InteriCAD T6 User Manual
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Chapter 1 System Introduction
edit- This chapter introduces how to start up the system and describes the system interface, and also introduces the system tool bars in detail.
System Startup
edit- You can start up the system using any of the following methods:
- 1. Double click the InteriCAD T6 shortcut on WINDOWS desktop.
- 2. Select Program from start menu, and then YFCAD software/InteriCAD T6.
System Interface
edit- The main interface of system appears as follows:
2D Design Interface
edit- Menu Bar: Place where software commands are placed, you can use them by left click.
- Tool Bar: Place where most common commands are placed, you can use them by left click
- Workplace: specific area to construct drawing.
Render Interface
edit- Menu Bar: Place where software commands are placed, you can use them by left click.
- Tool Bar: Place where most common commands are placed, you can use them by left click.
- Workplace: specific area to construct drawing.
- Command Window: Place where you can input commands.
- Status Bar: Display cursor, coordinates and mode status.
Modeling Interface
edit- Menu Bar: Place where software commands are placed, you can use them by left click.
- Tool Bar: Place where most common commands are placed, you can use them by left click.
- Drawing Window: The Area you construct drawing. The system defaults into four-view form. The one in the left upper corner is front view, in the left lower corner is top view, in the right upper corner is side view, and in the right lower corner is isometric view.
- Command Window:Place where you can input command.
- Status Bar: Display cursor coordinate and mode status.
- Construction Graph Screen Menu: Most common Construction Graph commands.
Chapter 2 2D Design
editInterface
edit- The interface of 2D design is shown as below:
- The interface includes:
- Menu: All commands can be found in menu
- Toolbar: Shortcut icons of main commands can be found
- Design Wizard: Showing the steps of design
- Drawing space: Place where you can draw the floor plan
- Furniture library: Including Yuan Fang system library and manufacturer’s customized library. Left click to unfold each category and call certain piece of furniture
Common Operations
edit- Usage of the Mouse
- Left click: Most commands are accomplished by left click. For example: selecting pull-down menu, clicking icon on toolbar and etc.
- Right click: Some commands are ended by right click.
- For any existing object, right click on it and the edit command will be shown.
- Two Operation Rules
- Rule No.1: Select command first. Then follow the prompt to execute further operation.
- Rule No.2: Select object first. Then right click, and the exclusive edit menu towards the selected object will be shown. Note: every object has its unique edit menu. ::This menu cannot be found in the tool bar.
File Menu
editNew File
edit- Create a new drawing file.
- Basic operations:Click File > New in menu bar.
- Note: If any change has been made to the current file, the system will ask you whether to save it. Click Yes, the system will save the file. If it is a new file, the file will be saved as a new file.Click No, the system will open a new file without saving the current file.If Cancel, the system will not open a new file.
Open
edit- Open a previously saved file, which is in *.koc file format
- Basic operations:Click File > Open in menu bar. Select the file.
Save
edit- Save the current drawing file, which is in *.koc file format.
- Basic operations:
- Click File > Save in menu bar.
- If the current file has been saved successfully, a File saved dialogue box will appear.
- If the current file is to be saved for the first time, it will display the Save dialogue box.
- In dialogue box, choose the file path and input the name of the file, then click Save button.
Save as
edit- Save the current drawing as a new file in a different name.
Export Image
edit- Export any selected area in the workspace to a bitmap drawing which is in *.jpg file format.
Basic operations:
- 1.Click File> Export image in menu bar.
- 2.Click the left top corner and right bottom corner of the exported bitmap. There is a rectangle. This is the export area of the bitmap. Define a rectangular area using the left click, and that is the range for exporting a jpg file. The system will show export image dialogue box, where the dpi and size of the export bitmap can be modified. Click Export button, and then select the file path and file name to be saved.
- Print the plot drawing. This function is the same as Print function in Navigation panel.
- Basic operations:
- 1.Click File> Print in menu bar.
- 2.The system will display the Print dialogue box. There are three ways you can choose:
- Whole image area: print all content in the current view port.
- Choose scope:print certain items, in the current view port. Press “Choose” button. First left click to indicate a corner of rectangle, and then move curse to proper position to indicate the other corner on the cross. All objects inside the rectangle will be printed.
- Choose frame: print the content within one frame.
- Note:You have to insert a frame before you use this function. As for how to insert a frame, please refer to command introduction of Insert image frame.
- Print precision: define the precision of the printed image. High precision means high definition and quality.
- Position: define the position in the paper to print the image. Select User defined to offset.
- Ratio: Scale ratio compare to the real dimension
- 3.Before printing, click Preview button.
- 4.If you are not satisfied with the printed out image, please click Printing setting button to adjust.
- 5.Click Print button to print.
- 6.Click Cancel button to exit.
Print Setting
edit- Setup the paper size and layout (landscape or portrait).
- Basic operations:
- Select File> Print setting in menu bar. And the Print setting dialogue box will appear. In the square box you can adjust the paper size and layout (landscape or portrait).
Shortcut Setting
edit- Set shortcut for 2D design system.
- Click File> Shortcut setting in menu.
- The system will display the Customize dialogue box. Select the Group and Command, define a shortcut in the New shortcut box, and click Effect to confirm.
Exit
edit- Select File> Exit in the menu bar that means to exit 2D design system.
- Note:
- If the current file has been modified, then it will display the Save dialogue box.
Object Edit Function
editSelect Object
edit- When you need to move, rotate, copy and delete an object, you need to select it first. You can either select one object in one time, or select multiple objects in one time.
- Select one object in one time
- Select one command in Edit menu. The curse becomes a red square. Now move the curse to the object you want to select. The object will be highlighted in yellow, meaning the object has been selected.
- Select multiple objects in one time
- You can use region selection to select more than one object.
Undo
edit- After executing some wrong operations, you can use Undo command to return to the previous operation. You can only undo once.
- Basic operations:
- Select Undo in the Edit menu using left click, or click button in the tool bar.
Redo
edit- After executing the Undo command, you can use Redo command to cancel that operation.
- Basic operations:
- Select Redo in the Edit menu.
Move
edit- The command can move one or more objects in one time, which is usually used to adjust one set of furniture.
- Basic operations:
- 1.Click Move in the Edit menu, or click button in the tool bar.
- 2.Click the object to be moved, and the selected object will display a node with highlighted yellow color.
- 3.After selecting, click the right button to finish the current operation.
- 4.Follow the instruction, click to choose the start point. Then move the mouse. At the same time, it shows the relative displacement dynamically.
- Note: you can simultaneously select and move multiple objects (the difference to the operation of moving an object, and the latter can only move one object).
Rotate
edit- The command can rotate one or more objects in one time, which is usually used to adjust a set of furniture.
- Basic operations:
- 1.Click Rotate in the Edit menu, or click button in the tool bar.
- 2.According to the instruction, click the object. The selected object will display a node with highlighted yellow color.
- 3.After selecting, right click to finish the current operation.
- 4.Follow the instruction to define the rotation center, and then move the mouse. At the same time, it shows the relative displacement and rotation angle dynamically.
- After rotating to the proper position, click the left button to determine the target position.
Copy
edit- The command can copy one or more objects in one time, which is usually used to adjust a set of furniture.
- Basic operations:
- 1.Select Copy in the Edit menu, or click button in the tool bar.
- 2.According to the instruction, click the object to be copied, and the selected object will display a node with highlighted yellow color.
- 3.After selecting, right click to finish the current operation.
- 4.Follow the instruction to define the start point for copying, and at the same time, it shows the displacement of the copied object relative to the source object.
- 5.After copying to the proper position, click the left button to determine the position of the copied object.
Mirror
edit- The command can mirror one or more objects in one time, which is usually used to adjust a set of furniture.
- Basic operations:
- 1.Select Mirror in the Edit menu.
- 2.According to the instruction, left click the object to be mirrored, and the selected object will display a node with highlighted yellow color.
- 3.After selecting, right click to finish the selection.
- 4.Follow the instruction to define the start point for mirroring, and at the same time, it shows the displacement of the mirrored object relative to the source object.
- 5.After mirroring to the proper position, left click to determine the position of the mirrored object.
- 6.A dialog prompt Keep the original object or not?, select Yes to keep the original object, select No to delete it.
Erase
edit- Select Edit>Erase. Select the object to delete. Right click to delete or press [Esc] to cancel.
View
editFull Screen
edit- Function: Adjust the current workspace to display all placed objects in it.
- Basic operations:
- Click Full screen in the View menu, or click button in the tool bar.
Zoom Window
edit- Function: customize a rectangle area and maximally display the objects in it.
- Basic operations:
- Click Zoom window in the View menu, or click button in the tool bar.
Zoom
edit- Function: zoom in or zoom out the objects in the workspace at any moment.
- Basic operations:
- 1.Select Zoom in the View menu
- 2.The mouse automatically moves into the workspace. Moving upwards the mouse is to zoom in the objects, while moving downwards the mouse is to zoom out the objects.
- 3.After scaling to a proper degree, right click and then select View None from the properties menu.
Pan
edit- Function: drag the drawings in the workspace.
- Basic operations:
- 1.Click Pan in the View menu.
- 2.The mouse automatically moves into the workspace. The drawings move to the direction that the mouse points to. For example, if you move the mouse downwards, the drawings will be moved downwards; if you move the mouse to the left, the drawings will be moved to the left.
- 3.After scaling to a proper degree, click the right button and then select View None from the properties menu.
Zoom In
edit- Function: zoom in the objects in the workspace.
- Basic operations:
- Click Zoom in in the View menu, or click button in the tool bar.
Zoom Out
edit- Function: zoom out the objects in the workspace.
- Basic operations:
- Select Zoom out in the View menu using the left button, or click button in the tool bar.
Hide/Show Image
edit- Function: show or hide all images inserted by the Insert image command in the workspace.
- Basic operations:
- Click Show all images/hide all images in the Draw menu, and then the system will show or hide all images in the draw area.
- You can quickly portray a drawing without affecting the final plot effect (that is, use the Show image command to show all images and take them as an assistant when portray a drawing; when export the final 2D effect drawing, hide all images so that they will not influence the final effect).
- Note: Properly using the two functions, you can quickly portray a drawing without influencing the final plot effect (that is, use the Show image command to show all images and take them as an assistant when portray a drawing; when export the final 2D effect drawing, hide all images so that they will not influence the final effect).
Drawing Tool
editLine
edit- Function: Draw straight lines on the current workspace (floor).
- Basic operations:
- 1.Click Line in the Draw menu.
- 2.Click the workspace for a start point of the line.
- 3.Move the mouse to define the length and degree of the line. You can also input the accurate value of the line. Length means the length of the line; Angle means the angle between the line and horizon; Relative angle means the angel between the active line and previous line (clockwise)
- 4.Left click again to determine the end point. You can continue to draw lines one by another. Left click to finish operation.
Arc
edit- Three-points arc
- Function: Draw an arc on the current workspace (floor).
- Basic operations:
- Select Arc in the Draw menu and three-point arc from arc parameter dialog. Left click the mouse in the workspace for the start point. Move the mouse and left click to determine the end point. You will see an arc after you draw the end point. When you move the mouse, you will see the shape of the arc change accordingly. Left click to determine the final shape.
- Fillet
- Function: Fillet the angle of two connected lines.
- Basic operations:
- Draw two connected lines first. Select Arc in the Draw menu and fillet from arc parameter dialog. Set value of radius and click ok. Left click to select two connected lines. You will see the fillet of these two lines.
- Define two points as the radius
- Function: Draw an arc by setting two points as the radius.
- Basic operations:
- Select Arc in the Draw menu and define two points as the radius from arc parameter dialog. Set value of radius and click ok. Left click the mouse in the workspace for the start point. Move the mouse and left click to define the second point. Move the mouse beside the connecting line of these two points and left click to finish.
- Define the start point, radius and angle
- Function: Draw an arc on a line.
- Basic operations:
- Draw a line first. Select Arc in the Draw menu and define the start point, radius and angle from arc parameter dialog. Set the values of radius and angle and click ok. Select a node on the line as the start point. Move the mouse and left click in the workplace to define direction.
Circle
edit- Function: Draw a circle on the current workspace (floor).
- Basic operations:
- 1.Select Circle in the Draw menu.
- 2.Left click on the workspace to place the center of the circle.
- 3.Move the mouse to enlarge or reduce the circle. You can see the radius of the circle in displacement.
- 4.Left click the mouse to finish drawing.
Polyline
edit- Function: Draw a Polyline on the current workspace (floor).
- Basic operations:
- 1.Select Pline in the Draw menu.
- 2.Left click on the workspace to start drawing.
- 3.With a similar way to draw line, you can continue to draw until right click to finish. But the different is, the polyline created in this way will be recognized as a continued entity while straight lines are recognized as separated entities.
Text
edit- Function: write some text in the drawing, usually used as complementary description for objects in the drawing.
- Basic operations:
- 1.Click Text in the Draw menu.
- 2.Input the text in the Input data dialogue box. Press OK.
Horizontal Dimension
edit- Function: measuring the distance between two points in horizontal line.
- Basic operations:
- 1.Click Horizontal dimension in the Draw menu.
- 2.Move the mouse cursor to the workspace. Click one point as the first point. Then move the mouse to another position. A prompt will be displayed to ask you to determine the second point, and dynamically shows the distance between the two points. Click at a proper position to determine the second point.
- 3.As the starting and ending points have been defined, you can click an empty space nearby the line. Now you can see the dimension is created.
Aligned Dimension
edit- Function: to get the distance between two points, also called oblique dimension.
- Basic operations:
- 1.Click Aligned dimension in the Draw menu.
- 2.Move the mouse cursor to the workspace. Click one point as the first point. Then move the mouse to another position. A prompt will be displayed to ask you to determine the second point, and dynamically shows the distance between the two points. Click at a proper position to determine the second point.
- 3.As the starting and ending points have been defined, you can click an empty space nearby the line. Now you can see the dimension is created and aligned with the line or wall you measured.
Angular Dimension
edit- Function: to get the distance between two lines. The system automatically measures the angle.
- Basic operations:
- 1.Click Angular Dimension in the Draw menu.
- 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the vertex. Click at a proper position to determine it, and then move the mouse to another position. A prompt will be displayed to ask you to determine the first side, and here also dynamically shows the distance and angle variation between the two points. Click at a proper position to determine the first side of the inclination; repeat the above to determine the second line.
- 3.At that time move the mouse to an appropriate position and click the left button to determine the arc’s location for angle dimension.
Insert Image
edit- Function: insert an image (.jpg format) into the drawing area for drawing the floor plan. To use this command, you need to scan the real floor plan and save it as .jpg format.
- Basic operations:
- 1.Create a new file. Click Insert Image command in Draw menu.
- 2.In the popup Open dialogue box, choose the JPG file of the floor plan.
- 3.The system will ask you to locate the image. Move the mouse to a proper location. Left click to locate the image.
- 4.The system will automatically adjust the image to a proper size. A dialogue box will pop out and ask you to adjust the ratio. Click Select reference point.
- 5.The system will ask you to select first point.
- 6.The system asks you to choose the second point. Drag the mouse and choose the right endpoint of this dimension.
- 7.In the popup Actual Size dialogue box, enter the actual size of this line. Then click OK.
Insert Image Frame
edit- Function: insert an image frame into the drawing area for the floor plan.
- Basic operations:
- 1.Click Insert image frame in the Draw menu.
- 2.Select an image frame type.
- 3.Set the map direction and select frame containing area, click OK to finish.
- Whole image scope: Insert an image frame fitting the size of the whole image automatically.
- Define scope: Click to select first point, move mouse and click another point to define the second point of image range.
Insert File
edit- Function: attach or cover the entire drawing (.koc format) on the current one. After exploding them you can edit any part in the current view.
- Basic operations:
- 1.Click Insert file in the Draw menu.
- 2.Select an image block file to be inserted (.koc format).
Free Region
edit- Function: create the floor in a customized area.
- Basic operations:
- 1.Click Free Region in the Draw menu.
- 2.Left click in the workspace to as the start point. You can see the lines while you continue to click and define points. You can draw triangle, rectangle or any shapes.
- 3.When you get the shape you want, right click to finish drawing. The shape you just drew will be filled with white color, which means the floor is created in this area.
Search Region
edit- Function: automatically search a room or closed shape (rectangle, circle, etc) to create floor inside the area.
- Basic operations:
- 1.Click search region in the Draw menu.
- 2.Move the mouse in the workspace, then left click inside the room or shape you want to create floors. The room or shape need to be closed so the system can recognize and search.
- 3.The room or shape selected will be cover with white color, which means the floor is created inside.
Room Structure
editDesign Wizard
edit- Function: Use Build Room function to create a room in rectangle or L shape.
- Basic operations:
- 1.Select Room structure >Room. Or click on the tool bar;
- 2.Define the size of room.
- 3.Move the curse to the design area. Left click to locate the room.
- Press Space bar to rotate the room. Press N to switch the wall corner.
- Note: In the Create room window, you can simply change the name, shape, and the size of the room you are building. By changing the dimension of each wall, you can change the inner or outer length of each wall. By ticking the check box of Generate room floor, you can simply create the floor when locating the room in workspace.
Wall
edit- Function: Build the wall and it will automatically fit to other walls.
- Basic operations:
- 1.Select Room structure> Wall or left click Free Wall command in Design Wizard panel.
- 2.Base dialogue box will pop up. Move the mouse, and left click for the starting point of wall.
- 3.Modify the parameter of wall. The default size of wall thickness is 120 mm.
- 4.When you move the mouse, the length and angle of wall will be shown in the Base dialogue box. You can enter a figure as the Length and Enter. The wall will be generated.
- 5.You could also left click for the second point of wall. Now one piece of wall has been created. Move the mouse to draw the second one. The ending point of first piece of wall is the starting point of the second piece of wall. You can continue this operation till you finish drawing the rooms. Once all walls are created, right click.
- Note: you can use the snap function to locate the wall accurately.
Insert Door, Window and Column
edit- Function: Insert door and window
- Door and Window
- Basic operations:
- 1.Select Room structure> Door and window
- 2.Select different type of door and window. Define its dimension, elevation, frame and door sills. Click OK.
- 3.Left click on the piece of wall where you want to insert the door. The 2D sample of door will move alone the wall with the movement of mouse. You can press Space to change open-left/right of the door and move the mouse to change it facing inside/outside of the door.
- 4.Left click to locate the door.
- 5.Once a door is fixed, you can continue insert another door. Or right click to exit this command.
- Insert column
- Basic operations:
- 1.Select Room structure> Column
- 2. Input the size of L, W, H, and press OK.
- 3.Move the mouse to a position you prefer. Then left click to finish the command.
Edit door and window
edit- Select door or window, right click. The edit menu of door or window will show. You can move, copy, set position, set property, delete, or change orientation.
Furniture List
edit- Function: Display the quotation list of furniture.
- Basic operations:
- 1.Select Room structure> Furniture List. And the furniture list will be shown.
- 2.Here you could export or print the list.
Ceiling
editSearch Ceiling Frame
edit- Function: the system automatically searches for an enclosed area around the selected point and take this area as ceiling framework of the generated 3D scene. Usually the function is used to build a room’s ceiling framework.
- Basic operations:
- 1.Click Search ceiling frame in the Ceiling menu.
- 2.Move the mouse cursor to the workspace, and you can see a Pick point inside room prompt. According to the prompt, click the left button inside the room where the ceiling framework will be generated to determine the position of the ceiling framework, and then the Ceiling setting dialogue box appears.
- 3.In the dialogue box, you can set the elevation of the ceiling framework (default elevation is 2800 mm). Press OK, then the system generates the ceiling framework in the room’s closed area that has been previously searched and displays it in a red-line framework in the draw area.
Manual Ceiling
edit- Function: generate individual ceiling with any shape at any place.
- Basic operations:
- 1.Click Manual ceiling in the Ceiling menu.
- 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the ceiling framework’s First point. Click the left button to determine it. Then move the mouse to another position, a Next point prompt appears, and here also dynamically displays the displacement between the two points. Repeat the process to determine all nodes of the ceiling framework (Note: it needs at least three points to determine the ceiling framework). Click the right button to finish selecting the area, and a Ceiling setting dialogue box popup.
- 3.In the dialogue box set the elevation of the ceiling framework (default elevation is 2800 mm). Press OK, then the system generates the ceiling framework.
Ceiling Block
edit- Function: generate individual ceiling in the framed rectangle area.
- Basic operations:
- 1.Click Ceiling Block in the Ceiling menu.
- 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the ceiling framework’s First point. Click the left button at a proper position to determine the first point. Move the mouse to another position. It appears a white preview framework for determining the range of individual ceiling and a prompt asking to determine the Second point. Here, it dynamically displays the displacement between the two points. According to the variation of the white preview framework, click at a proper position to determine an area for generating the individual ceiling.
- 3.In the popup Ceiling setting dialogue box set the shape and elevation of the ceiling. In the Individual ceiling option click Select button, and then choose a proper ceiling shape from the ceiling library. So you can quickly build a ceiling with complex structure. If you select the other, you will get the simple one. Remember to change the elevation. It must different from the elevation of the ceiling framework.
- 4.Meanwhile, set the elevation of the ceiling framework (default elevation is 2800 mm). Press OK, then the system generates the ceiling in the selected closed area and displays it in a red-color line framework in the draw area.
Ceiling Lights
edit- Function: arrange ceiling lights one by one in the draw area.
- Basic operations:
- 1.Click Ceiling lights in the Room menu.
- 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the Location of ceiling light. Left click a proper position to determine it. The lights will be attached to the ceiling automatically.
- 3.Repeat the above operations to arrange other ceiling lights until finish.
- 4.A ceiling light is displayed with a small red dot in the draw area.
Linear Ceiling Lights
edit- Function: arrange ceiling lights along a line in the draw area.
- Basic operations:
- 1.Click Linear ceiling lights in the ceiling menu.
- 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the First point of the line. Click the left button at a proper position to determine it.
- 3.Move the mouse to another position. It appears a prompt asking you to determine the Second point. Here, it dynamically displays the displacement between the two points. Click the left button at a proper position to determine the linear track. Then the Ceiling light dialogue box pops up. The dialogue provides four ways for arranging ceiling lights including average among the line, skip start, skip end and skip both. Also, you can set the number of ceiling lights along the line (default value is 5). After setting these parameters, press OK, then in the draw area a set of ceiling lights is arranged along the line, each with a small red dot.
Show Ceiling/Hide Ceiling
edit- Function: show or hide all ceiling objects in the draw area (including ceiling framework, individual ceiling and ceiling light, etc.). The function can facilitate the user’s design through showing or hiding ceiling objects anytime and enable user to easily select, locate and edit objects.
- Basic operations:
- Select Show ceiling /Hide ceiling in the Room menu using the left button, and then the system will show or hide all ceiling objects in the draw area.
Layout Furniture
edit- Once the room design is finished, you can choose the furniture from the library and layout into the house.
- Insert single piece of furniture
- 1.Select the furniture from library. Double click the preview image to confirm the selection. You can input single piece of furniture or furniture sets.
- 2.Move the mouse to locate the furniture. Press Space bar to rotate the furniture.
- Note: When you insert a furniture set, you can tick on the Explode check box to separate the components of each piece of furniture from the set. If not, the furniture set will be edit as a whole set after insertion.
Edit the Furniture
edit- Right click the furniture, the edit menu will show.
- The commands of Move, Rotate, Copy, Color and Delete are same as the ones in edit menu.
- The command of Rotate has a step rotation of 15 degree while in the mode of Free Rotate, the item will move freely with the mouse movement.
- Change size
- Enter the new size in the Size dialogue box.
- If the Keep size scale is ticked, once one of the sizes is changed, the rest will be changed. If this item is not ticked, then you can enter length, width and height one by one.
- Elevation
- In the popup dialogue box, enter the elevation of the furniture.
- To put this furniture on the top of the other furniture, you can either enter a new elevation.
- Or click Selected to select the furniture which is under the furniture.
- Left clicking Cancel will exit the edit menu.
Furniture Set
edit- Function: To create furniture set.
- Basic operations:
- 1.Click Furniture Set. Right click and select Insert Node to add a new node.
- 2.Create a new set. Select the category and right click on the preview area. Enter the name of new furniture set. Click OK.
- 3.Next, select the furniture to add to a set. Right click and the furniture set is added into the library.
Setting Menu
editDisplay Mode
edit- Function: There are two modes to be selected, one is filling, and the other is wire frame.
- Basic operations:
- 1.Click the Display mode in the Setting menu. A Display Mode dialogue box pop up.
- 2.Default is Texture Mode. The furniture will be of more reality if you select Filling mode.
- 3.Selecting the mode of wire frame, you can see all objects are showed by wire frame. It not only can promote the speed of display, but save the ink of printer.
Image Quality
edit- Function: set image quality as requirements (this setting is obvious when the scene is relatively large).
- Basic operations:
- Click the Setting>Image Quality.
- In the popup dialogue box set low quality or high quality. You can choose different quality. You are suggested to keep the default setting.
Unit
edit- Function: you can choose the units used in this drawing, between metric and imperial, as well as the precision. The change will apply after restart the program.
Snap on
edit- Function: It is an auxiliary drawing tool. When furniture and columns are very close to wall, you can activate Snap on function to automatically lean them on the wall and reverse them appropriately. This tool greatly facilitates furniture setting. However, if furniture is very close to wall rather than fully lean against wall, activation of the Snap on will make the operation difficult.
- Basic operations:
- If there is a mark near the Snap on command in the Snap menu, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Magnetic toolbar function by clicking the Snap on command in the setting menu.
- Node Snap
- Function: It is an auxiliary drawing tool. When the tool and some drawing commands are on, the mouse can automatically snap certain object’s nodes. All blue points in the following figure are object’s nodes. The function is very useful in auto-drawing, for example, drawing a line that connects to another endpoint line with an arc endpoint.
- Basic operations:
- If there is a mark near the Snap at Node Snap command in the right corner, it indicates that the function is on or otherwise it is off. You can switch the ON/OFF status of the Node function by checking or unchecking it.
- Length Snap
- Function: It is an auxiliary drawing tool, used to control the step value of the mouse when Draw a line command is on. The function is similar to the Grid command, but the Length is calculated from an existing specified point. For example, when drawing a line or wall, the length snap is calculated from the first point, while grid is determined according to the current coordinate in the workspace.
- The default is 100 mm.
- Basic operations:
- If there is a mark near the Snap at Length command in the right corner, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Length function by checking or unchecking it.
- Angle Snap
- Function: It is an auxiliary drawing tool. It is use to control the step angle for rotating the line rather than to rotate with any angle when Draw a line command is use. The default value is 15 degree.
- Basic operations:
- If there is a mark near the Snap at Angle Snap command in the right corner, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Angle function by checking or unchecking it.
- Wall Snap
- Function: It is an auxiliary drawing tool. When building the wall, you can see there is axis on the end point of wall. It not only help you to view the X direction and Y direction, but also snap the exactly point of the wall.
- Basic operations:
- If there is a mark near the wall snap command in the Setting menu, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Wall snap function by clicking the Wall Snap command in the Setting menu.
- Grid Snap
- Function: It helps you to snap at the grid in the working area. You can change its size from Setting>Grid Setting.
- Basic operations:
- If there is a mark near the Snap at Grid command in the right corner, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Grid Snap function by checking or unchecking it.
Setting of Snap
edit- Default settings of three auxiliary drawing tools, including grid, length and angle.
Image Insert Point Setting
edit- Function: making the insert point of the graph then get the exactly position of graph. You can see the detail in the Insert file command.
- Basic operations:
- 1.Click the Set the image insert point in the Setting menu.
- 2.The system automatically switches to the current workspace, and you can see a prompt asking you to determine the Location. It also dynamically displays the displacement relative to the previous position. Click the left button at a proper position to determine the insert point (you can activate the Snap function to work with this command together).
Size Dimension and Style
edit- Function: set each dimension parameters including direction and text style, etc.
- Basic operations:
- 1.Click the Setting>Size Dimension and Style.
- 2.Set font, text color, height, offset, arrow style and arrow size in the popup dialogue box. Press OK.
Default Text Color
edit- Function: set default text color when using the Text function.
- Basic operations:
- 1.Click the command.
- 2.Input default text color in the popup dialogue box. Press OK.
Default Wall Thickness
edit- Function: set default thickness of wall when using Build wall function.
- Basic operations:
- Click the command using the left button. Input default thickness of wall in the popup dialogue box. Press OK.
Highlight Wall
edit- Function: set the wall shown with high light green color or not. When you draw the wall, it makes you easier to know which walls have been finished.
- Basic operations:
- If there is a mark near the High light the wall command in the Setting menu, it indicates that the function is on or otherwise it is off. You can switch the ON/OFF status of the function by clicking the Highlight wall command in the Setting menu.
Enter 3D (From 2D to Virtual Reality)
editHow to Import from 2D to Virtual Reality
edit- There are two importing methods in InteriCAD:
- From 2D to Virtual Reality.
- Basic operations:
- 1.Select Enter 3D menu> Export to VR or Select 3D Mode in Design Wizard.
- 2.Select a temple in the popup dialogue box. Press OK.
- Note: There are 3 check boxes in the bottom to assist the conversion:
- Generate ceiling: If you don’t have a ceiling in the room, you can check this box
- Use furniture in template: can add in the furniture you see in this template review
- Add adorn: can add in the adorn you see in this template review
- 3.The current 2D drawing will convert to 3D in Virtual Reality once you press OK. The room style will be similar with the template chosen.
- In Virtual Reality, open a saved std file.
- To open 2D file in Virtual Reality:
- A.Open Virtual Reality. Select Import 2D file.
- B.In the pop-up dialogue box, select the koc file.
- Next, the same as the operation process of Export to VR.
Chapter 3 Ceramic Module
editCeramic Module Startup
edit- Ceramic Module in 2D Design:
- You should startup 2D Design first using any of the following methods:
- 1.Double click the 2D Design shortcut on the WINDOWS desktop.
- 2.Select Program from Start menu, and then YFCAD Software/InteriCAD T6/2D Design.
- 3.Then run the command.
- Ceramic Module in Render:
- You should startup Render first using any of the following methods:
- 1.Double click the Render shortcut on the WINDOWS desktop.
- 2.Select Program from Start menu, and then YFCAD Software/InteriCAD T6/Render.
- 3.Then run the command.
Interface
edit- The system main window looks as follow:
- The arrow-pointed parts are commands used in Ceramic Module. The ceramic king system is in the 2D Design part. You can refer to the 2D Design Chapter for detailed information.
- The Ceramic King 3D Design is in the VR part; the arrow-appointed area is the command. For VR, please refer to the Virtual Reality chapter for more information.
Paving Region
edit- Tiles can only be paved in the paving region. Tiles beyond the regional boundary will be cut automatically.
Rectangular Region
edit- Basic Operations:
- 1.Region> Rectangular Region.
- 2.Input region size, and then click OK button.
- 3.Left click to define the location of this region then the region is generated.
Draw Region
edit- Basic operations:
- 1.Region> Draw Region.
- 2.Move the cursor to workspace. Click one point when program prompts First point.
- 3.When program prompts Next point, move the cursor to another position and left click to define the second point. To keep the region closed, program will connect the starting point and cursor automatically from the third point.
- 4.When the last point is defined, right click to end this command. Program will generate a region according to these points.
Door Region
edit- Basic operations:
- 1.Region> Door Region.
- 2.The cursor is replaced by a small red box. Click on the door to generate region. The selected door will be highlighted.
- 3.Right click to end the selection, and then a dialog box pops up.
- 4.Choose either option from the dialog box. You can check the difference between two options in the schematic diagram.
- 5.Click OK button to generate door region.
Search Region
edit- 1.Region> Search Region.
- 2.The cursor is replaced by a small red box, and program prompts Select one point inside the region to be searched. Left click in an enclosed area that is surrounded by lines or walls.
- 3.Program will search out the area boundary and generate paving region.
Modify Paving Region
edit- The properties of paving region, such as color, name and slice gap, are editable. Boolean operations are also available for regions. Right click on a region to display the shortcut menu. All relevant edit functions can be found in this shortcut menu.
Change Color
edit- Basic operations:
- 1.Right click on a region to display the shortcut menu, and then choose Change color command in it.
- 2.Choose a color in the pop-up standard color dialog box. Click OK button, the region color has been changed.
Change Name
edit- Basic operations:
- 1.Right click on a region to display the shortcut menu, and then choose Change name command in it.
- 2.Enter a new name in the dialog box.
- 3.Click OK button, the region name has been changed.
- Note: New name should be different from any existing region name in current drawing.
Change Slice Gap
edit- Basic operations:
- 1.Right click on a region to display the shortcut menu, and then choose Change slice gap command in it.
- 2.Enter a new value of slice gap width in the dialog box; the unit of measurement is millimeter (mm).
- 3.Click OK button, the slice gap width will be changed.
- Note: Modified slice gap width can only be applied to new tiles. Existing ones will remain unchanged. So it is strongly recommended that the slice gap width should be set before paving.
Clean Slice
edit- Basic operations:
- 1.Right click on a region to display the shortcut menu, and then choose Clean slice command in it.
- 2.All existing tiles in this region will be removed.
Boolean Operation
edit- Basic operations:
- 1.Right click on a region to display the shortcut menu, and then choose a Boolean operation command (Combine regions, Region subtract and Region intersect) in it.
- 2.Click on another region to execute Boolean operation.
- The Boolean operation results are as below:
- 1. Original state
- 2.Region intersect
- 3.Region subtract
- 4.Combine regions
Paving in a Region
edit- The core of ceramic module is how to pave in a region. With user-friendly operating interface and flexible operating method, users can almost finish the entire paving process only with a mouse.
- Basic operation to place a tile:
- Choose from system database
- Basic operations:
- 1.Query the database with specified conditions to get all eligible tiles.
- 2.Choose a tile from query results. Use the mouse to drag it to the target region, and then release left button.
- 3.Move the cursor in the region to get a suitable position and angle.
- 4.Left click to place the tile. It will be cut automatically according to the region boundary and existing tiles.
- 5.To modify any existing tile, right click on it to display shortcut menu. All relevant edit functions can be found in this menu.
- Use external Jpg format picture
- Basic operations:
- 1.Find required Jpg format picture via Windows explorer or external image browser program then directly drag and drop it to the region.
- 2.Set size in the dialog box popping up, and then move the cursor in the region to get a suitable position and angle.
- 3.Left click to place the tile. It will be cut automatically according to the region boundary and existing tiles.
- 4.To modify an existing tile, right click on it to display shortcut menu. All relevant edit functions can be found in this menu.
Worktable
edit- The worktable integrates the material and specification management functions for ceramic design project. It provides you the most convenient operation modes and abundant design resources, and thus makes it handier to do your job. The worktable interface is shown as the following image. It integrates two functions: Query Tiles and Tiles Quotation.
- The Query Tiles section is divided into two parts. One is operating area, another is display area. At the top of display area, there is current page number and page switch button. At the bottom of display area, there is total page number and total tile number.
- Activate Worktable
- Basic operations:
- 1.Choose corresponding command from Pave menu.
- 2.Press Spacebar.
- Display setting of Worktable
- At the top of display area, there’s Detail and Setting button. The former is used to view the detail of selected tile, and the later is to configure the display setting.
- To view the detail of a tile, left click on it. And then click Detail button to display the dialog box.
- To configure the display setting, click Setting button to display the dialog box. It’s only used to change the display area. Click OK button to apply the modification and quit.
Query Tiles
edit- In the Query tiles section, various conditions are available for tile searching, such as Code, Size, Type and Color.
- The meanings of query conditions are as follow:
- Code: the unique id of a tile that allocated by manufacturer.
- Input product code in the input box, or click the button beside the input box and choose one in the pop-up dialog box. Once this input box is filled, other input boxes become gray except the input box of Menu is still available for searching. To activate other input box, you need to remove the content in the input box of Code.
- Note: If the input box of Code is blank, that means do not specify code.
- Menu: name of tile manufacturer.
- Input manufacturer name in the input box, or click the button beside the input box to choose one in the pop-up dialog box.
- Note: If the input box of Code is blank, that means do not specify manufacturer.
- Size: Width X Length
- Input tile size in the input box to query. If only inputting either the value of width or length, all the tiles that match this value can be searched out. For example, by inputting 300 in the input box you can search out all the tiles that are 300 mm wide or 300 mm long. Also you can click the button beside the input box to choose one in the pop-up dialog box.
- Note: If the input box of Code is blank, that means do not specify tile size.
- Type: all product types can be found in the drop-down list.
- Note: By choosing Not specify, that means do not specify product type.
- Color: all product colors can be found in the drop-down list.
- Note: By choosing Not specify, that means do not specify product color.
- Class: all product classes can be found in the drop-down list.
- Note: By choosing Not specify, that means do not specify product class.
