Co Car Design Project With Solidworks Software: Engineering Design and Technology Series
Co Car Design Project With Solidworks Software: Engineering Design and Technology Series
Co Car Design Project With Solidworks Software: Engineering Design and Technology Series
Lesson 1: Introduction . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Using This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
What is SolidWorks Software? . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 1
Prerequisites . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Conventions Used in This Book . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Before You Begin . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 2
Add the Folder to the Design Library Path . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 4
The CO2 Car Design Project helps you learn the principles of testing aerodynamic
performance using SolidWorks and Flow Simulation as an integral part of a creative and
iterative design process.
You will be learning by doing as you complete these phases of the project:
Establish a baseline, or control car for aerodynamic testing. This car uses the
unmodified blank as the body. The aerodynamic performance of the control car will
serve as a reference for comparing and assessing the effects of changes to the car body’s
shape.
Set up a wind tunnel problem using Flow Simulation.
Make modifications to the body of the car and rerun the aerodynamic testing.
Create your own car body design and test it in the virtual wind tunnel.
Refine the design of your car body based on the results of the aerodynamic testing and
retest it.
Create fully detailed drawings of your car design.
Create an exploded view assembly drawing complete with a bill of materials.
Create a photorealistic rendering of your final car design using PhotoWorks.
Prerequisites
Before you begin the CO2 Car Design Project you should complete the following tutorials
that are integrated in the SolidWorks software:
Lesson 1 - Parts
Lesson 2 - Assemblies
Lesson 3 - Drawings
You can access the tutorials by clicking Help, Tutorial. The tutorial resizes the SolidWorks
window and runs beside it.
As an alternative, you can complete the following lessons from CAD Student Guide:
Lesson 1: Using the Interface
Lesson 2: Basic Functionality
Lesson 3: The 40-Minute Running Start
Lesson 4: Assembly Basics
Lesson 6: Drawing Basics
If you have not done so already, copy the companion files for the lessons onto your
computer before you begin this project.
1 Start SolidWorks.
2 SolidWorks Content.
Click Design Library to open the Design Library
task pane.
Click on SolidWorks Content to show the folders
below it.
Click on SolidWorks Educator Curriculum.
Click CO2 Car Design Project.
Note:There may be more curriculum folders listed in
addition to the CO2 Car Design Project.
The lower pane will display an icon representing a Zip
file that contains the companion files for this project.
5 Click Extract.
Browse to the location where you want to save the files. The system will
automatically create a folder named CO2 Car Design Project in whatever
location you specify. For example, you might want to save it in My Documents.
Check with your teacher about where to save the files.
You now have a folder named CO2 Car Design Project on your disk. The data in
this folder will be used in the exercises.
Tip: Remember where you saved it.
Within the framework of the contest specifications, there are three factors to keep in mind
when it comes to building a winning dragster. These are:
Friction
Energy used to overcome friction is energy that isn’t being used to accelerate your
dragster. Sources of friction include:
• Wheels and axles: if the wheels do not spin freely, the dragster will be slow.
• Misaligned axles: if the axle holes are not drilled perpendicular to the centerline of
the dragster, the dragster will have a tendency to turn to the left or right. This will
cost you speed.
• Misaligned screw eyes: if the screw eyes are not positioned and aligned properly, the
guideline can drag on them, the dragster body, or the wheels. This can slow the
dragster dramatically.
• Bumps or imperfections in the rolling surface of the wheel. The more perfectly round
and smooth the wheels are, the better they will roll.
Mass
Sir Issac Newton’s Second Law of Motion states that Force = mass x acceleration.
There is a finite amount of thrust (or Force) produced by a CO2 cartridge. It stands to
reason that a car with less mass will accelerate quicker and travel down the track
faster. Reducing the mass of your dragster is one way to build a faster car. Keep in
mind that the contest specifications may stipulate a minimum mass for the vehicle.
Aerodynamics
The air exerts a resistance, or drag, as the dragster tries to move through it. To
minimize drag, your car should have a smooth, streamlined shape.
Of these three factors – friction, mass, and aerodynamics – we will explore two: mass and
aerodynamics, during this project.
About Balsa
Mass is the amount of matter an object has. Calculating the mass is done by multiplying
the density of the material times the volume of the object. So, to determine the mass of the
car body blank, we need to know two things:
The density of the material, in this case, balsa wood
The volume of the blank
Density
The density of balsa wood ranges from 100 kg/m3 to 300 kg/m3 depending on a number of
factors including where the tree was grown, how old the tree was when it was cut, what
part of the tree the wood was cut from, and how dry the wood is.
Typical, medium-density balsa wood is in the range of 140 kg/m3 to 192 kg/m3.
In this example, we use a density of 160 kg/m3.
Calculating Volume
The car body blank is a trapezoidal prism. To calculate the volume, multiply the area of
the trapezoid by the depth of the prism.
Area of a Trapezoid
A trapezoid is a quadrilateral (a 4-sided figure) with exactly one pair of parallel sides.
To determine the area of a trapezoid:
1. Add the lengths of the 2 parallel sides.
2. Divide the sum by 2 to get the average length of the parallel sides.
3. Multiply this by the distance between the parallel sides.
b1 + b2
This can be written as: area = h × -------------------
2
where b1 and b2 are the two parallel sides and h is the distance between them.
Substituting the dimensions of the car body blank, we get:
20mm + 70mm
area = 305mm × ------------------------------------- = 305mm × 45mm = 13,725mm
2
2
SolidWorks has tools for measuring values such as length and area as well as for
calculating volume and mass.
7 Measure.
To calculate the volume, multiply the area of the trapezoidal face, 13,725 mm2, by the
depth, 42 mm, which we saw in step 5. Thus:
2 3
13,725mm × 42mm = 576,450mm
12 Close.
Click Close to close the report window.
The car body blank used when writing this book has a hole predrilled for the CO2
cartridge. To accurately determine the volume and mass of the blank, this has to taken into
account. That is, the volume of the hole has to be subtracted from the volume of the blank.
Rather than deal with more complicated mathematics, we will use SolidWorks to do the
calculation.
13 Roll forward.
Drag the rollback bar downward to the position right below the
feature named Power Plant Chamber.
14 Repeat the mass property calculations.
15 Roll forward.
Drag the rollback bar downward to the bottom of the
FeatureManager design tree.
More to Explore
What is the density of your balsa wood blank? To find out, follow this procedure:
1. Using a scale that is accurate to ±0.1 grams, measure the mass of your car body blank.
Write the value here:________________________________
2. Divide the mass by the volume of 560,427.88 cubic millimeters that we obtained in step 14.
Mass -
Remember: Density = -------------------
Volume
3. Write the value here:___________________________
Converting Units
A quantity is made of two parts: the magnitude and the units. For example, if you measure
the length of something to be 42 mm long, then the magnitude is 42 and the unit is mm.
The same quantity can be expressed in different ways. For example, the same length can
be stated as 42 mm or 1.65 inches. The magnitude and units change but the quantity, that is
the length, is the same. Quantities that represent the same thing are said to be equivalent.
This is typically indicated by the = sign.
The key to converting units is to understand that you are not changing the quantity – only
changing the way it is expressed. If you had 10 pennies and you gave them to someone in
exchange for a dime, you would still have the same amount of money. Just because you
went from having 10 things called pennies to having one thing called a dime doesn’t mean
you have less money. You just have fewer coins.
Let’s look at the math: 10 pennies = 1 dime
Note:We use the = sign because the quantities are equivalent.
10 pennies 1---------------
dime-
Divide both sides of the equation by 1 dime: -------------------------
1 dime
=
1 dime
= 1
Tip: The best way to write a conversion factor is to have the number 1 on one side of the
equals sign.
