Tag Archives: Attributes

Multiple Files & Attribute Matching

Attribute management between files for a single project is critical. If attribute numbers do not match from a building file to a site file, or between multiple building files of a single project, the Hotlink Modules will not appear correct. Surfaces of a module may show incorrectly, or be missing, custom profile beams/columns/walls can become reassigned to a new shape, and composites can switch to a different width if not properly matched.

It is important to note, the attribute number is how attributes are assigned to elements. For example, if your building file has attribute #10 as a stone, but the site file has attribute #10 as a wood, the buildings file will show correctly as stone, but when the building is saved to a .mod and placed to the site, all stone will switch to wood. If attribute #10 doesn’t exist in the site file, the stone will show as a purple & black checkered pattern, indicating the surface is missing.

Attribute Matching

To prevent these errors we have introduced an Attributes file into our workflow for each multi-file project. All attributes (Fills, Line Types, Composites, Custom Profiles, and especially Surfaces) will be generated in this central Attributes teamwork file, then using the Attribute Manager will be matched to all other files for that project on the BIM Server. This does mean a little more management up front, and involves a couple extra steps in managing the project. But the results are a lot less headache on the back end when publishing BIMx, or linking Views from a Site File to the Layout Book of the Buildings File. This is especially critical where projects get so large they require multiple building files, or even multiple site files; which is becoming increasingly commonplace.

Please note, the use of a dedicated Attributes file is not an option or choice to be used (or not) by each team. This is the standard we are using to manage attributes between files at WWA, and a dedicated attribute file has been created in your BIM Server folder if your project program requires one. A little extra time to do this right will ensure we do not need to stop and do things over when our BIMx, PDF and DWG files don’t show correctly due to poor attribute management.

Please watch for an update to our BIM Manual for instructions on how to properly use the dedicated Attribute file.

Custom Surfaces for CineRender

There are quite a few resources for ready made CineRender compatible surfaces. We have 2 catalogues of surfaces in our library folders. If you want to develop a new surface from scratch, you need to duplicate an existing surface, or create a new surface from the Library Catalogs and then edit it. In this exercise, we will be duplicating our basic massing surface to create a new stone surface.

Surf_new

Fig 1.0 Creating New Surfaces

Once the surface has been created by duplicating a previous surface it can be manipulated and edited to include the correct image and render out properly in CineRender, ARCHICAD’s 3D window, and BIMx.

Surf_set1

Fig 2.0 New “Duplicated” Surface

The first thing to do after creating the surface is to apply a Surface Texture. This can be an image from our Arroway texture catalog (FS01 > WW AC Library > 01 Arroway Textures), or from a custom photoshopped image. For this example, I am using an Arroway image and its corresponding bump map image (for the CineRender settings).

After the Surface Texture is applied, you can start to play with the scale, light settings, and transparency. For solid surfaces, transparency should always be set to 0. Emission Attenuation is not completely relevant, unless you are applying an Emission Color to the surface. This can be a very helpful effect if you want to alter the color of a surface, just be aware that the surface is actually emitting a color with this setting. Below are some examples of various Emission Color Settings. Note that, in order to get the surface to match the original image, the Emission Color should be black, or as dark as possible.

For this Surface, we are simply going to leave the Emission Color Black with no Attenuation. With a black Emission, you will get a solid black surface until you apply Reflection and Glowing Settings. After years of trial and error, I have found that the ideal Reflection Settings for semi-matte surfaces are:

  • Ambient = 75-85
  • Diffuse = 75-87
  • Shininess = 8-15
  • Specular Glowing = 0-12

Lastly, if you have a bump map image for the surface, make sure you check Bump Mapping under Alpha Channel Effects. This will define a bump map option in the CineRender settings when matched to the Internal Engine. A bump map image is easy to generate in photoshop with the threshold filter. Keep in mind that the lightest parts of the map are the closest, or the “bumps”; and the darker portions are the recesses.

From here, lets just switch over to the CineRender settings and match. Simply click Match Settings… and choose Update CineRender Settings (from Internal).

Match Settings_Cinerender

Fig 5.1 CineRender Settings

Match_update CineRender

Fig 5.2 Match CineRender from Internal Settings

From here, you can go to the Bump map tab, and change the image to the correct black and white bump map from the Arroway Catalogue, or one that you have created for a custom surface. The Bump Map and the main image file need to align perfectly and be saved at the same size and resolution.

You can check that they are both being aligned and resized properly in the Size tab of the CineRender Settings. You can click on the more Info “…” to the right of the line that reads Use Image Proportion:

Apply Bump_Surf Images

Fig 6.0 Surface Sizes used in CineRender Settings

You can quickly adjust and test the intensity of the bump map by doing quick “outdoor daylight” renderings of a single element or surface. With a little luck and lots of trial and error, you can come up with a surface that maps out correctly and looks good in all views and formats it will be used in!

WALL_RENDERED

Fig 7.0 Rendered Stone Surface

 

Missing Fills

Missing surfaces come up frequently, since they are most obvious when looking at the model. But any missing attributes can cause problems. Missing fills can cause issues with library parts not reading properly, and can cause files to slow down.

Fills are also a sub-attribute to surfaces for elevations, sections, and interior elevations. This can be a problem, since the missing fill can often be represented by an undesired fill surface fill in the elevation view. In example below, the fill that went missing was a surface fill for a tub filler. It was supposed to be a simple screened fill, but had been replaced with a really complicated detail fill, as the default “next closest fill number”.

Surface Missing Fill

Surface has Missing Vectorial Hatching (Surface Fill)

 

285Mb

The PDF Generated with an Incorrect Fill is 285 MB

 

42Kb

Once the Surface Vectorial Hatching is Corrected, the PDF is 42KB

Apply to All – Edge Settings

If you have adjusted edge surfaces of a slab or roof and want to make them uniform, there is an apply to all check box in the element selection settings. This option is also available for morphs using multiple surfaces on a single element. The check box is at the bottom of the element selection settings (Com + T on most work environments), and appears when you change a surface type for an element using multiple surfaces.