- Note: composite conditions are available for querying. The more conditions that is specified, the fewer tiles can be searched out. And it might even lead to empty search result. Click Search button after specifying condition. Search result will be listed in display area.
Place Tiles in the Region
edit- By dragging
- Basic operations:
- 1.Choose a tile from search result.
- 2.Left click on the tile, and then drag it to target region.
- 3.Move cursor to blank area and release left button.
- 4.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile, 15 degrees anti-clockwise each time.
- 5.Left click to place the tile in suitable position and angle. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
- By double clicking
- Basic operations:
- 1.Choose a tile from search result.
- 2.Double click it, and then select target region.
- 3.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile 15 degrees anti-clockwise each time.
- 4.Left click to place the tile in suitable position and angle. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
Replace Tiles in the Region
edit- Basic operations:
- 1.Choose a tile from search result.
- 2.Left click on the tile, and then drag it to target region.
- 3.Move cursor over the existing tile, and then release left button. Program will display Replace Tile dialog box. If two sizes are different, program will prompt that cannot replace with different specification. If two sizes are the same but types are different, the replace tile dialogue box will pop up. There are two replacing modes. Choose one and press OK button.
- Note: replace function is only available for tiles in same size.
Region Tiling Begins from Tiles
edit- There are different methods to place tiles in the region. Right click on a tile, and then a shortcut menu will be displayed. All methods can be found in this menu.
- Note: it is suggested that all the properties, such as rotate angle and cut style, should be set up before placing tiles.
Move
edit- Basic operations:
- 1.Right click on target tile, and then choose Move in shortcut menu.
- 2.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile, 15 degrees anti-clockwise each time.
- 3.Left click to place tile. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
Rotate
edit- Basic operations:
- Right click on target tile, and then choose Rotate in shortcut menu.
- System will creates a dynamic line between the geometry center of the whole ceramic shape and the moving cursor, and the ceramic will rotate by the angle generated by that line. Left click to place the tile in a suitable angle. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
Copy
edit- Basic operations:
- 1.Right click on target tile, and then choose Copy in shortcut menu.
- 2.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile, 15 degrees anti-clockwise each time.
- 3.Left click to place the new tile. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
- 4.Continue to move the cursor. Repeat step 2 and 3 to copy multiple tiles.
- 5.Press right button or ESC key on keyboard to end operation.
Continuously Straight Tiling
edit- Basic operations:
- 1.Right click on target tile, and then choose Continuously straight tiling in shortcut menu.
- 2.By moving the mouse, the system will show the tilling dynamically by a square box with the same size to that tile. The system will calculate quantity of the tiles automatically; press F to pave the whole region in current way.
- 3.Left click in suitable position to generate tiles with the same size in the specified region; the slice gap will be generated as well according to the parameter setting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
Interval Straight Tiling
edit- Basic operations:
- 1.Right click on target tile, and then choose Interval straight tiling in shortcut menu.
- 2.There are two interval modes in the pop-up dialog box: Interval mode of tile quantity and Interval mode of distance. Please note that by choosing the Interval mode of distance, the width of slice gap is already included. After selecting the interval mode and interval value, click OK button.
- 3.By moving the mouse, the system will show the tilling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two sides of the selected one by the ceramic size and interval value. The tiling mode is to spread the ceramics in horizontal and vertical directions until the cursor position, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region by the current tiling mode;
- 4.Left click in an appropriate position, and then the tiles will be tiled according to the dragging status before final selecting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
Odd-Even Tiling
edit- Basic operations:
- 1.Right click on target tile, and then choose Odd-even tiling in shortcut menu.
- 2.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two sides of the selected one by the ceramic size. The tiling mode is to odd-even tile the ceramics in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then the system will tile the whole region in current tiling mode;
- 3.Left click in an appropriate position, and then the tiles will be tiled according to the dragging status before final selecting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
Continuously Oblique Tiling
edit- Basic operations:
- 1.Right click on target tile, and then choose Continuously oblique tiling in shortcut menu.
- 2.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two sides of the selected one by the ceramic size. The tiling mode is to continuously-oblique tile the ceramics in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region in the current tiling mode;
Interval Oblique Tiling
edit- Basic operations:
- 1.Right click on target tile, and then choose Interval oblique tiling in shortcut menu.
- 2.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two diagonals of the selected one by the ceramic size. The tiling mode is to tile the ceramics at intervals in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region in the current tiling mode;
- 3.Left click at an appropriate position, and then the tiles will be tiled according to the dragging status before final selecting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style.
Offset Tiling
edit- Basic operations:
- 1.Right click on target tile, and then choose Offset tiling in shortcut menu.
- 2.Choose offset direction in the pop-up dialog box. The diagram shows the paving effect. Uncheck H-shaped Tiling to input offset distance.
- 3.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The tiling mode is shown in the graph in the dialogue box. The ceramics will be offset tiled by rows or columns according to the ceramic size in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region in the current tiling mode.
Free Tiling
edit- The Free tiling can realize almost any tile plan. According to this statement, the shortcut tile plans provided by the system, from Continuously straight tiling to Offset tiling, all can be substituted by Free tiling, except that its operation may be more complicated. The Free tiling function is the most essential in this ceramic design module. The following description will lay a strong emphasis on this function to have you understand its essence.
- Basic operations:
- 1.Right click on target tile, and then choose Free tiling in shortcut menu.
- 2.The Free Tiling Settings dialog box displays.
- Here we preliminarily know that there are three parameters to be set in Free tiling, that is, two directions and additional slices. Look at the following image. We might as well call the ceramic slice with two derivative directions as the main slice. It is not difficult to find that the main slice and the Additional slices specified in the image is a combination unit in the above tile plan image, while the Direction 1 and Direction 2 point at the other two main slices are not in the same direction.
- 3.Click Tiling direction 1 button and select the main slice for the neighboring unit set;
- 4.Click Tiling direction 2 button and select the main slice for the other neighboring unit set. You should make sure that the selected direction is not in a line with direction 1;
- We should understand the selection principle of Tiling direction 1 and Tiling direction 2. The slices selected by Tiling direction 1 and Tiling direction 2 also are main slices. Considering the slice from which two directions are drawn, their unit sets must be adjacent to determine a unique position relationship. That is, in order to determine the position of repeated units, you should specify Tiling direction 1 and Tiling direction 2.
- As what the following figure Shows, there are totally six slices in three units. The red arrow indicates Tiling direction 1, while the green arrow indicates Tiling direction 2, In this graph, we perform operation according to the bigger slice in the middle unit.
- 5.Click Additional slices button, and select all the slices subjected to the main one to form a unit set;
- 6.After selecting all the additional slices, right click to end selection;
- The additional slices are not essential to the tile plan. If you want to quickly tile ceramic slices by using the Free tiling function, just like the simplest continuously tiling mode, you can use a single slice to tile without any additional slice. You only need to select slices in two intersected directions, which is actually to specify two repeating directions and distance.
- 7.Return to the Free Tiling Settings dialogue box, and Click OK button;
- 8.Drag the cursor, and the system will automatically work out the slice quantity required, and dynamically show the range covered by slices by using the square boxes with the same size to the slice;
- 9.Left click in an appropriate position, and then the new ceramic slices will be added to the region. The new slices will be automatically cut according to the region border and the existed ones in the region. Also, you can press the F key to tile the whole region. It may get different results due to different ceramic cut styles set in the system.
Details
edit- Basic operations:
- 1.Right click on the target tile, and then choose Details in shortcut menu.
- 2.The Ceramic Slice Detail dialog box displays.
Border Line
edit- Program provides function to generate border line automatically.
- There are two types of border line styles:
- Basic operations:
- 1.Pave> Border Line
- 2.Left click on target region when the cursor is replaced by a small red box.
- 3.Left click a point to specify the start position of board line.
- 4.Choose a style in the pop-up dialog box.
- 5.Click Select button to choose a tile in the database.
- 6.Click OK button to create border line.
Tiles Plan
editSelect a Plan
edit- To make the ceramic design succeed once a time, the system provides a series of tile plans taking advantages of basic tiling modes, including instances of each basic tiling mode.
- Parametric plan
- Basic operations:
- 1.Pave> Tiles Plan
- 2.Select Parametric plan.
- 3.Choose a tiling mode in the dialog box, and then click the Select button to choose a tile in the database.
- 4.There are options for embedding little tile and board line. Click the Select button to choose a tile in the database if necessary.
- 5.Click Apply to region button, and then left click on target region.
- 6.Left click a point to specify the base point. The slices will be automatically cut by the region border.
- Floor Plan
- Basic operations:
- 1.Pave> Tiles Plan
- 2.Choose Floor Plan.
- 3.Choose an item from the catalogue, and then double click on target plan.
- 4.Left click on target region.
- 5.Left click a point to specify the base point. The slices will be automatically cut by the region border.
- Wall Plan
- Basic operations:
- 1.Pave> Tiles Plan
- 2.Choose Wall Plan
- 3.Choose an item from the catalogue, and then double click on target plan.
- 4.Left click on target region. If you click in the left half-area, system will layout tiles from left to right, vice versa.
Tiles Plan Management
editManage Tile Plan Group
edit- Program already provides many tiles plans. If user needs to create his own tiles plan library, it is suggested to separate it from system library. Program provides the function of group maintenance. Right click on existing group to display the shortcut menu whose commands can act on the selected group.
- New group
- Basic operations:
- 1.Choose New group in shortcut menu.
- 2.Input a name for the new group.
- 3.Click OK button to create a new group under current one.
- Modify group name
- Basic operations:
- 1.Right click on target group.
- 2.Choose Modify group name in shortcut menu.
- 3.Input new name in the input box.
- 4.Click OK button to change the group name.
- Delete group
- Basic operations:
- Choose Delete group in shortcut menu. Click Yes button to confirm the delete operation.
New Plan
edit- Create new plan to save tiles design.
- Floor plan
- Basic operations:
- 1.Select Floor Plan.
- 2.Choose a group to add new plan.
- 3.Click New plan button in Plan operation area.
- 4.Input plan name and comment in the dialog box, and then click Select slices button.
- 5.According to the prompt, specify tiles and paving direction. Please refer to Free tiling.
- 6.After selecting additional slice, press right button or ESC key on keyboard to finish selection.
- 7.Choose a tile in current selection as the base point of this plan.
- 8.The dialog box pops up again. Click OK button to save this plan.
Wall Plan
edit- The tile plan of walls is different from that of floors. The main difference is that the tile of walls can be selectively divided into multiple regions. Generally, the division lines of a wall surface are skirt board at the bottom of the wall, waist line in the middle, and upper decorative line at the top. The tile plan of walls focuses on the division of the region. For each region, only two tiling modes, Straight Tiling and Oblique Tiling, are provided to avoid garish titling effect.
- operations:
- 1.Select Wall Plan.
- 2.Choose a group to add new plan.
- 3.Click New plan button in Plan operation area.
- 4.The Tile plan of walls dialog box pops up.
- 5.The dialogue box has three main parts. The black display region on the left indicates the division status of the tile region. It is initialised to be a single region when the dialogue box pops up. The component parts are divided by the skirt, waist line and upper decorative line. No upper decorative line can be fixed if there is no waist line in the wall surface.
- 6.By tick selecting the division lines, the component parts can be decided. The black display region can show the division status instantly;
- After the division, you should select ceramic slices for each part, or titling modes, or elevation. Click a certain component part to be edited. The system automatically searches for the region and shows it in highlight. In the blank region under the Components, the Region Parameters controller group appears;
- 7.Click Select< button, quit the dialogue box. Select the ceramic slice for the corresponding region of the selected plan, and then it returns to the dialogue box again. In the black display region, if manufacturer and code of the ceramic are shown, it indicates that the ceramic is selected successfully;
- 8.Select the titling mode: straight or oblique. When oblique titling, the selected ceramic is rotated 45 degree. If the operation region is the waist line, then the elevation should be input or picked by the cursor;
- 9.Repeat step 6~8 until all components of the wall surface have selected with the ceramic and the parameters have been set;
- 10.Click OK button, and then the current image in the new plan region of the system will be used as the plan display icon.
- Note: before creating the new tile plan, generally you should first finish the titling of the plan, and then perform the creation operations for the new plan. It also can be understood as the save operation to the current plan in order to call it at the next time. Moreover, the plan icon displayed in the worktable can reflect the contents of the plan in reality, so it is easier to be managed and maintained. Of course, you can also use the New plan… command to construct the tile plan.
Maintenance Tiles Plan
edit- Right click on a plan to display shortcut menu.
- Copy plan
- Basic operations:
- 1.Choose Copy plan in shortcut menu.
- 2.Input new name for copied plan.
- 3.Click OK button to create new plan.
- Modify plan
- Basic operations:
- 1.Choose Modify plan in shortcut menu.
- 2.Please refer to 3.6.2.2 New plan for the following steps.
- Delete
- Basic operations:
- 1.Choose Delete in shortcut menu.
- 2.Click Yes to delete the plan from library.
- Change image
- Note: this function only changes the preview image of a plan.
- Basic operations:
- 1.Choose Change image in shortcut menu.
- 2.Find a Jpg format image in the pop-up dialog box.
- 3.Double click on target image to replace the original one.
- Save image as
- Basic operations:
- 1.Choose Save image as in shortcut menu.
- 2.Specify storage path and name for this image in the pop-up dialog box.
- 3.Click Save button to save this image.
Assistant Function
edit- Program provides a series of assistant functions to make the ceramic design fast and accurate.
Anchor
edit- The anchor is used for precise location of ceramic slice. The ceramic can use the anchor to determine its location. When tiling different ceramics by areas or tiling the waist line in the given position, etc., it will be very important to set the ceramic anchors, by which you can control the division of areas precisely.
- Basic operations:
- 1.Pave> Anchor
- 2.The Anchor location dialog box pops up.
- 3.Left click to select a base point.
- Move cursor and program will display the relative location between cursor and base point.
- 4.Left click to add an anchor.
- 5.To add an anchor at specified location, input distance along X and Y axis in the Anchor location dialog box.
Hide All Anchors
edit- After finishing the ceramic design, you can use this command to hide them because we don’t use them when we print out the picture.
Show All Anchors
edit- This command will show all the anchors that are hidden by the Hide All Anchors command.
Tiles Cut Style
edit- In ceramic design, the ceramic cut is not the only one kind of operation mode. You can design flexible tile plans by the ceramic cut. The ceramic can be cut to various shapes, and by certain combination you can work out the distinctive tile plans.
- During the course of tiling, once the ceramic being dragged is intersected with the existed ones in the region, the superposed part should be cut. The ceramic cut style may be one of the two options, shown as the following dialogue box:
- The different cut styles may get different results. You can select either according to your needs.
- Basic operations:
- 1.Pave> Tiles Cut Style
- 2.Choose an option and click OK button to apply the setting.
Tiles Create Method
edit- The ceramic create style is mainly used in the slice whose shape has been changed (usually been cut). It determines whether to tile the ceramic slice by its original shape or to keep its shape unchanged when you want to tile it in the region. If you want to tile it by its current shape, then the system will ignore its original shape. When you want to select the tiling mode for the ceramic slice that has been cut, you should set the create style.
- Basic operations:
- 1.Pave> Tiles Create Method
- 2.Choose an option in the dialog box according to the explanation and schematic diagram.
- 3.Click OK button to apply the setting.
Tiles Quotation
edit- This function is integrated in the worktable. First, press the Spacebar one time, and it pops up the “Worktable” dialogue box, and then select the Tiles Quotation tab; Second, directly click the “Tiles Quotation” command from the Pave menu.
- In the pull-down menu of Region, the system records all the region names automatically. The sheet below is the ceramic usage report list, each row of which records the usage of each kind of ceramic. Each time you add a region to the system, add ceramic slices to a region or delete ceramic slices from the picture, system will automatically update the ceramic usage report list. Or you can click the Refresh button to make the modification valid real time.
- Methods for ceramic usage statistic
- System provides two methods for ceramic usage statistic: by pieces and by area.
- The Count by pieces method is to sum all the ceramic slices in the drawing. The ceramic slice that has been cut is also considered as a whole one.
- The Count by area method is to calculate all the tiling areas for a certain type of ceramic slice first, and then divide the area of one slice, and then work out the total usage according to the conversion coefficient (wastage).
- Basic operations:
- 1.Select the required ceramic type in the list. Then the Modify Data field at the bottom of the dialogue box is enabled;
- 2.Select a method in the Modify Data area;
- 3.If you have selected the Count by area option, then you should input the Wastage data;
- 4.Input the unit price, which is the price per piece without considering different methods;
- 5.Press the Refresh button;
- 6.System will recalculate the quantity of used ceramic slices by the new wastage.
- Print the usage report
- After finishing the ceramic usage statistic, you can print the usage report. Press the Quotation button, and then it produces the following print manager.
- Input user information in the report, make proper modification, and then click the print icon in the toolbar to print it.
- Note: before printing or the usage report has not been updated automatically, you can press the Refresh button to display the correct data.
Ceramic Database Management
edit- By using this function, users can use their own products into the system database, modify or delete the records in that database.
- Select the Tiles Database from the Pave menu, a Products Manage Tool window pops up as follow:
- This interface is divided into two parts: the first part is the function buttons area at the top, which integrate all the data maintenance functions; the second part is the data window, which displays the data of the ceramic library. User can also add his own product information here.
Function Buttons
edit- 1.Add
- Function: add new item of ceramic data to the database.
- 2.Delete
- Function: Erase the selected item from the database.
- 3.Query
- Function: only display the ceramic data in accordance with the query conditions in the data window.
- 4.Columns
- Function: set the display mode of ceramic data, for example, whether to hide some property columns, or change the order of property columns.
- 5.Merge Database
- Function: According to the manufacturer and the product code, update the same products in two databases, and add new absent products.
- 6.Show All
- Function: show all the data in the data window. Usually it is done after query.
- 7.Show Picture
- Function: show the picture of the item selected in the data widow.
Add Ceramic to Database
edit- 1.Click the Add button, and then a row of record will be added to the data window automatically. The Code column of the new record is automatically set to 0, and all the other properties will use the data of the last product recorded in the data window. The cursor is automatically located at the Code column. User can input the manufacturer name directly from the keyboard, or select it from the drop-down list. If there is no need to modify the Factor, then you only press the Enter key. If it is a new manufacturer, then its name will be saved in the drop-down list box for later use;
- Note: the data cannot be empty; otherwise it will prompt that there is an error and the data cannot be saved.
- 2.Press Tab or Enter ion the keyboard to enter the next Code column. The column usually is set to 0. Make sure that this column is not empty and it can determine the unique product in the database by combining with the Factor column. After inputting its value, press Tab or Enter to enter the next column;
- 3.Input other product properties. The recording examination of different product properties may be different, but their operation modes of inputting or saving are similar.
- The format of Spec. is ???*??? where the ? indicates a number, while * indicates the multiplication sign. If the format is improper, the data cannot be saved. For example, 300*60 is a legal input, while 3e0*60 is a illegal input;
- The Price must be a number. There is only Piece option provided for the Unit column, so you cannot change it.
- The Picture column may be empty. User can input the corresponding picture path for the product by himself, or click the ... button on the right side of the column, select the file name of corresponding picture in the popup file dialogue box, and then click the Open button, so that the ceramic picture has been specified.
- Note:
- 1.Two ceramic records with the same manufacture and code are not allowed to exist in the database.
- 2. You should set in the Columns button as all the columns will be displayed to avoid missing the modification to the newly added item.
Modify Ceramic Information in Database
edit- 1.Browse the data window to find out the ceramic record to be modified;
- 2.Select the column to be modified, and then modify it directly in the data window. The modified data will be automatically saved to the database.
Delete Ceramic Record from Database
edit- Select record
- 1.Browse the data window to find out the ceramic record to be modified;
- 2.Select one record by click on it;
- 3.Hold the Ctrl key while clicking other records to do multiple selection, and then these records will also be selected;
- 4.Hold the Shift key to select all the records in between two clicks;
- 5.Select all the records by the shortcut key Ctrl + A.
- Delete record
- Cursor status
- Edit status: the status when the cursor is in a certain property for editing, usually when you add or modify the ceramic records.
- Selection status: the status when you can press the DOWN or UP key to move the blue bar to select a record.
- 1.Select the record to be deleted, and then press the Delete button;
- 2.Select the record to be deleted. When the cursor is in the selection status, press the function key Delete.
- 3.Select the record to be deleted. When the cursor is in the edit status, press the shortcut key Ctrl + Delete.
Query Ceramic Record
edit- 1.Press the Query button (or press the function key F3), and it pops up the Query dialogue box;
- 2.Specify the query conditions;
- 3.Press the Query button, and then all the qualified records will be listed in the data window;
- 4.After query, press the Close button to exit the dialogue box.
Set Display Status of Ceramic Properties
edit- If there are many ceramic properties and they cannot be displayed in one screen, it is necessary to set the ceramic display status, so that you can hide the unnecessary properties to simplify your operations. You can change the order of the property items by dragging and placing. However, the user cannot change the display status or the order of serial number, code and manufacturer. These three items can not be changed.
- Basic operations:
- 1.Press the Columns button (or press the function key F4), and it pops up the Column setting dialogue box;
- 2.In the data window of the dialogue box, it lists all the names of property columns. Click the left square box by the left button. The √ symbol indicates the display status, and the corresponding column will be displayed in the data window;
- 3.Select the name of one property column, press the left button and hold it to drag this property item. Here a dragging bar will be displayed. When the dragging bar moves to an appropriate position, release the button, and then that property item will be moved to the position of the dragging bar. In the same way, you can change the order of other properties.
- 4.After setting, press the OK button to validate the modification. If you press the Cancel button, then it will abort the modification and exit.
Sort and Column Replace
edit- The Sort and Column Replace is an additional function, and the system doesn’t provide corresponding function buttons for them. You can activate the function by right button.
- Sort
- Specify the ceramic property column to be sorted, and left click on the table head in the data window, and then the sort function is activated and the sort arrows are also displayed on the corresponding table head. The upward arrow indicates to sort by an ascending order, while the downward arrow indicates to sort by a descending order. Also you can click the right button on the corresponding table head, and it pops up a shortcut menu. Click the Ascending or Descending command to sort.
- Column Replace
- The Column Replace operation is very dangerous, and the content replaced by this command cannot be restored, so it is recommended that the user should not perform this operation if not necessary.
- 1.Specify the whole column to be replaced, and right click on the corresponding table head in the data window. It pops up a shortcut menu.
- 2.Select the Column Replace command, and it pops up the Column Replace dialogue box;
- 3.Input the content to be replaced, and press the OK button to replace the whole column, or press the Cancel button to abort replacement.
- Note: because each code has to be unique, it is not allowed to replace the Code when you use the Column Replace function, so as to prevent disastrous result.
Chapter 4 Basic Structures
edit- This chapter introduces some basic structures in InteriCAD T6, including wall, elevation, door and windows, ceiling, and floor, etc., and also provides detailed description on the setup and modification to them.
Modeling Interface
edit- Menu Bar: Where software commands are placed, you can use them by clicking the left mouse button.
- Tool Bar: Where most common commands are placed, you can use them by clicking the left mouse button.
- Drawing Window: The area where you can make drawings. The system defaults as a four-view form. The one in the left upper corner is front view, in the left lower corner is top view, in the right upper corner is side view, and in the right lower corner is isometric view.
- Command Window: The place where you can input commands.
- Status Bar: Display cursor coordinate and mode status.
- Construction Graph Screen Menu: Most common Construction Graph commands.
Grid on Axis
edit- Grid on axis can provide the reference for locating and quickly build up the walls.
Grid on Axis
edit- Grid line on axis includes orthogonal grid on axis and oblique grid on axis. The vertical and horizontal axes of the orthogonal grid on axis are perpendicular, while the axes of oblique grid on axis intersect each other with an angle not equal to 90°.
- Basic operations:
- 1.Select the grid on Axis... from the structure menu.
- 2.Input definition data of the grid on axis in the Grid on Axis dialogue box. Press OK.
- User can input various parameters of the axis in each field. Input dimension parameters in Number and Dimension field and press Add button to add these parameters to the end of the corresponding list. The parameters can be input one by one. Buttons such as Insert, Delete, Modify and Reset can be used to modify the parameters.
- Explanation of each field in the dialogue box:
- South End: the section dimension labels the axis below the current input axis zone.
- North End: the section dimension labels the axis above the current input axis zone.
- West End: the interval dimension labels the axis left to the current input axis zone.
- East End: the interval dimension labels the axis right to the current input axis zone.
- Horizontal axis angle: the inclination between the latitudinal axis and the horizontal direction. Normally the value is 0.
- Vertical axis angle: the inclination between the longitudinal axis and the horizontal direction. Normally the value is.
- Add: add Number and Dimension parameters to the end of the corresponding list.
- Insert: if one item has been selected in the list, insert a new item before it.
- Delete: if one item has been selected in the list, delete it.
- Modify: if one item has been selected in the list, use a new one to replace it.
- Reset: Reset all the data in the dialogue box. A sub-dialogue box will popup to prevent unintended operation.
- Single direction: When this option is active, the generation method of the axis changes to single direction, and South end, West end and East end become unavailable. The position and angle of the grid on axis in the single direction is determined by the base point and horizontal angle.
- 3.Select a point in the view port to specify the insert point of the grid on axis.
- Examples of grid on axis (the data in these examples is shown in the above dialogue box):
Grid on Center
edit- The grid on center is made up of some homocentric arcs and the line segments that pass through the center of the circle.
- Basic operations:
- 1.Select grid on Center... from the structure menu.
- 2.Input the parameters in the Grid on Center dialogue box. Press OK.
- User can input various parameters of the axis in each field. Input dimension parameter in Number and Dimension field and press Add button to add these parameters to the end of the corresponding list. The parameters can be input one by one. Buttons such as Insert, Delete, Modify and Reset can be used to modify the parameters.
- Explanation of each field in the dialogue box:
- Sections: the section partition sequence determined by current rotate direction, shown in angle using degree as unit.
- Interval: the interval dimension sequence ranking ascending. Use mm as its unit.
- Angle: the angle of the section (represents wrap angle when divided equally).
- Number: the repeat number of times of the section angle (represents division number when divided equally).
- Dimension: the length parameter of the interval.
- Number: the repeat number of times of the interval dimension.
- Radius: the radius of the most inside grid on center.
- Angle: the inclination between the start of grid on center and X-axis forward direction.
- Shared axis: the value indicates whether to draw the axes in the intersection with other grids. It has four forms.
- Locating point: the insert point of grid on center. It has three positions.
- Equal parts: when this option is active, the section angle represents the whole wrap angle.
- Direction: when this option is active, the grid on center is generated in the clockwise direction.
- Add: add Number and Dimension parameters to the end of the corresponding list.
- Insert: if one item has been selected in the list, insert a new item before that one.
- Delete: if one item has been selected in the list, delete it.
- Modify: if one item has been selected in the list, use a new one to replace it.
- Reset: Reset all the data in the dialogue box. A sub dialogue box will pop up to prevent unintended operation.
- 3.Determine the locating point of grid on axis.
- The figure shown below is the grid on center based on the data in the dialogue box above.
Display Control of Grid on Axis
edit- It is convenient to control the showing and hiding of the grid on axis.
- The command of controlling the display of grid on axis is Grid, Hide and Show which are under the Structure menu. The entire grid on axis is hidden after using Hide command and will be shown again after using Show command.
Wall
edit- Wall is indispensable during the interior design. InteriCAD provides a comprehensive set of tools for building and modifying the wall, by which you can easily build a straight wall or curve wall.
Build a Wall
edit- The system provides several methods to build a new wall, such as direct building, grid base, wall line and building a rectangular room. The new-built wall will use the system default height and thickness. You can change these values by using attributes edit function. For more information, please refer to Wall attributes editing.
Build a New Wall
edit- Note: Provides the simplest and most accurate ways to build a wall, including straight wall, curve wall, and rectangular wall, which the wall distance may be between inner walls, center walls, or outer walls.
- Basic operations:
- 1.Select New wall from Structure menu;
- 2.Select Straight wall, Curve wall or Rectangular wall. Then set the width and height of the wall, finally select left line, centre line, or right line as require.
- 3.Draw the wall with in the plane window and press Enter after completion.
Build Walls Using Grid Base
edit- Grid base method is a faster way to build a set of straight walls.
- Basic operations:
- 1.Select Grid base wall from Structure menu;
- 2.Select grid base used to build walls.
- 3.Right click to finish, and the system will analyze the selected grid base to generate linear walls.
Build Walls Using Line Base
edit- Construct a wall by using line base method either by straight or curve wall. The wall line can only be line or curve; any other objects will be filtered.
- Basic operations:
- 1.Select Line base wall from Structure menu.
- 2.Select straight line or curve to be used as line base. Press Enter.
- 3.Select whether to keep line base. Input Y for yes, otherwise input N (command window).
- 4.Select whether some wall bodies will be displaced relative to the line base.
- If no wall to be placed, click the right button to end.
- If one axis has been chosen, system will ask you to enter the displacement.
- Click the left button to identify the location. System will correct the axis according to the displacement.
- Shown as the following, several parts of wall bodies have been built by using straight and curve wall.
Build Room
edit- For improving design, system provides the function of building rooms. You only need to define the base point, length and width of the room, and a rectangular room with walls on four sides will be setup.
- Basic operations:
- 1.Select Build room from Structure menu.
- 2.Choose the left lower corner of the room.
- 3.Specify the length of the room. (The distance of X direction.)
- 4.Specify the width of the room. (The distance of Y direction.)
- 5.Input the rotation angle of the room relative to the forward direction of X axis, which use Counter-clockwise direction as the forward direction. Click right button or press Enter directly means that zero degree angles has been input.
Wall Editing
edit- The wall editing mentioned here is different from the wall attributes editing. Attribute editing is mainly to modify the parameters of the wall, such as height, thickness, start point and end point of the wall. What involves here is the modification of the wall’s appearance, not the direct modification of the wall’s parameters.
- System provides a set of comprehensive tools for wall editing: Update, Move endpoint, Break, Trim, Cut, Extend, Fillet offset and Trim corner.
Update
edit- During the design process, you often apply operations to the wall, such as adding or removing a door or a window. All these operations may ruin the integrity of the wall. After editing, there may be some defects displayed on the screen. When this happens, you can use Update command to return to normal.
- Basic operations:
- 1.Select Wall from Structure menu, then Edit\Update.
- 2.Select the wall to be updated and press Enter.
- As shown, a door has been deleted from the wall, but the door’s outline is still on the wall. For addition, another straight wall has been moved to intersect with it. :All these lead to the error display of the intersection graphic. After using update command, the actual graphic of the wall is shown on the right side of the picture below.
Change Endpoint
edit- This function is to change the start point and end point of the wall. It is valid only for straight wall. The changing of curve wall’s endpoint can be done with tools such as extending and trimming.
- Basic operations:
- 1.Select Wall from Structure menu, then Edit\Move endpoint.
- 2.Select the wall to be modified and press Enter.
- 3.System will automatically identify the endpoint to be changed based on the selected point which you use when select the wall.
- 4.Specify the new endpoint.
- Note: When using this function to edit a wall, all other wall will be updated automatically.
Break
edit- This function is used to break a straight wall from any two points and make it into two parts. It is valid only for straight wall. If you want to break curve wall, then use such functions as trimming and truncating.
- Basic operations:
- 1.Select Wall from Structure menu, then Edit\Break
- 2.Select the wall to be broken.
- 3.Select the first point to be broken.
- 4.Select the second point to be broken.
- Shown as the following, a straight wall has been broken into two parts from the two specified points.
- Note: When using this function to edit a wall, all other walls will be updated automatically.
Trim
edit- Use a line or a wall to trim the wall. The range to be trimmed can be specified by line, straight wall or curve wall. This function is applicable to straight and curve wall.
- Basic operations:
- 1.Select Edit wall from Structure menu, then Trim.
- 2.Select the range of line or wall to be trimmed.
- 3.Select one end of wall to be trimmed. When selecting, the selected point should be near to the end to be trimmed.
- In the following example, we use a linear wall to trim another linear wall and an arc wall.
- Note: When using this function to edit the selected wall, all other wall will be updated automatically.
Cut
edit- This is an expansion of the trim function. On performing this function and after a wall is selected, the system will automatically search for the cutting boundaries according to the selected point, and automatically process the wall intersection after cutting.
- Line, straight and curve wall can be looked as a cutting boundary.
- Basic operations:
- 1.Select Edit wall from Structure, then Cut.
- 2.Select a wall. The system will automatically cut the wall according to the selected point.
- Note: When using this function to edit the selected wall, all other walls will be updated automatically.
Extend
edit- This function enables a straight or curve wall to extend to the selected boundary. After you select a wall, the system will decide which end the selected point is close to, and the corresponding end will be extended.
- The extended boundary may be a line, straight or curve wall.
- Basic operations:
- 1.Select Edit wall from Structure menu, then Extend.
- 2.Select the extended boundary.
- 3.Select the walls to be extended.
- Note: When using this function to edit the selected walls, all other walls will be updated automatically.
Fillet
edit- This function can be used to fillet linear walls intersected or non-intersected (but unparallel). The system automatically decides which end of walls will be filleted according to the selected point. Whether the fillet operation will be successful is also relative to the fillet radius. If the radius is too big the operation will be failed.
- This function is only applicable to straight walls.
- Basic operations:
- 1.Select Edit wall from Structure menu, then Fillet.
- 2.Select the first wall. Note that the selected point should be close to the end to be filleted.
- 3.Select the second wall. Note that the selected point should be close to the end to be filleted.
- 4.Input the fillet radius. It should be calculated from the wall baseline.
Offset
edit- This function can be used to build new walls with a specified distance to the referenced wall.
- Basic operations:
- 1.Select Edit wall from Structure menu, then Offset.
- 2.Input the offset value. It should be calculated from the wall axis.
- 3.Select the wall to be offset.
- 4.Select the offset direction. For example, if you want to offset on the left side, then click there.
- 5.If you want to offset other walls, then repeat step 3 and 4, at which the offset value is same to the first time.
- 6.Click right button to finish.
- If you want to offset a curve walls, you must pay attention to the offset value, otherwise the model will be transmuted. For example, the curve wall have been offset two times, the curve of the last wall has disappeared.
- Note: When using this function to edit the selected wall, all other walls will be updated automatically.
Trim Wall Corner
edit- During the design process, error may occur between the intersected straight walls with exceeding or lacking segments. You can use this function to improve their intersection.
- This function is only applicable to straight wall.
- Basic operations:
- 1.Select Edit wall from Structure menu, then Trim corner.
- 2.Select the first wall. Note that the selected point should be close to the wall corner.
- 3.Select the second wall. Note that the selected point should be close to the wall corner.
Convert Wall to Solid
edit- The system provides the function to change walls to solids, by which you can perform Boolean operations and easily process complex modeling operations.
- Basic operations:
- 1.Select Convert Wall to solid from Structure menu;
- This dialogue box indicates the way to convert and decides whether to union all solids. If all walls belong to one timber in the virtual reality (VR), it is recommended to select this check box.
- 2.Select the walls to be converted. If it is All walls, then it is necessary to specify the path and file name to save the solids graphics file.
Perimeter & Skirting
edit- YFCAD software has a vast range of usage with perimeter, which can be used to create ceiling, floor, and skirting, etc. It must be a closed polyline when creating the floor and ceiling. We can use the Perimeter function to create a perimeter in a room in no time.
- Basic operations:
- 1.Select Perimeter in the Structure menu;
- 2.In the command window, system will ask you to appoint a point in the room. Left click inside the room area, and you can see the inside wall line will change to dotted line. Press enter to confirm selection. Then the perimeter of this room is created.
- Note: The room must be a closed room so the system can search the area successfully.
Perimeter Offset
edit- After creating the perimeter, you can offset it to a different location and dimension.
- Operations:
- 1.Select Perimeter offset in the Structure menu;
- 2.Command window will instruct you to enter a length for the offset distance;
- 3.Left click in the room to get the perimeter, then the perimeter will be in dotted line;
- 4.Left click inside the perimeter or outside the perimeter to define the position of the new perimeter;
- 5.The new perimeter will be generated immediately.
Skirting
edit- Creating a skirting is similar with creating the perimeter.
- Operations:
- 1.Select Skirting in Structure menu;
- 2.A window of Molding Parameter will pop up, asking for the parameters of thickness, height and elevation. If you choose Auto search baseline, system will ask you to pick a point in the room. Left click and it will search the perimeter created in the room and create a simple skirting. If you choose Select baseline, you will need to pick a closed polyline to create the skirting.
- 3.To change the style of the skirting, please refer to the command of Attribute Edit>Library.
Column
editSquare Column on Axis
edit- You can use the grid on axis to generate the square columns. The square columns will be generated in the intersection point of the axis.
- Basic operations:
- 1.Select Square Column from the Structure menu, and then On axis.