This demonstrates that the conversion factor between pennies and dimes is just a
specialized way of expressing the number 1.
This leads to two important realizations:
The key to converting units is to multiply by the right form of the number 1.
When you multiply something by 1 you do not change its value.
Another Example
Suppose we want to convert 60 miles/hour to feet/second. First list the equivalents that
you know (or can look up):
1 mile = 5,280 feet;
1 hour = 60 minutes;
1 minute = 60 seconds.
Tip: Remember that any of these can be written in reverse order. For example, 5,280 feet
= 1 mile.
Now write them as conversions factors, fractions that equal 1. These are the specialized
forms of the number 1 that we can use.
5,280 feet
----------------------- = 1
1 mile
1 hour
-------------------------- = 1
60 minutes
1 minute
-------------------------- = 1
60 seconds
Now write the equation where we multiply by various specialized forms of the number 1.
60 miles- -------------------------
1 hour - -------------------------
1 minute - 5,280 feet
------------------- × × × -----------------------
1 hour 60 minutes 60 seconds 1 mile
Tip: Write the conversion factors so the units cancel out. Since we started with miles per
hour, hours is in the denominator. That means the next conversion factor should
have hours in the numerator. This in turn determines the arrangement of the next
conversion factor, and so on.
Cancel out the units and two of the 60 values:
60 miles- -------------------------
1 hour - -------------------------
1 minute - 5,280 feet
------------------- × × × -----------------------
1 hour 60 minutes 60 seconds 1 mile
This leaves us with feet per second, which is what we want:
5,280 feet-
------------------------- = 88 feet per second
60 seconds
Convert the density you calculated for your balsa wood blank from g/mm3 to kg/m3. You
will need to use some or all of these conversion factors:
1 kilogram = 1,000 grams;
1 meter = 1,000 millimeters;
1 cubic millimeter = 1 millimeter x 1 millimeter x 1 millimeter;
1 cubic meter = 1 meter x 1 meter x 1 meter;
1 cubic meter = 1,000 millimeters x 1,000 millimeters x 1,000 millimeters;
For illustration purposes, we will use the density 0.00016 grams/mm3 that we obtained in
step 11 on page 10.
Write the equation where we multiply by various specialized forms of the number 1.
3 3
0.00016 grams- -----------------------------
1 kg - --------------------------
1,000 mm -
----------------------------------- × ×
mm
3 1,000 grams m
3
3 3
0.00016 grams- -----------------------------
1 kg - 1,000 mm -
Cancel out the units: -----------------------------------
3
×
1,000 grams
× --------------------------
3
mm m
3
0.00016 kg × 1,000 -
This leaves us with: ------------------------------------------------
3
1,000 m
2
0.00016 kg × 1,000 -
Dividing out 1,000 from the numerator and denominator give us: ------------------------------------------------
3
which is
160 kg- m
---------------
3
m
You Do It
Take the density you calculated for your balsa wood blank (see page 12) and using the
procedure above, convert it from grams/mm3 to kilograms/m3.
Write your answer here:_________________________________
Summary
When you multiply something by 1 you do not change its value.
Conversion factors are equivalents, written as fractions that equal 1.
The key to converting units is to multiply by the right form of the number 1.
Sometimes you have to multiply by several different forms of the number 1.
Creating an Assembly
1 Create an assembly.
Click Make Assembly from Part/Assembly on the Standard toolbar.
2 Insert component.
The Insert Component PropertyManager automatically appears.
The CO2 Car Blank part file is listed in the Open documents list.
Be sure the Graphics preview option is selected.
Select the CO2 Car Blank.sldprt part file.
3 Show origin.
Click View, Origins to turn on the display of the origins.
4 Locate component.
Move the cursor onto the origin and place the component at
the origin by placing the cursor over the origin symbol.
The double arrow symbol appears when the cursor is snapping
to the origin.
The part will appear in the assembly FeatureManager
design tree as Fixed(f).
Note:The initial component added to the assembly is Fixed by default. Once you have
inserted a fixed component into position in an assembly it cannot be moved
unless you float it.
5 Isometric view.
Save the assembly under the name CO2 Car Baseline in the CO2 Car Project
folder.
7 Add the front wheels.
Drag and drop the Front Wheel from the Design Library window into the assembly
window.
Insert Mate
An assembly is a document in which two or more parts and other assemblies (sub-assemblies) are
mated together. Parts and sub-assemblies are called components in an assembly. Mates are used to
create relationships between components. Faces are the most commonly used geometry in mates.
In this case the existing sub-assemblies are mated to build an assembly based on the car part
you created.
There are three types of mates, the Standard Mates, the Advanced Mates and the
Mechanical Mates.
Standard Mates
Coincident
Parallel
Perpendicular
Tangent
Concentric
Distance
Angle
Advanced Mates
Symmetric
Width
Path Mate
Linear/Linear Coupler
Distance/Angle Limit
Mechanical Mates
Cam
Slot
Hinge
Gear
Rack Pinion
Screw
Universal Joint
You can select many different types of geometry to create a mate:
• Faces
• Planes
• Edges
• Vertices
• Sketch lines and points
• Axes and Origins
Planning Ahead
Now that we have the wheel mated so it is
concentric with the axle hole, we have to control its
position along the axis of the hole. In other words,
how far out from the centerline of the car body is the
wheel?
At first thought it might make sense to add a
Coincident mate between the side of the car body
and the inner face of the hub of the wheel.
However, this is not the best strategy. A Coincident
mate requires two planes, either faces or reference
planes. If we modify the shape of the car body so that the side is no longer planar, then the
Coincident mate will fail.
A better approach is to plan ahead and use a type of mate that will define the location of
the wheel regardless of what happens to the shape of the car body. The best mate to use in
this situation is a Distance mate.
Distance Mates
18 Mass calculation.
Now that we have added the wheels to the assembly, what is the total mass?
Click Tools, Mass Properties, or click Mass Properties on the Tools toolbar.
The total mass is 107.29 grams.
Is this correct?
Not really. This assembly doesn’t contain any axles. We could increase the accuracy by
modeling the steel axles and adding them to the assembly, but that is beyond the scope
of this lesson. The point is, the accuracy of the calculations is no better than the
accuracy of the models we create.
19 Save the file.
Turn off the RealView Graphics tool , if the RealView Graphics mode is on.
Save the assembly file.
During this lesson, you will use SolidWorks Flow Simulation to analyze the aerodynamics
of the car. Think of SolidWorks Flow Simulation as a virtual wind tunnel.
After building your design in SolidWorks, you may need to answer questions like:
Will the part run quickly?
How will it handle air resistance?
Can I use less material without affecting performance?
In the absence of analysis tools, expensive prototype-test design cycles take place to
ensure that the product’s performance meets customer expectations. Design analysis
makes it possible to perform design cycles quickly and inexpensively on computer models
instead. Even when manufacturing costs are not important considerations, design analysis
provides significant product quality benefits, enabling engineers to detect design problems
far sooner than the time it takes to build a prototype. Design analysis also facilitates the
study of many design options and aids in developing optimized designs. Quick and
inexpensive analysis often reveals non-intuitive solutions and benefits engineers by
allowing them to better understand the product’s behavior.
The SolidWorks Flow Simulation toolbars contain shortcuts for many commands. You
can also access commands from the SolidWorks Flow Simulation pull-down menu.
Note:All required analysis data for this project is saved in this configuration, which is
associated with SolidWorks.
3 Unit System.
Choose SI(m-kg-s) in the Unit system area.
In the Parameter window, under Main, set the Velocity to mile/h (miles per hour).