Screen Shot 2016-04-05 at 10.24.08 AM

There is an indication that multiple surfaces have been used for a specific surface override shown as a yellow/red square stack to the left of the override setting.

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For some, this may be getting ahead a bit. If you are unfamiliar with editing individual faces of a morph, slab or roof here are the methods for each:

  • For Morph Elements, hold Cntrl + Shift and click on a morph face(s). Then open the selection settings (Com + T) and edit the surface. If a morph face is already using a desired surface you can use the pick up & inject parameter functions to “eye dropper” surface settings to individual morph faces.
  • For slab and roof settings simply click on the edge of the reference plane and select the top right icon on the pet palette, or the “Custom Edge Settings” button.

Screen Shot 2016-04-05 at 10.14.18 AM

Depending on wether the edge is part of a roof or slab, you will get different options in the resulting dialogue, but the surface adjustments are available for both:

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Keeping it Clean Part III: The Sandbox

You may recall the posts on keeping your library clean; here and here. But maintaining a clean, legible, and highly functional BIM file is more than just library management. It is also awareness of the attributes, and keeping those properly organized, sorted, named and vetted.

When creating an attribute it should be named and numbered appropriately for clear function, intent and organization. But attributes can become polluted, just like the libraries. This happens when bringing in downloaded objects which contain their own attributes or new attribute references, or when copying/pasting content from one ARCHICAD file into your working project.

Attributes are almost certainly going to come in in either case. So you can either bring the content in, then fix the libraries and attributes, or you can create a quick sandbox to preview and pre-clean the content.

To do this, simply select file > new, and set the resulting window use the latest project settings and launch in a new instance. This ensures the attributes and settings will match your current project for assessing the damage of copy/paste before traumatizing your project.Screen Shot 2015-07-31 at 1.27.13 PM

Once the content has been pasted or added to the sandbox file, review the embedded library for stray or polluted content, and the attribute manager for content that came in with the content.

In the attribute manager, look for any attributes (typically under lines, fills and surfaces) that have come in with the paste. These will typically show at the bottom of the list when sorting by attribute ID. Look for attributes with big gaps in ID sequence, or attributes underlined or italicized in the case of teamwork projects.

Screen Shot 2015-07-31 at 3.08.01 PM

Once these attributes have been removed in the attribute manager, simply search for any content with missing attributes (find & select works wonders for this), and reassign attributes that will copy/paste into your working project file.

Screen Shot 2015-07-31 at 3.09.54 PM

This is a little work up front, but will save tons of time on the back side trying to make sense of the project attributes and figuring out which attributes your project needs and which ones came in through sloppy copy/paste practices.

Attribute & Element Relationships

I know this is a little bit of a fluff piece, but yesterday’s post on the difference between surfaces on a beam vs. morph got me thinking on ways that attributes relate to each other and how they relate to modeling & drafting elements.

Some attributes relate to other attributes. These attributes that collect attributes are sometimes referred to as “super attributes”. It may be surprising which attributes collect the most other attributes (spoiler, the winner is the custom profile!). Attributes primary function, however, is to define the appearance and geometry of the modeling and drafting elements. Some elements actually collect, use and reference other elements, such as the relationship between doors and windows and walls or skylights and roofs. Again, the modeling/drafting element which uses and compiles the most other elements (and attributes) may be surprising. This time its the Zone.

I apologize for the lack of clarity in the following diagram, but a traditional relationship chart started to look like a drunk spider weaving a web. Attribute naming & numbering is red, Elements are blue… Notice attributes never depend on elements, but may use other attributes to define their parameters:Screen Shot 2015-06-09 at 3.45.41 PM

Morph Surfaces & Sloped Elements

When converting elements to morphs it is important to understand how morphs deal with surfaces. They will inherit the settings, orientation & scale of the elements they were converted from. Specifically this article will focus on converting beams to morphs, and the resulting surface alignment. Beams handle surfaces relative to their angle. This works well when you have a wood grain that you want to show sloped with the beam; the grain is angled with the slope of the beam, even after converting to a morph.

Screen Shot 2015-06-08 at 12.47.20 PMIt doesn’t work so well when you have a pattern which is intended to be horizontal. We were recently using morphs as a patch element for an abbreviated overhanging barge. The morph needed to match the siding. When first converting the beam to a morph, the siding was sloped, just like the beam, where the siding on the wall that the morph was associated with needed to be horizontal.

Screen Shot 2015-06-08 at 12.48.04 PMThere are two ways to correct this surface error. The first is to create the morph from scratch rather than converting from another object. This has the added bonus that the morph pen, fill and surface settings will all be set based on the morph tool settings, not the default translator settings. This includes the surface orientation and origin point. If the sloped beam has already been placed it is very simple to trace out the beam with the morph tool and extrude to the width needed.

Screen Shot 2015-06-08 at 12.48.31 PM

Screen Shot 2015-06-08 at 12.48.41 PMThe next way to correct sloping surfaces from converted morph elements is to simply reset the surface after the element has been converted. This is in the morphs selection settings under the model drop down section.

Screen Shot 2015-06-08 at 12.49.01 PM

The result is similar, if not identical to creating a morph from scratch.

Screen Shot 2015-06-08 at 12.48.51 PM

This method also solves morphs that have been rotated after creating them. A morph will maintain its surface orientation relative to its original geometry. This means that if you rotate a morph, its surface appearance will rotate with it. To get the surface back to their correct orientation you will need to either rebuild the morph or reset the surfaces in the selection settings.