- 2.Input the parameters in the Square Column dialogue box. Press OK.
- You can use the keyboard to input the dimension parameters of the column or use the slide bar on the right side to adjust the value. The result will be displayed in the dialogue box.
- Meaning and function of each field of the dialogue box:
- a.Size Y: the width of the square column.
- b.Size X: the length of the square column.
- c.Delta_X: the distance that the square column shifts horizontally from the intersection point of axis.
- d.Delta_Y: the distance that the square column shifts vertically from the intersection point of axis.
- e.Angle: the inclination between the square column and the base line.
- f.Size Z: the height of the square column. The default value is 3000 mm.
- 3.Drag the mouse and select an area using window mode. All the intersection points of the grid on axis stayed in this scope will be marked with a cross and a square column will be generated in every position of the cross. Right click to finish operation.
- Note: in the intersection point of the grid line on axis, the column will adjust the rotation angle based on the axis with a smaller slope. The column in the intersection point of the grid on center will adjust the rotation angle according to the radial direction axis automatically.
Round Column on Axis
edit- Insert the round column according to the gird on axis. The dimension of the round column can be defined in the Round Column dialogue box.
- Please refer to the Square Column dialogue box for detail information about the meaning and function of each field of the dialogue box.
Inserting round column on axis is similar to square column.
Freestanding Square Column
edit- The location of the column is flexible and more columns can be generated at one time.
- Basic operations:
- 1.Select Square Column from the Structure menu, and then Freestanding.
- 2.Input the parameters in the Square Column dialogue box. Press OK.
- 3.Select the location point in the drawing.
- 4.Repeat step 3 to build more columns. Otherwise press Enter or the right button to finish.
Freestanding Round Column
edit- You can insert the round column in any position. The operation is the same as the square column.
Delete Column
edit- This operation is for deleting the column.
Doors and Windows
edit- The system provides a variety of door/windows and accessories, and editing tools. The door/windows library is open to users and you can add in self-defined styles to it.
Insert Doors and Windows
edit- There are more than 200 types of door and windows in the system. It also provides various kinds of curtain, frame, doorpost, door-handle, curtain and partition. Now we take door and partition as examples. There are two methods to create door and window.
- Operations (Method A):
- 1.From Door/Window menu select Library....
- 2.Select a style of door and windows from the library and double-click it.
- 3.In the Door and Window dialogue box, input the parameters of the door and windows.
- The meanings of each field in the dialogue box are clearly shown through the drawing in the picture. Select a wall in which the door and windows will be inserted.
- 4.Along the wall, the distance from the door and windows to the wall endpoint is displayed dynamically. Locate the position of the door/window.
- 5.A new door or windows is created on the wall in a default orientation. System will ask you whether to turn it inside or outside and to turn it left or right. The default answer is N. The position of the door and windows doesn’t change while being turned.
- 6.If you want to continue to insert the same door and windows into other walls, repeat step 4-6. Otherwise press right button or Enter to finish.
- Operations (Method B):
- 1.Select Door/Window menu>Insert
- 2.A prompt to define door and windows will appear, in which you can set the size and offset distance. You can press Select to choose models from library like Method A, or press Pick value to copy a model from the existing doors or windows.
- 3.Press OK and pick a wall to insert the door or window. The operation will be same as method A.
User Define Window
edit- User define window can be designed and imported into virtual reality.
- Operations:
- 1.Draw the shape of door or window as you prefer. External contour line and internal line must be included and created in PLINE. Remember the external contour line must be closed. Example shown as below:
- 2.Select Door/Window menu, and then User Define Window.
- 3.Define Parameter, including size, outside frame and etc.
- 4.Click Pick or Select window style. Shown as below:
- 5.Once setting is finished, click Yes. Select the wall for locating the window.
Parameterized Window
edit- 1.Select Door/Window menu, and then Parameterized Window.
- 2.Select Window design and define Parameter.
- 3.Once setting is finished, click Yes. Select the wall for locating the window.
The Cover of the Doors and Windows
edit- The system provides various styles of the door and windows and editing function. User can construct a door and windows frame with various section styles.
- Basic operations:
- 1.Select Door/Window Cover from the Door/Window.
- 2.Select the frames that will be generated.
- 3.Select the style of the section line from the Frame dialogue box and input the dimensions of the frame.
- 4.User can select different frame forms and styles provided by the system library or customize them.
- Draw the modeling segment of the inner and outer section line of the door and windows’ frame using polyline in the plane view. You don’t need to draw the actual dimension. But the direction of the Y-axis coordinate of the start and endpoint should be the same.
- Select customize and the pre-draw modeling segment in the plane view. The system will adjust it to proper dimension automatically.
- 5.Select OK and the frame will be generated automatically.
Update
edit- Similar to the function of updating wall, door update will fix the display error after some editing works on the doors and windows.
- Operations:
- Press Door/Window menu>Update
Modify Open Direction
edit- You can change the open direction of a door or window with this function.
- Basic operations:
- Press Door/Window>Modify Open Direction, then the dialogue of changing the direction of in/out, right/left will appear again in the command window.
Edit the Cover of the Doors and Windows
edit- The styles and data of the frame can be modified using frame-editing command.
- Basic operations:
- 1.Select Edit Cover from Door/Window menu.
- 2.Select the cover that will be modified and modify the data and style in the Door-Win Cover dialogue box. Press OK after you finish.
Copy the Cover
edit- These function of copying the generated frame to other doors and windows.
- Basic operations:
- 1.Select Copy Cover from the Door/Window menu
- 2.Select the cover that will be copied.
- 3.Select the door and windows on which the cover will be generated.
Edit the Doors and Windows
edit- You can use the attributes to edit the basic data of a door and windows. For more information, please refer to Attributes editing.
- The editing tools introduced here do not involve the modeling data of the door and windows.
Copy the Doors and Windows
edit- This function is more powerful than ACAD. It provides the dynamic locating method and can automatically update the wall where a door and window is placed.
- Basic operations:
- 1.Select Copy from the Door/Window menu.
- 2.Select the door and windows that will be copied.
- 3.Select a wall where the copied door and windows will be placed.
- 4.Determine the position of the door or window on the wall. Please refer to Door and Window Locate for locating method.
- 5.The copied door and windows will be placed on the default position of the wall. The system will ask you about the direction of the door or windows.
- 6.Repeat the operations of 3-5 if you want to continue copying the door and windows into other walls. Otherwise press the right button or Enter to finish.
Move the Doors and Windows
edit- The system provides more accurate function to move door and windows. This function is more superior to the tool of ACAD. It provides the dynamic locating method and can automatically update the wall where a door and windows is placed.
- The system provides two commands to move the door and windows: Single Movement and Multiple Movement. Multiple Movement tool can move multiple doors and windows at the same time on the same wall.
- Basic operations:
- 1.Select Multiple Movement or Single Movement from the Door/Window menu.
- 2.Locate the door and windows. When using dynamic locating, the dimension line of the door and windows will be displayed.
- 3.Move the mouse to the proper position and press the left button to determine the final position of the door and windows location.
Display Control of the Door and Windows
edit- Under the ventilation mode, the hidden display of the door and windows need to be controlled.
- The system provides the door and windows display control tool and you can startup them by selecting Hide and Show from Door/Window menu. The Hide command can hide one or more doors and windows selected, while the Show command display all the doors and windows, including all currently hidden and unhidden doors and windows.
Add the Door and Windows into the Library
edit- After you finish the preparation work, the door and windows drawing can be added into the library and becomes an element for further use. If all the six preparation steps mentioned above have been done, the new added door and windows will be the equivalent with the original in the library, and all the operations are same.
- Before adding the door and windows into the library, please ensure that no other drawing is in the Windows so that the accuracy of the slide will not be affected. In addition, 2D layer should be visible if there is plane icon so that the drawing of the door and windows plane icon can be selected.
- Basic operations:
- 1.Open the system library interface, switch to the user library and press the right button and select Add Library.
- 2.In the Selection Type dialogue box, select Door and Windows in Type, and press OK.
- 3.In the Input Data dialogue box, assign the names of the door and windows and their materials. Assign the file name that will be used to save the door and windows drawing. Assign the customize object as door or window and press OK.
- 4.Select the boundary curve of the door and windows.
- 5.Select all the drawings that make up the door and windows, including the plane icon (if available).
- 6.Assign the base of the door and windows.
- The system will automatically add the drawing into the library and generate its slide. If necessary, you can make a new slide to cover the one generated by the system (the same position with the saved graph file).
Elevation Decoration
edit- The wall decoration plays an important role in the room decoration. InteriCAD provides a variety of solutions for wall design, including complete finishing types, abundant partition methods and various styles of plates, which enable you to decorate wall with ease.
- All of the elevation decoration methods (finish, partition and plate) are valid to straight walls only. For curve wall you must build an equivalent wall, and then decorate the equivalent wall, finally map the decoration to the corresponding curve wall through the Resume function.
Elevation Setup
edit- Generally, a wall is vertical to the world coordinate system (WCS). There are certain difficulties and troubles in processing the vertical walls in that position such as snapping a point or drawing a line on the way. However, if we set up a user coordinate system (UCS) and work it on the elevation, then all operations will be same to those in the WCS.
Elevation Setting
edit- There are two way to set elevation: set up the user coordinate system vertical to the world coordinate system and trim the window accordingly to the specified direction.
- Set up user coordinate system with two methods: first select a straight wall and set the UCS to the wall; second select two points to define the elevation location and set the UCS to the elevation.
- After setting up the UCS, trim the elevation window according to the view direction.
- Basic operations:
- 1.From Elevation menu select Set UCS.
- 2.Select the method to set the user coordinate system.
- If input P, then use a straight wall to set the user coordinate system, and the system will ask you to select a wall.
- If select one point directly on the screen, then use two points to set an elevation. A shirr from the first point to the cross cursor appears on the screen, and the system will ask you to select the second point.
- 3.Select the side to which you stand and decided the observation direction.
- How to decide the view direction: it should be vertical to the set elevation and its vector direction is from the standing side to the elevation.
- 4.Select a window as the elevation view.
- After setup, in the elevation view only those graphs at the same side with the elevation relative to the observation position will be displayed, and the others will be hidden. The graphs in additional windows remain unchanged.
- If you want to return to the world coordinate system after finishing the elevation processing, then select Return WCS from Elevation menu.
Origin Point Setting
edit- Use this function to set the origin of a new coordinate system. All the parameters of the new coordinate system are same to the previous one except this origin.
- Basic operations:
- 1.From Elevation menu select Set Origin Point.
- 2.Select one point on the screen as the origin of the new coordinate system.
Trim and Display Drawing in the Elevation Window
edit- On setting up elevation, the system applies trimming view to the elevation view, in which the trimming plane is the XY plane of the UCS. In the elevation view, those drawing at the same side of the view port relative to the trimming plane (the values in Z-coordinate are negative) are completely hidden. The view trims out all objects between the elevation and the observation point. When these drawing are in hidden display, the graphs on the facade will not be covered.
- For some reason, if you want to view those hidden drawing by the trimming view, then select Show all from Elevation menu.
Niche on a Wall
edit- During the interior design, it is common to niche on a wall to place door and windows and other decorations with special effect. YuanFang Interior Design System provides such an easy-to-use, convenient function for niching on a wall. With this function you can make a through or un-through hole of any form and depth on a straight wall or curve wall.
- To create a niche on a linear wall:
- 1.From Elevation menu select Niche.
- 2.Select a profile for the niche outline. It must be a closed shape like circle, rectangle, etc.
- 3.Input the depth of the niche. You can input this value directly from the keyboard or by selecting two points using mouse.
- 4.Select the base point of the niche’s outline. This point will be used to locate the niche.
- 5.The system will ask you whether to locate dynamically or non-dynamically. Input Y or N to choose one approach for locating.
- If you select to locate dynamically, then you can specify the position of the niche in an intuitive way. Move the mouse, and the niche’s outline will also move following the cross cursor along the wall area. Move the mouse to the appropriate position and click the left button.
- If you select to locate non-dynamically, then you must enter a value to designate the position of the niche.
- 1.Locate when the niche is vertical to the wall: input the distance from the base point of the niche to the bottom of the wall.
- 2. Locate when the niche is horizontal to the wall: input the distance from the base point of the niche to the start end of the wall.
- If you want to modify the existing niche, for example, to change its form, position, depth and the bisection precision of the niche’s outline, etc., you can use the attributes editing. Refer to Niche Attributes Editing for more.
- How to niche on a curve wall:
- 1.From Elevation menu select Niche.
- 2.Select a curve wall.
- 3.Input the depth of the niche. You can input this value directly from the keyboard or by selecting two points using mouse.
- 4.Select the base point of the niche’s outline. This point will be used to locate the niche.
- 5.The system asks you whether to locate dynamically or non-dynamically. Input Y or N to choose one approach for locating.
- * If you select to locate dynamically, then you can specify the position of the niche in an intuitive way.
- 1)Locate along the arc of the curve wall: Move the mouse, and on the wall the niche’s outline will also move following the cross cursor along the arc of the curve wall. Move to the appropriate position and click the left button.
- 2)Locate along the direction vertical to the arc of the curve wall: Move the mouse, and on the wall the niche’s outline will also move following the cross cursor along the direction vertical to the arc of the curve wall. Move to the appropriate position and click the left button.
- * If you select to locate non-dynamically, then you must enter a value to designate the position of the niche.
- 1) Locate when the niche is vertical to the wall: input the distance from the base point of the niche to the bottom of the wall.
- 2) Locate when the niche is horizontal to the wall: input the distance from the base point of the niche to the start end of the wall.
- The following example shows the situation to niche on a linear wall and a curve wall.
- If you want to modify the existing niche, for example, to change its form, position, depth and the bisection precision of the niche’s outline, etc., you can use the attributes editing. Refer to Niche Attributes Editing for more details.
Decoration
edit- The system provides a variety of finishing as wood panel, plaster strips, marble tile, and marble slab, bricks layer, fabric panel and wood lath.
- The decoration form and location is relative to the following factors:
- * Type: different model units determine the forms of different finishing types.
- * Boundary: all kinds of finishing are applicable to a closed area. The closed area can be defined with line, arc, polyline, ellipse and SPLINE. The curve used to define such closed areas is called boundary. When selecting a boundary, those invalid boundaries will be automatically filtered by the system.
- * Inner point: the boundary can define one or more closed areas. The inner point indicates which closed area the finishing will be inserted into.
- * Projection point: this is a referenced point for location when arrange the finishing. The layout of the finishing model units in the boundary is based on the projection point.
Wood Panel
edit- 1.From Elevation menu select Decoration, then Wood Panel.
- 2.In the Wood Panel dialog box, input all required parameters, and press OK.
- 3.Select the boundaries. These boundaries will define one or more closed areas.
- 4.Click in an area to confirm the closed area selected.
Terra Nova Wall Plaster
edit- 1.From Elevation menu select Decoration, then Terra Nova Wall Plaster.
- 2.In the Plaster Strips dialog box, input all required parameters, and press OK.
- The type of stripe models can be user-defined. Do as the followings:
- 1) Select the curve to define the type of stripe model.
- 2) Select the base point of stripe model.
- 3.Select the boundaries. These boundaries will define one or more closed areas.
- 4.Click in an area to confirm the closed area selected.
- 5.Select the projection point of the finishing.
Leather Facing
edit- 1.From Elevation menu select Decoration, then Leather Facing.
- 2.In the Leather Facing dialog box, input all required parameters, and press OK.
- 3.Select the boundaries. These boundaries will define one or more closed areas.
- 4.Click in an area to confirm the selected area.
- 5.Select the projection point of the finishing.
Bamboo Facing
edit- 1.From Elevation menu select Decoration, then Bamboo Facing.
- 2.In the Bamboo Facing dialog box, input all required parameters, and press OK.
- The type of Bamboo Facing can be user-defined. Do as the followings:
- 1) Select the curve to define the type of Bamboo Facing.
- 2) Select the base point of Bamboo Facing.
- 3.Select the boundaries. These boundaries will define one or more closed areas.
- 4.Click in an area to confirm the selected area.
- 5.Select the projection point of the finishing.
Concrete Partition Wall
edit- 1.From Elevation menu select Decoration, then Concrete Partition Wall.
- 2.In the Concrete Partition Wall box, input all required parameters, and press OK.
- The type of Concrete Partition Wall can be user-defined. Do as the followings:
- 1) Select the curve to define the type of Concrete Partition Wall.
- 2) Select the base point of Concrete Partition Wall.
- 3.Select the boundaries. These boundaries will define one or more closed areas.
- 4.Click in an area to confirm the selected area.
- 5.Select the projection point of the finishing.
Bamboo Partition Wall
edit- 1.From Elevation menu select Decoration, then Bamboo Partition Wall.
- 2.In the Bamboo Partition Wall dialog box, input all required parameters, and press OK.
- The type of Bamboo Partition Wall can be user-defined. Do as the followings:
- 1) Select the curve to define the type of Bamboo Partition Wall.
- 2) Select the base point of Bamboo Partition Wall.
- 3.Select the boundaries. These boundaries will define one or more closed areas.
- 4.Click in an area to confirm the selected area.
- 5.Select the projection point of the finishing.
Tiling
edit- It is an often-used decoration way to insert plates on a wall. The system provides four types of plate, which are square, diamond, pyramid and shield.
- Basic operations:
- 1.From Elevation menu select Decoration, then Tiling.
- 2.In the Plate dialog box, select the required plate and set the number and thickness. Press OK.
- 3.There are two ways for inserting plates; there are single plate insertion and multiple plates insertion.
- * Single plate insertion
- 1) Specify the plate size. For shield plate, the value is in radius, and for the other types of plate is in length.
- 2) Select the center point and decide the position to insert plates.
- * Multiple plates insertion
- 1) Input the first corner point.
- 2) Input the second corner point.
- The range contained in the two corner points is the area to insert those plates. The system automatically inserts the plates as much as possible according to the selected range and the number of plates.
Curve Wall Decoration
edit- It is difficult to directly decorate a curve wall compare to straight wall. You can solve the problem the by following steps: first build an equivalent wall of a curve wall, then arrange the decoration on the straight wall, finally map it to the curve wall.
Building an Equivalent Wall
edit- An equivalent wall is a straight wall with its length same to the arc length of a corresponding curve wall. Since the two walls have the same length, the relative position and dimension will not be changed when the decoration on the equivalent wall is mapped to the curve wall by the function Bending. This is the mechanism of equivalence.
- Basic operations:
- 1.From Elevation menu select Curve wall, then Convert.
- 2.Select a curve wall or a curve line.
- 3.If you select a curve wall, then you should specify which side the system will build an equivalent wall. If you want to decorate the curve wall on the inner side, then select inner side of the wall and vice versa.
- 4.Specify the left endpoint of the equivalent straight wall and decide its position.
Bending
edit- The decoration on the equivalent straight wall can be copied to the curve wall only by the Bending function.
- It should ensure the consistency of the wall area when using this function. The decoration must be mapped to the wall area that an equivalent wall has been built for, otherwise distortion will occur.
- Basic operations:
- 1.From Elevation menu select Curve wall, then Bending.
- 2.Select the decoration on the equivalent wall that will be mapped to the curve wall.
- 3.Select two points, by which to define the length of the equivalent wall and the base point for decoration.
- 4.The two points are better located at the bottom endpoints of the decorated side of the equivalent wall. Only that, the curve wall will be exactly decorated without any distortion.
- 5.Select the curve wall to be decorated.
- 6.Select the side of the curve wall that the decoration will be mapped to.
- 7.Select the number of the curve parts.
Move on Elevation
edit- This function is similar to Move function. It is used for moving object vertically. While moving the object, please make sure you are using WCS. Select the object you want to move and then define the base point and location on the evlevation view.
Display Control of Elevation Objects
edit- When drawing with complex model, you should control the preview of different drawing in various views to keep the workspace terse. For the elevation decoration, it is unnecessary to show the 3D drawing in the top view; you only need to show the boundary. Instead, it is necessary to show the 3D drawing in the isometric view, and no need to show the boundary.
- The system provides four commands for controlling the display of objects finishing; there are Show/Hide 3d view and Show/Hide 2d view. These commands can be found in the 3d View and 2d View options from Elevation menu.
- If you want to control the show of object finishing in some view, you should first make the view active, and then use the corresponding command.
Ceiling Board
editBuild the Ceiling Board
edit- The type of the ceiling board is various and the model is complex. YuanFang Interior Design System provides four kinds of ceiling boards: Plastering, Metal strip, Wood strip and Lattice.
Ceiling
edit- The system provides four tools for the plastering ceiling board: Make single surface, Dropped ceiling, Cut away and Air vent grille.
- Base Surface of the ceiling board
- Make single layer plastering ceiling board. And you can cut it away or open an air ventilation grille on it.
- Basic operations:
- 1.Select Ceiling from the Ceiling menu, and then Ceiling.
- 2.Select the boundary, which may include several closed areas.
- 3.Select a point to determine the projection area of the ceiling board.
- 4.Input the distance of the ceiling board bottom from the ground.
- 5.Input the thickness of the ceiling board.
- Solid Layered Ceiling
- Solid ceiling board levels can be used to make multi-level ceiling board and the generated ceiling board can make Boolean operation with other solids object. If the second ceiling board is rounded, the dividing accuracy of the circle can be controlled. The process is same to the dropped ceiling.
- Normal Layered Ceiling
- Ceiling board levels can be used to make multi-level ceiling board and can also be used to make the lamp slot.
- Select the first-level contour lines or the previous-level ceiling board base surface.
- Basic operations:
- 1.Select Ceiling>Normal Layered Ceiling from the Ceiling menu.
- 2.Assign the dimensions and form of the ceiling board in the Normal Layered Ceiling dialogue box and press OK.
- 3.Select the plane outline of the second-level ceiling board.
- After the command has been executed, a two-level ceiling board has been made. If you want to make a three-level ceiling board, you can make the structure of the first and second level. And then call the Normal Layered Ceiling command again; select the second-level base board and the third-level contour lines. The process is the same other multi-level ceiling.
- Cut Away on the Ceiling Board:
- A hole of any shape can be cut on the ceiling board. The polyline, which is used to define the shape of the entrance hole should be a closed plane curve and cannot intersect with itself.
- Basic operations:
- 1.Select Ceiling from the Ceiling menu, and then Create Hole on Ceiling.
- 2.Select the ceiling board base surface that will be cut.
- 3.Select the definition curve of the shape of the entrance hole.
- The position of the entrance hole is the projection position of entrance hole’s contour line on the ceiling board.
- Air Ventilation Grille on the Ceiling Board:
- The shape of the air ventilation is square, so the entrance hole of the air ventilation should also be square.
- Basic operations:
- 1.Select Ceiling from the Ceiling menu, and then Intake.
- 2.Select the base surface of the ceiling board on which the air ventilation will be made.
- 3.Select the contour line of the air ventilation's entrance hole.
Wood Ceiling
edit- The system provides various wood strip designs for the ceiling board.
- Basic operations:
- 1.Select Wood Ceiling from the ceiling menu.
- 2.Select the combination type of the ceiling board in the Wood Strip dialogue box and input corresponding data. Press OK.
- 3.Select the boundary, which may include several closed areas.
- 4.Select a point to determine the projection area of the ceiling board
- 5.Assign a point to define the pattern.
- 6.Pick a point in elevation view to define the bottom of the wood ceiling structure.
Coffered Ceiling
edit- The grid ceiling board also has several forms: Linear, Grid, Triangle and Honeycomb.
- Basic operations:
- 1.Select Coffered Ceiling from the Ceiling menu.
- 2.Select the style of the ceiling board in the Lattice dialogue box, input corresponding dimensions. Press OK.
- In the dialogue box, Layout angle is the inclination between the assigning direction and X-axis forward direction. The default value is zero and the direction is consistent with the X-axis forward direction.
- 3.Select the boundary that may include several closed areas.
- 4.Select a point to determine the projection area of the ceiling board.
- 5.Assign a point to define the pattern.
- 6.Pick a point in elevation view to define the bottom of the wood ceiling structure.
Trim Ceiling
edit- The function is used for trimming the coffered ceiling.
- Basic operations:
- Method A:
- 1.Select Trim Ceiling from Ceiling menu.
- 2.Select the first corner and then the second. In this way, the coffered ceiling will be trimmed by a rectangle shape.
- Method B:
- 1.Draw any shape using polyline on the surface of the coffered ceiling.
- 2.Select Trim Ceiling from Ceiling menu.
- 3.Select the coffered ceiling and then the shape to trim.
Hole
edit- The function is used for creating a hole on the ceiling.
- Basic operations:
- 1.Draw any shape using polyline on the surface of the ceiling.
- 2.Select the ceiling and then select the shape to create the hole on the ceiling.
Ceiling Cornice
edit- To create a ceiling cornice, you need to have a closed room or a closed polyline.
- Basic operations:
- 1.Select Ceiling Cornice from Ceiling menu.
- 2.Click inside the room and system will automatically generate a ceiling cornice.
- 3.You can draw a base shape first using polyline and then use Select baseline to generate.
- 4.To customize the section of the ceiling cornice, you need to create an unclosed polyline first and make sure the start point and end point of the polyine should have the same X coordinate. Next, select Custom from the drag box and select the unclosed polyline accordingly.
Arrange the Recess Down Light
edit- Arranging the recess down light on the ceiling board has the functionalities of both lighting and decoration. The system provides three methods to arrange recess down light: complete installation, at any height and mounted on ceiling.
Complete Installation
edit- Arrange one or more recess down lights at one time according to the appointed method or path.
- Basic operations:
- 1.Select Create 2D Light Symbols Automatically from the ceiling menu.
- 2.Select the way to arrange the lamps in the Complete Installation dialogue box and input parameters.
- The Complete Installation dialogue box is shown as below. You can set the arrangement method, total numbers, and dimensions of a single lamp in the dialogue box.
- Explanations of the parameters:
- Method: Select the method to arrange the lamps, as explained below:
- Rectangle method:
- Internal arrangement: to arrange lamps in the rectangle area.
- Odd/even: Arrange the lamps in odd/even mode.
- Radius: Radius of the lamps.
- Numbers of lamps in horizontal: The number of lamps in the horizontal direction of the rectangle area.
- Numbers of lamps in vertical: The number of lamps in the vertical direction of the rectangle area.
- Length: the length of the rectangle area. You can directly input the value. You can also click Pick Point button, and select two points on the drawing to get the length value.
- Width: the width of the rectangle area. You can directly input the value. You can also click Pick Point button, and select two points on the drawing to get the width value.
- Rotation angle: the inclination between the rectangle and the X-axis forward direction.
- Straight Line
- Radius: the radius of the light.
- Numbers of lamps: the number of the lights.
- Fan Shape (Sector)
- Internal arrangement: when this option is active, you can arrange lamps simultaneously both on the sector boundary and inside the area. Otherwise you can only arrange lamps on the boundary.
- Odd/even: When this option is active, you can arrange lamps in odd/even mode in the radius direction of the sector. Otherwise, the lamps will be arranged orderly.
- Radius: the radius of the lamps.
- Numbers of lamps on A: the number of lamps on the arc direction of the sector.
- Numbers of lamps on B: the number of lamps on the radius direction of the sector.
- Inner radius: the radius of the sector’s inner circle.
- Outer radius: the radius of the sector’s outer circle.
- From angle: the inclination between the start radius of the sector and the X-axis forward direction.
- Angle: the degree of the central angle of the sector.
- Circle:
- Internal arrangement: when this option is active, you can arrange lamps both on the circumference and inside the area. Otherwise you can only arrange lamps on the circumference.
- Odd/even: When this option is active, you can arrange lamps in odd-even mode in the radius direction of the circle. Otherwise, the lamps will be arranged orderly.
- Radius: the radius of the lamps.
- Lamps outer: the number of lamps along the outer circumference.
- Lamps inner: the number of lamps along the inner circumference.
- Inner radius: the radius of the inner circle.
- Outer radius: the radius of the outer circle.
- Free Curve
- Radius: the radius of the lamps.
- Number: the number of lamps along the polyline.
- Single: arrange a single lamp.
- 3.System command prompt:
- Line: Pick two points on the drawing as the endpoints of the line route.
- Rectangle: Pick a point as the lower left point of the rectangle.
- Fan Shape: Pick a point as the center of the circle.
- Circle: Pick a point as the center of the circle.
- Free Curve: Select the polyline.
- Point: Specify a point.
- 4.System asks whether to make 3D lamp.
- Press N or Enter, no 3D lamp will be generated.
- Press Y, the Complete Installation dialogue box popup. And in this dialogue box, you can set the data of the lamp (refer to at any height for more information), and then the 3D lamp will be generated.
Convert to 3D at Any Height
edit- Change the lamp icon on the plane ceiling drawing into 3D recess down light and arrange them at any height.
- Basic operations:
- 1.Select Convert to 3D at any Height from the Ceiling menu.
- 2.Input the definition data of the recess down light in the Lamp Parameter dialogue box. Press OK.
- Explanation of the parameters:
- * Surface-mounted: This option is used to import the lamps into VR to render.
- * Recessed: This option is suitable for CAD interior rendering.
- * Reflector Edge Width: The reflector edge width of the lamp.
- * Lamp Wattage: The strength unit of the light source, which is suitable for VR and CAD rendering.
- * Light Source Placement: The distance that the light source deeps into the recess down light.
- * Pendant Depth:
- 3.Select a point to determine the height of the light, and use its Z coordinate value as the light’s altitude.
- 4.Select the 2D light symbols that define the appearance of the lights on the plane. The X and Y coordinate value is determined by the position of the selected symbols on the plane.
Convert to 3D on Ceiling
edit- Change the plane light icon into the 3D recess down light on the plastering ceiling board.
- Basic operations:
- 1.Select Convert to 3D on ceiling from the Ceiling menu.
- 2.Select the surface of the ceiling board on which the lamps will be placed and determine the altitude of the lamps.
- 3.Select the curve that defines the appearance of the lamps on the plane. The X and Y coordinate value is determined by the position of the selected curve on the plane.
Move on Elevation
edit- This function is similar to Move function. It is used for moving object vertically. While moving the object, please make sure you are using WCS. Select the object you want to move and then define the base point and second on the evlevation view.
Display Control of the Objects on the Ceiling Board
edit- In the drawing with complex models, it is necessary to control the display of different drawings in different views to keep the window terse. Under the mode of four windows, you may only need to display the plane objects in the top view. Anyway, the 3D drawing display is more important and the plane objects are usually unnecessary to display.
- The system provides four commands used to control the display of the ceiling board objects, which are: display the 3D ceiling board, display the plane ceiling board, hide ceiling board object and hide ceiling board plane. These commands can be found in the Show/Hide of 3D Ceiling/2D Ceiling menu.
- If you want to control the display of the objects, please activate this view and then call the corresponding command.
Floor
editConstruct the Floor
edit- Generate the floor slab in the specified area and requirements.
- Basic operations:
- 1.Select Floor from the Floor menu.
- 2.Select the area boundaries. These may include more than one closed area.
- 3.Pick a point to determine the area where the floor will be generated.
- 4.Specify the height of the floor. It calculates from the XY plane of the coordinate system.
- 5.The system will ask whether to generate the floor pattern. If the answer is N, no pattern will be done and the slab will be generated directly. If the answer is Y or you press Enter, then Floor Pattern dialogue box appears. Please refer to Floor Pattern for detailed operations.
Floor Pattern
edit- No grid is needed for rendering if floor pattern has been applied. You can assign materials directly.
- Basic operations:
- 1.Answer Yes when the system asks you whether to create pattern on floor.
- 2.Input the definition data in the Floor Pattern dialogue box. Press OK.
- In this dialogue box, option Inlay is only valid if the pattern is square tiles or checkers.
- When Square tiles is selected, the distance between the two separation lines of every cell is width B, and the brick’s dimension should be based on it.
- 3.Select the area boundary. These may include more than one closed area.
- 4.Select a point to determine the area where the floor will be generated.
- 5.Select the projection locating point, which is the alignment point of the cell’s base point.
Curve Step
edit- Generate the step according to the path of polyline.
- Basic operations:
- 1.Select Curved Step from the Floor menu.
- 2.Select the step style in the Steps dialogue box and input the definition data. Press OK.
- Explanation of the parameters:
- * Style: Totally 7 styles of tread. You can also customize a style.
- * Thread: The width of each step.
- * Riser: The height of each step.
- * Number of Steps: The number of steps.
- * Add Slip-Resistant: Slip-Resistant will be added automatically if this option is active.
- * Floor Thickness: The altitude of the step underside.
- * Pick Floor: You can determine the floor thickness by picking on the screen.
- 3.Select a plane curve, and the steps will be constructed using this curve as the base line.
Move on Elevation
edit- This function is similar to Move function. It is used for moving object vertically. While moving the object, please make sure you are using WCS. Select the object you want to move and then define the base point and second on the evlevation view.
Display Control of the Floor Objects
edit- The system provides four commands to control the display of the floor objects. They can control the hidden and showing the floor 3D drawing, floor plane icon and floor color filling status. The commands are: Show the 3D floor, Hide the 3D floor, Show the 2D floor, and Hide the 2D floor.
- If you want to control the display of the object, please activate this view and then use the corresponding command.
Chapter 5 3D Modeling
edit- InteriCAD T6 provides 2D and 3D library, which enables user to design easily. In addition, the system delivers powerful modeling capabilities that can be used to construct wood line, stair, 3D Text and 3D object.
Modeling Function Based on Library
editHandrail
edit- Handrail Library
- This function can generate the whole handrail on the curve route according to the given shape in the library. Also it can be used to make handrail of the stairs.
- Basic Operations:
- 1.Select Showlib… from menu 3D Model.
- 2.Select a handrail or unit shape from the Library Maintain dialogue box.
- 3.Input the parameters and press OK.
- 4.Pick a polyline in the workspace to locate the handrail.
Fence
edit- You can build a fence on baseline according to the fence unit in the library.
- Basic Operations:
- 1.Select Showlib… from menu 3D Model.
- 2.Select a style from the Library Maintain dialogue box. It’s under the structure menu in the library.
- 3.Input the definition data of the fence unit.
- 4.Select a curve (polyline) as the fence baseline.
Wood Line
edit- Build a wood line defined by a plane curve as the baseline and profile pattern (library selected) as the profile. The dimensions of the wood line profile can be determined by the Molding dialogue box.
- Basic Operations:
- 1.Select Showlib… from menu 3D Model.
- 2.Select a wood line from the Library Maintain dialogue box. It’s under the structure menu in the library.
- 3.Input the dimension data of the profile in the Molding dialogue box and then Press OK.
- 4.Select a plane curve (polyline) as the baseline to generate the wood line.
Modeling Along the Path
edit- This function is used to build models by extruding a profile (close or unclose) along a plane path. You can select multiple profiles and the shape of the profile can be customized or selected from the library.
- Basic Operations:
- 1.Select Extrude by Path from the 3D Model menu.
- 2.Select the model baseline.
- 3.Select the profile shape of the model.
- 4.Select the base point of the profile.
- If you want to modify the parameters of the generated model through this function, such as baseline shape, profile shape, segment accuracy and rotation angle, you can use the Attribute Editing.
3D Text
edit- The construction of 3D Text can be divided into two steps. The first step is to array the 2D text on a line or a curve. The second step is to transform these array 2D texts into 3D texts.
Text Along Path
edit- You can array the 2D text along any curve. This is the preparation for making 3D text and the position of the text can be determined.
- Basic Operations:
- 1.Select 3D Text from 3D Model menu, and then Text.
- 2.Select the font, size, array rule in the 3 Dimension Text dialogue box. Input the text that will be displayed in the graph and select OK.
- 3.If you select Align On Straight Line, you should select two points to define the straight line; if you select Align On Curve Line, the text will be arrayed along the chosen polyline.
- The result of the text array along the curve is shown as below:
Transform 2D Text to 3D Text
edit- Basic Operations:
- 1.From 3D Model menu select 3D Text, and then Extrude.
- 2.Select the 2D text to be transformed.
- 3.Input the thickness.
- 4.The system will ask whether to delete the baseline.
- The 3D text transform from the 2D text as shown below:
Staircase
edit- The system provides various methods to build a staircase.
Combine Staircases
edit- By combining single staircase and flat platform, user can construct various staircase styles and set the data to single staircase information.
- The following is an example based on the combination of three single staircases.
- Basic Operations (three segments):
- 1.Select Combine Stairs from 3D Model menu, and then click Single Stair.
- 2.Input data of the stairs and select the stairs style in the Stair Design dialogue box.
- Select Detail button to change other settings.
- The following items can be set in the Stair Detail Design dialogue box:
- Treadle: including the depth and thickness of the treadle.
- Baffle: whether to set the baffle or not, and if so, the position and dimension of the baffle.
- Sideboard: whether to set the sideboard or not, and yes, the position and dimension of the sideboard.