Gram-force
Note:An internal analysis examines enclosed flow pathways while an external analysis
examines open flow paths. You would use an internal analysis for something like
an exhaust manifold for an automobile engine.
Click Next.
5 Default Fluid.
Note:Flow Simulation has a database library of several liquids and gases which is
called the Engineering Database. With this database you can create your own
materials.
Flow Simulation can analyze either incompressible liquids or compressible gases but
not both during the same run. You can also specify other advanced physical features
which the program should take into account.
Click Next.
6 Wall Conditions.
Use the default values of Adiabatic wall and a Roughness value of 0 micrometer.
Click Next.
In the real world, the car would be moving through stationary air. In a wind tunnel, the car is
stationary and the air is moving. You can think of this Flow Simulation example as a virtual
wind tunnel – the car is stationary and the air is moving.
Click Next.
8 Results and Geometry Resolution.
Set the Result resolution to 4 which will yield acceptably accurate results in a
reasonable amount of time.
Click Finish.
Using Symmetry
We can reduce the amount of time required for the
analysis by taking advantage of the symmetry of the car.
If you look at the car from the front view you can see that
the right-hand side of the car is the mirror image of the
left-hand side and that the Right reference plane splits
the car down the middle. By specifying symmetry as one
of the conditions of the computational domain, we only
have to do half of the calculation.
However, when using symmetry, there are some
important things to keep in mind:
1. This only works if the object being analyzed is indeed symmetrical.
2. In this model we use half symmetry, therefore any forces you calculate will have to be
doubled. For example, the magnitude of the force that represents drag on the car is
actually only half the total force because only half of the car is analyzed.
3. Neatness counts! Be sure the car body is built so it is centered with respect to the
origin. And, be sure that when you added the car body to the assembly, you positioned
it on the origin of the assembly as shown in step 4 on page 14. These two things are
related. It doesn’t do you any good to position the body at the origin of the assembly if
the body wasn’t built on the part’s origin in the first place.
Computational Domain
Flow Simulation calculations are performed inside a volume
called the computational domain. The boundaries of this
volume are parallel to the global coordinate system planes.
For external flows, the size of the computational domain is
automatically calculated based on the size of the model.
In the illustration at the right, the black box represents the
computational domain.
Setting Goals
You can specify the following four engineering goals:
Global Goal
A physical parameter calculated within the entire computational domain.
Surface Goal
A physical parameter calculated on a user-specified face of the model.
Volume Goal
A physical parameter calculated within a user-specified space inside the computational
domain, either in the fluid or solid.
Equation Goal
A goal defined by an equation with the specified goals or parameters of the specified
project’s input data features as variables.
4 Insert global goals.
Right click Goals in the Flow Simulation analysis tree
and select the Insert Global Goals from the shortcut
menu.
Information
Displays mesh statistics, information about the current
calculation step and number of iterations as well as
warning messages if an inaccurate solution is possible.
Goal Plot
When you click Goal Plot , the Add/Remove Goals
dialog appears. Select the goals whose plots you want to view and click OK.
For each goal selected in the Add/Remove Goals dialog box, the Goal Plot shows the
goal convergence diagram.
Goal Table
Shows the list of all specified goals. The Goal Table contains the same information as
the upper portion of the Goal Plot window.
Insert Preview
Allows you to view the current results on the specified plane.
14 Preview.
The plot preview is displayed in its own window.
16 Resume calculation.
Click Suspend on the Solver window’s toolbar to resume the calculation.
17 Completion.
The status bar at the bottom of the window will indicate when the solver is finished.
18 Close the Solver window.
In the Solver window, click File, Close, or click the red X in the upper right corner
of the window.
19 Hide the computational domain.
After investing time in running the analysis it is prudent to save your work.
Once the calculation finishes, you can view the saved calculation results through
numerous Flow Simulation options in a customized manner directly within the graphics
area. The results options are:
Cut Plots (section view of parameter distribution)
Surface Plots (parameter distribution on a selected surface)
Isosurfaces
Flow Trajectories (streamlines and particle trajectories)
Goal Plot (behavior of the specified goals during the calculation)
XY Plots (parameter change along a curve, sketch)
Surface Parameters (getting parameters at specified surfaces)
Point Parameters (getting parameters at specified points)
Report (project report output into Microsoft Word)
Animation of results
We will view the surface plots and the flow trajectories next.
Note:The reason we do not use the default values is because if we make a design
change to the car and rerun the analysis, the minimum and maximum pressure
values will be different. That means red would represent one pressure on one plot
and a different pressure on a different plot. Using the same minimum and
maximum settings for each analysis allows for meaningful comparisons between
different iterations of the design.
Flow Trajectories
Flow trajectories are another way to qualitatively view the results of the analysis. They are
analogous to the streamers of smoke in a wind tunnel.
The lower number of trajectory lines makes it easier to see if there is significant
turbulence surrounding the front wheel. It appears that the narrow profile of the front
wheel does not introduce much turbulence.
It is hard to see the flow lines between the wheel and the car body because they are
obscured by the geometry of the wheel.
16 Transparency.
Click Set Model Transparency on the Flow
Simulation Display toolbar, or click Flow Simulation,
Results, Display, Transparency.
The Model Transparency dialog box appears.
Click OK to use the default transparency value of 0.50
(50%).
It is now easier to see the turbulence in the airflow between the wheel and car body.
17 Turn off transparency.
Quantitative Results
The preceding examples of surface plots and flow trajectories were excellent tools for
visualizing how the air flows around the car. However, they are more qualitative than
quantitative. Let’s move on to a more quantitative interpretation of results.
1 Create a goals plot.
2 Excel spreadsheet.
If Export to Excel is selected, Microsoft® Excel is launched and a spreadsheet opens.
Pay particular attention to the first three columns. They show the name of the goal, the
units (gram-force, in this case) and the value.
Note:We reformatted the column headers to make the columns narrower so we could
fit the image on the page.
If Show is selected, a table showing the goals will appear at the bottom of the
SolidWorks Window.
Note:Remember! We used symmetry when doing the analysis so these values have to
be doubled to obtain the correct value for the entire car.
Conclusion
From the analysis, it is obvious that the car body blank right out of the box is not very
aerodynamic. In the next lesson we will modify the shape of the body and rerun the
analysis to determine the effects.
Based on the analysis of the car using Flow Simulation, we conclude that the shape of the
body needs to be redesigned to direct the air around the car with a more gradual and
smoother changes in direction. We need to make the car rounder.
Configurations
Configurations allow you to represent more than one version of the part within a single
SolidWorks file. For example, by suppressing the features and changing the dimension
values of the model, the design can be altered easily without creating another new model.
Any configuration may be changed to a dimension of a different value.
Both parts and assemblies can support configuration adjustments.
If a configuration is not created, the model which we create is saved automatically with a
configuration named Default.
Flow Simulation creates a configuration to store all analysis data. The name of this
configuration is the name you entered in the Flow Simulation Wizard. In this case it is
Control–55mph.
8 Construction lines.
Zoom in on the area around the Power Plant Chamber.
Click Tools, Sketch Entities, Centerline, or click Centerline on
the Sketch toolbar.
Sketch a vertical construction line as shown at the right.
Click Smart Dimension on the Sketch toolbar, or click Tools,
Dimensions, Smart.
Dimension the construction line to be 4mm from the edge of the hole
for the CO2 cartridge.
9 Centerpoint arc.
Zoom in on the front end of the car.
Click Tools, Sketch Entities, Centerpoint Arc, or click Centerpoint Arc .
Position the pointer to the right of the car body.
Look for the Coincident pointer that indicates you are capturing a Coincident
relation between the centerpoint of the arc and the axis.
Click the mouse button to establish the centerpoint of the arc.
