by Amber Noble, Rendering Copyright © 2004 by Larry Wild
Backdrop Copyright © 1997 by Tobins Lake Studio

B.) Render your set in Art*Lantis 4.5 Demo

  1. Open the DXF file in Art*lantis 4.5
    1. On the menu bar click on File / Open.
    2. Go to your sub-directory on the hard drive.
    3. Click on the DXF file.
    4. Accept the default checks.
    5. Click OK.

    When your file opens both the fixed camera and the single light source will be in the upper right corner of the screen. You will be looking at your set from back stage.

  2. Move the camera to the front of the model.
    1. On the menu bar click on Windows / Edit Fixed Cameras.
    2. Click on the Vector icon in the upper right corner of the Fixed Camera window. A plan view of your model will open in another window.
    3. Click and grab the camera with the mouse and drag it to the new position.
      • You can move the model in the window by clicking on the hand icon and dragging the set to a new position.
      • You can also change the plan view to either a sectional or elevational view by clicking on the front or side of the box icon at the bottom of the window.
      • You can see the camera view in the Preview window.
    4. When you have finished moving the camera close the Fixed Cameras window.

  3. Move the light to the front of the model for better visibility.
    1. On the menu bar click on Windows / Edit Lights.
    2. Click on the Vector icon in the upper right corner of the Lights window. A plan view of your model will open in another window.
    3. Click and grab the light with the mouse and drag it to the new position.
    4. If necessary, adjust the intensity of the light by dragging the green slider in the center of the window to the right.
    5. When you have finished adjusting the light close the Light window.

    When your file opens every scenic object (wall, floor, figure...) in your set will have the same color (a light grey) and texture. You change the color and texture of each object in the Shader window. It is also possible to choose a material from the Library (see Step 5 below) and then adjust the color and texture (Shininess - Roughness) of that material.

  4. Shade (or color) each area of the model.
    1. On the menu bar click on Windows / Edit Shaders.
    2. Click on an object, for example: the wall. The name of the object you have selected will appear in the title bar of the Shader window.
    3. Choose (by clicking) a color from the Art*lantis Color Display in the Shader window. The value of the color as well as the texture (Shininess - Roughness) can be adjusted with the sliders in the Shader window. Each change can be seen in the Preview window
    4. Repeat steps 2 and 3 until each object has a color and texture. OR

    5. On the menu bar click on Windows / Edit Shaders.
    6. On the menu bar click on Windows / Library.
    7. Click on an object.
    8. Choose a material from the Library window. Additional Families of Material can be selected from the Drop Down list at the bottom of the Library window.
    9. Click and drag the the material from the Library window to the chosen object in the Preview window.
    10. Adjust (or change) the colors and texture of the material with the sliders in the Shader window. See Step 3 above.
    11. Repeat steps 8, 9 and 10 until each object has an assigned material.

  5. Creating a painted backdrop behind the model. The drop behind Amber's set is a rental (#243: Garden Drop) from Tobins Lake Studio. I downloaded the image from their web site and pasted it onto the cyc.
    1. On the menu bar click on Windows / Edit Shaders.
    2. Click on the backdrop (cyc).
    3. Check (by Clicking) Apply Textures.
    4. Click Create in the Texture Mapping window.
    5. Open the image file.
    6. Accept the default checks.
    7. Click OK.
    8. Adjust the texture (Shininess - Roughness) and Opacity in the Texture Mapping window.
    9. When you have completed the adjustments, close the Texture Mapping window.

  6. Set the Background Display behind your scenic model.
    1. On the menu bar click on Windows / Edit Background.
    2. Click Uniform
    3. Choose (by clicking) a color (typically black).
    4. Exit the Background window.

  7. Reset the Display Options to display the shadows created by the lighting.
    1. On the menu bar click on Options.
    2. Click (check) Ray Tracing, Cast Shadows and Recalculate.

    At this point the designer needs to light his virtual model. Below are a few basic principles.

    1. Keep the light plot simple.
    2. Use no more than two parallel front lights -- one on each side of the stage in the box boom position.
    3. Use one high angle parallel back light to separate the actor from the general back ground.
    4. Use only one or two directional spot lights to isolate an actor or project a pattern through a window.
    5. Choose colors and intensities that reveal the three dimensional qualities of your set.

    Art*Lantis provides three possible light sources.

    1. The Point Light (icon: lightbulb) is an omnidirectional light source.
    2. The Parallel Light (icon: sun) illuminates the scene in a given direction
    3. The Directional Light (icon: spotlight) illuminates the scene in a given direction -- the size and sharpness of the pool of light can be adjusted.

  8. Light the model
    1. On the menu bar click on Windows / Edit Lights.
    2. Click Create.
    3. Choose (by clicking) the type of light (Point, Parallel, Spot).
    4. Click (check) the Shadow box.
    5. Click on the Vector icon in the upper right corner of the Lights window.
    6. Click and grab the new light with the mouse and drag it to its position.
    7. Click and grab the arrow to focus (point) the Parallel and Directional light.
    8. Set the intensity of the light by dragging the green slider.
    9. Choose a color from the Art*Lantis Color Display.
    10. Adjust the tone of the color with the slider.
    11. Click on Expert... to adjust the beam angle and edge quality of a Directional (spot) Light.
    12. Repeat steps 2 through 10 for each new light in the scene.
    13. When you have finished lighting your model, close the Light window.

  9. Render the model into a JPG file.
    1. On the menu bar click on Windows / Render Fixed Cameras....
    2. Choose the Doc Format (JPEG) from the drop down list
    3. Check (by clicking) Antialiasing, Ray Tracing, Transparency and Shadows
    4. Click Render now

E-mail questions and comments to Larry Wild at wildl@northern.edu.
Last updated: March 10, 2006
Copyright © 2004-2006 by Larry Wild, Northern State University, Aberdeen, SD