- Accessories: whether to set the carpet and side-proofing bar, if yes, the dimension of them.
- Sideline: whether to set the sideline or not, if yes, the dimension of the sideline.
- 3.Click Insert Point button to determine the base point of the stairs.
- 4.Press OK, and the staircase will be generated automatically as shown below.
- 5.Draw a rectangle in the top view and select Flat Platform from Combine Stairs menu. Select the rectangle and input the thickness to build the flat platform.
- 6.Then copy two staircases and a flat platform.
- 7.Select Assemble Stair from Combine Stairs menu.
- The Stair Assembly dialogue box will define the object that will be used as reference part or assembly part, and determines the position where the reference part will be assembled and the alignment of the two parts.
- Reference Part: the object that will remain static during assembling.
- Assembly Part: the object that will move during assembling.
- 8.Click Select Reference Part, select object 1; Click Select Assembly Part button, select object A; Click Assemble button, press Spacebar to adjust the plane assemble position of the staircase and flat platform to a proper position and press Enter. Then take flat platform A as the reference part, staircase 2 as the assembly part. Repeat these operations to complete the process as shown below:
- 9.Select Handrail baseline from the Combine Stairs menu, select the staircase and flat platform that need handrail, press Enter and the handrail baseline has been made. The staircase and flat platform have been hidden for convenient viewing.
- Select a rail style from the library, then select the rail line, a handrail will be made. Shown as below:
Staircase Base on Two Lines
edit- Generate the staircase by two curves on the plane. This function can be used to generate staircases with different special effect on two sides.
- Basic Operations:
- 1.Select Create Stair by 2 lines from 3D Model menu.
- 2.Select two boundaries of the staircase. The selected boundaries should be closed to the starting point of the staircase. When selecting the border line, please select the end near the starting point of the stair. Input the total height of the staircase.
- 3.Input the riser height (height of the step).
- 4.Input the side width (width of the platform surface of both sides). The platform surface can be divided into 3 parts, while every part can be assigned with different materials (such as carpet-laying effect).
- Input offset value of handrail baseline. Two 3D polylines have been generated when building the staircase. You can use these two polylines as the base line to generate the staircase handrail. The polyline offset can either be a positive or negative value. A negative value means that the polyline has been drawn out of the staircase.
Staircase Base on Center Line
edit- Construct an equal-width staircase using a given curve as the centerline.
- Basic Operations:
- 1.Select Create Stair by center line from 3D Model menu.
- 2.Select a curve as the centerline of the staircase.
- 3.Input the total height of the stair.
- 4.Input the height of the step.
- 5.Input the side width (width of the platform surface of both sides).
- 6.Input offset value of handrail baseline.
Spiral Stair
edit- Construct a spiral staircase by defining relevant parameters.
- Basic Operations:
- 1.Select Spiral Stair from 3D Modelmenu.
- 2.Input detailed info about the spiral stair in the pop-up dialog. You can also define the details of each step by clicking on Preference.
- 3.Define a point in the working area by Pick Point.
Visual Library Management Based on Database Management
edit- Library management provides common library (such as sofa, tea table), door and windows library and shape library (such as wood line, handrail). All models are displayed in the dialogue box using color pictures for visual selection. The entire library is based on database management, which provides a user library management system and is convenient for inquiry.
Startup Library Management
edit- 1.From the Door And Window menu select Library to enter door and windows library management dialogue box;
- 2.From the 3D model menu select Library to enter common library management dialogue box;
- 3.Close the Library Management dialogue box. There are two ways:
- * From 3D Model menu click Hide Library command;
- * Left click X button on the upper right corner of the Library Management dialogue box.
Library Management
edit- Library dialogue box is composed of library calling area, list area, parameter area; preview area and symbol size button.
How to Use Library
edit- Double click the required model symbol in the list area and do the rest operations according to the system prompting.
System Manage Mode
edit- Selecting sofa and tea table
- 1.From the 3D model menu select Showlib…, the Library Management dialogue box popup.
- 2.Double click Home furniture>Sofa in the list area.
- 3.Drag the sliding bar in the preview and find the required sofa. Double click its symbol.
- 4.Under the Insertion point prompting, select the position where the sofa will be placed in the plane view using left button.
- 5.Under Rotate angle prompting, input the rotation angle of the sofa (positive value for anticlockwise and negative value for clockwise).
- 6.From home furniture double click table, and then end table.
- 7.Find the required end table in the list area and double click the symbol.
- 8.Similar to the sofa selecting, determine Insertion point and Rotate angle. The selecting of the tea table is completed.
- Example: selecting the door
- To select a door, select the point which the door is to be placed.
- a.Double click door and window>door> wood door1 in the list area.
- b.Drag the sliding bar in the preview area to find the required door style.
- c.Double click the symbol of that door style, the parameter dialogue box of the door popup. Set the width, height and ground clearance. Press Enter.
- d.Insert the door using positioning mode of door and windows.
- e.After the position of the door is fixed, the system prompts whether to change the door direction. Press Enter if the door direction is correct and input Y, press :Enter and the door direction will be corrected automatically. The system prompts whether to change the door direction. The method is the same with door direction. Thus, a door is installed. If necessary, continue to select walls to place the same door. Otherwise, press Enter.
- Example: selecting wood line
- Draw the trace line (should be a polyline) of the wood line grain before selecting wood line.
- a.Double click structure and wood line in the list area.
- b.Drag the sliding bar in the preview area and find the required wood line.
- c.Double click that wood line symbol. The parameter dialogue box of wood line popup. Set the Profile thickness, Profile height, press Enter.
- d. The system prompts, Select a polyline to select the path of the wood line. Press Enter and the wood line making completed.
User Management Mode
edit- Example 1: How to copy the system management file, such as sofa, to User Management mode
- 1.From the 3D Model menu click Showlib….
- 2.Double click system library>3d library>sofa in the list.
- 3.Drag the sliding bar in the preview area and find the required sofa. Single right click and select copy.
- 4.From the library maintenance menu click user. Switch to user library.
- 5.Single click using right button, select add or paste. If you select add, a new folder will appear under User library and you can rename it with sofa. Then right click the new folder and select paste. Operation completes.
- Example 2: How to add existing DWG model to user management mode in two different methods
- 1.Add models (furniture, decoration. Not including stairs, doors and windows)
- Open the existing DWG model and input Insbase in command prompt, and press Enter. Single click the center of the model using left button and save the file.
- From the 3D model menu select Showlib…, the library management dialogue box popup.
- Click User Library to open a directory. Single click the preview area in the right side using right button and select Add files, the Add Files dialogue box popup.
- In the file path, press Browse and select your saved DWG file. Press Enter and the operation complete.
- Copy the .jpg file of the models to the
- 2. Add models (All models including: furniture, decoration, stairs, doors, windows and etc.)
- From the 3D Model menu select Showlib…, the library management dialogue box popup.
- Click User Library to open a directory. Single click the preview area on the right side using right button and select add library. The Add Library dialogue box popup.
- Single click the file type which DWG file belongs using left button and press OK. The Input Data dialogue box popup. Set Object name, Specification, Height and File. The Height value should be accurate and File is to define the path where the DWG file will be saved.
- The system prompts Select objects. Click the DWG model that will be put into library and then click right button to confirm. The system prompts Insertion point. Single click the center of the model using left button and press OK. Operation completes.
Chapter 6 Dimension
edit- InteriCAD T6 provides comprehensive dimension regarding the size of the axis, wall, door and windows.
Dimension
edit- The system provides various dimension methods: dimension on linear axis, dimension on arc center, wall windows dimension, and door windows dimension.
Dimension on Linear Axis
edit- Basic Operations:
- 1. Select Linear Axis from the Dimension menu.
- 2. Select an axis that will be dimensioned;
- 3. If the dimension direction is gradient, you should first determine the start of the axis number;
- 4. Determine the form of the axis number. There are two forms: 1, 2 or a, b.
Dimension on Arc Axis
edit- Basic Operations:
- 1.Select Arc Axis from the Dimension menu.
- 2.Select a axis that will be the dimension;
- 3.If the selected axis is an arc, the base axis selected will be used to determine the dimension direction;
- 4.If the selected axis is a line, then select the axis that need not to dimension.
- 5.Select the position of the dimension;
- 6.Determine the form of the axis number. There are two forms: 1, 2 or a, b.
Walls with Windows Dimension
edit- Introduction: Dimensioning a single straight wall or the curve wall with door and windows on them. It is only valid for the wall with door and windows.
- Basic Operations:
- 1.Select Wall Dimension from the Dimension menu.
- 2.Select the wall that will be dimensioned.
- 3.Determine the position of the dimension.
Door and Windows Dimension
edit- Introduction: Dimensioning the multiple doors and windows of the same direction on the straight wall. If the selected doors and windows are of different directions, the system will automatically select the direction that most doors and windows have to dimension. Those doors and windows that are on the different directions will be ignored.
- Basic Operations:
- 1.Select Door and Window from the Dimension menu.
- 2.Select one or more doors and windows that will be dimension.
- 3.Select other axis or walls that will be dimension.
- 4.Determine the position of the dimension.
Modify Axis Number
edit- The modification of dimension mentioned here is not the modification of the number of size, but the modification of the axis number.
- After modification, the new axis number will be in the circle.
- Basic Operations:
- 1.Select Modify Axis Number from the Dimension menu.
- 2.Select the axis number that will be modified (the number or letter in the circle).
- 3.Input the new axis number.
The Area of a Room
edit- The area of a room can be calculated automatically. The walls should be closed and updated. While calculating the area, the axis of the wall will be use as the reference.
- Basic Operations:
- 1.Select Room Area from the Dimension menu.
- 2.Select multiple walls. The area of the room can only be dimension when these surrounding walls become a closed room.
- 3.The current room to be dimensioned is highlighted.
- If you select a point inside the room, the area of the room will be dimensioned in the position of that point.
- Input N and the system will turn to next close room.
- Input E to finish dimension.
Dimension Types
edit- 1.Dot-base Mode:Change the dimension type to dot base.
- 2.Cut-base Mode:Change the dimension type to cut base.
- Note: Dot and Cut modes are used to modify the display mode of the dimension node. The mode will be modified after you use the command but the dimensions that already exist will remain unchanged.
Common Dimension Types
edit- 1.Horizontal Dimension
- Specifies how far extension points are offset from origin points horizontally.
- 2.Vertical Dimension
- Specifies how far extension points are offset from origin points vertically.
- 3.Align Dinmension
- You can create dimensions that are parallel to the locations or objects that you specify. In aligned dimensions, the dimension line is parallel to the extension line origins.
- 4.Diameter Dimension
- It measures the diameter of an arc or circle, and displays the dimension text with the diameter symbol in front of it. And it displays the dimension text with the diameter symbol in front of it.
- 5.Radius Dimension
- It measures the radius of an arc or circle, and displays the dimension text with the letter R in front of it.
- 6.Angular Dimension
- It measures the angle between two lines or three points. To measure the angle between two radiuses of a circle, you select the circle and specify the angle endpoints.
Chapter 7 Virtual Reality Commands in Modeling
edit- In this chapter, we will introduce some functions in virtual reality.
Set Light
edit- Basic Operations:
- 1.Select Set Light from the Virtual Reality menu.
- 2.Select the object you want to set as light. Multiple selections are supported.
- Note: Only those objects with Face attribute can be set as light. For example, a line or polyline can not be set as light. Meanwhile,
- models taken from the library need to be exploded before being set as lights
Advanced Lighting
edit- Using advanced lighting function, users can create lamp cluster, neon light and pearl light.
Basic Operations for TypeA:
- 1.Draw two lines as the basic lines of lighting.
- 2.Select Virtual Reality >Advance.
- 3.In the Lighting Options dialogue box, click Lighting Parameter to define the color and wattage of light.
Note: the wattage is the summation of all bulbs.
- 4.Click First Baseline and select one of the lines.
- 5.Click Second Baseline and select another line.
Note: once a line is selected, None will turn into Selected.
- 6.Define the number of column in the selection of Stars along paths, define the number of bulbs in each column in the selection of Start between Paths.
- 7. Click OK and the lighting will be created.
Note: the 3D model of bulb is cube. Too many bulbs will slow down the speed. The model of lamp cluster appears as a whole entity.
Special effects
- 1.Twist Angle of two baselines, only effective to closed 2D polyline.
- 2.Drop slope.
- 3.Reverse path direction.
- The neon light setting uses a 2D line as baseline to create a 3D neon light. The 3D neon light already has its properties. This setting can be used to create neon light and lighting decoration.
Basic operations of creating neon light (TypeB):
- 1.Set one piece of wall as elevation. Select 3D model3D TextText. In the popup dialogue box, enter the letters.
- 2.Select Virtual Reality > Advance.
- 3.In Lighting Options dialogue box, select Type B, which is neon light. Define lighting parameter.
- 4.Click Select Baseline. Then select the region of the text on the wall.
- 5.Define the Radius of Neon Tube.
- 6.Click OK. The Neon tube is created.
Basic operations of creating neon light (TypeB):
- Pearl light uses 2D lines as baseline, and evenly set bulbs along baseline.
- 1.Select Virtual Reality > Advance.
- 2.In Lighting Options dialogue box, select Type C, which is pearl light. Define lighting parameter.
- 3.Click Select Baseline. Then select from left to right of the rectangle.
- 4.Define number of pearls.
- 5.Click OK to finish.
Edit Light
edit- Basic Operations:
- 1.Select Edit Light from the Virtual Reality menu.
- 2.Select the light to edit.
- 3.Define values in the pop-up dialog.
Note: Multiple selections are available. However, all the values will be the same. Meanwhile, the light attribute can not be cancelled once it is set.
Export
edit- If there is same model in Virtual Reality, using this command will replace the model in modeling library with the model in Virtual Reality library.
- Basic Operations:
- 1.Select Virtual Reality> Export.
- 2.Select the objects you want to export to VR.
- 3.Define the observer point to export.
- Note: The export method is suggested while you have placed some complex models from the CAD library. System will automatically replace them with the 3d models while exporting to VR.
Export Merge
editIf there is same model in Virtual Reality, using this command will replace the model in modeling library with the model in Virtual Reality library. Basic Operations:
- 1.Select Virtual Reality> Export merge.
- 2.Select the objects you want to merge to VR.
- 3.Define the observer point to export.
Advanced Export
edit- This is another way to export 3D models into Virtual Reality.
- Basic Operations:
- 1.Select Virtual Reality> Advanced Export.
- 2.In the popup Send Model Option dialogue box, select the precision and combine option to export models.
- 3.Select the objects you want to export to VR.
- Note: Normal, Normal+1, Normal+2…controls the precision level for the objects, especially for circle, arc, etc.
Advanced Export Merge
edit- This is another way to export 3D models into Virtual Reality and Merge.
- Basic Operations:
- 1.Select Virtual Reality> Advanced Export Merge.
- 2.In the popup Send Model Option dialogue box, select the precision and combine option to export merge models.
- 3.Select the objects you want to merge to VR.
Import and Export DWG, DXF Files
edit- InteriCAD can export and import and export dwg, dxf files as well as importing 3ds files.
Import 3DS File
edit- Use 3DSIN command to read 3D Studio geometric graph.
- Options for importing 3DS file
- 1.Save to layer:To control how to allocate layer in 3DS file.
- By object: To allocate a layer for each object in 3D Studio file. The name of the layer is the same as the object.
- By material: To create a layer for each material in 3D Studio file. All objects with same materials will be saved in one layer. The name of the layer is the same as the material.
- By object color: To create layer for each color in 3D Studio file. The name of the layer is COLORnn. Nn is the color index of 3D Studio. Object without color will be put on layer called COLORNONE.
- Single layer: to create a layer called AVLAYER. All objects are put on this layer.
- 2.Multiple Material Objects:
- 3D Studio will allocate texture according to surface, element or object. BtoCAD will allocate texture according to object. BtoCAD needs instruction when it allocates a 3D Studio object with multiple textures.
- Always prompt: For every object with multiple textures, a ‘Material Assignment Alert’ dialogue box will show.
- Split by material: To split multiple object into several object by its material.
- Assign first material: Assign the first material of this object to the whole object.
- Don’t assign a material: In this way, the material will be lost. But it will save the geometric graph of 3D Studio file. The transferred object will be allocated a default material in AutoCAD.
- Basic operations to import 3DS file:
- Select File>Import/Export>3DS Import.
- Appoint the 3D Studio file in 3D Studio File Import Options dialogue box.
- Define the parameters in 3D Studio File Import Options dialogue box. Click OK.
Import 2D Design Files
edit- Basic Operations:
- 1.Select File> Import 2D Design file.
- 2.In the popup dialogue box, browse for the *koc file.
- 3.Define whether to generate solid wall and the height of the room.
- 4.The system will automatically generate what you have made in 2d to modeling.
Chapter 8 Window, Edit Attribute and Other Functions
editWindow
editNew Window
edit- This function is used for creating new window in the modeling mode. Select New Window from the Window menu.
Close
edit- This function is used for closing the current window in the drawing. Select Close from the Window menu.
Close All
edit- This function is used for closing all the windows in the drawing. Select Close All from the Window menu.
Cascade
edit- This function is used for arranging the windows in the drawing. Select Cascade from the Window menu and window will be showed as below.
Tile Horizontally
edit- This function is used for arranging the windows horizontally in the drawing. Select Tile Horizontally from the Window menu and window will be shown horizontally.
Tile Vertically
edit- This function is used for arranging the windows vertically in the drawing. Select Tile Vertically from the Window menu and window will be shown vertically.
Arrange Icons
edit- This function is used for arranging the windows in 3 ways: Horizontal, Vertical and Cascade.
Others
editYuan Fang Toolbar
edit- This toolbar contains several functions, such as Attribute Edit, New Camera, Hide and Regen.
BtoCAD Menu
edit- This function is for switching to standard CAD menu. While you are using BtoCAD menu and want to return to T6 menu, input ‘mgx’ in the command line and press Enter.
General Setting
edit- These are some basic settings for structure elements in modeling. These settings will not affect those existing drawings.
- 1. Wall
- Height: This is the default wall height in modeling.
- Thickness: This is the default wall thickness in modeling.
- Segments per Curve: This is default precision for curve objects while exporting to VR, such as curve wallhole, curve decoration, etc.
- Hatch Style: This is the default hatch style for the wall in modeling. Changing the default will affect the new walls.
- 2. Color Setting
- Wall Layer: This controls the display color of the wall.
- Grid Layer: This controls the display color of the grid.
- Window Layer: This controls the display color of the window.
- Column Layer: This controls the display color of the column.
- 3. Dynamic Orientation
- Distance: This controls the distance while moving doors or windows along the straight wall.
- Angle: This controls the distance while moving doors or windows along the curve wall.
Display of Objects
edit- System provides functions to control the display of the objects. If you want to hide/show the object, please activate the relavant command and select the objects.
Summary of Edit Attribute
edit- Edit attribute is one of most outstanding features of CAD modeling.
- Attributes, are geometric parameters for modeling and data for defining the graph of object. Each attribute can define or affect one aspect of certain object, and at the same time every attribute is comparatively independent.
- Edit attribute is applicable to all the objects. If you select the defined object of BtoCAD, object editor of BtoCAD should be used, while you select the defined object of InteriCAD System, the Edit Attribute should be used. And this chapter will focus on the latter one.
- In CAD modeling of the design system, objects that can be applicable to Edit Attribute include wall, doors & windows, wood line, and wall hole, etc.
Start the Edit Attribute
edit- Here are three different methods to start the Edit Attribute:
- Input the command MGXEA.
- Click the Edit Attribute button in the toolbar of InteriCAD T6.
Dialog Box of Edit Attribute
edit- After starting the Edit Attribute, select an object and then a dialog box of Edit Attribute will popup. The main control functions are as follow:
- Attribute: List all the attributes of the selected object and current parameter of every attribute.
- Edit: correspond to the editing operation of the attribute.
- Copy: correspond to the copying operation of the attribute.
- Extract: use to extract the parameter of the attribute.
- Every attribute has its own operations. Suppose you select an attribute in the Attribute, system can only generate the applicable operations, while the functional button of inapplicable one will turn gray
- Dialog box of Edit Attribute is shown as follow:
Attribute Edit & Common Operation
edit- There are three types of attribute edit, including edit, copy and extract.
- 1. Edit: edit is used to modify certain attribute of the object. The operational procedure is indicated as follow:
- 1) Choose the right attribute you want from the Attribute in the Edit Attribute.
- 2) Left click the Edit button.
- 3) Input the new value. Different types of attribute can have different types of
attribute value. The data type of the new value must match the type of the original one. (For an attribute value like Switch, nothing will happen after you left click the Edit. The graph will be changed only after the dialog box has been shut down.)
- 4) After input the value, back to Edit Attribute and click OK to finish the operation.
- 2. Copy: choose one or more different attributes and apply them to the object of the same type. In this way, they can be provided with same attribute values of the original one. The operational procedure is as follow:
- 1) Choose one or more available attributes from the Attribute in the Edit Attribute. (Remember the Copy button in the dialog box must be available.)
- 2) Left click the Copy button.
- 3) Choose the one or more objects of the same type from the interface after the dialog box is hidden.
- 4) Back to the Edit Attribute, and click OK to finish the operation.
- 3.Extract: extract is applicable only when the attribute value belongs to the attribute of an entity, such as shape of wall hole, baseline of wood line and profile. It is used to extract certain components of the selected object and shape another graph. The operational procedure is shown as follow:
- 3) Choose the attribute that is available from the Attribute in the Edit Attribute. (Remember the Extract button in the dialog box must be available.)
- 4) Left click the Extract button.
- 5) Here, operation differs according to the attribute. For the attribute that is not necessary to extract in the original position like section, should be oriented in the graph.
- 6) Back to the dialog box, and click OK to finish the operation.
Common Attributes
edit- The content of attribute differs with accordance to different type of object, but each type of object has its similar attributes to others, such as Name, Display, Color and Hide. Here, we take wall for instance to explain the said common attributes.
- 7.Name
- Name is the attribute that is used to mark object. The only operation available is Edit.
- The operational procedure of Name edit
- Choose Name from the Attribute in the Edit Attribute, and then click Edit.
- Input a new name in the Insert, and then click OK.
- Here, Name has already been changed the moment Edit Attribute dialogue box reoccurs. Click OK.
- Display
- There are two kinds of object display: 3D and 2D. When the object is displayed by 3D mode, the 3D graph of the object will be displayed in the screen. Reversely, it will only display the plan icon when 2D mode is applied.
- Edit & Copy can be carried out for Display.
- The operational procedure of Display edit
- 1.Start the command of Edit Attribute.
- 2. Choose the wall ①.
- 3. Choose Display from the Attribute in the Edit Attribute, (Here, the attribute value is displayed as 3D.) and then left click the Edit button.
- 4. Display has already been changed into 2D when Edit Attribute reoccurs. Click OK to complete the Display editing of wall ①.
- 5. Restart the command of Edit Attribute.
- 6. Choose the edited wall ①.
- 7. Choose Display from the Attribute in the Edit Attribute, (Now, the attribute value is displayed as 2D.) left click the Copy button.
- 8.Choose the wall ②.
- 9.Left click the OK after the Edit Attribute reoccurs.
- 6.Color
- Color of object can either stand for an index number of one color, or a BYLAYER as well as a BYBLOCK. You can do the Edit & Copy to Color same as to Display.
- 7.Hide
- This attribute controls object to hide or not in the graph. The attribute value is defined as Yes or No. You can do the Edit & Copy to Hide same as to Display.
Wall Attribute Edit
edit- Dialog box of Straight wall and Arc wall are shown as follow:
- (Dialog box of straight wall attribute edit) (Dialog box of arc wall attribute edit)
- 1.Starting Point & Ending Point: the position of straight wall is defined by Starting & Ending Point. You can change the position and the length of wall by changing its Starting & Ending Point.
- 2.Center point & Radius: the position of arc wall is defined by Center point & Radius.
- 3.Wall Height & Wall thickness: the shape is defined by Wall Height & Wall thickness.
- You can easily discover the change of wall shape by changing the wall thickness from 120 mm to 500 mm, as well as changing the wall height from 3000 mm to 4500 mm in the following example.
- 4.Filling Option: it is used to define whether the wall is solid or vacant.
- 5.At Doors and Windows: it is used to define whether the contour line of wall is open-up when the door and window is fixed in wall.
- In the following example, you can find out the differences of the graph by changing open-up into shut-down at doors and windows.
- Segment Density: it that helps to control the graphic precision is only of avail to arc wall. The higher segment density you adjust the higher graphic precision you will get.
- 6.Hide: when the Hide is edited as Yes, all the belongings in wall such as doors, windows and wall holes will be hidden.
Doors & Windows Attribute Edit
edit- Dialog box of Doors & Windows is shown as follow:
- By using the Edit Attribute, you can modify the style of doors & windows, their position in wall, their height & thickness and swing direction, etc.
- Style: the style of doors & windows is defined by model of the library. You can change the style of doors & windows into another by simply modifying Style.
- The operational procedure of doors & windows style edit
- 1.Choose Style from the Attribute in Edit Attribute, and then click Edit.
- 2.You can choose another doors & windows style from the Show Library.
- 3.Back to Edit Attribute, and click OK.
- For example, you can easily change the vault door into the square one.
- 1.Position:
- By using the Edit Attribute, you can modify the position of doors & windows, which will be automatically updated after the modification. In ACAD, position of doors & window will not be updated even the “move” command has been carried out.
- 2.Width & Height:
- The size of doors & windows is defined by Width & Height.
- 3.Offset & Raise:
- Offset is used to measure the level distance between midline of wall and midline of doors & windows. The offset value can be positive or negative, representing offset direction of doors & windows.
- Raise is used to measure the upright distance from the bottom of doors & windows to bottom of wall.
- 4.Swing Left or Right:
- There are two types of swing direction that can only do the Edit operation. One is left or right while the other is in or out.
Wood Line Attribute Edit
edit- Dialog box of wood line is shown as follow:
- By using Edit Attribute, you can modify various attributes, including Profile, Base Shape, Profile Dimension (both profile thickness & height), Rotate, Smoothness of Profile & Curve Baseline and Direction, etc.
- 1.Profile:
- You can pick up the profile from the library, or you can get it by choosing self-defined curves on the screen. There are two relative attributes of Profile in the Attribute of Edit Attribute. They are Library and Profile. You can find the profile curves available in the Library, while self-defined profile can be obtained in Profile. In addition, you can even extract the profile curves from selected woodline in Profile.
- 2.Base Shape:
- Base Shape is the path to make wood line. Operation of Edit, Copy, and Extract can be carried out.
- 3.Profile Dimension:
- There are two types of attribute: Profile Thickness & Profile Height. Profile Height is the profile dimension in the direction of normal from the baseline. Here, both direction of baseline and direction of normal baseline are perpendicular to Profile Thickness.
- Either Thickness or Height can be edited separately. In the following example, you can see the Height of wood line is doubled while the thickness stays unaltered.
Wall Hole Attribute Edit
edit- Dialog box of wall hole is shown as follow:
- 1.Profile:
- The profile of wall hole is defined by a close 2D curve. Contour lines are not allowed to intersect. You can do the operation of Edit, Copy and Extract to wall hole.
- 2.Location
- Wall hole can be fixed in any location of wall, like in the middle or at the borderline. But you must locate it within the wall. During the dynamic orientation, the location of the cross cursor is the same as to the anchor point.
- If you modify the wall hole position by other edit tool, the new wall hole can be displayed only by updating the wall.
- 3.Depth:
- You can define the dimension vertical to wall. By setup different depth, you can get wall hole either in transparent or opaque form.
- 4.Segments per Curve:
- Segment per Curve that helps to control the graphic precision is only of avail to arc wall with wall hole. The more Segments per Curve you adjust the higher graphic precision you will get.
Other Functions
editSystem Optimizing
editDocument Cleaned up
edit- You can optimize the system by this function that will help you to remove the useless fragments like drawings, layer, line type, model file, and font style, etc.
Compress & Restore
edit- The ram consumes a lot when dealing with the complicated graph and 3D objects. Use the Compress function will help you to reduce the ram consumption and speed up the display by covert 3D graph to 2D. You can display them in 3D by Restore function.
Edit Shortcut
edit- Most of the time, you need to input the command in the command interface so as to quicken the drawing. Here, you can edit command shortcut in order to better save your time. This function will help you to add command shortcut manually.
Camera
edit- Camera determines the view by simulating optical characteristic of human. We call the view generated by Camera as Perspective. You can not zoom-in, zoom-out, spin, etc. to view the graph in the Perspective.
- All the relative commands can be found in Camera. You can get toolbar of Camera at top right corner of the screen. It is shown as follow:
Set up New Camera
edit- You should appoint a lay-out position & an aim of the camera when editing a new camera.
- Operational Procedure of Setting up New Camera:
- 1.Choose Camera from the toolbar, and click New.
- 2.Appoint a lay-out position of the camera.
- 3.Appoint an aim.
- 4.The lay-out position & aim are defaulted as 1600 mm. After finish setup, the system will automatically generate a side-glance view as the new camera’s view.
Chapter 9 Virtual Reality
editOverview
edit- Virtual Reality (Short for VR), is the render engine of InteriCAD. It fulfills rendering function, whose mainly tasks are related to photo rendering in the system; such as renderings, animations etc. InteriCAD VR is a completely independent rendering platform. All the operations related to rendering, such as edit materials, set lighting, can be completed in InteriCAD VR. You can also use your own data format to save the InteriCAD VR file at any state. For software usability, all the settings in ACAD rendering module can be read in InteriCAD VR, but some special materials and lighting can only be set under InteriCAD VR. In addition, radiosity and raytrace technology in rendering calculation makes the design natural and realistic.
- A procedure of Virtual Reality:
- Build 3D model scene using Modeling Design function of InteriCAD T6 or 2D drawing using InteriCAD 2D Design.
- Import the 3D model scene or the 2D decoration drawing created by InteriCAD 2D Design into InteriCAD VR.
- Make further design of the 3D scene in InteriCAD VR, such as adjusting model materials and setting light of the scene.
- Multiplex output by raytrace and radiosity technology.
InteriCAD VR Interface and Command Function
edit- This chapter introduces InteriCAD VR interface, functions and all the commands.
- InteriCAD VR interface:
- The InteriCAD VR interface is composed mainly of menu bar, tool bar, workplace, and command window, side editor and status bar.
-
- Menu Bar: left click to use the command.
- Tool Bar: where most common commands are placed, you can left click to use the command.
- Workplace: where you can operate the InteriCAD VR scene.
- Command Window: where you can input command directly.
- Status Bar: Display cursor position and mode.
- Side editor: Integrates Frequently used command.
- Basic Operations of the Software:
- Common Command
- InteriCAD VR provides several methods to use the command:
- 1.Left click the command in menu bar
- 2.Left click the command in tool bar
- 3.Input command directly in the command window using keyboard
- 4.Use hot key, such as F2.
- The use of the mouse:
- Left button: most operations are completed using left button, e.g.: select the command in the dropdown menu, click the command in the tool bar, select the object and determine the base point of the object.
- Right button:
- 5.During the operation of some commands, you need to use right button to operate. For example, in pitching movement command, you can use the right button to control the height of the viewpoint.
- 6.In some commands, you can use the right mouse button to terminate the current command.
- 7.In most object editing commands, the function of the right button and Enter is the same.
- Two Basic Operation Rules:
- Rule 1: Select the command and follow the command prompts. For operation convenience, most common-used commands have been integrated in the tool bar.
- Rule 2: You can directly select the command first and then select object to operate.
- Introduction to the Command on the Menu Bar:
- File :
- view:
- Object:
- Material:
- Tiling:
- Light setting:
- Render:
- Animation:
- Optimize:
- Help:
- Some Common Used Commands Integrated on the Tool Bar:
- Default keyboard shortcut command:
- F2 Show Library
- F3 Raytrace
- F4 Auto Light Adjustment
- F5 Delete Object
- F6 Material Editor
- F7 Edit Light
- F8 Last Camera
File Menu
editOpen
edit- Open a previously saved file, which is in *.mrs file format
- Basic operations:
- Click File> Open in menu bar. Select the file.
Save
edit- Save the current drawing file, which is in *.mrs file format.
- Basic operations:
- Click File> Save in menu bar.
- A Save as dialogue box will appear. In dialogue box, choose the file path and input the name of the file, then click Save button.
New
edit- Create a new drawing file.
- Basic operations:
- Click File> New in menu bar.
- Note: if any changes have been made to the current file, the system will ask you whether to save it. Click Yes, the system will save the file. If it is a new file, the file will be saved as a new file.
- Click No, the system will open a new file without saving the current file.
- If Cancel, the system will not open a new file.
Import from Modeling
edit- Enter InteriCAD VR from main interface.
- From the File menu select Import from Modeling command or you can click the button on the tool bar.
- Then it will switch to InteriCAD Modeling part. According to the prompt of Select objects, you can select the corresponding object. If you want to select all the objects, you can input ALL and then press Enter.
- Now the system will make some corresponding transformation of the model and all the faces will be transformed to Single face (one face can be seen only from that side, but can not be seen from the other side). And then all the faces will be divided equally.
- After all the process has been done, the model will appear in the perspective workplace of InteriCAD VR.
- If you don’t need to continue merging models, you can close Modeling part to save system resource.
Merge from Modeling
edit- Click File> Merge from Modeling in menu bar
- The system will switch to InteriCAD Modeling part. According to the prompt of Select objects, you can select the corresponding object, right click to confirm and appoint the observer point.
- After all the process has been done, the model will appear in the perspective workplace of InteriCAD VR.
Import 3DMax Model
edit- 1.Install SetMaxPlugin
- 1).Make sure that you have installed 3ds Max software in the computer you run the SetMaxPlugin (suitable version: Discreet 3dsmax 6, Discreet 3dsmax 7, Autodesk 3ds Max 8, Autodesk 3ds Max 9, Autodesk 3ds Max 2009, Autodesk 3ds Max 2010, Autodesk 3ds Max 2011, Autodesk 3ds Max 2012)
- 2).In the InteriCAD installing process, the installation program automatically runs the SetMaxPlugin; if you want to manually run the plugin, please double click the SetMaxPlugin.exe icon to install.
- 3).Appoint the 3ds Max version and installation path in the pop-up dialogue box, then click Setting to complete the setup.
- 4).The following dialogue box shows that you have successfully installed the plug
- 2.Export MTF format file in 3ds Max
- 1).Open 3ds Max model.
- 2).Select export from File menu; choose Export Selected if you want to convert some parts.
- 3).In the pop-up dialogue box, appoint the saving path and a name.
- 4).Select 3DMax-YF mtf (*.mtf) in the Save as type menu, click Save to complete the conversion.
- 3.Import MTF files in VR:
- 1).Enter InteriCAD VR from main interface.
- 2).From the File menu select Import 3DMax Model command, the system will ask you to clear the current scene, click OK to continue. And then select a MTF file in the pop-up dialogue box.
- 3).Left-click Open button, the model will appear in the perspective workplace of InteriCAD VR.
Merge 3dMax Model
edit- Click File> Merge from 3DMax in menu bar.
- Select a MTF file in the pop-up dialogue box.
- Left-click Open button, the model will appear in the perspective workplace of InteriCAD VR.
Import 3ds Sketchup Model
edit- Prepare .mtf, .3ds or .skp files.
- Enter InteriCAD VR from main interface.
- From the File menu select Import 3ds Skethchup.
- An Import MTF/3DS/SKP dialog will be pop up. Select the file needed to be imported. Set the Unit Option and Merge Option and choose an insert point. If you want to explode, tick the Explode selection. Click OK to finish.
Import 2D File
edit- 1. From File menu click Import 2D File.
- 2. Select *.koc file in the appeared dialogue box.
- 3. The system will pop up the dialogue box of selecting template. The preview picture of the template is on the right side of the dialogue box. You can select a template according to your need and then press OK button.
- 4. The system will read the wall structure of the selected plane file and preview using yellow lines. Click the left button in the room that needs to generate 3D scene and the room will be displayed in yellow dotted line. Press Ok.
- 5. The system will automatically generate the 3D scene of this room in InteriCAD VR.
Template Setting
edit- InteriCAD provides an advanced function for you to create your own templates. Template is the style or atmosphere of the room you want to generate in 3D. Most of the elements in the template are basic features of interior design, such as door and window styles, floor maps, skirting, cornice, etc.
- You can modify or create your own template using Template Editor. The template format is “*.mrt”, which is put under path X:\interiCADT6\vr\mrt(X is the disk where you have installed InteriCAD T6.
- Basic operations to modify an existing template:
- 1.Open 3D, select Template Setting from File menu or input “mt” in the command line. Next, click Open button in the pop up dialog box.
- 2.Select a template to modify that is stored under IntericadT6/vr/mrt.