Move the mouse to establish the starting point of the arc.
Press and hold the mouse button and drag to define the length of the arc.
The result should look like the arc shown in the rightmost illustration.
Step 1: Locate the center Step 2: Define the radius Step 3: Define the arc length
10 Tangent relation.
Press Ctrl and select the edge of the car body and the arc. In the
PropertyManager, select Tangent and click OK.
12 Sketch a line.
Click Tools, Sketch Entities, Line, or click Line on
the Sketch toolbar.
Sketch a line from the endpoint of the arc to the edge of
the car body as shown.
Be careful not to snap to the midpoint of the car body
edge.
The line should be at an angle as shown. It should not be
vertical and it should not be tangent to the arc.
15 Sketch a line.
Click Tools, Sketch Entities, Line, or click Line on the Sketch
toolbar.
Sketch a line between the endpoints of the two angled lines.
16 Dimensions.
Click Smart Dimension on the Sketch toolbar, or click
Tools, Dimensions, Smart.
Dimension the length of the line you created in step 15 and
set the value to 17mm.
Dimension the angle between the two angled lines and set
the value to 15°.
Dimension the distance between the ends of the two arcs
and set the value to 26.50mm.
Splines
Splines are used to sketch curves that have
continuously changing shape. Splines are defined by
a series points between which the SolidWorks
software uses equations to interpolate the curve
geometry. Splines are very useful for modeling free-
form shapes that are smooth and fair. [Fair is a term
often used in boat building. A “fair curve” is one that
is as smooth as it can be as it follows the path it must take around the hull of a boat; it is
free of extraneous bumps or hollows.]
You can modify a spline by adding or deleting points, moving the points, dimensioning the
points, changing tangency at the points, or adding geometric relations.
Where to Find It
A spline in the SolidWorks software has several components and controls. Understanding
what controls and analytical tools are available will help you get the most out of your
splines.
Here are some general guidelines you may find useful for working with splines:
Smoothest curves
Use as few spline points as possible to give the smoothest
curve. Using many spline points usually only works if
they are generated by a computer program. Manually
tweaking points that are closely spaced can lead to lumpy
or uneven splines.
Point density
You will need more spline points in areas of smaller
radius. A long curving area will need relatively fewer
points than a tightly curved section.
All internal spline points are in
this tightly curved area
Two-point splines
A two-point spline looks just like a straight line unless tangency is applied to the ends,
in which case it becomes a very useful and flexible sketch tool. It is particularly useful
in situations where a profile must change convexity, which an arc cannot do. Notice
that this is much smoother than using a pair of tangent arcs.
Tangency at endpoints
By default, splines are created with no tangency at the endpoints. This means that
splines tend to be flat or straight at their ends.
Procedure
17 Sketch a spline.
Click Spline on the Sketch toolbar, or, click Tools,
Sketch Entities, Spline.
Sketch a spline as shown in the illustration at the right. One
end starts at the endpoint of the arc; the other end is at the end
of the construction line. You want three internal spline points.
Tip: When you get to the last point in the spline, double-click
the mouse the end the spline.
18 Add relation.
Select this
Before After
21 Spline tangency.
Press Ctrl and select the construction line and the spline.
Add a Tangent relation.
Before After
Note:You do not need to add any relations to the tangent handles on the other two
spline points. Leave them at their default settings.
22 Turn off the display of the spline handles.
Right-click the spline and clear the Show Spline Handles option
on the short cut menu.
Dimensioning Splines
26 Shaded view.
Click Shaded with Edges on the View toolbar.
This will make it easier to see the preview when we
extrude a cut feature using the sketch.
27 Isometric view.
Change the view back to the Isometric view.
Preview arrow
28 Extrude a cut.
Click Extruded Cut on the Features toolbar, or click Insert, Cut, Extrude.
Click Flip side to cut so the material outside the contour is removed.
Click OK.
29 Results.
The results are shown below.
30 Add fillet.
Click Fillet and set the Radius to 25mm and select the
edges as shown.
Click OK.
36 Construction lines.
Click Tools, Sketch Entities, Centerline, or click Centerline on the Sketch
toolbar.
Sketch a horizontal construction line extending from the rear of the car body as shown
below.
Sketch a second construction line extending from the front of the car body. This
construction line is not horizontal but extends downward at an angle.
Note:Make sure you do not snap to the midpoint of the front edge of the car.
Click Smart Dimension on the Sketch toolbar, or click Tools, Dimensions,
Smart.
Dimension the construction lines as shown in the illustration below.
37 Two-point spline.
Click Spline on the Sketch toolbar, or click Tools, Sketch Entities, Spline.
Sketch a two-point spline between the endpoints of the two construction lines. Notice
the spline looks exactly like a straight line. That will change when we add relations to
the tangency handles.
38 Horizontal relation.
Select the spline. This makes the spline handles appear.
Add a Horizontal relation to the spline handle at the rear of the car. Notice how this
makes the spline curve.
39 Tangent relation.
Press Ctrl and select the construction line at the front of the car body and the spline.
Add a Tangent relation.
While this is very interactive, it is not precise. There are two ways to precisely control
the length of the spline handles:
Dimension them
Specify their length in the PropertyManager
42 Extrude a cut.
Click Extruded Cut on the Features toolbar, or
click Insert, Cut, Extrude.
Verify that the cut is removing material from the
correct side.
Click OK.
The results are shown below.
44 View setup.
Click Hidden Lines Visible on the View toolbar.
Click Right on the Standard Views toolbar to change to the Right view
orientation.
45 Construction line.
Click Tools, Sketch Entities, Centerline, or click
Centerline on the Sketch toolbar.
Sketch a horizontal construction line extending from the rear of
the car body as shown below.
Dimension the construction line to be 10mm from the edge of the hole for the CO2
cartridge.
46 Two-point spline.
Click Spline on the Sketch toolbar, or click Tools, Sketch Entities, Spline.
Sketch a two-point spline between the endpoint of the construction line and the front
corner of the car body.
47 Tangent relation.
Add a Tangent relation between the spline and the bottom edge of the car body.
Dimension the length of the handle to be 750.
48 Horizontal relation.
Add a Horizontal relation to the spline handle at the rear of the car.
Dimension the length of the handle to be 150.
49 Extrude a cut.
Click Extruded Cut on the Features toolbar, or
click Insert, Cut, Extrude.
Verify that the cut is removing material from the
correct side.
Click OK.
The results are shown below.
50 Fillet.
Click Fillet and set the Radius to 5mm and select the
edges as shown.
Click OK.
51 Fillet.
Click Fillet and set the Radius to 14mm and select the
edges as shown.
Click OK.
52 Fillet.
Click Fillet and set the Radius to 5mm and
select the edges as shown.
Click OK.
Tip: The option Tangent propagation in the
Fillet command will select a chain of
connected edges provided they are tangent to
each other. This simplifies creating this fillet
because you don’t have to manually select all
the edges.
53 Complete.
Reduction in Mass
What is the mass of the new body design? Remember, not only do we want to improve the
aerodynamics, we want to reduce the mass.
1 Mass properties calculations.
Percentage Improvement
To find the percentage of improvement use this
formula:
InitialValue – FinalValue
-------------------------------------------------------------------- × 100 = PercentageChange
InitialValue
89.53 – 51.76-
89.53
The change yielded about a 43% reduction in mass.
-------------------------------- × 100 = 42.19
3 Save and close the part file.
Assembly Configurations
We have created a configuration in the part. Next we will create a configuration in the assembly to
show the car before and after the changes.
1 Reopen the assembly.
When you reopen the assembly, the latest version of the car will not be referenced; all
of the changes you just made will not be present.