- Next are the instructions for each item in the template setting dialog box.
- Template file
- Name: You can type your preferred name.
- Class: You can either select a type or create your own folder under InteriCAD T6/VR/MRT. The folder you created will be shown in the pull-down menu.
- Preview: You can either choose a JPG image or put an image under Intericad T6/vr/mrt with the same name as the template file. In this way, you will make a preview for the template.
- Note: You can save a rendering image before editing or creating a template.
- Description: You can describe the template as you want in text.
- General setting
- Elevation: The value controls the height of the room while export from 2D to VR. But it will not be activated while you have set ceiling in 2D.
- Wall Lamp: System will automatically layout wall lamps in certain position such as both sides of the bed.
- Sunlight: System will automatically activate sunlight effect.
- Brightness: The value controls the strength of the sunlight effect. The higher the value is, the stronger the sunlight will be.
- Additional mrm Directory: You can define a directory for your own *mrm files. System will firstly search for the mrm files in X:\interiCADT6\vr\vrlib and then in the additional mrm directory.
- Wall
- Default: System will automatically define material for wall if you activate this option.
- User defines: User can define their favorite material for the wall.
- Note: Click “…” you can select material from the library. You can also use the material in the scene by clicking Pick up<< button.
- Wall decoration rule
- You can define the material of wall behind the object you select. You can also set the map size of the texture you defined.
- Note: this function will only work when you have put the relative objects (for example, TV cabinet) next to the wall.
- Single door
- Default: System will automatically generate single door after selecting a template. This door is made of a door panel with a texture on it.
- Frame: Decide whether to generate frame for the single door.
- Door sill: Decide whether to generate sill for the single door.
- User defines: This option enables user to define thickness, material and even handle model (*mrm) for the single door.
- Door model: You can define a VR model (*.mrm block) instead of using only door panel.
- Door frame
- Default: System will automatically generate a door frame for the single door.
- By parameter: You can define width, thickness, section as well as material for the frame.
- Fit map: System will automatically adjust the map size for the frame material.
- Model file: You can define a VR model (*.mrm block) for the frame and set the relevant values.
- Door ground
- Default: System will automatically define material for the door ground.
- Material: You can define your favorite color for the door ground either selecting from the library or picking up from the scene.
- The rest types of doors share the similar setting with the single door.
- Window
- Default: System will automatically generate windows with the default mrm model.
- Frame: Decide whether to generate window frame.
- Sill: Decide whether to generate window sill.
- Curtain: Decide whether to generate curtains for the window.
- Sash width: Decide the length of single window model. For example, if the sash width is 1000 and you have created a 3000 mm window in 2d, system will automatically divide it into 3 parts (3 single windows).
- Window model: You can define a VR model (*.mrm) for the window.
- Window frame
- Please refer to settings of single door frame.
- Window sill
- Built-in depth: This value controls the depth that extends to the wall.
- Material: You can define material for the window sill.
- Curtain
- Default: System will automatically generate curtain with the default model. Note: System will not generate curtain in the kitchen and bathroom.
- User defines: System will automatically generate a piece of sheet in front of the window. You can define its material and size.’
- Side space: Decide the distance between side edges of the curtain and the wall.
- Distance to wall: Decide the distance between the curtain and the wall.
- Upper Space: Decide the distance between the upper edge and the wall.
- Bottom Space: Decide the distance between the bottom edge and the wall.
- Material: You can define material for the curtain.
- Model file: You can define a VR model (*.mrm) for the curtain.
- The setting of the Bay window is similar to the setting of the single window.
- Wall hole
- Default: System will automatically generate wall holes according to the default setting.
- Generate Lamp: Decide whether to generate lamps in the upper edge of the wall hole.
- Generate Sill: Decide whether to generate sill for the wall hole.
- Wall Hole MRM: You can define your own model (*mrm) for the wall hole.
- For frame and sill setting of wall hole, please refer to the similar settings of the single door.
- Ground
- Material: You can define material for the ground as well as setting its size.
- Ground stage
- Material: You can define material for the ground stage (second, third…) as well as setting its size.
- Border Material: You can define material for the border.
- Ceiling
- You can define the ceiling type as well as its material.
- Note: This function will be activated when there is no ceiling in 2d. The ceiling block will generate according to the position of sofa, table and TV cabinet. There won’t be ceiling block generated if system can not find the furniture.
- Ceiling Cornice
- Default: System will automatically generate ceiling cornice according to the default setting.
- Generate: System will automatically generate ceiling cornice and you can also define its size and material.
- User Defines: You can define your favorite parameters for the ceiling cornice.
- Shape: You can define the section shape of the ceiling cornice.
- Distance: This controls the distance between the ceiling and the cornice.
- Chair rail
- Default: System will not generate waistline while activating this option.
- Generate: System will automatically generate waistline and you can also define its size and material.
- User Defines: You can define your favorite parameters for the chair rail.
- Shape: You can define the section shape of the chair rail.
- Skirting
- Default: System will not generate skirting while activating this option.
- Generate skirting: System will automatically generate skirting and you can also define its size and material.
- Base Board
- Default: System will not generate base board while activating this option.
- Generate: System will automatically generate skirting and you can also define its size and material.
- User Defines: You can define your favorite parameters for the base board.
- Material: You can define material for the base board.
- Shape: You can define the section shape of the base board.
- Lamp
- Default: System will generate lamps while activating this option.
- Living room: System will generate pendant lamp according to the position of sofa set and TV cabinet.
- Dining room: System will generate pendant lamp according to the position of dining set.
- Ceiling lamp: System will generate pendant lamp in all rooms except living room.
- Wall lamp: System will generate arbitrary wall lamps. (For example, sides of a bed).
- Floor lamp: System will generate floor lamp created in 2d.
- Desk lamp: System will generate desk lamp created in 2d.
- Note: System will not generate ceiling lamp if you have made ceiling in 2d.
- User defined rule
- You can define certain rules for the room decoration.
- Here is an example showing you how to set a painting in the wall behind the TV cabinet.
- Select a position to the model (*.mrm) you want to set. For example, select the wall behind a TV cabinet.
-
- Input elevation for the painting.
-
- Define the vertical and horizontal size for the model.
-
- Finally, click Add button to add the new rule.
- Specify furniture
- You can define a model (*mrm) file for the relative furniture type either selecting from the library or your own models (they should be *mrm format).
iScan Maker
edit- In InteriCAD T6, you're enable to make iScan scene by yourselves easily.
- 1.Select File>>iScan Maker from the menu, and a dialogue box will appear.
- 2.Click "New channel" to add a channel.
- 3.Click the surface to define the channel, and click "OK" to confirm.
- 4.Designate the name of the channel in the pop-up dialogue box. Define the map size and click OK to confirm.
- 5.Use the similar operations to create other channels. If finished, we could set Radiosity and Photon tracking times, and click Generate to make .ism file.
- 6.Input the name for .ism file and click OK to confirm in the pop-up dialogue box. The system will run radiosity and raytrace automatically. We'll get the final .ism file several hours later.
Save Mvr
edit- Save Mvr file for VRViewer, which is in *.mvr file format.
- Basic operations:
- 1. Click Render> Start Radiosity to run radiosity first.
- 2. Click File> Save Mvr in menu bar.
- A Save as dialogue box will appear. In dialogue box, choose the file path and input the name of the file, then click Save button.
Slope Ceiling
edit- From the File menu select Slope Ceiling. System will turn to top view automatically.
- Slope ceiling parameter: Set the proportion between the height and the hemline of the slope ceiling. The default parameter of the hemline is 10. For example, if you set the value of Slope ceiling parameter as 5, and the length of the hemline is 1000, then the ratio is 5/10, and the height of the slope ceiling is 500.
- Ceiling height: The height of the ceiling. This option will be invalid when using method 1.
- Elevation: The elevation of the ceiling.
- Slope ceiling: Set the ceiling as slope ceiling.
- Plain ceiling: Set the ceiling as plain ceiling.
- Ceiling list: Display the ceilings in existence. You can right click the ceiling listed, and select delete to delete the ceiling.
- Snap: Turn on/off the snap.
- Add ceiling: When all the settings are finished, click Add ceiling to draw a ceiling.
- Edit selected ceiling: Edit the parameter of an existed ceiling. Select an existed ceiling in the Ceiling list, and modify the parameter of it, then click Edit select ceiling to confirm the modification.
- Patch base line: Change the base line of the ceiling. Select an existed ceiling in the Ceiling list, click Patch base line, and you will see the base line will be changed.
- Merge wall: When you finish the ceiling, select Merge wall to extend the wall to the ceiling.
- There are two methods to create a slope ceiling.
- Note: Plain ceiling can only be created by method 2.
- Method 1: By parameter
- 1. Select Slope Ceiling and select method 1.
- 2. Select slope ceiling parameter, you could also input a value to define the parameter.
- 3. Input the figure as the elevation.
- 4. Click Add ceiling, and then pick point according to the prompt in the command window, right click to finish, and the ceiling will be generated in green. You could turn to perspective view to check it.
- 5. Create another slope ceiling on the left side.
- 6. Click Merge wall to extend the wall to ceiling.
- 7. Click to Switch to the perspective view, and you will see the final effect as following.
- Method 2: By ceiling height
- 1. Select Slope Ceiling and select method 2, or select Plain Ceiling.
- 2. Input the values of the ceiling height and the elevation.
- 3. Click Add ceiling, and then pick point according to the prompt in the command window, right click to finish, and the ceiling will be generated in green. You could turn to perspective view to check it.
- 4. Create another slope ceiling or plain ceiling on the left side.
- 5. Click Merge wallto extend the wall to ceiling.
- 6. Click to Switch to the perspective view, and you will see the final effect as following.
Setting
edit- Unit
- Choose inch or meter as measurement.
- Basic operations:
- Click File> Setting> Unit>Decimal. If you change the size of the object, you’ll see the dimension of the object will be shown in inch.
- Click File> Setting> Unit>Architectural. If you change the size of the object, you’ll see the dimension of the object will be shown in meter.
- Auto Brightness
- Turn on/off auto brightness function.
- Basic operations:
- Click File> Setting>Auto Brightness >On to activate it. Click File> Setting> Auto Brightness>Off to turn off it.
- Vr Option
- Reset the parameter of VR
- Basic operations:
- Click File> Setting> Vr Option to open the VR option dialogue.
- Mesh Size: It is to reset the size of mesh in VR.
- Grid Factor: It is to control the render speed of VR. It has been set to be the optimum location.
- Delay Redraw: It is to reduce the refresh of VR drawing. By use this function the software can run faster in computers with low configuration.
- AutoSave: It is to activate the auto save function.
- AutoSave Time: It is to reset the time for auto save.
- AutoSave Prompt: It is to set whether to show the prompt or not before saving.
- Use Animate Cursor
- InteriCAD VR provides a series of animate cursors to display different status of the software. Recommend for use.
- Basic operations:
- Click File> Setting> Use Animate Cursor. You could use object editor to see the effect of animate cursor.
Toolbar Manager
edit- 1.From the File menu select Toolbar Manager.
- 2.Tick on or off the toolbars from pop-up dialog box, the relative toolbars will be appeared or disappeared.
- Print the plot drawing. Users now can print their designs directly instead of printing them after saving their designs.
- Basic operations:
- 1. Click File> Print in menu bar.
- 2. Render Setting dialog box will pop up.
- For more details about render settings, please refer to section "Render" below.
- 3. Click Print button to proceed render.
- 4. After rendering, Print Preview dialog box will pop up and you can take a preview of your design.
- Once you feel sure about your design, Click Print button in menu bar to continue.
- 5. The system will display the Print dialogue box. Confirm settings in it and click Print to continue.
Exit
edit- Select Exit in the menu bar that means to exit 3D design system.
- Note:
- If the current file has been modified, then it will display the Save dialogue box.
View
editDisplay Mode
edit- The model in the perspective workplace can be displayed in three modes:
- Left click Texture Mode button, and then all the texture maps and pure color materials will be displayed. This is the system default setting. But the display speed may be slow if the amount of models is large.
- Left click Color Mode button, and then all the texture maps will be displayed as pure color material. You can view the match-color status of the scene.
- Left click Wireframe Mode button, and then all the models will be displayed using wireframe and the speed is fast.
View
edit- Click the Top View button
- The system will automatically switch to top view and the height of the viewpoint will maintain the same with the perspective viewpoint.
- You can press the left button to drag upward and downward to change the height of the viewpoint of the top view.
- Click the Bottom View button
- The system will automatically switch to bottom view and the height of the viewpoint will maintain the same with the perspective viewpoint.
- You can press the left button to drag upward and downward to change the height of the viewpoint of the bottom view.
- Click the Front View button
- The system will automatically switch to front view and the position of the viewpoint will maintain the same with the perspective view. If the position of the perspective viewpoint is behind the scene, there will be no object in the front view. You can press the left button to drag upward and downward to change the viewpoint of the front view to get ideal result.
- Click the Back View button
- The system will automatically switch to back view and the position of the viewpoint will maintain the same with the perspective view. If the position of the perspective viewpoint is in front of the scene, there will be no object in the back view. You can press the left button to drag upward and downward to change the viewpoint of the back view to get ideal result.
- Click the Left View button
- The system will automatically switch to left view and the position of the viewpoint will maintain the same with that of the perspective view. If the position of the perspective viewpoint is on the left of the scene, there will be no object in the left view. You can press the left button to drag upward and downward to change the viewpoint of the left view to get ideal result.
- Click the Right View button
- The system will automatically switch to left view and the position of the viewpoint will maintain the same with that of the perspective view. If the position of the perspective viewpoint is on the left of the scene, there will be no object in the left view. You can press the left button to drag upward and downward to change the viewpoint of the left view to get ideal result.
- Click the Last View button
- The system will automatically switch to the last view in perspective status.
- Click the SW Perspective button
- The system will automatically switch to SW Perspective.
- Click the NW Perspective button
- The system will automatically switch to NW Perspective.
- Click the NE Perspective button
- The system will automatically switch to NE Perspective.
- Click the SE Perspective button
- The system will automatically switch to SE Perspective.
Walk Mode
edit- System defaults to activate Walk Mode button
- Move Forward: press left button to drag from upward to downward.
- Move Backward: press the left button to drag from downward to upward.
- Move left: press the left button to drag from left to right.
- Move Right: press the right button to drag from the right to left.
- Note: if the data amount of the scene is huge, or your display adaptor doesn’t support OPENGL, you may not move smoothly using the default texture map color mode. In this case, you can switch to wireframe mode.
Elevate
edit- Single Click Elevate to activate it:
- Rise Up: press the left button to drag from upward to downward.
- Lower Down: press the left button to drag from downward to upward.
- Lift Off: press the left button to drag from upward to downward
- Descend: press the left button to drag from the downward to upward.
Spin
edit- Single Click Spin to activate it
- Rotate Clockwise: press the left button to drag from left to right.
- Rotate counter-clockwise: press the left button to drag from right to left.
Pan
edit- Single Click Pan to activate it
- Press the left button to drag; you can pan the drawing display in real time.
Look at
edit- Single Click the Look at button
- Left click the surface that will be viewed. The camera will automatically aim at this surface.
Zoom Mode
editZoom
- Select Zoom ModeZoom in the View menu.
- The mouse automatically moves into the workspace. Moving upwards the mouse is to zoom in the objects, while moving downwards the mouse is to zoom out the objects.
Zoom Window
- Note: this command is invalid under perspective view status.
- Select Zoom Mode>Zoom Window in the View menu.
- Click to select the first point of a rectangle area. Move the mouse and click to specify the second point. And the selected objects will be maximally displayed in the rectangle area.
- Zoom Extend
- Note: this command is invalid under perspective view status.
- Select Zoom Mode>Zoom Extend in the View menu. And the system will adjust the current workspace to display all placed objects in it.
- Zoom Rotate
- Select Zoom Mode>Zoom Rotate in the View menu. And the system will adjust the current workspace to display all placed objects in it. Move left or right to rotate the scene.
UCS
edit- Set UCS
- Set a surface to set UCS.
- Basic operations:
- 1.Select UCS>UCS On in the View menu to turn on UCS.
- 2.Select UCS>Set UCS in the View menu.
- 3. Left click any surface in the scene and the current space coordinate will be built based on this surface, using the green axis as the X-axis and the red axis as the Z-axis. (UCS: User Coordinate System).
- Rotate X Axis
- Rotate the UCS around X-axis (green axis).
- Basic operations:
- Rotate Y Axis
- Rotate the UCS around Y-axis (blue axis).
- Basic operations:
- 1.Select UCS>UCS On in the View menu to turn on UCS.
- 2.Select UCS>Rotate Y Axis in the View menu.
- 3.Move cursor to rotate y axis, left click to confirm, and right click to cancel.
- Rotate Z Axis
- Rotate the UCS around Z-axis (red axis).
- Basic operations:
- 1.Select UCSUCS On in the View menu to turn on UCS.
- 2.Select UCSRotate Z Axis in the View menu.
- 3.Move cursor to rotate z axis, left click to confirm, and right click to cancel.
- Move UCS
- Rotate the UCS on the XY plane.
- Basic operations:
- 1.Select UCS>UCS On in the View menu to turn on UCS.
- 2.Select UCS>Move UCS in the View menu.
- 3.Move cursor to move UCS, left click to confirm, and right click to cancel.
- UCS On
- Display the current space coordinate system and a blue grid will be generated on the XY plane.
- Basic operations:
- Select UCS>UCS On in the View menu.
- UCS Off
- Hide the current space coordinate system.
- Basic operations:
- Select UCS>UCS Off in the View menu.
Camera
edit- There are two methods to edit camera.
- Method one: Edit Camera
- From the view menu select CameraEdit Camera.
- Changing the coordinate of the camera location can control the position of the camera.
- Changing the coordinate of the target point can control the position of the camera target point.
- Changing the focal length of the lens can control the focal length display of the camera.
- When moving in the scene and getting an ideal perspective angle, you can save the current camera.
- Method two: Camera Editor
- Left click Edit Camera button on side editor(the default one), we'll get Camera editor panel.
- Preview: Drag camera and target spot to change view. As you can see, there are two :blue sign in the preview picture. The camera one stands for camera point, and the cross one stands for target point.
- Depth: Drag the slider to adjust the depth of view, this option will only affect the preview window.
- Focus: Change the focal length of camera. The lower the number is, the wider you can see the room.
- Camera & Target Point: It's the same one as Edit Camera dialogue box.
- Camera List
- The camera list will display all the cameras, and all of them have preview pictures. Every time you switch from a perspective view to a special view such as plane view, the system will automatically save the camera.
- Double click (continuously and rapidly click the left button twice) the camera preview picture that needs to be switched, and then the workplace will be switched to that camera.
- Save Camera
- Click Save on the right panel or select CameraSave Camera from View menu. :You'll get a dialogue box as following.
- Input the camera name, and press OK button to save.
- The system has no limits to the number of the camera and you can switch willfully by double-click the camera.
- Delete: Select the camera you want to delete, click Delete on the right panel. And the camera will be removed from right panel.
- Redraw: Refresh the preview picture according to current scene. For example, the current scene has used radiosity and the camera preview picture set before radiosity can be updated to the effect achieved after using radiosity..
- First Camera
- From the view menu select CameraFirst Camera command. The system will switch to the first camera view in the camera list.
- Last Camera
- From the view menu select CameraLast Camera command. The system will switch to the last camera in the camera list and return to perspective status.
Products Library
editShow Library
edit- From the Products Library menu select Show Library command. The following interface appears:
- Toolbar
- Introduction to the commands on the tool bar (from left to right)
- Attribute: System will show you the attribute of the model you selected.
- Sort: Order the model in Library area by name;
- Insert Model: Enter model status;
- Replace Model: Enter model replace status;
- No Collision Check: Disable Collision Check function;
- Collision Check: In Insert Mode, automatically detect existing model to prevent overlapping;
- Directory area: Here display all libraries in InteriCAD T6. And default libraries are System Library, Online Cloud Library and User Library. System library has already provided users more than 6000 models. Online Cloud library enables users to download models from our online cloud library. Here you'll find different models sorted by types. And user library is for users to add their own models.
- Library area: Here will show the users the information of the model, including preview picture, model name and model size. And we can find Online Cloud Library entrance here too.
- Basic Operations of the Library
- Insert the model:
- Open library, select button on the tool bar;
- Select the model type in the directory area;
- Single click the needed model preview picture in the Library area;
- Move the mouse; the model will be automatically absorbed to the surface pointed by the mouse, e.g., the paintings will attach to wall, and the ceiling lights will attach to ceiling automatically. Left click the position where the model will be placed.
- Replace the library model that already exists in the scene:
- Open library, select button on the tool bar;
- Select the model type in the directory area;
- Double click the needed model preview picture; select the model that will be replaced.
- Online Cloud Library
- Click online library entrance button in library area, and you'll get a dialogue box to enable you sign in to download models.
- Here, we need to input our account and password to login. After that, we could get to Online Cloud Library to download models. If you don't have account, please click "New User?" to create one. The following is the window after we login.
- If we want to download a model from online cloud library, we could follow following steps to get it.
- 1.Choose relative catalogue to find models, e.g., Home_furniture>>Sofa.
- 2.Tick the models we want to download. And then click Download to download the models.
- 3.After finish, you'll find the models in Online Cloud Library of InteriCAD T6.
- As you can see, there will be the same catalogue generated under Online Cloud Library. And the models we downloaded will be in the same catalogue just as in online library shop.
Hide Library
editLibrary Manager
editPreparation
edit- Prepare the Texture Files(JPG)
- Note: The requirement of JPG: seal less, color is even, and the size is at least 400X400 pixels, recommending 800X800 pixels.
- Prepare the 3D Models
- Please see the example below. Users need to prepare 4 files for one model. They are respectively mrm, jpg, mod and _2d jpg files. xxx.Mrm and the preview picture (xxx.jpg) is a must. If you want to layout the models in 2D you have to prepare two other files, the xxx.mod and xxx_2D.jpg. And put these files all together in one folder.
Create Catalog Tree in User Library.
edit- The system library cannot be edited. Users can only edit the user library. For example, Ergo shown in the picture below is the user library.
- Double click Mdbmanage.exe to open mdbmanage, and the photo below is the interface of mdbmanage:
Add a Directory
edit- To add subdirectory to the root or a directory, you can right click on it, and then select New Group. A pop-up dialog will show, and then input the name for the new directory in the dialog box, then click OK. A new subdirectory is inserted.
Move a Directory
edit- There are two ways to move a subdirectory to another directory. The first one is to drag-and-drop. The second one is to use the Move to function in right click menu. If there are already textures or models in the directory, the directory can not be move any more. In the latter part of this document, there are detailed instructions about right click menus.
- After we finish building the directory structure, we can start to add textures and models into the library.
Add Textures
edit- Select a directory, right click in the working area. Select Import texture
- Find the target pictures in dialog box. Then click OK. The number of the selected files is not limited.
- After that, the texture files have been added into the library.
- When you select one of the textures, you can see the properties of that texture in the information bar or in the working area. You can double click the cells to edit the contents.
- Below are rules and formulas of each column of the working area:
- ID: It will create automatically, and the ID is exclusive and cannot be edited.
- Name: It can’t be input over 50 bytes. The default name is the file name of the JPG file.
- Type: SN of the model. It can’t be input over 50 bytes. The default name is the file name of the JPG file.
- Class: It is only used for models. So please disregard it.
- Brand: It can’t be input over 50 bytes.
- Manufacturer: It can’t be input over 50 bytes.
- Price: It can’t be input over 50 bytes.
- Size: The height, length and width are meaningless for textures. They are only used for models. So please disregard them in this section.
Add Models
edit- There are two ways to add models: One is Import Models (Single) the other is Import Models (Multi).
Add Models One by One
edit- When you select Import Models (Single) , a window will appear.
- Select Browse and then select the mrm file in the pop-up file dialog.
- After you click Open in the file dialog, another dialog will show.
- In this dialog, users need to select a catalog for the model, for example, the model is a sofa, or a chair. After selecting the model’s catalog, you can see the ID is generated automatically and it won’t be repeated. User can input more attributes for the models in the dialog box.
Add Multiple Models
edit- When you select Import Models (Multi), the file selection dialog box will appear, and the number of selected mrm files is not limited.
- And the catalog selection dialog box will appear.
- After choosing the catalog, similar to adding texture, you can edit the attributes of each model in working area by double click.
- Below are rules and formulas of each column of the working area:
- ID: It will create automatically, and the ID is exclusive, it won’t be repeated.
- Name: It can’t be input over 50 bytes.
- Type: SN of the model. It can’t be input over 50 bytes.
- Class: The class of the model. When double click the cells of this column the catalog selection dialog box will appear and user can choose the type from the dialog box.
- Note: Models of different catalogs will have different layout methods.
- Brand: It can’t be input over 50 bytes.
- Manufacturer: It can’t be input over 50 bytes.
- Price: It can’t be input over 50 bytes.
- Size: It can be divided into 3 parts: height, length and width, user can select these one by one according to the model.
- Double click any cell of working area, you can edit the content of the cell. And
its corresponding property will change.
Right Click Menu
edit- And you can see, there is a right click menu appears when you right click on any directory.
- Right Click on the Root
- New Group: Create new subdirectory in this directory
- Sort: Show the group that under this directory:
- (Group ID is ID of this group in the .mdb file.
- Name is the name of the group that shows on the catalog tree.
- Sort Index is the order of the group that shows on the catalog tree, while 0 means the first.)
- Rename: User can edit the name of the directory by this function.
- Right Click on Subdirectory
- Compared to the right click menu of root directory, there are 3 more items in that of subdirectory. They are Copy to… Move to… and Delete option.
- Copy to…: Copy the directory and all the subdirectories to another library. For example, copy one directory from the system library to user directory. Users are not allowed to copy directories to a same library, for example, copy a directory in user library to another directory of user library.
- Operations: After you click Copy to.. and choose the destination directory from the window below.
- Move to…: Move the directory and all the subdirectory to another library. For :example, move one directory from the system library to user directory. Users are not allowed to move directories to a same library, for example, move a directory in users library to another directory of users library.
- Operations: After you click Move to.., choose the destination directory from the window below.
- Delete: Delete the directory and all the subdirectory under this directory.
- Right Click on an End Directory
- Besides New Group ,Rename, Copy to… ,Move to… and Delete, you can see Import Model (Single) ,Import Mode l(Multi) and Import Texture. It means that you can import texture and models by right click the directory, too.
Library Backup
edit- Use this command to backup the library in system.
- Select Library Backup from Products Library. A Library Management dialog will pop up.
VR Library Management
edit- Backup
- Select a library from the directory and click Backup. A Browse for Folder dialog will pop up. Select a folder to save VR library, click Ok to confirm. The system will back up the selected library automatically.
- Restore
- Select a library from the directory and click Restore. A dialog will pop up to ask you whether overwrite the library. Click Yes to confirm, click No to cancel.
- Merge
- Select a library from the directory and click Merge. Select an mdb from the pop-up dialog. The system will merge the mdb to the selected one automatically.
- CAD Library Management
- Backup
- Select a library from the directory and click Backup. A Browse for Folder dialog will pop up. Select a folder to save CAD library, click Ok to confirm. The system will back up the selected library automatically.
- Restore
- Select a library from the directory and click Restore. A dialog will pop up to ask you whether overwrite the library. Click Yes to confirm, click No to cancel.
- Merge
- Select a library from the directory and click Merge. Select an mdb from the pop-up dialog. The system will merge the mdb to the selected one automatically.
Import VR Block
edit- Use this command to import independent VR Block.
- 1.Select Import VR Block from Products Library.
- 2.Find the VR Block you wish to import in the pop-up dialog.
- 3.Click OK, and move cursor to the position you wish to insert the block.
Export Surface
edit- You can save your own block as importable VR block, and add to the library. There are two methods to export: export surface and export object. You can use this command to export specified surface as VR Block.
- 1.Select Export Surface from Products Library.
- 2.Select Snap On from Object menu, activate snap mode to select insert point.
- 3.Select the surface you wish to export, hold Shift to add more, right click to finish.
- 4.Select insert point of VR Block. Move cursor in snap mode will capture nodes of objects, the nearest node to the cursor will be highlighted in yellow lines. Find the appropriate node, left click to set as insert point.
- 5.Type in path and file name in the popped up save dialog, click OK to finish.
Export Object
edit- You can save your own block as importable VR block, and add to the library. There are two methods to export: export surface and export object. You can use this command to export specified objects as VR Block.
- 1.Select Export Object from Products Library.
- 2.Select Snap On from Object menu, activate snap mode to select insert point.
- 3.Select the object you wish to export, hold Shift to add more, right click to finish.
- 4.Select insert point of VR Block. Move cursor in snap mode will capture nodes of objects, the nearest node to the cursor will be highlighted in yellow lines. Find the appropriate node, left click to set as insert point.
- 5.Type in path and file name in the popped up save dialog, click OK to finish.
Renew VR Block
edit- Use this command to change attributes of VR block in the library.
- 1.Select Renew VR Block from Products Library.
- 2.Select modified block, a save dialog will pop up. You can handle blocks one at a time.
- 3.The software will find the block’s path in the library automatically. Click Save to finish.
Export Whole Scene
edit- Use this command to export all objects in the scene as a VR block.
- 1.Select Export Whole Scene from Products Library.
- 2.Select Snap On from Object menu, activate snap mode to select insert point.
- 3.Select insert point of VR Block. Move cursor in snap mode will capture nodes of objects, the nearest node to the cursor will be highlighted in yellow lines. Find the appropriate node, left click to set as insert point.
- 4.Type in path and file name in the popped up save dialog, click OK to finish.
Create Library Block
edit- This command simplifies the procedures of adding an external model to the library.
- After importing the model to VR, from Product Library menu select Create Library Block. (You can refer to 9.3.8 for how to import models)
- Select the model you imported. If the model is exploded or you need to select more than one object, hold "shift" to do the multiple choices and right click to finish the operation.
- After selecting the model, the program will generate all relevant files (like *.mrm, *.mod etc.) automatically.
- When all the files are generated, a dialog box pops up.
-
- Type in the information of the model. The information of name, type, class and Location in lib must fill in. Other information is optional. We suggest you locate your models in the user library. It is easy for you to find your own models. Click OK to finish.
Create Entity
edit- Select Create Entity from Products Library, and then a dialog shows as below:
- The dialog consists of 3 parts: Directory structure, List view and Preview window.
Directory Structure
edit- Right click on an item of the directory structure, users could delete the item, modify the item or add a sub-item.
List View
edit- Load an existing entity: Left click on the icon in the List view, and then click
- Apply: InteriCAD T6 will load the group into 3D view. The models will move along with your cursor. Left click to confirm position. Objects loaded in the group will be treated as one object unless they are broken apart by Explode Entity function.
- Add my entity: Left click Add button, and then input name of the group in the pop-up dialog. InteriCAD T6 will switch to 3D view. Select the objects, hold shift key and left click for multi-selection, right click to finish.
Preview Window
edit- By left clicking on the preview window you can enlarge the picture in a pop up window.
Explode Entity
edit- Select Explode Entity from Products Library, and then left click the objects of an entity you have loaded. The entity will be broken apart into objects.
Clone Object
edit- 1.Select Clone Object in the Products Library menu, it will pop up a dialog box:
- 2.Click Bathroom, the file list will show preview of all the project files under the directory. Click the preview, the right window will show the panorama of the selected file. User now can walk virtually in the scene.
- 3.Functions of the 5 buttons:
- :Allow you to move freely, but you can not select an object.
- : Allow you to copy models into the scene. The available models are in green and the selected models are in red. Hold Shift key to select multi-objects.
- :Allow you to copy materials into the scene. The selected surface is in flashing red. Multi-selection is not supported.
- :Allow you to copy lighting elements into the scene. The available light sources are in green and the selected light sources are in red. Hold down Shift to select multi-objects. Multi-selection is not supported.
- :Select Object in the Object mode, turn to View mode to move and copy the selected object to another place.
- Detail information of three modes
- Object mode: No preview, but with model information.
- Material mode: With preview and configuration of the material.
- Lighting mode: No preview, but with lighting configuration.
- 4.After selecting an object and click Apply, dialog box will be shut down and the plane turn into
- Copy model: move the plane to the position for the model, do the same operation as inserting library model. Right click to end.
- Copy material: Click the surface of the targeted object; repeat the operation for different objects for the same material. Right click to end.
- Copy light source: Click the surface of the light source; repeat the operation for different lights for the same configuration. Right click to end.
- 5.If you want to copy different object, please select Clone Object from the Products Library menu.
Note:
- The same as the other operation, material and light editing can be done after radiosity, but object editing needs to be done before radiosity.
- In the object mode, select the object and press F12 will enable you to replace the object in the same dimensions.
Export Clone Object
edit- 1.Open a rendered VR scene, put camera to the right position.
- 2.Click Products Library on the menu, select Export Clone Object. The default save path is: IntericadT6\vr\showroom\My Proposal
- 3.Click Output button, it will be saved as a panorama file with record of the model and material into the project file.
Furniture List
edit- Select Furniture List from Products Library. The system will automatically list all the products and generate the List. You can now check the price, size, quantity etc.
- :Export the list to text format. In the popup dialogue, designate the location and input the file name. Then click OK.
- :Export the list to HTML format. In the popup dialogue, designate the location and input the file name. Then click Save.
- :Export the list to excel format. In the popup dialogue, designate the location and input the file name. If the list is more than one page, you can Then click Save.
- :Print out the list. It’s better to set the printer before you try to print.
- :Preview the printing result.
- :Detail settings of the list, including the printer setting.
- :Erases the last change done to the list.
- :Reverse the undo command.
- :Delete the selected line.
- :Add a line to the last line.
- :Save the changed template.
Kitchen Design
editShow Library
edit- This part mainly introduces how to perform the arrangement design of the kitchen cabinets and accessories such as base unit, wall unit, sink unit and cooking range.
- Step:
- 1.Click Kitchen Design > Show Library,
- 2.The product dialogue box appears (shown in the right picture). You can change the width, depth, height and its locating method of the unit that will be arranged as requirements. Then click the Layout -> button or double click the product to start Layout.
- 3.After you click the Layout button, move the mouse into the 3D room (or we can call it Drawing area). The system has intelligent location function. It will snap the cabinet to a proper location. When you find the cursor turn into an arrow, it means this location is proper. Now you can left click to locate the item. When the cabinet is interfering with doors or windows, the system will popup an error prompt.
- Intelligent Location Function
- When locating the cabinet, the system will automatically find the proper location for the cabinet according to the size the cabinet, the position of door and window. When the cabinet is highlighted in green, it means you can left click the mouse to locate the cabinet.
- Align: When locating the cabinet, moving the mouse forward and backward will help you to align the cabinet with other objects in the room
- Useful Key When Locating Cabinet
- 1.Space Bar: when Layout the unit, the space bar has two functions: (1) pressing Space bar you can rotate the unit; (2) to those units that have several possible places, as shown in the figure below, by pressing space bar you can change the arrangement direction.
- 2.SHIFT: Cancel the snap function of this unit with other units except wall. Press SHIFT again to resume all the snap functions.
- 3.CTRL: remove all the snap functions of the unit, which means the unit will not snap to any object. Press CTRL again to resume all the snap functions.
-
- Arrangement of the kitchen cabinet unit when there is a corner of non-90 degrees
- There are two conditions of the non-90 degrees corner: less than 90 degrees and more than 90 degrees. Next we will introduce their arrangement method separately.
- As shown in the figure, when select the Create worktop command, the system can find the corner automatically and deploy the worktop correctly. Other components such as the plinth can also be deployed automatically.
-
- Filler panel
- When layout the cabinet, there are some places where we need to use the filler panel. Choose the filler panel from the kitchen library, you can define the width of filler panel in order to fit the space.
- Product Search
- The system provides the function of finding the product by using the code and the model. In the middle place of the Select product dialogue box, there is space to display the Code and Model. When the user selects different products, the code and model will be displayed here. User can also press the Find button command after input the code and model of the product. If the product meets the code and the model is found, the system will find the product automatically and place the cursor onto it. Otherwise, the message that prompts no such product will appear. The accurate query provided by the system now is the combination of Code and Model. If either of them is not available (not space), only the available one will be used as the query condition.
-
- Quick Select of the Product
- For your convenience to select some frequently used products, the system provides the function of quick select of the product. When you select Quick Select command button from the Select Product menu, a popup menu appears, as shown in the figure below. This menu lists some frequently used products. When you select one product, for example the Nacelle, the system will automatically find out the nacelle product and move the cursor onto it automatically to make known this product is selected.
- Select the last item of the popup menu Self-define shortcut, the Custom :Shortcut dialogue box appears. You can customize the quick select items. After using Add, Modify, Delete, Move Up and Move Down commands, Ok button must be pressed so that the customized shortcuts will be valid.
- Add: Add one customized shortcut. After select Add command button, the User defines dialogue box appears. Input the name of the shortcut behind the Shortcut Name.
- Select specific product category from the First Level Catalogue, Second Level Catalogue and Third Level Catalogue separately. Press OK and one customized shortcut is added.
- Modify: Modify the selected shortcut. The operation is similar to that of Add.
- Delete: Delete the selected shortcut.
- Move up and Move down: Arrange the shortcuts according to the user’s requirement. After select one shortcut, select the Move Up and :Move Down command button to complete the new arrangement.
- Modify the Size of Product
- The products within the system product library have the fixed width, depth and height. You can also modify size of selected unit in case of necessary.
- Step:
- 1. Select the kitchen cabinet unit from the Select Product dialogue box;
- 2. The width, depth and height of this product will be displayed in Select Product dialogue box. User can modify them as requirements.
- 3. Select Layout to deploy the kitchen cabinet unit. And the unit size is the new size input by the user.
- Locating Method of the Product
- The system provides total 19 product locating methods. For different product, there are one or several locating methods. First select one locating method then click Layout to layout the product. Below is detailed description of the 19 locating methods:
- 1.On the ground: the bottom elevation of the product is 0 from the ground. This locating method is suitable for dining chair, table, and freezer and so on.
- 2.On toekick: the product will be located on the plinth. (The height of the plinth can be edited in SettingParameter setting.) This locating method is suitable for base unit, tall unit, island and so on.
- 3.At wallunit elevation: the bottom elevation of the product will be the same as the bottom elevation of wall unit. (The bottom elevation of wall unit can be edited in Setting Parameter setting.). This locating method is suitable for wall-unit, extractor hood and so on
- 4.On worktop: the product will be placed on the worktop. (The defaulted height of worktop is 850 mm). This locating method is suitable for cup, dishes, and cattle and so on. When locating the product, you can also input the Elevation height.
- 5.On worktop (by unit): the bottom elevation of the product is the same as the height of the selected worktop. When locating, select the unit that you want to put the product on, then the product will be put onto its worktop. E.g: cup and so on.
- 6.In worktop (by unit): the upper surface of the product will be above the selected worktop. When locating, select the unit that you want to put the product. This locating method is suitable for items which are in the worktop. For example: sink, gas cooker and so on.
- 7.Under worktop (by unit): the upper surface of the product equals the lower space of the Worktop of the selected unit. When locating, you need to select the unit in which the object will be installed. The product will be located under the worktop of the selected cupboard.
- 8.Over selected object: when locating product, you need to select one object. The product will be deployed above this object automatically. For example, the cupboards above the half-height cupboard.
- 9.Under Selected Object: when locating product, you need to select one object. The product will be deployed under this object automatically.
- For example, the decoration cupboard under the wall unit.
- 10.At Special Height: when locating product, you need to select the position point. The distance between the ground and the bottom of the product equals the specified height. When deploy, you can also input the Bottom elevation
- 11.At Special Height (by unit): When locating product, you need to select the cupboard unit and the location where the product will be placed in the cupboard. The distance between the ground and the bottom of the product equals the specified height. When deploy, you can also input the Bottom elevation
- 12.Under Special Height: when locating product, you need to select the position point. The distance between the ground and the top of the product equals the specified height. When deploy, you can also input the Bottom elevation.
- 13.Inside Electrical Appliance: when locating product, you need to select the diaphragm or the baseboard to place the object and the product will be deployed on the selected diaphragm or the baseboard. For example, the electric oven, etc.
- 14.Free Orientation (by surface): when locating product, you need to select the position point. One specific installation surface will automatically snap with one surface of another object in the scene. And the product will automatically absorb on this surface. For example, the wall map and the decoration plant, etc.
- 15.Auto fit size: when locating product, you need to select the door panel which is parallel to the product. This is suitable for ‘Roster’ and so on.
- 16.Over (under) Shelf board selected: When locating product, select the shelf board that you want to put the product on, the product will be located on the selected shelf board.
- 17.Shelf board: When locating, select the shelf board which are on the right side of the object. Then input the number of height.
- 18.Special position on wall: when locating product, select one piece of wall. In the pop-up dialogue box, input the reference point and distance from the product to the wall. Then click Finish. Then this product will be located on wall.
- 19.Special position on floor: when locating product, select one piece of wall. In the popup dialogue box, input the reference point, distance to wall and elevation. Then click Finish. The product will be put on the location.
- For every product in the library, there is one defaulted locating method. :When locating certain product, you can change its locating method.
- How to Deal when the Cupboard Unit Encounters with the Pillar
- When the deployed cupboard unit encounters with the pillar of the room, the system will automatically snap the cupboard to the suitable place according to the size and location of the pillar. There are two conditions:
- 1.The pillar is smaller than the cupboard: shown at the left side of the figure below, the cupboard can be arranged near one side of the pillar and the pillar can be seen as a common wall; besides, the cupboard can be arranged to the corner. Under this condition, the view must be switched to the one that can see the location of the corner (such as the top view). When arrange the auto-installed worktop and the waterproofing panel, it will be arrange along the wall.
- 2.The pillar is bigger than the cupboard: shown in the right side of the figure below, the pillar is arranged along the wall and the pillar can be seen as a common wall.
Close Library
edit- Click Kitchen Design > Close Library, user can close the kitchen library.
Unit Redrop
edit- Command: Kitchen Design>Unit Redrop
- Use Unit Redrop to move a cabinet unit to a place next to another object, e.g. a wall or another unit. Use your mouse to locate the unit you want to move. There will be a green shadow the place is suitable for that unit.
Change Size
edit- Free
- Change the width, depth and height of an object based on 3 bases.
- Basic operations:
- 1.Select Kitchen Design>Change Size
- 2.Choose object you want to modify
- 3.The system will pop up Change Size dialog box
- 4.Change Size by modifying the values in the dialog box; choose bases to change size from different direction.
- 5.Click OK the end the setup.
Create Worktop
edit- After a floor cupboard is set, select Kitchen Design>Create Worktop, then the system will automatically search for all the floor cupboards and install a Worktop on them. The system can automatically generate a full block of Worktop on the continually arranged floor cupboards that have the same depth.
Create Worktop Manually
edit- 1.Select Kitchen Design>Create Worktop Manually
- System will automatically pop up Draw Polygon Worktop dialog box. Top view of working area is on the left part. The right side is the command bar. Walls are showed in white lines while cabinets are in yellow. User can finish the worktop design by clicking the left mouse in the working area.
- Point snap setting:
- Show Base Unit: Show base unit in the working area.
- Show Wall Unit: Show wall unit in the working area.
- Show Tall Unit: Show tall unit in the working area.
- Cabinet Side offset: Draw offset line to extend or cut worktop edge. Operations are as follows:
- a.Click Offset of cabinet side and then the cursor will become a small white pane.
- b.Select the broken line as the base line.
- c.Then system will pop up Offset dialog box, and there is a green arrow on the chosen line. Input the offset value in the box while using minus value to offset in opposite direction. Intersect with wall is to control the connection between offset line and wall.
- d.Click OK, then the generated offset line will be showed in blue.
- 1.Point setting:
- Snap: Control the point snap function which will be showed in green pane.
- Orthomode: Control ortho function when draw a line.
- Point offset: After defined all the points, system will pop up Point offset dialog box. The chosen point will be set as (0,0).
- 2.Line Mode
- Line: To draw a line.
- 3.Arc: To draw an arc.
- There are two ways to draw an arc.
- a.Select the first point and then the central point to define the radius of the arc. Draw an arc clockwise or anticlockwise.
- Clockwise:
- Anticlockwise:
- b.Select two points to define an arc:
- 4.Define coordinate: Define the first point (0, 0) and then input coordinate to define the next point.
- 5. Back: Cancel current operation and return to the last one.
- Redo: Return to the last operation.
- Clear: Delete all the lines except offset line.
- Close: Connect the nearest two points.
- 6.OK: Turn to next step.
- Cancel: Cancel the current operation and exit.
- User set the elevation and thickness for the worktop and click OK to finish.
- Besides automatically generating Worktop, the system also allows the user to manually generate it.
Create Plinth
edit- After finished the base unit layout, we can install the plinth now. Select Kitchen Design>Create Plinth menu, then the system will automatically search for all the base unit and install plinth at the bottom of them. As the same as the Create Worktop, the system can take the continually arranged base unit as a group to deal with, which will generate a complete piece of Plinth for the combined parts. The height of the Plinth is that one set by the Parameter setting command from the Settings menu
- Similarly, if creating a Plinth with the Manually generate Plinth command before auto creating a Plinth, a warn dialogue box will pop up and ask user whether to delete the manually generated Plinth when auto generating a Plinth.
Create Pelmet
editStyle of Pelmet
edit- Select the Kitchen Design>Parameter setting menu. In the popup Parameter Setting dialogue box, you can set the required style of Pelmet.
Auto Create Pelmet
edit- After selecting the command, the system will search for all the installed wall-cupboards and automatically arrange the selected style of Pelmet on them according to their relevant position and size, etc.
- After selecting the command, the system will search for all the installed wall-cupboards and automatically arrange the selected style of Pelmet on them according to their relevant position and size, etc.
- Basic operations:
- 1.Select the Kitchen Design>Create Pelmet menu;
- 2.The system will automatically install the Pelmet on all the wall units.
Create Cornice
editStyle of the Cornice
edit- Select the Kitchen Design>Parameter Settings menu. In the pop-up Parameter Settings dialogue box, you can select the style of the Cornice required by the user.
Auto Create Cornice
edit- If this command is applied, the system will first search all the installed wall-cupboards, and then automatically install the selected style of Cornice above them according to their relative positions and sizes, etc.
- Basic operations:
- 1.Select the Kitchen DesignCreate Cornice menu;
- 2.The system will automatically install the Cornice above all the wall units.
Change Handle
edit- Change all doors and drawers of all cabinet units.
- Basic operations:
- 1.Select Kitchen Design> Change Handle
- 2.It will pop up a handle dialog box, set up all the parameter.
- 3.Select OK to refresh all the handles in the 3D scene.
General Panel
edit- The system provides the function of making a simple panel. Select Kitchen Design> General Panel and the Panel modeling dialogue box will pop up in which you can input parameters of a panel, such as length, width, thickness, etc. Select Horizontal or Vertical and then click the Ok button. According to the system prompt, select the corner point position, and then a panel will be generated.
Shelves Panel
edit- This command enables you to generate a shelves panel between two vertical Panels.
- Basic operations:
- 1.Select Kitchen Design> Shelves Panel;
- 2.According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then press Enter or right click to end the selection;
- 3.The system will pop up a dialogue box in which you can set the shape of the panel and other parameters. Input the information, and click OK to create the panel.
- 4.Left click to set the base point of the panel, the panel will be created.
Dividing Panel
edit- This command enables you to generate a vertical panel between two horizontal panels
- Basic operations:
- 1. Select Kitchen Design >Dividing Panel,
- 2. According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then right click or press Enter;
- 3. The system will pop up a dialogue box in which you can the panel parameters. Input the information, and click OK to create the panel.
Parameter Settings
edit- Select Kitchen Design >Parameter Settings.
- Tab Handle: For changing the handles.
- Tab Worktop: For setting the worktop.
- In this section, user can change the thickness and style of the worktop.
- In the red frame, there are two new functions. One is to set the distance of cabinet back to the wall. For example, when we set the distance to be 300 mm, if the cabinet back is 150 mm far from the wall, the worktop will still be created to attachment to the wall.
- The other is to create worktop that will have distance from other objects, such as wall, column and cabinet. Here we set it to be 7. That means the distance between worktop and other objects are 11.
- Tab Lines: Setting the plinth, pelmet and cornice.
- Tab Others: User can set the default elevation of the wall cabinet.
- Here we have added three new functions. One is to set the dynamic orientation. The setting allows user to align the cabinet with their front side or back side when putting the cabinets to the scene.
- Second one is to set the filler profile. Some of the fillers will have profile on them. But if filler is too small, it will not have profile. So, here allow the user to set the width of filler for creating the profile.
- The last one is a tips function. For example, if user select To design water position after fixing sink, the system will remind user to set the water position when he/she have lay-out a sink into the scene.
Set Current Room
edit- InteriCAD T6 can import more than one room to VR. So user must use Select Current Room function to select the room for designing.
- Select Set Current Room from Kitchen Design, and then in the pop-up dialogue left click to select a room to design the cabinet. Also, user can rename the room.
Wardrobe
editTop Unit
edit- Function: To create top unit on the wooden unit.
- Step:
- 1.Select the “Top Unit” command from the “Wardrobe”. User can use the “Design” function to design the top unit for the wooden built-in.
- 2.Select “Design” command and follow the guide in the command box. :First, select the left panel, after that select the right panel.
- 3.It will activate the top unit setting dialogue.
- Here users can set the sizes of the panels in the tall unit. There are two selections in the dialogue, “Left side to top” and “Right side to top”. This is for the side panels of the top unit. If users select these selections, the side panels will be the same high as the cornice.
- 4.Click “OK” to go to top unit cornice setting. In the dialogue, users can set the size of the cornice. If user has selected “Left side to top” and “Right side to top”, he or she doesn’t need to fix the left and right cornices. In the front part, there are two selections, “left snap” and “right snap”. Once users use these selections, the left and right side of the front cornice will extend automatically to snap to the side panels of the top unit. Click “OK” to go to next step.
- In the next dialogue, users can set the style of the top unit and Divide it. There are two selections, “Inner hide” and “Rotate door”.
- Inner hide: This type of top unit will not have doors.
- Rotate door: This type of top unit will install rotate door.
- If users select “Inner hide”, the system will ask users to input the depth of the structure panel.
- If users select “Rotate door”, the system will ask users to select the style for installing door and set the thickness of the floor panel.
- After finishing the top unit design, user can select “Modify” function to modify the selected top unit.
Sliding Door
edit- Function: To design sliding door for the wardrobe.
- Step:
- Select Wardrobe>>Sliding Door. User can create and modify the slide door for the built-in.
- Scheme Design: For users to design the structure of the slide door.
- Create: Create a slide door in the scene.
- Edit: Edit the slide door in the scene.
- Open: Open the slide door.
- Close: Close the slide door.
Scheme Design
edit- Step:
- Select “Scheme Design” function, then the system will activate the door style dialogue.
- There are 4 parts in the door style dialogue.
- 1. Style Lists: To show the users all the existing door style.
- New: Create a new door style.
- Illustration: To select a preview picture for the door.
- Rename: Rename the selected door.
- Delete: Delete the selected door.
- Copy: Copy the selected door as a new door style.
- 2. Scheme Design: To show and design the door style.
- Design Scheme: Design and modify door style.
- Zoom in Illustration: Show preview pictures.
- 3. Description: Allow users to input description for the door.
- Add: Add description.
- Edit: Modify a description.
- Delete: Delete a description.
- 4.Price: Set price for each door style.
- Here is the sample:
- (1)Click “New” button to create a new scheme
- (2)Give a new name to the door.
- (3)Left click to select the door and right click to activate the function menu.
- Divide Horizontal: Horizontally divide the door.
- Divide Vertical: Vertically divide the door.
- Select material: Select different material for different parts of the door.
- All material same: Set all the material of different parts of the door to be the same.
- Copy material to…: Copy the material from one part of the door to another part.
- (4)Select “Divide Horizontal” function, and in the divide horizontal dialogue users can divide the door by inputting the rule.
- There are 2 ways to divide the door: a. Average divide: Input the quantity of segments, then the system will divide the door equally according to the quantity.
- b. User defines: Input different rule for the dividing, then the system will divide the door according to the rule.
- For example: first, define the area to be divided. Here we set the distance from the top of the transom to the bottom of the door is the area that we want to divide. :Then we just need to input the rule: total height * ½. The door will be divided into two parts.
- Also, user can input their formula by selecting the “Custom” function.
- Click “OK” to finish
- (5)Select “Divide Vertical” function, and in the divide vertical dialogue users can divide the door by inputting the rule. The option is the same as “Divide Horizontal”.
- (6)Select “Set material” function to apply different material to the door
- The system will activate the material library. User can select different material and apply it to the door.
- When finishing the material setting, the door scheme will show the name of the material.
- (7)Use the “Illustration” function to get a preview picture for the door. The format of the picture must be .jpg or .bmp. The path for the preview picture is: InteriCADT6\kitdat.
Create
edit- Step:
- Select “Create” function to create slide door in the scene.
- There are two kinds of slide door.
- One is wardrobe door. It is installed in front of the wooden unit.
- 1.Click “OK”, and left click to select the panel according to the tips near the cursor.
- Then the system will activate the “Slide Door Design” dialogue. User can change the frame and rail. Also they can modify the size and the scheme of the door.
- 2. Left click to select the door and right click to activate the function menu.
- 1.Select “Set door scheme” function, and choose a door style for the selected door. Click “OK” to finish the selecting.
- 2.The door scheme has been changed. Click “OK” to finish.
- The other is partition door. There are two ways to create the partition door.
- a.Orientation freedom: Set the angle between the horizontal line and the door first. Then select the base point for the door in the top view.
- Click ‘OK’, and then the 3D scene will change to top view. Left click to decide the base point.
- Do some settings to the slide door.
- Click “OK” to finish the design.
- b. Select the wall to orientation: Set the distance between the door and the wall, and click “OK” to go to top view. Left click to select the wall.
- Then user can do some settings to the door. Click “OK” to finish the setting.
- The door will be created automatically to fit the room.
Open & Close
edit- Step:
- Select Wardrobe>>Sliding Door >>Open or Close to open or close the slide door
Make Door and Drawer
edit- Steps:
- 1. Select Wardrobe>>Door>>Make Door and Drawer
- 2. Select panels on which you want the door/drawer according to the instruction near the cursor.
- 1.It will pop up a “Door and Drawer Design” dialog box, finish the setup and click “OK” to enter “ Door Design”.
- Introduction of “Door Design” commands:
- Undo: Return to previous step when doing the settings. System allow 10 times of undo.
- Reset: Back to start mode.
- Show Size: Display width and height of each door.
- Show door with texture:Tick Show door with texture to recognize the default door pattern, otherwise the door will be in pure color.
- Show Texture File: Display the file name of the door texture. Click the door you want to edit, and then right click to design door in the edit menu as follows:
- Function and Operation of each command in edit menu:
- 1.Divide: Divide the face board and make different patterns on the door panel. Canceling the “Equal divide”, you can decide the pattern of division.
- b. Door Type: when you choose style in the right-click menu, system will pop up a “Door Type” dialog box. There are two door types, common door and frame door. When you choose frame door, you have to select fix type and set the inner and outer frame’s size.
- c. Texture: Edit the texture of the selected door. When you select “texture” in the right-click menu, it will pop up a “Texture” dialog box. The content of “texture” dialog box in common door and frame door are different.
Common Door
- Auto Texture: If the “Auto Texture” is ticked, you need to define the “Door Class”. If door class is “door”, the related texture file will be “door_400x600.jpg” which means the pixels of this file is 400*600. For a drawer, the “Door Class” should be “drawer”.
- Designated Texture: User also can design the texture. Rub off “Auto Texture”, click “>>” behind file name and choose texture you like. Attention: System will only search texture files according to the door type.
- Material not change with door style: When you tick off this column, the texture will not change to the change of door style.
- Glass Door: When choosing “Glass Door”, you can choose different types of glass, they are, “normal transparent glass”, “sand glass”, “water glass” and “user define”, when you choose “user define”, you can set the reflect and alpha.
- Frame Door
- Set the door to Frame Door first. And then select Texture from right-click menu, and Frame Door texture setting will appear.
- A frame door includes 9 segments; they are 4 sides, both inner and outer of the frame.
- together with inner panel in the middle. The inner and outer of one side shares the same texture, e.g. left texture. For each texture, you can change its material by selecting different texture file.
- Frame: Click “>>” of “Left Texture”, “Right Texture”, “Up Texture” and “Down Texture”, choose texture file to set the material If you want to change material only, tick “material not change with door style”.
- Inner Panel: The inner panel can be glass, or other material. When you choose “glass” as the material, you can choose different type of glass, they are, “normal transparent glass”, “sand glass”, “water glass” and “user define”, when you choose “user define”, you can set the reflect and alpha; when you rub off the tick on “glass”, you can select texture for the inner panel. If you want to change material only, tick “material not change with door style”.
- d. Door Style: Select “empty” in the right-click menu to delete door panel; illusive drawer, illusive door and other are just for decoration, so they can not be opened.
- e. Opening Style: Choose “left open, right open, up open, down open, slide” to set different opening style. Attention: You can choose the opening only when the door style is “door panel” or “illusive door”.
Open
edit- Open all doors/drawers of all cabinet units
Command: Select Wardrobe>>Door>Open
Close
edit- Close all doors/drawers of all cabinet units
- Command: Select Wardrobe>>Door>>Close
Panel
editShelves Panel
edit- This command enables you to generate a shelves panel between two vertical Panels.
- Steps:
- 1. Select the Wardrobe>>Panel>>Shelves Panel;
- 2. According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then press Enter or right click to end the selection;
- 3. The system will pop up a dialogue box in which you can set the shape of the panel and other parameters. Input the information, and click “OK” to create the panel.
Dividing Panel
edit- This command enables you to generate a vertical panel between two horizontal panels
- Steps:
- 1. Select the Wardrobe>>Panel>>Dividing Panel;
- 2. According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then right click or press Enter;
- 3. The system will pop up a dialogue box in which you can the panel parameters. Input the information, and click “OK” to create the panel.
Inner distance
edit- The inner distance between 2 panels will be modified.
- Steps:
- 1. Select Wardrobe>>Panel>>Change inner distance menu;
- 2. Select two panels you want to modify, and input the new distance value. Press Enter to confirm.
Array
edit- Create copies of panel in one direction.
- Steps:
- 1. Select Wardrobe>>Panel>>Array menu;
- 2. Select the panel you want to array, then input the quantity and array distance, press Enter to finish.
Array at the same space
edit- Create copies of panel in same space.
- Steps:
- 1. Select Wardrobe>>Panel>>Array at same distance;
- 2. Select the panel you want to array, and then select two panels as the distance, then input the quantity and click Enter to finish.
Place in the middle
edit- Move the panel in the middle of two panels.
- Steps:
- 1. Select Wardrobe>>Panel>>Place in the middle;
- 2. Select the panel you want to move, next select two panels as the distance.
Change Size
edit- Modify the size of the panel.
- Steps:
- 1. Select Wardrobe>>Panel>>Change Size;
- 2. Select the panel you want to modify, and then input new dimensions in the pop-up dialogue. Click OK to finish.
Fillet and Chamfer
edit- Fillet the edges of panel, or create a beveled edge of a panel.
- Steps:
- 1. Select the “Wardrobe>>Panel>>fillet and chamfer” menu;
- 2. Select the panel you will modify, then there is a dialog box pops up as below:
- Select two sides of the corner, and they will be highlighted in red. Then right click and select the command, like fillet or chamfer. Input the parameters, and click “OK” to end the operation.
Create ceiling filler
editAutomatically create ceiling filler
edit- Steps:
- 1. Select Wardrobe>>Panel>>Create ceiling filler>>Auto;
- 2. Input individual parameters in the pop-up dialogue box and then press “OK”;
- 3. The system will automatically install ceiling filler on all the wall-cupboards.
Select units to create
edit- If this command is applied, the system will automatically install ceiling filler on the selected wall units.
- Steps:
- 1. Select Wardrobe>>Panel>>Create ceiling filler>>Select Units to create;
- 2. Select the wall units which will be installed ceiling fillers, the selected one will be highlighted. Right click to end selection, and input the parameter of the ceiling fillers in the pop-up dialogue box and then press “OK”;
- 3. The system will automatically install top panel on the specified wall-cupboard.
Create Ceiling filler manually
edit- This command enables users to input the installation height and start point, and continually set multiple ceiling filler.
- Steps:
- 1. Select Wardrobe>>Panel>>Create ceiling filler>>Create manually; left click in the drawing area on the right to draw cornice, which is the same as drawing wall seal.
- 2. Before drawing cornice, user can reset the elevation and thickness of the it;
- 3. The system will automatically install the ceiling filler by the specified parameters.
- 4. Click “OK” to Finish;
Delete Ceiling filler
edit- If this command is applied, the system will automatically delete the ceiling fillers that are automatically installed in the scene; if there are ceiling fillers manually installed, then the system will prompt the user whether to delete them or not. If you select “Yes”, then the system will also delete them; if you select “No”, then the system will only delete the ceiling fillers automatically installed while those manually installed will be left.
- Steps:
- Select Wardrobe>>Panel>>Delete ceiling filler.
Delete
edit- This command is used to delete a panel. You can delete not only a single panel, but also a panel of a cabinet. Press Shift for multiple selections.
- Steps:
- Select Wardrobe>>Panel>>Delete.
Modify
editAlign
edit- Choose a point of two objects you want them to align. They are, front, middle of frontback, back, left, middle of leftright, right, up, middle of updown, down.
- Steps:
- 1. Select Wardrobe>>Modify>>Align
- 2. Choose an object to align with the target object, right click: select the target object.
- 3. It will pop up an “alignment” dialog box. There are several ways to do alignment.
- 4. Define the alignment method of two objects for alignment.
Delete Accessory
edit- Use this command to delete fittings or accessory of the unit, such as handle and basket.
- Steps:
- 1. Select Wardrobe>>Modify>>Delete (Shortcut Key: F5)
- 2. Left click to select the fittings and accessory of the unit that you want to delete. (Press Shift and left click to select more)
- 3. Right click to confirm.
- 4. Click ‘Yes’ in the pop-up dialogue to finish delete.
Query
editUnit Position
edit- Show the unit position of the selected unit.
- Steps:
- 1. Select Wardrobe>>Modify>>Unit Position
- 2. Select a cabinet unit by click; it will pop up a “Query of Unit Position” dialog box.
- 3. Choose what you what to query according to the prompt of dialog box.
- (1) Horizontal inner distance to other unit
- Use this function to get the distance between two cabinets.
- Option: Click the “Horizontal inner distance to other unit”, left click to select the second cabinet. It will show the distance automatically.
- (2) Updown inner distance to other unit
- Use this function to get the distance between base unit and wall unit.
- Option: Click “Updown inner distance to other unit” left click to the base cabinet. And the distance will be showed automatically.
- (3) Bottom elevation
- This function is to get the elevation of the wall unit to the floor.
- Option: Click “Bottom elevation” and the distance will be showed automatically.
- (4) Distance to ceiling
- This function is to get the distance of the unit to the ceiling.
- Option: Click “Bottom elevation” and the distance will be showed automatically.
- (5) Distance to wall
- This function is to get the distance of the unit to the walls.
Option: Click “Distance to wall”, left click to select the wall behind the cabinet. And then system will show the distances of the cabinet to the left wall and the right wall.
- (6) Distance to a door or a window
- This function is to get the distance of the unit to a door or a window.
- Option: Click “Distance to door or window”, left click to select the door or
window next to the cabinet. And then system will show the distances of the cabinet to the door or window.
- (7) Distance to column
This function is to get the distance of the unit to the column. Option: Click “Distance to wall”, left click to select the column next to the cabinet. And then system will show the distances of the cabinet to the column.
- (8) Distance to girder
This function is to get the distance of the unit to the girder. Option: Click “Distance to wall”, left click to select the girder. And then system will show the distances of the cabinet to the girder.
- 5.Distance to panel
This function is to get the distance of the unit to the panel. Option: Click “Distance to panel”, left click to select the panel. And then system will show the distances of the cabinet to the panel.
- 6.Reselect unit to query
This function is to select another cabinet to query. Option: Click "Reselect unit to query", left click to select another cabinet you want to query.
- 7.Highlight queried unit
This function is to highlight the cabinet been queried.
- 8.Exit
This function is to exit query function.
Inner distance between 2 panels
edit- Get the distance between two parallel Panels.
- Steps:
- Select Wardrobe>>Query>>Inner distance between 2 panels.
- Bulleted list item
Panel Wardrobe
editDesign
edit- Design a panel wardrobe
- Steps: Select“Wardrobe>>panel wardrobe>>Design”, choose a shape from Wardrobe design menu,and set dimension, board, plinth etc. for the wardrobe. Then click "Next>>" button to divide the wardrobe.
- Left click to choose the wardrobe area, then right click to choose Unit divided command to divide the wardrobe. In the pop-up Divided menu, we can choose the quantity of the dividing parts and location mode (To left or To right), then input proper dimension to finish.
- Left click the wardrobe area again, then right click to choose Edit shelf board command to divide the shelf board for this wardrobe.
- After finished dividing shelf panel, click Finish button. When the system asks "Would you like to write in catalog", click yes to save it. Then layout it in 3D room by move mouse.
Modify
edit- Steps:
- Select Wardrobe>>Panel Wardrobe>>Modify, select the wardrobe which need to be modified, repeat the operation steps above.
Show Dimension
edit- Show dimension of wall, width and height of cabinets in VR.
- Steps:
- Select Wardrobe>>Show Dimension, select wall. Then a menu will pop-up to asks to choose the dimension which we need to see. Click OK to finish.
Hide Dimension
edit- Hide dimension of wall, width and height of cabinets in VR.
- Steps:
- Select Wardrobe>>Hide Dimension. The dimension will be hidden immediately.
Object
editSingle Selection
edit- Function: Select mouse clicked objects only.
Select Single Selection from Object. And then we could select objects one by one.
Box Selection
edit- Function: Select all objects contained in the selection window.
- Select Box Selection from Object. Press Shift and left click to select different objects. In this way, all objects contained in the selection window will be selected.
Surface Repair
edit- After entering InteriCAD VR, all the model faces will be transformed to single face to decrease data amount. So-called single face is: Each face only deals with the face of one orientation, and we call the face of this orientation as Front face. When we face the front face, we can see it. If we walk to the back of this face, the system will not deal with the orientation of that face and we cannot see it any more. When the system load a model, it will automatically deal with the orientation of the single face, but sometimes the orientations of very few faces are not right. This makes the model seems to be transparent or lack of some faces. When this happens, you need to use surface orientation to adjust.
- Single click . It provides three tools:
- Options:
- 1. Reverse connected faces:Directly single click the reverse face using left button. The system will forcedly adjust the orientation of this surface and all the connected surfaces to the camera. This option is especially suitable for wood line and screen.
- 2. Check connected faces:The function and operation is basically same as the option above. But the option above may cause some problems when the model has connection errors: one surface is adjusted properly but another surface that has right orientation is adjusted to wrong. When this happens, you can use this option to solve the problem.
- 3. Scan at viewpoint :Scan the whole scene automatically using the current position as the center, so that the orientation of every face is in the direction of center. The faces that have been sheltered completely or partially cannot be adjusted.
- Recommendation: you can first adjust the front face, back face and material of common 3D model, then save the InteriCAD VR block, finally save it to the InteriCAD VR library.
Align Objects
edit- You can align any objects in Render, arrange and combine objects easily.
- Basic operations:
- 1.Select Align from Object menu, as shown below:
- 2.Click Move Object button to select the object you wish to move, click Target Object to select reference object.
- 3.Select different modes of align. The software provides three modes:
- Use coordinates and object surface as orientation.
- Use object outline as orientation.
- Use moved distance as orientation.
- 4. Choose different align mode to see instant change of object position.
- 5. Click Apply to finish.
Snap On
edit- Select Snap On from Object menu. Snap mode will be activated.
Edit Object
edit- Array
- Array objects on x, y, z axes according to pre-specified rules. There are linear array and rectangle array.
- Basic operations:
- 1.Select Array from Object menu, a dialog will pop up as shown right:
- 2.Click Select Object to select the object you wish to array.
- 3.Enter value in Relative Second Point for distance between original object and relative object on x, y, z axes. This decides the direction and space between objects of the array. Enter value in Number column for the number of objects on the array.
- 4.Click preview, as shown below.
- 5.Click Apply when you’re satisfied with the result.
- Note:
- If you enter value for either Second Point or Third Point, the software will perform linear array; if you enter value for both, it will perform rectangle array.
- Copy Object Along Line
- You can control the distance between copied object and the origin, and copy multiple objects in a single operation.
- Basic operations:
- 1.Select Copy Object Along Line from Object menu, a dialog will pop up as shown right:
- 2.Click Select Object to select the object you wish to copy.
- 3.Enter value in Relative Second Point for distance between original object and relative object on x, y, z axes. This decides the direction and space between objects of the copy. Enter value in Number column for the number of objects you wish to copy (including the origin).
- 4.Click preview, as shown below:
- 5.Click Apply to finish.
- Move the Object
- Basic operations:
- 1.From the Object menu select Edit Object, and then Move.
- 2.Left click the object that will be edited. After selection, right click to confirm the selection. This selection operation is the same as that of ACAD.
- 3.Left click one point as the move base point or start point.
- 4.Move the mouse and you can see the object dynamically moves following the mouse. Left click to confirm.
- Rotate the Object
- Basic operations:
- From the Object menu select Edit Object, and then Rotate.
- Left click the object that will be edited and right click to confirm the selection.
- Use the left button to single click one point as the rotate center point.
- Move the mouse and you can see the object dynamically rotates following the mouse. Press the left button to confirm.
- Scale the Object
- Basic operations:
- 1.From the Object menu select Edit object, and then Scale.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.Use the left button to single click one point as the scale base point and single click the other point as the scale reference point.
- 4.Move the mouse and you can see the object dynamically scales following the mouse. Press the left button to confirm.
- Mirror the Object
- Basic operations:
- 1.From the Object menu select Edit Object, and then Mirror.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.Use the left button to single click one point as the first point of mirror center line and single click another point again as the other point of mirror center line.
- Copy the Object
- Basic operations:
- 1.Select Edit Object from Object menu, and then Copy.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.Use the left button to single click one point as the copy base point, and then move the mouse to an appropriate position. Left click to finish.
- Delete the Object
- Basic operations:
- 1.From the Object menu select Edit Object, and then Delete; or from Object menu select Delete Object.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.A dialogue box appears and asks you whether to delete. Press Y to finish.
Edit Surface
edit- Move Surface
- Basic operations:
- 1.From the Object menu select Edit Surface, and then Move.
- 2.Left click the surface that will be edited. After selection, right click to confirm the selection. This selection operation is the same as that of ACAD.
- 3.Left click one point as the move base point or start point.
- 4.Move the mouse and you can see the surface dynamically moves following the mouse. Left click to confirm.
- Rotate Surface
- Basic operations:
- 1.From the Object menu select Edit Surface, and then Rotate.
- 2.Left click the object that will be edited and right click to confirm the selection.
- 3.Use the left button to single click one point as the rotate center point.
- 4.Move the mouse and you can see the surface dynamically rotates following the mouse. Press the left button to confirm.
- Scale Surface
- Basic operations:
- 1.From the Object menu select Edit Surface, and then Scale.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.Use the left button to single click one point as the scale base point and single click the other point as the scale reference point.
- 4.Move the mouse and you can see the surface dynamically scales following the mouse. Press the left button to confirm.
- Mirror Surface
- Basic operations:
- 1.From the Object menu select Edit Surface, and then Mirror.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.Use the left button to single click one point as the first point of mirror center line and single click another point again as the other point of mirror center line.
- Copy Surface
- Basic operations:
- 1.From the Object menu select Edit Surface, and then Copy.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.Use the left button to single click one point as the copy base point, and then move the mouse to an appropriate position. Left click to finish.
- Delete Surface
- Basic operations:
- 1.From the Object menu select Edit Surface, and then Delete.
- 2.Click the object that will be edited using the left button and use the right button to confirm the selection.
- 3.A dialogue box appears and asks you whether to delete. Press Y to finish.
Detach
edit- Detach Coplane Surface:
- From the Object menu select Detach, and then Coplane Surface.
- Click the coplane surface that will be detached using the left button. Press Enter to confirm after selection.
- Detach Patch:
- From the Object menu select Detach, and then Patch.
- Click the patch that will be detached using the left button. Hold Shift to add more. Press Enter to confirm.
Measure Distance
edit- Select Measure Distance from Object menu.
- Left click to select the first point, move cursor to another point and left click. The command window will show the distance between these two points.
Distance from Object to Wall
edit- Select Distance from Object to Wall from Object menu.
- According the prompt in the command window, select the object needed to be queried. The distance from the object to wall will be displayed in blue.
- Select another object needed to be queried, right click to finish.
Distance between Objects
edit- Select Distance between Object from Object.
- Select the based object according the prompt in the command window. Select another object, and the distance between the based object and the second object will be displayed in blue.
- Select the third object, and the distance between the based object and the third object will be displayed in blue. Right click to finish.
Nearest Distance
edit- Select Nearest Distance from Object.
- Select the object needed to be queried according the prompt in the command window.
- Select another object needed to be queried, right click to finish.
Accurate Edit
edit- Select Object icon on the side editor.