Note:If you did not close the assembly at the end of Lesson 3, you will get a message
when the assembly window become visible. The changes to the car are detected
and SolidWorks asks if you want to rebuild the assembly.
Models contained within the assembly have changed. Would you
like to rebuild the assembly now?
Click Yes.
2 Switch to the ConfigurationManager.
7 Results.
The assembly now shows the
modified design of the car body.
The easiest way to redo the analysis is to clone the Flow Simulation project we created for
the initial design. This way we don’t have to repeat the work of adding the goals, defining
the computational domain, and adding the various results plots.
1 Activate the analysis configuration Control–55mph.
Click the Flow Simulation analysis tree tab to access the analysis features.
3 Clone project.
The system will ask you if you want to reset the computational domain. Click No. To
make it easier to do meaningful comparisons between the two sets of results, we want
to use the same size computational domain. Also, resetting the domain would require us
to redefine the symmetry conditions. That would be extra work.
Mesh Settings
The geometry of the car body has changed. We’ve rounded the nose and made other
changes. The mesh should be reset.
Click Yes.
5 Run the solver.
In the Flow Simulation analysis tree , right-click the feature, Project(2), and
select Run from the shortcut menu.
The drag force is equal to the pressure multiplied by the area. You can see in the surface
plots of the two designs that rounding off the nose of the body results in a much smaller
area of high pressure. This means we have reduced the drag force on the body of the
car. However, we have areas of high pressure on the front portions of the wheels,
particularly the rear wheels. We will discuss this in more detail later in this lesson.
Flow Trajectories
Now let’s look at the flow trajectories.
4 Hide the surface plot.
Press and hold the Shift key. Press the up Ctrl-select to deselect
arrow on the keyboard twice. This flips the view this face.
Notice the reduction in turbulence behind the car in the modified design.
8 Flow trajectory for front wheel.
Look closely at how the flow trajectories interact with the rear wheel. It appears the
change in the shape of the car body is causing increased drag on the rear wheel. It is as
if the car body’s shape is deflecting the air flow so it hits the rear wheel more directly.
We will explore this in more detail later in this lesson.
Quantitative Results
The surface plots and flow trajectories don’t give us the full story. It appears that overall
the new design is more aerodynamic, but we don’t know how much of an improvement
we’ve achieved. To take a more quantitative approach we will first look at the goals.
1 Create a goals plot.
In the analysis tree, expand the Results listing and the Goals
listing.
Double-click Goals Plot 1.
The Goals dialog box appears.
Check that both Drag and Lift are selected.
If they are not, click All.
Click Export to Excel.
2 Excel spreadsheet.
Microsoft® Excel is launched and a spreadsheet opens.
Note:To reduce the size of the image and make it more readable, we
are only showing the first three columns, which are the only
ones we are interested in.
The drag value for the new design is 26.10 grams-force. The drag value for the original
design is 34.16 grams-force.
Percentage Improvement
It is interesting to note that the original design had a downward lift force (downforce) of
approximately 1.47 grams-force and the modified design has increased this to 3.06 grams-
force. In terms of automotive performance, a higher downforce is beneficial as it improves
the steering response, stability and overall grip by increasing the weight of the vehicle on
the tires.
Of course, if the lift force (upward) is greater than the weight of the car, then the car will
tend to become airborne.
Looking at the wheels in the surface plot gives us a clue. The red color in the surface plot
indicates that there are areas of high pressure on the leading portions of the front and rear
wheels, particularly the rear wheels.
The flow trajectories also provide a clue. There is a significant amount of turbulence
surrounding the rear wheels.
Surface Parameters
Surface Parameters are results that allow you to examine the forces on selected faces in
the model. We will create a report for the rear wheels of the assembly because they appear
to be having the biggest impact on the aerodynamics.
3 Insert surface parameters.
About 12.49 grams-force of drag is attributable to the just the rear wheels. Comparing that
to the total drag force of 26.10 grams-force, we see that the rear wheels are a major
contributor to drag. In fact, they represent over 47% of the drag! ( 12.49 ÷ 26.10 ) × 100 = 47.8
Note:In the note on page 46, we said that to find the total drag on the car you would
have to double the drag force values because we used symmetry during the
calculations. Why didn’t we double the values for this comparison? The answer
is we displayed the surface parameters for only one rear wheel. That’s half of the
number of rear wheels. Since the total drag force data is based on analyzing half
of the car (symmetry) and we are calculating the relative contribution of half of
the rear wheels, the proportions are correct.
5 Initial design.
In step 3 on page 69 we speculated that the modified shape of the car body might have
increased the air flow to the rear wheels, thereby increasing their contribution to the
drag. Let’s see if that is actually the case.
Switch to the ConfigurationManager and activate the configuration named Control-
55mph.
Insert the surface parameters on the face of the rear wheel following the procedure
described in step 3 on page 74. Although we won’t show the spreadsheet here, the Z-
component of the force is 11.16 grams-force. This is less than the 12.49 grams-force we
got in the modified design, which indicates that the drag on the rear wheels has
increased due to the design change.
We have already seen that redesigning the body gave us nearly a 15% reduction in drag.
Since the wheels represent such a significant portion of the total drag, we must have made
a major improvement in the body. Without running an analysis on just the body in its
original and redesigned configurations, we can make some approximations using the data
we already have.
If we switch back to the original design and display the surface parameters for the front
and rear wheels we get the following values as shown in the table below:
Drag Source Initial Design Modified Design
Entire Model 34.16 26.10
Rear Wheel 11.16 12.49
Approximate amount attributable to 23.00 13.61
body: (Entire Model - Rear Wheels)
Once again, we can calculate the percentage reduction in the drag force on the body:
(-------------------------------------
23.00 – 13.61 )
23.00
× 100 = 40.83 or about 41%.
We are going to replace the rear wheels with narrower ones to see what impact it has on
the overall drag forces.
1 New configuration.
Select the two rear wheels either in the graphics window or the FeatureManager design
tree.
Click Edit, Suppress, This configuration.
The wheels along with their mates are suppressed. They aren’t deleted from the
assembly, they are just “turned off”. They will not be included in any system
calculations.
3 Add the narrow wheels.
Drag and drop two instances of the Narrow Wheel
from the Design Library window into the assembly
window.
The drag value for the narrow wheel design is 14.9 grams-force. The drag value for the
original, baseline design was 34.16 grams-force and the modified design was 26.10
grams-force.
Percentage Improvement
The table below shows the improvement compared to the original, baseline assembly and
the two design iterations:
Design Iteration Total Drag Percent Improvement
Original design; out- 34.16
of-the-box blank
Modified body, wide 26.10 23.59% compared to baseline
rear wheels
Modified body, 14.9 56.38% compared to baseline
narrow rear wheels 42.91% compared to just modifying
the body
Just as we predicted, replacing the wide rear wheels with narrow ones had a significant
impact on reducing the overall drag.
More to Explore
Using what you have learned, explore some additional design modifications. Or, better
yet, start developing your own car body design. Using Flow Simulation as a virtual wind
tunnel, you can experiment with many different ideas and approaches before you ever
commit to cutting wood.
Browse the Internet for ideas about designing your car. One excellent source is:
http://www.science-of-speed.com
Click on Showroom.
With SolidWorks and Flow Simulation together you can easily explore many design
variations.
Drawings
SolidWorks enables you to easily create drawings of parts and assemblies. These drawings
are fully associative with the parts and assemblies they reference. If you change a
dimension on the finished drawing, that change propagates back to the model. Likewise, if
you change the model, the drawing updates automatically.
Drawings communicate three things about the objects they represent:
Shape – Views communicate the shape of an object.
Size – Dimensions communicate the size of an object.