- The default operation is Move. Click the object you want to edit. Take the double-seat sofa below as an example, we can see the sofa displayed in green wireframe is selected, and three axes are in green, blue and red.v
-
- Now input value in the edit panel, the object will move accurately. For example, enter 1000 for x (green) means the object moves 1000 mm in positive direction on green axis. The object will move simultaneously as you input the value. Remember to click Apply button on the panel after your adjustment, otherwise it won’t be saved. (Note: You cannot use Reset button to cancel your changes after you click Apply.) Also, you can use mouse to drag the object. Move the cursor to the yellow square on the axis; it will become a blinking yellow cross. Hold left key of your mouse and drag, the object will move along the corresponding axis. (If you drag the yellow square at the origin point, the object will move along the plane containing the green axis and blue axis.)
- Click Rotate button in the side toolbar; or right click in workplace, select Rotate in the menu.
-
- A red circle indicates the object’s rotation. You can enter value in the edit panel, or drag yellow points on the red circle to rotate.
-
- Press space bar to switch rotating axis, as shown below. Drag the yellow origin point to change rotation center. When rotation is done, click Apply to save.
- Click Size button in the side toolbar; or right click and select Scale, a red rectangle will appear. You can input values in the panel for your desired size, or drag yellow squares on the red rectangle to do instant scaling.
- Note: When you change scale by inputting values in the panel, the scaling center is located at the bottom center and you can only change the whole scale of the furniture; when you change scale by dragging with the mouse, you can set the scaling center to any point and change scale of any specify part of the furniture. Besides that, the yellow square on the corners can be dragged along two axes while those at the middle of lines can only be dragged along one axis. While activating Keep Proportion, the size of the object can only be changed in proportion.
- Press space bar to switch scaling rectangle. Click Apply to finish scaling.
- Click Contr. button, then Mirror in the side toolbar or right click on the object to select, the rectangle will disappear. There are 3 options under this mode and you can mirror it along X, Y, Z axis.
- There are two methods to select objects in VR: Single Selection and Window Selection。
- 7.Single Selection is the default select mode. Hold Shift to add more. Only clicked objects will be selected in this mode.
- 8.You can select scattered objects by Window Selection. The sofa below was exploded in modeling before import; every cushion is an independent object in VR.
- First of all, select Window Selection from Object menu. Then choose button from tool bar.Select one of the sofa’s armrests, and hold Shift to select backrest on the other side. The software will automatically use one container to highlight the two selected objects, as shown below. You can easily select the whole sofa by this way.
- Note: if there is other objects that you do not wish to select in window selection, switch back to Single Selection from Object menu, hold Shift and left click to deselect them one by one.
Clear Selection
edit- There are three methods to clear the existing selection.
- Select Clear Selection from Object.
- Click Clear icon on toolbar.
-
- Click Clear icon on Side Editor.
Object Display
edit- You can hide the object under InteriCAD VR or use black wireframe to display. The hidden object still functions during radiosity calculation. The hidden object will not be displayed during raytrace calculation.
- Basic Operations:
- Single click on the object display button .
- 1. A dialogue box appears. Left click on the object that will be processed.
- 2. There are two modes to hide or show objects. One is Select Object and the other is Select Surface.
- 3. While using Box command, the selected object will be shown in wireframe. Hold Shift key to do multi selection.
- 4. Press Hide button and select the object or surface you want to hide. Hold Shift key to do multi selection.
- The object that is hidden or displayed in wireframe can be displayed in normal form using two methods:
- 1. Single click on the Show All button to show all the objects that are hidden.
- 2. If you just want to show one or two objects, you need to activate Select Hidden option first, and then single click on the position of the object. The selected object will be showed in green. Right click to confirm your selection.
- Note: You must activate Select Hidden option when you want to show the hidden or wireframe objects. Otherwise you will not be able to select them.
Hide Unselected
edit- Select Hide Unselected from object menu, click to select the object you don’t want to hide, right click to confirm.
Hide Object
edit- Select Hide Object from object menu, click to select the objects you want to hide, right click to confirm.
Hide Surface
edit- Select Hide Surface from object menu, click to select the surface you want to hide, right click to confirm.
Show All
edit- Select Show All from object menu, and all hidden objects will be shown.
Material
edit- The material information of BtoCAD can all be loaded into InteriCAD VR. BtoCAD cannot set some special materials, such as stencil texture map, transparency map, etc. We can easily change the model material in InteriCAD VR, and use suitable material from the library to assign to the model directly. Also, the diffuse reflection texture maps of all the materials can be displayed immediately. All the operations are simple and visual. So we recommend that you don’t need to do material operation under modeling interface since all the corresponding operations can be done under InteriCAD VR. This chapter introduces how to process materials under InteriCAD VR.
- A. Introduce the basic composition elements of material, such as color, texture map, etc.
- B. Basic operations of material, such as build new material, assign material; edit color and texture map, etc.
- C. The making of common materials and special materials
- D. Intelligent Match-color
- Basic Feature Parameters of Material
- All the natural matters have some basic attributes. For example, the green plate glass has three attributes: First, it is green; second, it has mirror reflection and third, it is transparent. And smooth marble has two attributes, marble pattern and mirror reflection.
Material Editor
edit- Material Editor makes several labels according to the attributes of object:
- Single click on side editor and you will get the Material contents as below:
Base Label
edit- Name: the name of the current material. You can enter a name, e.g. floor. It enables you to conveniently manage the material.
- Type: Classify different types of materials according to their different attributes in the physical world. For example, if you select Glass, the material will have attributes such as transparent and mirror. This option is intelligent and convenient. In most cases, you only need to select different types if you want to change the material attribute.
- Transmit:This is a material attribute. If light shoots to the front side of an object, it will through the object and generate diffuse reflection. If you see from the backside, the object is alight. The most typical example is the material of lampshade. Value 0 indicates that the object is nontransparent; Value 1 indicates that the object is completely transparent.
- Reflect:When doing radiosity calculation, this parameter controls how much luminous energy will be reflected by the material. To a pure white material, value 0.8 means :80% luminous energy will continuously be diffuse reflected. You should be experienced to use this parameter. Usually this parameter needs no adjustment.
- Map Size:This parameter can re-adjust the value of the auto-axis texture map coordinate.(refer to next section for texture map coordinate).
- Update:automappping
- Allmapping
Color Label
edit- RGB: Tone color using the Red, Green and Blue system. This color means the diffuse reflection color of the material when there is no color texture map.
- HSV:Use the Hue, Saturation and Value system for toning.
- Color Blending:In the physical world, the reflection light of different materials is also different. For example, the red paper will make the white wall around it become red. But to a smooth red marble, the red saturation of the wall around is much lower than that made by the red paper. This parameter can be used to control the color saturation of the reflection light. If the value is 1, the color saturation of the reflection light is the same as that of the material. If the value is 0.5, the color saturation of the reflection light is only half of that of the material. If the value is 0, the color saturation of the reflection light is 0, which means it is neutral color: white.
- Brightness:After using radiosity, this parameter can control the brightness of the texture mapping. For example, if the texture is red, and its saturation is high but the brightness is small, this texture will appear to be dark red. But if you give this material strong light, it will display the bright red. You can use this parameter to make this texture display its original dark red. The value can be 0 to infinite. Value 1 means normal display and values above 1 will increase the brightness of the texture map. Value 0 means the texture is completely dark. And this parameter can be applied to pure color material. For example, you can set the texture brightness of the white wash basin to 1.3. After using raytrace, this white wash basin will appear to be more bright and limpid.
- Texture:Use an image file to the object, e.g. marble material. This texture supports file-dragging operation. It currently supports three image file format: jpg, bmp and tif.
Reflection Label
edit- Reflection:It can be viewed in the mirror that it reflects other objects. This feature is called mirror reflection. Value 1 means pure mirror and value 0 means it has no reflection feature.
- Smoothness:It means the roughness level of an object surface. This parameter is only valid when the reflection level is not 0. It is used to make the effect of diffuse reflection. Usually the value is from 0.1 to 0.4. In default setting, the value has connection with Gloss and Gloss Size. To deactivate can do separate setting.
- Gloss: Used to adjust the reflection intensity of specula material. The larger the value, the stronger the reflection.
- Gloss Size:Used to adjust the reflection scope. The larger the value, the wider the scope.
- Texture:Use texture mapping to control the reflection area. You can create some special effect and we will give examples later.
Transparency Label
edit- Transparency: The feature that you can see objects behind glass is called transparency. Use texture map to control transparency. You can make some special effects with it, and in the following we will illustrate that.
- Refraction:Transparent objects, for example, magnifier, can produce ray refraction. Some thicker glass may produce unreal color. Refraction settings include red, green and blue. Usually default value is 1.
- Also, we can make some special effects by using stencil, bump, emit and wave labels. In the following we will respectively illustrate them.
- Basic operations for material processing
- Basic operations are shown in the following:
- 1.Choose the existing material on the model, then change its color and apply to other models
- 3)Click on side toolbar
- 4)Here the default Get Mat. button is activated, and the mouse turns to a dropper shape. Left click to distill the material used by the model at the mouse position.
- 5)Switch to Color label in the Material Editor, then move the color slider and you can see the changing color of objects.
- Note:
- 6)Only pure color materials can be changed color, while texture materials cannot.
- 7)All models using this material will change with it.
- 8)You can move the mouse when editing material. Click Move at the bottom of the dialogue box, then you can move.
- 9)Click Set Mat., then the mouse changes to an oblique arrow. That means the current material will be applied to the other models.
- 2.Create a new material and apply it to other objects.
- 10)Click Get Mat. in the material toolbar to distill the objects’ material.
- 11)Switch to Basic label in Material Editor. Click New button, and input a new name. Click OK.
- 12)Click Set Mat. item in the material tool bar, and apply this new material to objects.
- 3.Set color texture mapping for material. There are two methods:
Method 1:
- 4.Click Get Mat., and then select object’s surface and pick up all materials from that object.
- 5.Switch to Color label, and click Texture button.
- 6. Mapping dialogue box appears.
- 7.Click Browse, and select the image file in relevant directory. Then click Ok
Method 2:
- Open a image browser by WINDOWS Explorer
- Select the image
- Drag and drop the selected image to object’s surface, and then the material will be automatically changed.
- Conclusion:
- diting and applying of material is very simple.
- 6. first step is to click Material icon on side toolbar.
- 7. second step is to choose the required material.
- 8. third step is to switch to corresponding label and modify relevant parameters.
- 9. forth step is to apply this material to other object’s surface.
- ommon materials and special materials edit
- .Common materials edit
- There are some common materials in real life such as glass, metal, wood, plastic and leather, etc. these materials have their own typical features. For example, glass is transparent and can be used to mirror. In Material Editor these objects have been initially classified. The editor is an easy-to-use tool as long as you select material type from it, the system will automatically set detailed parameters for that material. For example, if you select glass, then its reflection is 0.9, transparency 0.8 and color transmission 0.6.
- So, you can use this category to directly adjust common materials, and then you only need to set the material’s color and color texture mapping.
- 2.Special materials edit
- Transparent material
Its feature: if light shoots to the front side of object, it will through the object and generate diffuse reflection on the object’s backside. If you see from the backside, the object is alight. Value 0 indicates that the object is nontransparent; Value 1 indicates that the object is completely transparent. This material usually is used in lampshade, lamp-box surface, sunlit window screen and ground glass with lamp hidden in, etc.
- The edit method is very simple, and you only need to set an appropriate value for transparency in the Material Editor.
- Reflection texture mapping
- eflection texture mapping is a kind of black and white picture, whose supporting formats include JPG, BMP and TIF. It requires the black part of the picture be pure black, while the white part be pure white.
- t can use the black and white picture to control surface reflection area. The black part cannot reflect light, while the white part can reflect light according to reflection parameter setting. For example, suppose to make an engraved mirror. The graved part of mirror cannot reflect light, while other parts without pattern can normally reflect light. Reflection texture map can easily realize the function.
- Basic operations:
- 1.Open the Material Editor.
- 2.tch to Reflection label. If you want to make pure mirror, you can set the reflection to 1. (Note that if you want to use reflection texture mapping, the reflection must not be 0, otherwise reflection texture mapping has no effect).
- 3.ck the Texture button of reflection texture mapping.
- 4.lect the required black and white picture by browsing.
- 5.ction of Inverse: the system makes an inversion process to the black and white picture, that is, interchanges white color and black color. It results that original reflection area cannot reflect any more, while original non-reflection area can reflect now.
- Transparency texture mapping
- ransparency texture mapping uses a pattern file to control the transparency of different areas of object surface. First the system turns this picture to a black and white one, among which the pure black area is shown using default transparency, while the pure white area is completely nontransparent. The gray level between pure black and pure white is represented by transparency grade. That is, we can make a glass from completely transparent to completely nontransparent.
- Basic operations:
- * Open the Material Editor.
- * Switch to Transparency label. If you want to make pure transparent material, you can set the transparency to 1. (Note that if you want to use transparency texture map, the transparency must not be 0, otherwise it has no effect).
- * Click the Texture button of transparency texture map.
- 4.Select the required black and white picture by browsing.
- unction of Inversion: the system makes an inversion process of gray level.
- * Stencil texture map
- stencil texture mapping is similar to reflection texture mapping. You need a color texture picture and its according black&white picture. For black & white picture, it is also a kind of black and white picture, which supporting formats include JPG, BMP and TIF. It requires the black part of the picture be pure black, while the white part is pure white.
- It can use the black and white pattern to control whether the object surface will be displayed or not. The black part will be displayed normally, while the white part will disappear completely. Usually you can combine texture mapping with color and stencil texture mapping to process some complex models, for example, plant, handrail and human, etc. Now we will make a plant in the following.
- Basic operations:
- 4.Open the Material Editor.
- 5.Switch to Color label.
- 6.Click the Texture button of color texture mapping.
- 7.Select the required normal plant pattern file by browsing.
- 8.Switch to Stencil label. Click the big button of stencil texture map.
- 9.Select to get the correlative black and white picture of plant.
- Note: all texture mappings can be used together, among the stencil type is the first to be processed. For example, a transparency and a stencil texture mapping can be used together, and the system will first process stencil texture mapping, then process the transparency. In addition, all texture mappings use the same coordinate (please refer to next section for texture map coordinate).
- The integrated effect of plant through stencil and color texture mappings
- Bump texture mapping
- It can use pattern to simulate concave-convex effect on the object surface. Presently, the system only support reflective bump texture mapping. It needs to meet one of two conditions to make bump texture mapping work:
- Condition 1: the reflection parameter of material must not be 0.
- Condition 2: the light source with Calculate direct illumination option open can shoot the object surface
- Basic operations:
- 6.Open the Material Editor.
- 7.Switch to Bump label.
- 8.Click the Texture button of bump texture mapping.
- 9.Select the bump pattern file by browsing.
- 10.Set the bump parameter. The bigger the value, the greater the bump.
- Emit texture mapping
- Emit texture mapping is a kind of black and white picture, whose supporting formats include JPG, BMP and TIF. It requires that the black part of the picture be pure black, while the white part is pure white.
- It can use the black and white pattern to control whether to display source light or not. The black part can display it, while the white part cannot display it.
- Basic operations:
- 8.Open the Material Editor.
- 9.Switch to Emit label.
- 10.Click the Texture button of emit texture mapping.
- 11.Select the required pattern file by browsing.
- Wave effect
- Wave effect can be used to simulate water wave effect.
- Basic operations:
- 4.Open the Material Editor.
- 5.Switch to Wave label, and set the following parameters.
- Wave numbers: specify the number of the wave source center points, for example, if the value is 1, then it is equal to the effect of throwing a stone into the quiet lake surface. If the value is greater than 3, then you basically cannot see the location of those wave sources.
- Center:it is the coordinate location of wave source. Usually you need not to adjust it.
- Wave length: the distance between wave crests.
- Wave amplitude: it is the wave amplitude.
Material Library
edit- InteriCAD VR provides a material library. It has two functions:
- 1.It provides lots of common materials and user can directly specify them to models.
- 2.User can directly save any material in a scene to the libraries.
Introduction to material library interface:
- Select Material Library command and an interface appear, shown as the following:
- Catalog area includes three material libraries: system mat library, user define mat library and current scene
- System mat library——the system own material library, which includes a large number of materials. User cannot edit or modify this library.
User define mat library——user can save his own materials to this library and edit them freely.
- Current scene——bill of materials in the current scene.
- The preview area can preview the information of texture map in the currently
selected material
- Set material:Function: after selecting any material from a library, use the command to attach it to some object in the scene.
- Basic operations:
- 1).After selecting a material, click Set material button;
- 2).Then left click the model surface that is to be attached by this material.
- You also can drag it to the model surface.
- Open
- Function: it is used to open material library file (file format: *.mlb). You can simultaneously open multiple .mlb files, each of which will generate a user-defined material library. You can find their corresponding library files.
Fit Map
edit- For painting and carpets, etc., the size of texture mapping coordinate is completely consistent with the maximal size of object surface. You can use this command to conveniently process such kind of texture mapping.
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- From the Material select Fit Map.
- You can see a prompt: select a surface. Select the surface to be adjusted. Click OK and a dialogue box appears, shown as the following:
- Input an angle in Orientation for rotating texture mapping.
- The Number indicates how many texture mappings will be filled to that surface.
- Mirror: U direction and V direction.
- Group:
Edit Map
edit- InteriCAD VR can carry out the following edit operations to texture mapping coordinate.
- 1.Move texture mapping coordinate:
- From the Material menu select Edit Map, then Move.
- You can see a prompt: Select a surface:. Left click that surface to be edited. After selecting, click the right button or press Enter to determine. This selection operation is completely the same as that of CAD software.
- Left click a point as the base point for moving.
- Move the mouse, and you can find that the texture mapping also moves following the mouse,then, click left button to confirm the modification.
- 2.Rotate texture mapping coordinate:
- From the Material menu select Edit Map, then Rotate.
- You can see a prompt: Select a surface:. Left click that surface to be edited. After selecting, right click or press Enter to determine.
- Left click a point as the center point for rotating.
- Move the mouse, and you can find that the texture mapping also rotates following the mouse. click left button to confirm the modification.
- 3.Scale texture mapping coordinate:
- From the Material menu select Edit Map, then Scale.
- You can see a prompt: Select a surface:. Click that surface to be edited using the left button. After selecting, click the right button or press Enter to determine. This selection operation is completely the same as that of CAD software.
- Click a point using the left button as the base point for scaling, and then click another point as the reference point.
- Move the mouse, and you can find that the texture mapping also scales following the mouse.
- 4.Mirror texture mapping coordinate:
- From the Material menu select Edit Map, then Mirror.
- You can see a prompt: Select a surface:. Left click that surface to be edited. After selecting, right click or press Enter to determine.
- Left click a point as the first point of mirror centerline, and then click another point as the other point of mirror centerline.
- 5.Copy texture mapping coordinate:
- You can use this command to copy texture mapping coordinate to some objects or surfaces, that is, copy the texture mapping coordinate used by an object or other surface.
- From the Material menu select Edit Map, then Copy.
- Move the mouse cursor to an object surface proving texture mapping coordinate and keep left click the button. Now the mouse changes to another icon, shown as the following figure.
- Drag it to the object surface on which the texture mapping coordinate will be copied. Release the left button, and then the texture mapping coordinate has been copied to it.
- Note: the copy of texture mapping coordinate is to copy that of on an object completely to B object and this process is independent of their shapes. A and B must be in same coordinate system.
- Bulleted list item
Reset Map
edit- When some fabric material has been assigned to a sofa, you should also control how its texture is presented on that model, for example, the texture size and texture mapping mode. As long as this material has used color texture mapping, we can control how this color texture mapping Wraps the model.
- A.Four types of texture mapping coordinate
- The mode for color texture mapping to Wrap model is coordinate. InteriCAD VR provides totally four types of texture mapping coordinate:
- Auto Map:
- According to each surface’s direction of object, automatically align every surface to project. Also, you can control the size of image.
- Plan Map:
- Project an image to object’s surface with the mode of projector. But you can only project to one surface, and images not in this surface will be distorted. Also you can control the size of image on the surface and the start position of image. Usually it is used in such objects as floor, wall, ceiling, which have only one surface.
- Cylinder Map:
- It is used to project an image to a cylinder object and the cylinder surface will be wrapped by this image except top surface and bottom surface. You also can control the size of image.
- Sphere Map:
- It is used to project an image to a sphere.
- Note that the concept of texture mapping coordinate is pertinent to the color texture mapping material and it is meaningless to adjust texture mapping coordinate for some material without color texture mapping.
- Basic operations:
- 1.How to set auto texture mapping coordinate:
- From the Material menu select Reset Map, then Auto Map.
- Left click relevant surface and right click.
- Note: this operation will automatically clear out existing texture mapping coordinate setting on the selected surface. The default size of auto texture mapping coordinate is 500×500×500.
- 2.How to set plan texture mapping coordinate:
- From the Material menu select Reset Map, then Plan Map.
- Left click relevant surface and right click.
- Note: this operation will automatically clear out existing texture mapping coordinate setting on the selected surface. The default size of plan texture mapping coordinate is 500×500.
- 3.How to set cylinder texture mapping coordinate:
- From the Material menu select Reset Map, then select Cylinder Map.
- Left click relevant surface and right click.
- Note: this operation will automatically clear out existing texture mapping coordinate setting on the selected surface.
- 4.How to set sphere texture mapping coordinate:
- From the Material menu select Reset Map, then Sphere Map.
- Left click relevant surface and right click to enter.
- B.Relations between four types of texture mapping coordinate and UCS
- The texture mapping coordinate is closely relevant to user coordinate system (UCS). The status of UCS may have the same texture mapping coordinate produce completely different effect.
- Relation between plan texture mapping coordinate and UCS:
- The origin of UCS is projection location point and the red axis (Z-axis) specifies the projection direction of texture mapping coordinate. The UCS of the first view, shown as fellows, is on the top surface of that cube, while that of the second view is on the front surface. From the two views, you can observe that the red axis should determine the projection direction of texture mapping. In addition, the origin of UCS corresponds to the left lower corner point.
- The green axis (X-axis) of UCS is consistent with the horizontal direction of texture mapping, while the blue axis (Y-axis) is consistent with the vertical direction.
- The relation between auto texture mapping and UCS is similar to that of plan texture coordinate.
Relation between cylinder texture mapping coordinate and UCS:
- The origin of UCS is at the center axis of cylinder texture mapping and the red axis is superposed with the center axis. The second view, shown as fellows, has produced serious distortion of entire texture map because the origin of UCS is not close to the center of that cylinder.
- Relation between sphere texture mapping coordinate and UCS:
- The origin of UCS is that of sphere texture mapping coordinate.
Random Material
edit- In order to let designers devote more time on creation rather than making, InteriCAD VR provides an excellent tool, Intelligent Match-color, which has the following capabilities:
- 1.It can call existing match-color plan for interior ceiling, floor and walls.
- 2.It can gradually change color and automatically replace texture mapping for single object.
- 3.User can random add and edit match-color library using the developed database.
- Operation:
- 1.Automatic match-color and selecting for ceiling, floor and walls in a sceneAutomatic match-color and selecting for ceiling, floor and walls in a scene
- From Material menu select Random Material and a dialogue box shown as the following appears.
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- Right click on the ceiling to set the Ceiling surface. In the popup menu select Ceiling surface.
-
- Repeat the above to set floor and walls.
- In the Room Style select corresponding scene room.
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- Click Auto change color button.
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- Now the scene automatically applies some plan in the library to replace materials of ceiling, floor and walls. At the lower part of the dialogue box, you can see the plan number currently used.
- Click Stop button to stop selection, and now you can input a satisfactory plan.
- Shown as the following figure, input 4 in the field, then click forward or backward button to switch to plan 4.
- You can also click the arrow button to browse all plans and choose from them.
- 2.Learn how to change color of a single object
- Right click any object, and select Change Color option from the popup menu.
-
- Now the panel automatically switches for color changing.
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- Click Auto Change Color to cycle color, and you can also activate saturation and lightness to change.
- Click Stop button to stop auto change color, and you can also drag slider to change color using the mouse.
- 3.Learn how to change texture map for a single object
- Right click the object surface, and choose Select Map menu. A dialogue box appears, asking you to select a directory.
-
- After selecting corresponding directory, a dialogue box appears. The dialogue box is similar to Expert match-color dialogue box and their operations is basically the same.
-
- In addition, to make the operation more convenience. This menu is generated by clicking the right button to provide Restore to original material and Clear map function. Note: Restore to original material function can only return the dialogue box to its original status. If after adjustment you close the Intelligent Match-color, then the system cannot return to the most original material information when you open it again.
- 4.Save match-color plan
- First specify the ceiling, ground and wall. Only at that time can the Add to lib button be activated.
- Click the Add to lib button, and input relevant information in the popup box, and click Ok to save it. All information can be searched through the Search function. Note: you may not select Room style. If you directly input some information into the field, then it will create a new directory.
-
- After inputting these parameters, click Ok. Close the entire Intelligent Match-color. When you open it again, you will find the new-added plan.
- 5.Maintenance to match-color plan
- The match-color library is based on database, so its management, edit and backup function are very easily to use.
- Edit or delete existing plan
- Operation:
- 1.Click Lib Maintain, and a dialogue box popup, shown as the following:
- 2.In the Name & class field select a plan to be edited or deleted.
- 3.If you want to edit the plan, click Modify, then you can modify its name, description and details. However, the materials used by this plan cannot be changed.
- 4.If you want to delete the plan, click Delete button. If you subsequently click OK, then the plan has been deleted.
- Backup of plan database and texture mapping, and merge of databases
- 1.Backup function can backup currently selected plan. The backup file is colorplan.dat. Note that if you have already saved a backup file, you can repeatedly backup other plans into the file, and needn’t to set it every time.
- 2.Backup all can backup the entire match-color library.
- 3.Merge function can merge databases for backup file.
- 4.Pickup Map can backup all mappings used by the plan to a directory. Note that only those mappings under the CAD search path can be found. The other files that cannot be found will be indicated in a .txt file.
Tiling
editTiling Design
edit- Layout ceramic slices on object surface in Render.
- Basic operations:
- 7.Select the Tiling Design command from Tiling menu;
- 8.Left click to select object surface to layout ceramic slices. For example, the floor surface in the following image;
- 9.System will start 2D Design module automatically, and then import the selected surface;
- 10.layout ceramic slices in 2D Design module, and then use Update VR command to export them to Render;
- 11.System switches to Render module automatically, and the ceramic slices have been applied to corresponding surface.
Clear Tiling
edit- Delete all the ceramic slices on a surface in Render module.
- Basic operations:
- 1.Select the Clear Tiling command from the Tiling menu;
- 2.Left click to select the surface to delete all the ceramic slices on it.
Apply Tiling Plan
edit- Use existing plan in the Tile Plan library to directly layout ceramic slices on a wall surface in Render module.
- Basic operations:
- Select the Apply Tiling Plan command from the Tiling menu;
- It pops up the Tile Plan dialog box. Select a plan in it;
- Double click on an item, and left click to select a surface. And then system will apply selected plan to that surface;
Replace Tile
edit- Change existing ceramic slices to selected library item.
- Basic operations:
- 1.Select the Replace Tile command from the Tiling menu;
- 2.Left click on a ceramic slice to be replaced;
- 3.It pops up the Select ceramic dialog box;
- 4.Double click on an item, or left click on it and click OK button;
- 5.It pops up a dialog box, you can choose whether to replace all the same ceramic slices on the surface or only the selected ceramic slice;
- 6.Select an option and click OK button. System will replace the ceramic slice with selected library item.
Split Surface
edit- Split a surface in Render module.
- Basic operations:
- 1. Select the Split Surface from Tiling.
- 2. Select the surface you want to split according to the prompt.
- 3. There are three types to split:
- By Region
- There are two options to create region. One is to select Rectangle and other is to select Polygon. Pick the point to define an area, right click to finish. Next, press Split to separate the surface.
- By Height
- Input a value in the box beside or press the button accordingly to define a height in the scene. Next, press Split to separate the surface.
- By Line
- You can either input the exact coordinates of two points or click the two buttons accordingly to define a line to separate the surface. Next, press Split to separate the surface.
Extrude Surface
edit- Extrude a surface in Render module.
- Basic operations:
- 1. Select Extrude Surface from Tiling menu.
- 2. Select a surface needed to be extruded, right click to confirm.
- 3. Input the distance to extrude, press Enter to confirm.
Quotation
edit- Basic operations:
- 1.Select the Quotation command from the Tiling menu;
- 2.It pops up the Tiles Quotation dialog box.
- 3.Press the Quotation button, and then it produces the same print manager as in 2D Design module;
- 4.You can modify this report list and print it out.
Light Setting
edit- InteriCAD VR uses radiosity render theory and all light sources are based on physical optics. The integrated function is suitable for lighting designer to make lighting analysis of the scene.
- There are mainly four kinds of light sources in InteriCAD VR: General light, spot light, sunlight and IES, among which general light, spot light and IES are solid light sources. What is called solid light source is that the light source is real 3D model and after radiosity calculation, this 3D model will shine as the light source in physical world.
- General Light: Diffusion Light
- Spot Light: Emit directional rays and all the rays will concentrate in circular cone. In addition, you can use direct lighting option to calculate clear shadow and light source illumination boundary. You can get real effect only after you make raytrace calculation.
- Sunlight:Parallel light, and all the rays are emitted parallel. You can get real effect only after you make raytrace calculation.
- IES : Light source in IES format.
New Light
edit- Select New Light from Light Setting menu
- The cursor will become blue. Use left button to single click corresponding surface.
- Right click to end operation. Please note that operation of setting light source can only set the surface as general light. The settings of spot light entrance or sunlight entrance need to be completed in operation of editing light source.
Clear Light Property
edit- Clear Light Property could cancel light property of surface.
- Select Clear Light Property from Light Setting menu .
- The cursor will become blue. Use left button to single click corresponding surface. Right click to end operation.
Edit Light
edit- Select Edit Light from Light Setting menu, or single click on side editor to switch to Light Edit panel.
- Now the cursor will become a selective frame and all light sources on the screen will be displayed in red lines.
- Left click corresponding light source and the selected light source will be displayed in yellow line.
- If there is more than one type of light sources in current selection, Edit Light Source dialogue box will be displayed as following image:
- There are two options for next step:
- 1. Choose an item from the pull-down menu of Type, all selected light sources will be change to one type.
- 2. Remove certain light sources to make current selection contains only one type of light source.
- Instructions of light source parameters:
- Name: The name of selected light source.
- Type: You can change the type of light source: general light, spot light, Sunlight and IES.
- RGB: Use red, green and blue system to adjust color of light source.
- HSV: Use hue, saturation and value system to the color of light source.
- Power: It means intensity of light source. Its unit is related to the physical type of light source. For example, wattage is a unit of lamp power.
- Light Source Type:
- Light source type here refers to the physical type of light source. For example,for incandescent lamp and fluorescent lamp that are both of 100w, the latter is much brighter than the former because fluorescent lamp’s ratio of electrical energy to luminous energy is higher than that of incandescent lamp. The system has integrated light intensity standard of electric lighting handbook. Generally, you should select the type of light source according to actual situation. E.g.: Common lamp should be incandescent lamp; Daylight lamp should be straight fluorescent lamp.
- Target Spot (H):
Horizontal lighting direction of sunlight and spot light.
- Target Spot (V):
Vertical lighting direction of sunlight and spot light.
- Beam Spread:
- Coning angle lighted by target spot.
- Falloff: Target spot uses direct lighting option and will have clear light source boundary. This option can smoother light source boundary.
- Calculate Direct Lighting:
- This option is only valid for target spot. If you activate this option, target spot light will have clear shadow and lighting boundary after raytrace calculation.
- Show Selected Only:
- If this option is selected, only the name and power of currently selected light source will be displayed.
- Switch Off:
- This light source will not be calculated in radiosity calculation.
- Eps:Set eps of this light source in radiosity calculation.
- Length:Set minimum length of this light source in radiosity calculation.
- The following illustrates setting of spot light:
- 4.Select Light property from Light menu and Light source edit dialogue box appears.
- 5.You can see that all the light sources are displayed in red lines and the cursor will become a selection cursor. You can use left button to directly select and adjust light source. Now select a general light.
- 6.The selected light source will be displayed in yellow line. All parameters of the selected light source will appear in side editor. First, we change its type to spot light.
- Now you can see the conical projection area of spot light clearly.
- Change the color of light source, and the color of the cone is changing simultaneously.
- Single click Pick target spot button and left click on the other side of floor. You can control projection center of target spot. You can also control projection direction using sliding bar of Target Spot (H) and Target Spot (V).
Adjust emission angle of spot light to control the dimension of coning angle.
- From the operations above, you can see that it is visual to set spot light.
Sunlight Setting
edit- 1.Select Sunlight Setting from Light Setting menu, or single click Sunlight Setting button in side editor when editing a Sunlight light source.
- Tick Activate Sunlight Effect.
- Note: This option must be activated, or day light will not be performed in calculation.
- Sunray (horizontal) sliding bar is used to adjust horizontal incident angle of sunray. 0 degree indicates to sunray from the east, which corresponds to the negative direction of X-axis in ACAD plane drawing. 90 degrees correspond to the negative direction of Y-axis. 180 degrees correspond to the positive direction of X-axis and 270 degrees correspond to the positive direction of Y-axis.
- Sunray (vertical) sliding bar is to adjust the vertical incident angle of sunray. For example, in summer noon, the sunray is basically vertical and the angle is from 85 to 90 degrees, while the sunray angle in early morning should be around 10 degrees.
- The background matching with day light is an intelligent module. It can be seen as a huge hemisphere. There is sky in spherical surface and the bottom of hemisphere is ground. What is called intelligent is that the combination use of background and the vertical incident angle of sunray. E.g.: when the vertical incident angle of sunray is 5 degrees, background sky is the sky of dusk; when the vertical incident angle of sunray is 60 degrees, background sky is the sky of bright blue.
- Atmospheric controls sunray degree of weather. The higher the value is, the finer the sky is.
- 5.Preview button can preview the condition of background.
- 6.Click Exit button.
- Sunlight Setting
- 7.Select New Light from Light Setting menu, and then select window glass to set as light source.
- 8.Select Sunlight Setting from Light Setting menu .
- 9.Tick Activate Sunlight Effect. Note: This option must be activated, or day light will have no effect.
- 10.Single click Exit button.
- 11.Select Edit Light from Light Setting menu .
- 12.Select the light source on the window and set its type as Sunlight. Determine the incident angle of sunray using Pick target spot button.
- Note: when using this method to calculate radiosity, use the default activated Calculate sunlight through opening only option to raise the efficiency of radiosity calculation because the outer wall of model will not be calculated in radiosity calculation. Only day light within the board shape light source boundary will be calculated.
- The advantage of method 1 is that it is simple to set and is suitable for scene with multi windows. Its disadvantage is that the setting of day light direction is not visual and efficiency of radiosity calculation is not high. The advantage of method 2 is that the setting of day light direction is very visual and is suitable for scene with one or two windows. Furthermore, its efficiency of radiosity calculation is high. Its disadvantage is that one more board should be built when modeling.
At last we will learn the setting of IES.
- An IES file is an analysis of a lamp, recording its luminous flux on each direction. It indicates distribution and utilization of light in space.
- Using IES light source in VR is to use IES file to control irradiation of the source. The two barrel lights below used two different IES file.
- Basic Operation:
- 1.Switch type to IES in side editor, a new window will pop up for selecting an IES light. You can see the effect of each IES light directly.
- 2.After the IES file is selected, a green wireframe will appear on the lamp to indicate IES’ irradiation area and energy distribution.
- 3.The light source use lum as its luminous flux unit. The actual brightness in scene is much related to the IES file itself.
- 4.Illuminating angle (vertical / horizontal) and pick button have the same function of target spot, are used to control the light source’s illuminating angle.
- 5.IES can be set as 3 types: point / surface / linear light source. The latter two needs size definition for light source.
- 6.The preview of IES is at the bottom of the side editor. Click “Select file…” button to choose another IES file, the previous dialog will pops up again.
- Note:
- 1.It’s not necessary to apply IES to every lamp. For example, you can use IES on wall lamps, leaving alone lamps in the middle of the room.
- 2.IES is defaulted to use direct irradiation, which means in raytrace it would generate very sharp shadows.
- 3.You should notice that when using IES to a lamp, light source will also leave shadow on the surface of the lamp. You can eliminate the shadow by changing the lamp’s material, which means setting reflection to 0.
- We can also use texture to realize some special light effects, as shown below:
- This function is to place a glass board with pattern before the target spot light, shown in the picture. You can make the effect of some stage illuminations easily using this function. As you can perform radiosity, the effect generated by this function is more real.
- Basic Operations:
- 1. First create a Photometric Web texture mapping file, shown in the picture. Please note that the pattern that can be projected is the internally tangent circle part of this texture mapping.
- 2.The operation is simple: assign this texture mapping to the solid model of target spot light using the method of assigning material directly.
- 3.Its projection boundary is within the divergence angle of target spot light. All the patterns in the internally tangent circle part of the texture mapping will be projected. There is no need to set the texture mapping coordinate.
- Note:
- 5.We will provide some Photometric Web texture mappings in the system: *\InteriCADT6\Fashion maps\Ies maps. And it is convenient to make this texture mapping by PHOTOSHOP or others software.
- 6.You can use Photometric Web texture mapping only when it is target spot light. Activate the Calculate Direct Lighting option of target spot light so that there will be clear pattern after raytrace.
- The Management of Light Source Group and Adjustment
- InteriCAD VR provides light source grouping function and supports up to 10 groups. You can redefine the group freely. The operation is the same as the common real-time strategy game, which is very convenient.
- The light source, grouping status and light intensity parameter can be displayed directly on the workspace. Shown as the following figure, these three spot lights have been set in one group named 3. The light intensity of all the three spot lights is 4 watt.
- Basic Operations:
- Switch to Lighting Edit panel in side editor, the light source grouping status and its light intensity parameter will be displayed.
- First, left click light source (red color objects), and then add it with operation SHIFT + left click. To remove the light source, also SHIFT + left click.
- Select the light source that will be grouped and use CTRL + (0~9) to make these light sources become one group. For example, CTRL + 1 means the name of this light source group is 1.
- It is very convenient for you to call the grouped light source. E.g.: Three groups, which are 1, 2, 3, have been grouped in the scene and you can select group 1 by simply clicking key 1 on the keyboard.
- The combination of groups is also very convenient. For example, you want to combine group 1 and group 2. Single click key 1 on the keyboard to select group 1 and press SHIFT + 2. So the group 1 and group 2 have been selected. Then press CTRL + 1 again to combine the two groups into one group.
- Modification of Light Group
You can simultaneously the parameters of the selected light sources.
- Basic Operations:
- First, select the light source that will be adjusted from a group or directly choose multiple light sources.
- The operation is same as adjusting single light source except the use of Pick target spot button. It can focus the illuminating center points of several target spot to one point. Shown as the following figure:
- The target spot light do not fit to this condition, you can use horizontal and vertical sliding bars of the incident angle to adjust it.
Lighting List
edit- Display all lights list in the scene. After selecting you can switch to Lighting Edit panel automatically.
- Select Lighting List from Light Setting menu. The Light source list box will pop up.
Smart Light
edit- We have induced some light arrangement scheme from our analysis of lots of users’ work. According to the area and the structure, the system selects scheme automatically to create preview picture for your choice.
- Basic operations:
- 1.From Light Setting menu, select Smart Light.
- 2.Four preview pictures with different light arrangement scheme and rendering effect appear in the popup dialogue box, select one.
- 3.Click Setting, set up the value.
- Light Mode: choose to determine day or light effect
- Note: The window and door in the scene must be set as light.
- Radiosity Times: the calculating time for radiosity.
- Output Dimension: the dimension of the output
Smart Light Setting
edit- When using Smart Light command, all existing light sources will be turned off by default setting.
- Select Smart Light Setting command from Light Setting menu, and then use cursor to select certain light sources, left click to keep it being turned on.
- Basic operations:
- 1.Left click to select target light source, multiple selection is enabled.
- 2. Left click on selected light source again to remove it from current selection.
- 3. Right click to confirm the selection, and the command will be finished.
- 4. To change the setting, run Smart Light Setting command again.
Special Light 1
edit- Select Special Light 1 from Light Setting menu. According to the prompt, select the position of the lamp and then orientation points. You can select at most four orientation points. The system can automatically generate four shot lamps on the appointed positions, which shoot to the four orientation points. The default value of lamp height is 2200 mm and power is 40 watt.
Special Light 2
edit- Select Special Light 2 from Light Setting menu. According to the prompt, select the position of the lamp and then orientation points. You can select at most four orientation points. The system can automatically generate four shot lamps on the appointed positions, which shoot to the four orientation points. The default value of lamp height is 2200 mm and power is 500 watt.
Delete Special Light
edit- Select Delete Special Light from Light Setting menu, and then the system will delete all special lights in the scene.
Render
editStart Radiosity
edit- When performing render calculation, the light calculation can be the same as that of the physical world reflection. When the light illuminate a surface, it will be reflected by the surface again until the light attenuate completely.
- After the scene has been prepared (front and back surface, material and lighting have all been set), you can perform radiosity.
- Single click Raodisity button .In the popup dialogue box, the system provides three calculation methods to control the times of radiosity. In addition, it also provides two calculation precisions to control the quality of the image.
Three types of Calculation Methods
edit- 1. Continue until stop button is pressed: as the radiosity calculation is repeatedly, the more the number of calculation times is, the better the effect is. To stop the calculation of this method, press “stop” button.
- 2. Stop running after () times:
- This option can control the number of times that the calculation will be performed and then the radiosity calculation will be terminated automatically.
- 3. Stop running after () minutes:
This option can control the time that the calculation will be performed and after that the radiosity calculation will be terminated automatically. These three options can be used according to your personal custom. You can still go on calculating using the exist calculation result after the radiosity calculation terminates, so it is recommended that you calculate first using customized number of calculation times. If the effect is good, you can single click “radiosity” button again to continue calculating.
Three types of Calculation Precision
edit- 1. Normal Precision:
- The process to the surface is relatively reasonable. The effect will be good after twice or three times of calculation and correspondingly, the calculation time need is less. Meanwhile, it uses less system resource, especially the memory usage.
- 2. High Precision:
- The subdivision level of the surface is much higher than normal precision. The shadow effect of light and transition effect of halo are rich than normal precision. Correspondingly, the required number of calculation times is higher than the normal precision. In addition, it requires more system resource as the number of surfaces that will be calculated is higher.
- 3.User Define
- Before using user-defined precision, you should understand how the system performs radiosity: When enter virtual roaming, the surface is divided according to division length parameter in InteriCAD VR. If the default precision is 800, all the surfaces will be divided to the patch whose length of the right angle side is 800.
Radiosity will subdivide the patch surface whose length of the right angle side is 800. The patch that is far away from the light will not be subdivides, for example. The precision parameter here that controls the surface subdivision is epsilon. When the value of the light energy received by a patch surface exceeds this parameter, the patch surface will be continuously divided. The smaller the area of the patch surface is, the less the light energy it can receive. The division continues until the value of the light energy is smaller than the light energy limit parameter. No matter how many times it calculates, the patch surface will not be subdivided. The value of epsilon supports scientific notation, for instance, 1e-006 is 0.000001. Under the same lighting condition, the smaller the value is, the smaller the area of the subdivision surface is.
- The second parameter is subdividing length. This parameter controls the size of the minimum subdivision surface. Without this parameter, the surface that is very near to the light source will be subdivided endlessly, which can cause the system out of resource. Furthermore, if the scene is very big, such as a scene of 1000 square meters, a higher subdivide length should be used to raise working efficiency.
- In addition, during radiosity calculation, different epsilon and subdivide length can be applied to the direct surface illuminated by the light source and the indirect surface illuminated by the second reflection light. As the light energy is abundant for the surface that illuminated by the light source, the effect may be good using high precision and small subdivide length; as the light energy is relatively small for the second reflection light, using lower precision and higher subdivide lengthen will improve the radiosity calculation efficiency.
- The third parameter is diffuse factor. This factor has great affect on the radiosity calculation result. Take a scene with many light sources and many white surfaces as an example. After some times of radiosity calculation, the whole scene will become no levels. Because the indirect light will illuminate the part that originally has shadow. As the shadow becomes unclear or pale in color, the whole scene will become no levels.
The diffuse factor is used to control the attenuation level of indirect light. Value 1 of this parameter means the pure white material will reflect 100% light energy for secondary lighting. Value 0 means this surface will absorb all the light, which equals no indirect lighting. This parameter should be specified according to solid conditions. For the scene that has numerous light sources, this value can be lower down. In most cases, the default value 0.9 is ok.
- Under most circumstances, the effect will be good using normal precision while the high precision takes much longer calculation time. It will take the current mainstream computer several minutes to calculate a moderately scene using normal precision and half an hour for high precision. The value of user define precision can be set between these two values as a compromise scheme.
Sky method
edit- Indoor
- When render the interior environment, please Indoor Sky Method. If we have defined the sunlight, please choose Calculate Sunlight Though Opening Only. In this way, we can improve the render speed.
- Ourdoor
- When render the exterior environment, please choose Outdoor Sky Method.
- Note: Sky Setting command must be activated when rendering exterior environment. For sunshine effect: please choose Activate Sunlight Effect and Activate Sky Effect. For cloudy weather, please choose Activate Sky Effect.
When you choose Outdoor in Sky method, you will find there are three kinds of Sky Light Precision, the higher the value, the better effect we will get. But if you input higher value, the system will be slow because InteriCAD is occupying more and more computer resource when rendering.
- Note: when using this method to calculate radiosity, you must remove the activate status of Calculate sunlight through. Otherwise you cannot see the effect.
- In some cases, to cancel radiosity calculation is to return to the status before using radiosity from the status after using that. For example, you may do this when you find that the orientation of some face is not right. When this happens, you have to return to the status before using radiosity to adjust the surface. Do as follows:
- From the Render menu select Reset Radiosity.
- In the popup dialogue box, single click Yes.
- Before radiosity calculation, you should set the subdivide length and epsilon. The radiosity calculation dialogue box provides an integral setting. But it is not enough. E.g.: the ceiling board lighted by the light trap should represent homogeneous graduation effect light. But neither normal nor high precision subdivide length can fulfill this requirement. So you can set the ceiling board surface to be calculated according to a higher subdivide length. The system provides this function. Do as follows:
- Select Surface Radiosity Setting from Optimize menu.
- Left click the surface that will be adjusted, with pressing Shift for multiple selection.
- Right click then the Surface option dialogue box will pop-up.
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- Default precision follows global setting. Remove ticks before Global, and input appropriate precision value.
Raytrace & Partial Raytrace
edit- Raytrace technology in InteriCAD VR can affect day light, target spot light and material (such as highlight material, metal and glass), etc. And the effect is real while the calculation speed is fast.
- Besides that, day light, target spot light will have clear shadow and lighting boundary only under raytrace option. Furthermore, all the special effect texture mappings need the support of raytrace. It is recommended that the final result be export using raytrace.
- Raytrace calculation can be performed before and after radiosity. The table below is the comparison of the two:
raytrace before radiosity raytrace after radiosity The effect is not very real The effect is real Only the target spot that calculates the direct light can function. All the light source lighting effects of InteriCAD VR can be reflected One ambient light performs main lighting effect in the scene No ambient light, all the lightings are received using radiosity calculation Save time Take more time than the former
- Raytrace after Radiosity:
-
- As it is preview calculation, it is ok to use the quick default method.
- Single click the OK button, the system will perform raytrace calculation to the perspective workspace. If you are not satisfied with the effect, for example, the mirror effect of the material is too strong, you can modify the property of the material directly. Save the final result until you are satisfied with the effect.
- Raytrace before Radiosity:
- Single click Raytrace button , or use Partial raytrace to get the result more quickly
- As it is preview calculation, it is ok to use the quick default method.
- Single click the OK button, the system will perform raytrace calculation to the perspective workspace. If you are not satisfied with the effect, for example, the mirror effect of the material is too strong; you can modify the property of the material directly. In addition, in the scene, only the target spot light and day light that can calculate direct lighting will function. Adjust the setting of the ambient light and it will change the effect intensity of target spot light and day light.
- From the Render menu select Environment Setting.
- Set corresponding parameter in the appeared dialogue box. Ambient light intensity is displayed in scientific counting method. The default value is 5E-005. If you want to increase the ambient light, you can adjust the value to 1E-004 so that the light intensity can be increase.
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- Save the final result until you are satisfied with the effect.
- Photon Map Raytrace
- Based on the original Raytrace, the new Photon Map Raytrace has made in rendering a comprehensive upgrade. It brings a complete elimination of interference and light leak, simplifying operation and reducing the difficulty of modeling.
- The table below is the comparison of the two:
- Raytrace Photon Map Raytrace
- Can be performed before and after radiosity ; Can only be performed after radiosity
- Need more time to render a clean scene; Radiosity is the main calculation process ;Do not need to render a clean scene first; Ratrace is the main calculation process
- Need optimization to eliminate interference and light leak. ;Don’t need optimization to eliminate interference and light leak.
- Bump effect and Gloss effect need to resort to direct light function and are lack of realness.; Bump effect and Gloss effect don’t need to resort to direct light function and are of strong realness.
- Need to set up parameters for Antialias. The higher the value is, the longer it takes to calculate. ; Do not need to set up parameters for Antialias.
- Use one-time calculation method; quality of rendering is determined by the result of Radiosity.; Use cumulative method of calculation, the longer the calculation time is, the better the rendering quality is.
- Rendering quality in detail is lack of realness.; Rendering quality in detail is of strong realness.
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- Input the number of times of calculation before stop, program will start Raytrace for the scene and stop automatically according to the setting. If click Infinite, Raytrace process must be stopped by hand. Click OK to start calculation.
Stop
edit- Stop calculation when performing raytrace or radiosity.
- Basic operations:
- Select Stop from Render.
Instant Render On/Off
edit- To get satisfying light effects in Render, User would frequently start radiosity and reset radiosity. On the other hand, User can not edit blocks after radiosity. This is an obstacle for improving User’s work efficiency. For this reason, InteriCAD T6 developed the Instant Render technology to show lights while editing, improves User’s work efficiency greatly.
- Steps:
- 1.Select Instant Render On/Off from Render menu. It is set to off at default. Clicking this command for the first time turns on Instant Render, the next time turns it off.
- 2.When Instant Render is turned on, the software will display real-time light effect. But this mode supports only point / linear / surface light source in Target Spot type, and IES light source.
- 3.In this mode, you can move freely with lights on, and do all kinds of edit.
- 4.After you have done any edit to light, or edit to object that would significantly change light effects, remember to select Instant Render Refresh from Render menu to update light effects.
Instant Render Refresh
edit- Update light effects after any edit has been done to light.
- Basic operations:
- Select Instant Render Refresh from Render.
Set Background
edit- This mode is used in interior design.
- Select Set Background from Render, Background Option dialog will pop up.
- 1. Sky: This is the default background mode which will show the background in blue.
- 2. Color: You can change the background color you want in this mode.
- 3. Texture: You can select a jpg, tif, or bmp format picture as the background.
- Mirror Background Mode
- This mode is used in exterior design.
- 1. Sky: This is the default setting of the background while doing the exterior design. All the windows or glass will appear to be blue while looking from outside.
- 2. Brightness: You can change reflective color of the windows or glass as well as the brightness in this mode.
Light Adjustment
edit- From the Render menu single click Light adjustment or click button.
- The following dialogue box will appear before using radiosity and you can adjust the brightness of the whole scene.
- The following dialogue box will appear after radiosity. The effect previewed in this dialogue box is completely the same as that of after using raytrace, and the preview effect will change with the adjustment immediately.
:Basic Operations:
- 1.Drag the Brightness slider to adjust the brightness of the whole scene and the preview picture will change without delay. The usage is visual.
- 2.Drag the Exposure slider to adjust the exposure of the whole scene.
- 3.Drag the Contrast slider to adjust the contrast of the whole scene.
- 4.Drag Black and White sliders to adjust image levels.
- 5.The function of Auto button is to have the system calculate an appropriate brightness automatically.
Light Adjustment without Radiosity
edit- From the render menu single click Light Adjustment Without Radiosity command.
- Basic Operations:
- 1.Drag the Brightness slider to adjust the brightness of the whole scene and the preview picture will change without delay. The usage is visual.
- 2.Drag the Exposure slider to adjust the exposure of the whole scene.
- 3.Drag the Contrast slider to adjust the contrast of the whole scene.
- 4.Drag Black and White sliders to adjust image levels.
- 5.The function of Auto button is to have the system calculate an appropriate brightness automatically.
- After using radiosity, the effect of this command is completely the same as that of light adjustment command.
Environment Setting
edit- From the Render menu select Environment Setting.
- Set corresponding parameter in the appeared dialogue box. Ambient light intensity is displayed in scientific counting method. The default value is 5E-005. If you want to increase the ambient light, you can adjust the value to 1E-004 so that the light intensity can be increase.
-
- Save the final result until you are satisfied with the effect.
Reset Radiosity
edit- In some situations, you need cancel the radiosity computation, that is, return to the status before radiosity from the status after radiosity. For example, if you find that the orientation of some faces is wrong, then you need return to the status before radiosity to adjust the obverse/reverse, as the following operations:
- Select Reset Radiosity command from Render menu.
- Click Yes in the popup dialog box.
Plot Area Preview
edit- This shows how the image will look when it is saved.
- Basic operations:
- Select Plot Area Preview command from Render menu, a dialogue box will pops up:
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- Choose an image size in the pull-down menu of Usage, or choose User Defined to specify the image size manually;
- Tick Preview option and click OK button, the size of the printing image will be changed.
-
- To exit the preview status, run Plot Area Preview command again, unpick the Preview option and click OK button.
Save Image
edit- Move to a proper position with satisfactory view angle.
- Single click the Save Image button or select Save Image from Render menu
- Determine the path and file name in the popup dialogue box.
- Determine the resolution of the effect drawing in the dialogue box. If you use the printer to print the drawing, resolution 150 is more than sufficient. Then select the image size that will be printed.
-
- Choose a calculation method
- 1.Raytrace
- a.The common setting of Antialias Pixel Point is 2x2 or 3x3 and Raytrace Max Depth is 5.
- b.As the time of calculation with blur effect will increase by 5 to 8 times, you can select quick mode to disable blur effect.
- c.Enable Shadow prediction can accelerate the speed of raytrace but errors may occur.Snapshot is general effect drawing.
- 2.Photon Map Raytrace
- a.The common setting of Raytrace Max Depth is 3.
- b.As the time of calculation determines the rendering effect, the value of Scan times should not be less than 20.
- c.Enabling Infinite will require manual operation to stop the calculation.
- Set picture output type in Output Methods
- a.Snapshot is standard color picture.
- b.3D glass is to make the 3D effect drawing that can be viewed by 3D glasses.
- c.Panorama drawing is the drawing using the current position point as center and embrace 360 degrees to calculate the whole scene. You can use 3D Panoto to view it.
- Choose a logo and add to the saved image.
- a. Tick Use Logo and click Get… button.
- b. Choose an image file in the pop up dialogue box. Supported file types are jpg, bmp and png.
- Choose a frame and add to the saved image.
- a.Tick DrawFrame and click Get… button.
- b.Choose a frame with proper size in the pop up dialogue box.
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- Tick Share to Facebook option to allow the program upload the saved image to your Facebook account. Only the first time you need to log in and authorize the program.
- After all the options have been determined, single click OK button. The final result completes after the system automatically finishes calculation.
Choose an image file in the pop up dialogue box. Supported file types are jpg, bmp and png.
- Tick Share to Facebook option to allow the program upload the saved image to your Facebook account. Only the first time you need to log in and authorize the program.
- Tick Share to Twitter option to allow the program upload the saved image to your Twitter account. Only the first time you need to log in and authorize the program.
- 1. After clicking OK, program will start raytracing automatically.
- 2. When raytracing is finished, Twitter Login dialog box will pop up. Program will connect to twitter automatically.
- 3. When connection is succeeded, you can enter your User name/Email address and password to log in twitter.
- 4. Then File upload dialogue box will pop up. Add your description in the blank box and select Submit to continue.
- 5. At last, Share to Twitter dialogue box will pop up to notice you that your design has been successfully shared to the Twitter. Click OK to finish sharing.
- After all the options have been determined, single click OK button. The final result completes after the system automatically finishes calculation.
Additional Scan
edit- If using Photon Map Raytrace method to save an image with the name XXX.jpg. A file named XXX.jpg.buf will be created in the same directory.
- The XXX.jpg.buf file contains information of the finished image. Additional Scan command could use this information to render a better image base on the original one.
- Basic operations:
- Select Additional Scan command from Render menu, a dialogue box will pops up;
-
- Click button to choose target image, make sure that the buf file is in the same directory, and the camera view should be the same as the target image;
- Input a value in the input box of Additional Scan Times, click OK button;
- Specify the name and path of new image; please do not replace the original file.
Batch Render
edit- In InteriCAD T6, users can output a batch of renderings with Batch render function. All cameras of the renderings should be saved at first. Please see the image below.
- Then Select Batch Render from Render, and then a dialog shows as below.
- Below are detailed instructions of Batch Render dialog.
- Radiosity Option Button: To show the Render Parameter option dialog for radiosity. These options will be used to the renderings to be saved.
- Raytrace Option Button: To show the Options dialog for raytrace. These options will be used to the renderings to be saved.
- Radiosity Check Box: If you have run Radiosity (Lights On) and get satisfied result, please cancel the check box, otherwise, please tick the check box and setup options for radiosity with Radiosity Option button.
- Image Size: Size of the renderings to be saved.
- Camera List: A list of cameras that are saved with View >> Save Camera. They could be copied to Render Cameras by -> button, or removed from Render Camera by <- button. Batch Render function will saved a rendering for each camera that is copied to Render Camera.
- Auto Brightness Check Box: To decide if Batch Render adjusts brightness of the renderings automatically before they are saved. If you have run Radiosity (Lights On) and get satisfied result, please cancel the check box, otherwise, ticking the check box is recommended.
- Save MRS File When Finish: To decide if save the MRS file again after running Batch Render. If Radiosity check box is cancel, this option will gray out.
- Make Script File: To save the renderings. After it is clicked, a dialog shows as below to save the script. The rendering files will saved in a folder xxx_render together with the script file. xxx is the file title of the script file.
- Accept the folder and file name, and then a dialog shows as below.
- Click Yes to save the renderings. Below are saved images of above example.
Channel Picture
edit- Output Channel Picture for further modification. There are three methods of output: by surface, by material, solid color with texture.
- Basic operations:
- 1.Select Channel Picture from Render menu.
- 2.Input file name and save path.
- 3.Set output size and export method.
- 4.Click OK to export. Results of different export methods are shown as below:
- By surface
- By material
- Solid Color With Texture
Hand Drawing
edit- There are two methods of export: Use Texture or No Texture
- Basic operations:
- 1.Select Hand Drawing from Render menu
- 2.Input file name and save path
- 3.Set output size and export method.
- 4.Click OK to export, results are shown as below:
- Use texture
- No texture
Export Dxf
edit- Export DXF file to give clients a better view of the scene’s 3D structure and export 3D frame, 2D frame drawing and DXF from any angle for further edit in modeling, AutoCAD, BtoCAD.
- Basic operations:
- 1.Select Export Dxf from Render menu, and then you can take a look at the preview in the pop-up dialogue.
- 3Dframe
- 2D frame drawing
- 2.Click Save, and input file name and save path. Result is shown as below:
Net Render
edit- Preparation:
- 1.All involved computers, at least two, should be installed InteriCAD T6.
- 2.Authorization code of Net Render module is required for all involved computers.
- 3.All involved computers should be in the same network segment and same group, for example, the IP should be 192.168.1.xx.
- 4.Make sure all involved computers could be able to connect to each other, and Render.exe would not be blocked by firewall or any antivirus program.
- Operations:
- 1.Divide all involved computers into two parts: set one as mater, and all the other as server.
- 2.Run Render/Net Render Server on all servers, and give a unique user name for each server. Click Modify button to update.
- 3.Open a mrs file on master, perform Radiosity, and then run Render/Net Render Monitor.
- 4.Click Start rendering button.
- Note:
- 1.If it’s the first time to run Net Render module, system may ask you whether to block it or not, please choose unblock.
- 2.If master cannot send the project to all servers, please restart the command on both sides.
Animation
edit- To make animation is one of current trends. InteriCAD VR provides simple but practical functions of making animation.
- System provides totally 5 methods of making animation:
- 1.Record the condition that walking with the mouse.
- 2.Set a polyline as the path of the camera. The orientation of the camera lens keeps the same as that of the tangent line of the polyline.
- 3.Set two polylines, one as the path of the camera and the other as the path of the target point.
- 4.Set a polyline as the path of the camera. Set a fixed point as the target point.
- 5.Set path in the top view of vender workspace.
- These 5 methods of setting animation have their own advantages. The third and fourth methods are recommended.
- Method 1: this method is the freest and the most visualized. But it is hard to use the mouse smoothly. When preview the animation, you can see that the picture dithering is big.
- Method 2: this method is easy to realize. But there will still be picture dithering at the position of polyline arc.
- Method 3: The setting is relatively complex as you have to draw two polylines. But the picture basically doesn’t dither.
- Method 4: the picture is fluent and is suitable for the animation of single object or furniture decoration plan.
- Method 5: easy to realize.
Record
edit- 1.Single click Record button .
- 2.Then you can walk in the scene willfully. Note: you’d better walk in wireframe mode and the control of mouse is relatively easy.
- 3.After you finish walking, single click Record button again to finish recording.
Select Path
edit- Basic Operation of Setting a Polyline as the Path of the Camera:
- 1.Switch to Modeling and draw a line using Polyline command.
- 2.Switch back to the InteriCAD VR interface. From Animation menu select Select Path command.
- 3.The default option Set Path For Camera in the pop-up dialogue box is ok. Single click the Select path button, and then the system will switch to Modeling automatically.
- 4.Under the prompt of Select camera path select the polyline that has been drawn just now.
- 5.The height of polyline drawn directly in the plane drawing should be 0. But the height of the camera path should not be 0. It is recommended that the starting height of the camera should be around 1500 to simulate the height of a people’s eyes. So the default setting is ok.
- 6.Input the total number of frames of the animation.
- 7.Single click the OK button.
- Basic Operations of Setting the Path of Camera and Target Path
- 1.Switch to Modeling and use polyline command to draw one polyline as the path of the camera and the other polyline as the path of the camera target point.
- 2.Switch back to the InteriCAD VR interface. From Animation menu select Select Path.
- 3.In the pop-up dialogue box, select Set Path For Camera + Path For Target option. Then from Camera Height single click Select Path button, and then the system will switch to Modeling automatically.
- 4.Under the prompt of Select camera path, select the already drawn polyline as the camera path.
- 5.The height of polyline drawn directly in the plane drawing should be 0. But the height of the camera path should not be 0. It is recommended that the starting height of the camera should be around 1500 to simulate the height of a people’s eyes. So the default setting is ok.
- 6.From Target Height single click Select Path button. Set the target path using the same method of setting camera path. The height of the target path should be the same as the camera path in most cases. So, there will be the effect of plan view.
- 7.Input the total number of frames of the animation.
- 8.Single click the OK button.
- Basic Operations of Setting Camera Path and Target Point as Fixed Point
- 1.Switch to Modeling and use polyline command to draw one polyline as the path of the camera.
- 2.Switch back to the InteriCAD VR interface. From Animation menu single click Select Path.
- 3.In the appeared dialogue box, select Set Path For Camera + Target Point option. Then from Camera Height single click Select Path button, and then the system will switch to Modeling automatically.
- 4.Under the prompt select camera path, select the already drawn polyline as the camera path.
- 5.Input the starting height of the camera path.
- 6.From Target Point Height single click Pick Point button, and then the system will switch to Modeling automatically. Left click in the top view of Modeling to determine one point as the target point.
- 7.Input the height of the fixed point.
- 8.Input the total number of frames of the animation.
- 9.Single click the OK button.
- After finishing setting the animation path, you should perform animation preview to view the roughly effect.
- Animation preview is very important. The effect previewed is completely the same as that of the saved animation. If the picture dithers (dropped frames) in the preview, the saved animation file will have the same effect. Furthermore, the most important is the total number of frames determine the time of the animation. For example, if the total number is 300 frames and the preview play in 30frame/second, the time of the animation is 300÷30=10seconds. If the length of the polyline that is used as the path of the camera is 200 meters, the animation will make people feel that it is running like the wind at the speed of 20meters/second.
- Note: if you feel the moving speed of the camera is too fast or too slow, don’t adjust the number of frames per second but add or delete the total number of frames.
Set Path
edit- Select Set Path from Animation menu, the 3D view will switch to top view automatically, and a dialogue box pops up. Single click New path button to draw a path by left clicking on the screen. The image below shows an example, and the ordinal numbers indicate the order of clicking.
- Right click to finish drawing the path. You can still adjust the blue nodes to edit the path afterward.
- To add a node to current path, single click Add point button and left click at target place. Program will regenerate the path according to the positional relationship between the new node and nearest two nodes. You can left click to continuously add new node to current path until right click to finish the operation.
- To delete a node from current path, single click Delete point button and left click on target node. Right click to finish the operation.
After that, another dialog shows as below for more parameters of the path. Each option is explained as below.
- Ground Detection: Assume we input 1500 for Camera Height. If it is checked, when you are walking on a tread 200 mm protruding from the ground, Camera Height becomes 1700 accordingly. If unchecked, Camera Height keeps 1500 constantly.
- Camera Height: You might treat it height your eyes.
- FPS: Short for frame per second, it controls the playback speed. Our recommendation would 24 frames per second, which is same as the playback speed of film.
- Number of Frames: This number changes according to the value of FPS. Larger number will lead to smoother result of the animation but bigger size of it, and also need more time to render it.
After accepting the options, you can preview the animation.
- 6.It is suggested to switch to wireframe mode after you set the animation. Then single click preview button.
- 7.In the appeared dialogue box, remove the activate status of Disable speed control option, which means do not use speed control and preview the animation at the fastest speed that the computer can run.
- 8.Constant speed is set to 30 by default.
- 9.Single click OK and the preview starts. It is allowed to switch to color mode or texture mode during preview.
- 10.Single click stop button to quit the preview.
- After the operations above, you can: 1. save the path, 2. preview the animation again, 3. make an animation.
Load Path
edit- Select Load Path from Animation, and then a dialog show as below, to get the file to be loaded.
Save Path
edit- Select Save Path from Animation, and then a dialog show as below, to designate the folder and input the file name to save the path.
Make Animation
edit- 1.After the animation preview completes,
- 2.From the Animation menu select Make Animation.
- 3.Set the save path and file name in the appeared dialogue box.
- 4.Set the compression format of the animation. High quality compressors are recommended, such as DivX and Xvid. These compressors will keep balance between quality and file size.
- 5.Compression Quality is usually set to 100, while deselecting Key Frame and Data Rate.
- 6.Set the resolution ratio of the animation. 512x384 or 640x480 in common cases, or just select DVD format.
- Set the Playback to 15 if you want to play the animation on the computer or set it to 30 if you want to make the animation to DVD. To change value of playback, you need to choose User Defined from pull-down menu of Format.
- In other effects, Antialias Pixel Point will increase the total saving time. It is recommended to use antialias (2X2) to get better effect.
- It is the same as making effect drawing that whether to use Quick Mode and Shadow Prediction.
- Save Every Frame will export every frame of the animation for further edit.
- 7.The system will start calculating automatically if you single click OK button.
- 8.The time needed to save the animation will appear in the status bar. We can single click Stop again to terminate the file saving process at any time.
- Note: the animation file save to the frame at which the process is terminated.
Optimize
editOptimize Surface
edit- Radiosity calculation is to subdivide the object surface into many small patch surfaces to calculate, and define the patch brightness display according to the condition that each patch receives luminous energy. If there is a surface intersecting with another one on the model surface (it is generally called interfere in the following contents), part of the patch surface that is subdivided by the intersection part will be sheltered by the interfered surface. And the luminous energy received by this patch surface is much less than the patch surface that is not interfered, which cause the brightness of this patch surface is much darker than the patch surface that is not interfered. Furthermore, the render quality will be affected. System provides surface optimization function to solve this problem.
- Basic operations:
- 1.Select Optimize Surface from Optimize menu. Then cursor will turn into blue cursor .
- 2.Click the surface you wish to optimize, hold Shift to add more.
- 3.Right click to confirm your selection, then software will start calculation automatically. Cursor will turn back to original style after operation is done.
- Note:
- Even if the selected surface is not intervened, the software will reset the surface to patches. You can change patch size through FileSettingVR Option, enter value for Mesh Size in the dialog.
Optimize Option
edit- Set the minimum length of patch.
- Basic operations:
- 1. Select Optimize Option from Optimize menu, then the Optimization Option dialog will pop up.
- 2. Set the Min Cut Length for optimization, click OK to confirm.
Optimize Model
edit- For large-sized models or non-optimized 3D MAX models, if frequently used, might lead to excessive size of MRS file. Optimize Model function can be used to decrease surfaces of the model without prejudice to the appearance of it, hence to improve the calculating speed.
- Basic Operations:
- 1. Select Optimize Model from Optimize menu, and then left-click on a model, right-click to confirm.
- 2. Enter a value in the pop-up dialog box. This value will determine the ratio between the surfaces of optimized model and those of original one. E.g.: value 60 means surfaces for the optimized model is 60% to the original one. It is recommended that the input value range is between 30 and 90.
- 3. Click OK to start calculating. The calculating time is depended on the complexity of the model.
- 4 After calculation, the automatically pop-up dialog box will display optimization result; click Yes to keep the result, click No to ignore it.
Optimize Display
edit- If our current operation affects the display of workplace, the software will refresh the active window to assure the accuracy of display. If we operate in a huge or complicated scene, refresh rate will drop dramatically. Although we can change to wireframe mode to optimize speed, it will bring troubles for our operation. The software has provided functions to solve this problem.
- Replace Blocks by Cuboid
Replace all blocks in scene with cuboids, decrease the number of patches to increase refresh rate. The cuboid’s size is equal to the block’s maximum extension (only effective to mm objects)
- Replace Selected by Cuboid
Replace selected object with cuboid, decrease the number of patches to increase refresh rate. The cuboid’s size is equal to the block’s maximum extension (only effective to mm objects)
- Return to Block
- Return Cuboid to Block.
- Note:
- Remember to return cuboid to block before radiosity, or radiosity will be calculated according to cuboids, and you can’t return to block after radiosity.
- InteriCAD VR also provides the command that can detach coplane surface and patch. The function of the two commands is to appoint the material conveniently. For example, you can appoint different materials to the six surfaces of a wall.
Surface Radiosity Setting
edit- Select Surface Radiosity Setting from Optimize menu.
- Left click the surface that will be adjusted, with pressing Shift for multiple selection.
- Right click then the Surface option dialogue box will pop-up.
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- Default precision follows global setting. Remove ticks before Global, and input appropriate precision value.
Chapter 10 Imodel Service
edit- Imodel Service is a system developed by YFCAD, aiming to provide more efficient customized modeling service to individual users.
- Introduction
- Imodel Service contains 3 parts: Make Model, Check Model, and Recharge.
- Make Model. This is for submitting model information.
- Check Model. This is for checking the progress of modeling. Users can also send their feedbacks about the model to YFCAD.
- Recharge. This is for the basic cost of the service.
- Basic Operations:
- Part1: Make Model
- 1. Double click desktop icon to run the application.
- 2.Fill in the detailed information of the model. Those blank boxes with ‘*’ should not be empty.
- 3.Click Next to continue or click Back to go back to the previous step.
- 4.More material about the model is required, such as preview (*.jpg minimal size 800x600, Front view, Side view, Top view and 3D perspective view are required), texture (*.jpg or *.bmp or *tif). Other material provided (e.g. *.dwg, *max. *dxf) will speed up the process. Click Add to add relevant material or just drag&drop to the dialog box. Click Remove to delete those you don’t want to add.
- 5.Click Next to continue or click Back to go back to the previous step.
- 6.Select the type of the model. Price will be lower if you tick Share my model. Write down your requirements about the model under Decoration box, such as texture, other details, etc.
- 7.Click Next to continue or click Back to go back to the previous step.
- 8.A list of detailed model information will be shown in the dialog.
- 9.Once you confirm, click Submit to upload the material to YFCAD.
- Part2: Check Model
- 1.Click and switch to My Order to check how many models you have uploaded to YFCAD.
- 2.If the model you uploaded is proved, system will show its name and status (Submit). However, if the model material you uploaded is not enough or unqualified, you can check the preview image with Failure status and then double click to check the necessary material. The material required for the model will be listed in the dialog below.
- 3.Click Feedback and you can continue to upload the necessary material for the model.
- 4.Meanwhile, you can also write down your comments to YFCAD once you have any question about the models.
- 5.Click My Model to check the progress. Finished models will be shown here.
- 6.System will automatically download the model from YFCAD once it is finished. However, you can click Download to download the model again if you can not see it in the Online Cloud Library.
- 7.Enter VR (3D) of InteriCAD T6 and switch to Online Cloud Library. Your required models will be shown and ready to be used.
- Part3: Recharge
- Note: This service is still under construction.
- Note: Any further update about the manual, please contact us at support@yfcad.com.