Other information – Notes communicate nongraphic information about manufacturing
processes such as drill, ream, bore, paint, plate, grind, heat treat, remove burrs and so forth.
Cancel the Model View dialogue to bring you to the drawing’s FeatureManager. design
tree.
5 Sheet properties.
In the drawing’s FeatureManager design tree, right-click
Sheet1 and select Properties from the shortcut menu.
On the Sheet Properties dialog box, under Type of
projection, select Third angle and click OK.
8 Annotations font.
Under Drafting Standard, click
Annotations.
Under Text select Font.
11 View orientation.
Under Standard views in the Orientation section of the
PropertyManager, click Right .
Click Preview.
Under Options, click Auto start projected view.
15 Add dimensions.
Click Smart Dimension on the Sketch toolbar. Add some dimensions to the
drawing.
Note:The objective of this lesson is not to produce a completely dimensioned
engineering drawing. Rather it is to introduce some of the basic steps engineers
go through when producing documentation for a product.
If your school has a B-size (11” x 17”) printer or plotter you can make full size prints of
your car body design. You can use the drawings to make templates for cutting out the
shape of the body.
Use scissors to cut out the side view of your design. You can either trace around the
template, or attach it to the blank using tape or spray adhesive.
However, if you cut out the top view and do the same thing, you will notice it doesn’t fit
correctly. It is too short. Why is that?
Too short
The answer can be found by measuring the blank. The overall length of the blank is
305mm. However, the length of the angled face is about 309mm – about 4mm longer. In
order to make a template that is the right size, we need a view that “looks” perpendicular
to the angled face. This is called an auxiliary view.
Auxiliary Views
The purpose of an auxiliary view is to show the true size and shape of an inclined surface
which is not correctly represented in the front, top, or side views. Auxiliary views are
taken from a direction of sight other the standard orthographic directions. The direction of
sight is perpendicular to the inclined face you want to represent. Complete auxiliary views
are usually unnecessary and often confusing. Generally you want to show only the
inclined face and that face alone. Arrows indicate the direction of sight. View A-A, below,
is an auxiliary view.
Click on Add Sheet (near the Sheet1 tab on the bottom of the screen).
A new B-Landscape sheet is added.
2 Model views.
Click Insert, Drawing View, Model, or click Model View on
the Drawing toolbar.
Select the CO2 Car Blank, and then click Next .
3 View orientation.
We want to make a drawing of the car body with an auxiliary
view. To do that we first need the side view.
Under Standard views in the Orientation section of the
PropertyManager, click Right .
Click Preview.
Under Options, clear Auto start projected view.
7 Auxiliary view.
Click Insert, Drawing View, Auxiliary, or click Auxiliary View on the Drawing
toolbar.
Select the angled line in the side view. Move the cursor above the existing view. The
preview appears. Click to position the view as shown below.
Design Template
You can now print and cut out the auxiliary view and fasten it to the blank as a
template. Because it is an auxiliary view, it shows the outline true size and shape.
Assembly Drawing
We want to make a drawing of the assembled car, complete with wheels. This will go on a
separate sheet.
1 Add another drawing sheet.
Click on Add Sheet (near the Sheet1 tab on the bottom of the screen).
A new B-Landscape sheet is added.
2 Model views.
3 View orientation.
In the Orientation section of the PropertyManager, select View
orientation.
Under Standard views, click Right .
Click Preview.
Under Options, click Auto start projected view.
Although the drawing shown above looks nice, we’re going to make a couple of changes
to improve it:
Use a larger view scale of 2:3 for the front, top, and side views, but keep the isometric
view at 1:2
Eliminate the rear view of the car
Rearrange the views on the drawing sheet
8 Delete view.
Select the view that shows the rear of the car and press Delete on the
keyboard.
A message will ask you to confirm that you want to delete the view. Click
Yes.
9 Change the view scale.
Click inside the view that shows the side of the car. This is the
first view you created on this drawing, in step 5 on page 95.
Select User Defined from the list and set the scale to 2:3.
10 Use parent scale.
Notice that all of the other views also change scale. If you click
inside the top view and look at the PropertyManager, you will see
why.
The views that were projected off of the first view are linked to
the scale of the source or parent view.
11 Change the scale of the isometric view.
Click inside the isometric view. In the PropertyManager, under Scale, click Use
custom scale and set the scale to 1:2.
Rendered Images
In the previous lessons, we viewed our model through either OpenGL or RealView. If we
were not viewing the model in RealView, then we were in OpenGL.
OpenGL
OpenGL (Open Graphics Language) is the default visualization method in SolidWorks. In
OpenGL, models can be displayed as shaded, wireframe or a combination of the two. All
modern graphics cards, regardless of cost, have OpenGL capabilities.
The visualization capabilities with OpenGL include:
Surface shading including color, ambience, diffusion, specularity and transparency.
Basic texture mapping techniques.
Diffused ground shadow.
RealView
RealView incorporates OpenGL but takes it to another level. More realistic effects can be
achieved such as dynamic environmental reflections. All of these effects are handled by
the graphics card. Most modern video cards, in the professional workstation class, can
display all the effects of RealView.
The visualization capabilities with RealView include:
Advanced shading
Reflections (environmental)
Self-shadows
Ground reflection
Advanced texture mapping and bump maps
PhotoView 360
PhotoView 360 is distinguished from RealView in that it is not a process of the video card
and photorealistic renderings can be achieved regardless of the graphics card used.
PhotoView 360 renderings are more photorealistic than RealView because light rays and
reflections are more accurately calculated. The use of High Dynamic Range (HDR)
environmental images allows for greater realism. PhotoView 360 supports:
Self-reflection (reflection of objects in one another)
HDRI (environmental lighting)
Display Comparison
The following image shows a comparison of the same model in OpenGL, RealView and
PhotoView 360. You can see the different aspects discussed in the previous paragraphs.
Visualizing our models, in any of the three modes, involves the same elements.
Appearances
Appearances specify the surface properties of the model such as color, texture,
reflectance and transparency. Appearances can be attached to a part, feature, body or
face. Appearances are different from materials. Materials are the physical properties of
the model, so properties such as density and yield strength come from the assigned
material. Appearances only define the way the model looks. Think of an automobile,
the fender may be made of steel (material) which defines its strength and stiffness, but
what we see is the paint (appearance) which is the color and shininess.
Decals
Decals are images, such as company logos that are applied to the model.
Scenes
Each SolidWorks model is associated with a scene, for which you can specify
properties such as environments and backgrounds. Scenes help to put the model in
context.
Lights
When in OpenGL or RealView, lighting is provided by discrete lights. Every scene
applied to the model has its own set of lights, but you can also add and adjust the lights
to achieve a desired effect.
When rendering using PhotoView 360, the primary light source is from the
environmental image. You can however add discrete light as desired.
Creating a Rendering
Rendering is the process of applying the appearance, scene, lighting and decal information
to the model and then having the light rays traced and accurately portray the way the
model would look if it were real. Many of the steps in the process are done in core
SolidWorks with only the final setup and processing done by PhotoView 360.
1 Load the add-in.
DisplayManager
Where to Find It
Appearances
Appearances affect the way a surface reacts to light. They may be applied to assemblies,
components, parts, bodies, features or faces. Appearances are of two general types:
procedural and textures. Appearances are far more than just the color or pattern of colors
you see on the screen because they also contain information about how the surface will
reflect or refract light, transparency, mapping and more. All surfaces of a model have an
appearance applied.
Appearances can be added when we are in the part or assembly, however where the
appearance is attached can make a significant difference in what you see because of the
appearance hierarchy.
Appearances applied to the model are used for OpenGL, RealView and PhotoView 360
rendering. You do not have to do anything special to use the appearances for rendering.
For our CO2 car, the material balsa was added to the original part. The balsa material
applied a default appearance of polished beech 2d to the model that looks like a wood
grain. To get a better rendering, we are going to add another appearance to the car to make
it look like it has a high gloss paint.
Hierarchy of Appearances
The place where appearances are applied
affects the final result. The hierarchy in an
assembly works opposite the way it does inside
a part.
If you apply an appearance at the assembly
level, it overrides all other appearances. If you
apply an appearance to a part, it is overridden
by appearances applied to elements of the part
such as features, bodies and faces.
The hierarchy is:
1. Assembly
2. Component
3. Face
4. Feature
5. Body
6. Part
Applying Appearances
Appearance Target
The appearance target allows you to specify where Assembly
the appearance will be attached. When you drag and Part
drop an appearance on a component, the appearance Body
Feature
target will appear. Select the appropriate icon to Face
attach the appearance.
Note:The choices available in the appearance target will depend on the geometry
available and whether you are in a part or assembly.
Task Pane
The Appearances, Scenes, and Decals tab on the Task Pane
contains all the appearances, scenes, and decal setups available.
You can also put you own custom folders in this area.
Appearance Callouts
Appearance callouts show the appearances applied to the selected
entity in hierarchal order. This can be very useful when trying to
determine which appearance is being shown.
Where to Find It
Shortcut menu: right-click or click a body, feature or face and click Appearances .
DisplayPane
The Display Pane is used to
display and access visual
properties of features in a
part, and parts or
components in an assembly.
Part Assembly
Scenes
Applying Scenes
You can access pre-defined scenes from two sources:
The Appearances, Scene, and Decals tab in the Task Pane which lists all the pre-
defined scenes that are available to apply to the model. The can be applied by dragging
the scene into the graphics area.
The Apply Scenes button on the Heads-Up toolbar. Click the scene and it is applied to
the model.
8 Apply a Scene.
Select the Appearances, Scenes and Decals tab of the Task Pane.
Expand the Scenes folder and then select Basic Scenes.
Drag the scene 3 Point Faded into the graphics area.
9 Turn on shadows.
If you do not have a shadow under the model, click View, Display, Shadows In
Shaded Mode from the menu.
10 Change to RealView.
Click View, Display, RealView Graphics from the menu.
Examine the model, there is a shadow and reflection under the model, but the model
looks like it is suspended in midair. This is not exactly what we want as we want it to
appear that the car looks like it is resting on a shiny surface.
Note:In most cases, the floor of the scene will align properly without any additional
steps, however for training purposes this model is aligned differently.
11 Editing the scene.
Rendering
Rendering is the process of calculating the appearance, scene, lighting and decal
information of the model by tracing the light rays through the scene. Rendering applies all
options set within PhotoView 360.
Review Renders
As rendering can take a considerable amount of time for large images with many refined
options, the model rendering can be done in a preview window or right in the graphics
area. The choice of which preview option to use is a personal choice as both work equally
well. In the following examples, the Preview Window will be used for consistency.
Preview renders are done by a progressive rendering technique where the entire screen or
window is redrawn and then refined until the selected quality is achieved.
Final Render
Once you are satisfied with the view, appearances, scenes, etc. as viewed in the Preview
Window, the model must actually be rendered. This final rendering is done in the Final
Render window. Once created, the image can then be saved to any number of image file
types.
13 Preview Render.
Click Preview Window on the Render Tools toolbar, or click PhotoView 360,
Preview Window.
The model is rendered to the Preview Window and we can see how the model will look
if we do a full rendering. Note that while we had a distinct shadow under the model
from the directional light created with the scene in RealView, the shadow is not
currently visible in the rendered preview even though the model is well lit. We can also
see the reflections of the wheels in the shiny sides of the car.
Now that we have a first look at the rendered model, we will make some additions that
will add decals to the side of the car and also add the shadow under the car back into the
picture.
The Preview Window may be left open. If it is in your way, minimize it.
Decals
Decals are artwork that are applied to the model. They are in some ways like texture
appearances in that they are applied to the surface of the part, feature or face.
Decals can have parts of the image masked out. Masking enables the appearance of the
underlying part to show through the decal image.
Decals can be made from a variety of image files including but not limited to:
Windows bitmap (*.bmp)
Tagged Image File (*.tif)
Joint Photographic Expert Group (*.jpg)
The size and position of a decal is controlled with the Decal PropertyManager. The Decal
PropertyManager, like the other PropertyManagers we’ve seen, has a series of tabs to
control different aspects of applying the decal.
Decals are normally applied to the part rather than in an assembly.
14 Change to a right-side view.
There was only one folder open in the Decal Editor, and it is not the folder where the
new decal is located. SolidWorks asks,
The folder where you have chosen to save this decal is not
currently visible in the Decals folder of the PhotoView 360
Items in the Task Pane. Do you wish to make the folder visible?
Click Yes. This will add the Images folder to the Task Pane.
Masks
The preview shows the graphic of the flame on a white background. The
actual image file is long and thin. The red crosshatch indicates the
portion of the image window that is not part of the decal.
Masks are used to selectively remove part of the decal image file. All image files are
rectangular. Without masks, we could only apply the entire rectangular image.
Masking Techniques
Selecting a Color
We only want to apply the flame itself as the decal, not the white
background. The mask will filter out the white background.
Click the Pick color button.
Select the white background from the decal image preview
above. It should be the only color selected.
Select the Mapping tab. The decal is not positioned or scaled very
well for the model. We will make some adjustments to this now.
If not already set, change Mapping type to Projection, and
Projection Direction to Current View.
Set the model in the graphics view in the Right view orientation,
and click Update to Current. This sets the decal on this (right
side) planar orientation.
Use the graphics view decal frame to move, resize and rotate the
decal appropriately (approximate placement).
Dragging edges or anywhere inside the frame moves the image,
dragging corners resizes, and dragging the center ball rotates.
Clear the Fixed aspect ratio check box to stretch the decal so it is
longer without making it higher.
22 Preview Render.
Examine the preview render in the Preview Window
The flames add some interest but they look a little dull. We can also see that the rear
wheel is not reflected in the decal the same way it is from the blue surface.
The human eye and brain are very keen at observing and very hard to fool. That is why
special effects companies spend millions of dollars trying to develop ever more
sophisticated ways of generating computer graphics for special effects shots in movies. It
would be very difficult to make a rendering so realistic that people would mistake it for an
actual photograph. But by understanding how we interpret certain aspects of an image, we
can make improvements.
Reflections
Highly reflective surfaces are visually more interesting when there are details in the
environment for them to reflect. In this case, the glossy paint reflects the floor and the
wheels. There are also specular highlights from the environment. These are visual cues
that enhance the realism of the image.
However, they can also work against us. Look closely at the highlights on the blue
appearance. The highlight is only on the blue paint and not on the decal. Also, the
reflection of the floor is not continuous across the decal. This is because the illumination
appearance of the decal is different from the blue body appearance.
23 Illumination.
Click on the Illumination tab.
When the decal is applied, it has its own set of illumination
properties that can be adjusted separate from the properties of
the underlying surface. As this decal is applied to a very shiny
surface, we would like the decal to be shiny as well. Rather than
manually duplicate the properties of the underlying surface, we
can select one option and it will keep the decal’s properties the
same as those of the surface it is applied to.
In the Decal PropertyManager, select Use underlying
appearance.
Click OK.
24 Preview.
Props
Photographers and artists include props in their work to provide visual interest and to give
the subject a sense of context. You can do the same thing with a rendering.
Right-click the Floor and press Hide. We could have also deleted the Floor,
however by just hiding it, it can be used again easily if we decide to add additional
props.
28 Fix the cartridges.
Save the decal file (Save Decal...) to the CO2 Car Design
Project\Images folder.
Name the decal file Label.
Click Save.
35 Create a mask.
We need to create a mask to filter out the white background so that
only the black letters show when the decal is rendered. As the
image is already black and white, we can use the same image as a
mask by just reversing the colors.
Select Image Mask File. Click Browse and select the same
Label.BMP image as the decal file.
Select Invert mask, this will reverse the black and white of the
image so that in the mask, the letters are white (transparent) and the
background is black (opaque).
Press Ctrl and select the car body and all four wheels.
Click Hide/Show Components on the Assembly toolbar.
40 Temporary axis.
Click View, Temporary Axes.
This make the temporary axes that are associated with all
cylindrical features visible. We will rotate the cartridge
around this axis.
41 Float the cartridge.
In step 28 on page 120 we fixed the cartridges so they wouldn’t move. Before we can
rotate the cartridge, we have to float (unfix) it.
Right-click the cartridge you want to rotate and select Float from the shortcut menu.
42 Rotate component.
Select the cartridge you want to rotate.
Click Rotate Component on the Assembly toolbar. Select
About Entity and then select the temporary axis.
Rotate the cartridge until the decal is visible the way you want
it.
Click OK.
43 Fix the cartridge.
Right-click the cartridge and select Fix from the shortcut menu.
44 Turn off the temporary axes.
Click View, Temporary Axes to toggle off the display of the temporary axes.
45 Show the car.
In the FeatureManager design tree, select the car body and the four wheels.
Click Hide/Show Components on the Assembly toolbar to toggle on the display of
the components.
46 Preview Render.
The props make the rendering more interesting and put the car in context – it is
powered by a CO2 cartridge.
Shadows
As our model is now pictured, we are using a studio set up. The model is shown against a
seamless background of a single color as compared to an image of the model placed in a
scene where it might be on a table top or on the race track.
When rendered in PhotoView 360, any discrete lights in the scene are turned off as the
default. As all the light comes from large light sources in the scene, the shadows are very
soft and not very well defined. To make the scene more interesting, we can turn on one of
the directional lights in PhotoView 360 and have it cast a shadow to give a more realistic
effect.
Lighting
Proper lighting can greatly enhance the quality of a rendering. The same principles used
by photographers work well in PhotoView 360.
Lights are created and positioned in SolidWorks. PhotoView 360 has separate options to
control the brightness of the lights separate from that used in SolidWorks as well as
controls to show shadows and their quality.
Types of Lights
There are five types of lights in SolidWorks: Ambient, Directional, Point, Spot, and
Sunlight. In this exercise, we will only deal with one type, the directional light:
Directional light comes from a source that is infinitely far away from the model. It is a
collimated light source consisting of parallel rays arriving from a single direction, like the
sun. The central ray of a directional light points toward the center of the model.
Currently the Lights folder in the DisplayManager contains one Ambient light and
two Directional lights.
You can turn the ambient light on or off, but you cannot delete it or add additional ambient
lights. The ambient light is not used in rendering.
You can turn the directional lights on or off, or delete them. You can also add additional
directional light sources.
The maximum number of light sources in any document is nine (the ambient light and
eight others in any combination).
47 Turn on a directional light.
48 Turn on shadows.
In the DisplayManager, double-click the light
Directional1. This will open the PropertyManager for the
light. The PropertyManager has two tabs. The Basic tab
controls the lights visual properties for OpenGL and RealView.
Also on this tab are controls to position the light.
Select the PhotoView tab. This tab has a control for the
brightness of this light in PhotoView 360 and is completely
independent of the Brightness control on the Basic tab.
Select Shadows. This will turn on the shadows for just this one
light when the image is rendered.
Click OK.
49 Preview Render.
We can now see a very hard shadow under the car and the cartridges from the
directional light.
Are we done? There is no firm answer to that question as rendering is very subjective
and you could continue to adjust and tweak the settings to get something else. For now
however, we have a good setup for the final rendering.
50 Final Render.
Now that we have everything setup the way we want, we need to turn the image into a
form that is usable in other programs.
Click Final Render on the Render Tools toolbar.
The Final Render window will open and rendering will begin. There will be four
irradiance passes where you will see the a partial image appear in four stages as
PhotoView 360 calculates all the lighting, reflection and refractions in the scene. After
the irradiance passes, the scene will be rendered in little squares which are referred to as
buckets. The number of buckets will be based on the number of computer CPU cores
and threads that are available in your computer.
Output Options
When the image is first rendered, it is only visible on the computer screen in the Final
Render window. PhotoView 360 keeps the last ten rendered images available for recall. To
make these images usable in other programs, they must be saved as an image file.
Image files can be used for many purposes, including web pages, training manuals, sales
brochures, and PowerPoint® presentations.
Rendered image files can be further manipulated with other software to add lettering,
effects or make adjustments beyond the capabilities of the PhotoView 360 software. This
is known as the post-production phase.
File Types
The quality of the image file can vary depending on the options chosen in both
SolidWorks and PhotoView 360. Generally speaking, rendering quality and rendering
time are directly proportional. Some choices to improve image quality are listed below.
Note:Not all of these options were covered during this introduction to rendering. For
more information, ask your teacher about getting a copy of Photorealistic
Rendering using SolidWorks and PhotoView 360. It is available from your
school’s value-added SolidWorks reseller.
Increase SolidWorks image quality.
PhotoView 360 uses the tessellated data of the shaded SolidWorks models when
importing those models for rendering. Increasing shaded image quality reduces jagged
edges on curved surfaces.
Increase the PhotoView 360 rendering quality.
PhotoView 360 has four levels of render quality: Good, Better, Best and Maximum.
Each increase essentially doubles the rendering time of the previous quality setting.
Except to achieve very specific rendering goals, Best is usually a sufficiently high
enough quality for most purposes.
Increase the number of pixels rendered.
Set the number of pixels rendered to a larger number in the PhotoView 360 options.
Increase shadow quality.
Increasing shadow quality improves the edges of shadows.
For the highest quality output with the most efficient file size, we need to determine the
correct size to render the image. As a general rule, do not scale up bitmap images. This
causes loss of definition. Images may be scaled down, but the original file will be larger
than necessary.
Dots per inch (dpi) and pixels per inch (ppi) are sometimes used interchangeably, but they
are actually different. Dots per inch are the number of dots printed per linear inch. Pixels
per inch measures the resolution of an image projected on a display. As it takes multiple
ink dots to create most colors, the pixels per inch that are rendered should be less than the
dots per inch the printer can create.
Question: How do you calculate the number of pixels to render for the final output?
Answer: Work backwards from the output.
For general reference, web images use a resolution of 96 dpi. Newspapers use resolutions
from 125 dpi to 170 dpi. High-quality brochures and magazines use resolutions from 200
dpi to 400 dpi. For books, the range is generally from 175 dpi to 350 dpi. PowerPoint
presentations are normally 96 ppi.
If the output will be to a printer, and you want to make the image look like a photograph,
you may need a printer capable of 600 or 1200 dots per inch and a rendered image of 300
pixels per inch.
Multiply the size of the final printed image by the quality desired. The correct number of
pixels can be entered directly in the PhotoView 360 options.
Example #1
Suppose we want to include a rendering of the CO2 Car in a Microsoft Word report and
would like a high quality image of 300 ppi. We want the image to be 5 inches wide and
3.75 inches high.
Multiplying the size of the desired image times the ppi gives 1500 by 1125 pixels.
Example #2
Multiplying the size of the desired image times 96 dpi gives 528 by 396 pixels.