IGES
import - Architectural modelling - Part
1
Advanced tutorial
With this tutorial we will tackle a real-world
example of modeling a standard house, plus
a proposed extension from architectural
CAD files. This method of modelling is not
only very fast but accurate - two very important
factors in architecture.
With the tutorial we will assume that you
have created the basic shapes in your CAD
application and have exported them as IGES
files - ready for importing into Realsoft
3D. These IGES files along with the
relevant CAD files and Realsoft
project files can be downloaded in this
zip file. These files were exported
from Microstation
- one of the more popular CAD packages.
Several textures are also included.
Contents:
Part 1 - Importing IGES files
Part 2 - Garden
Modelling
Part 3 - Texturing
model
IGES techniques
- Preparing IGES files and Tips
Part 1 - Importing
IGES files
For this exercise, we have created the
IGES files for you. To import these files
into RS3D we simply LOAD them in using the
standard loader in RS3D. (CTRL+L) Browse
to the IGESfiles directory and select "House.igs".
The load requester changes to show various
options before importing the file. Check
/ uncheck the various options to read:

IGES import GUI options
These settings leave our object in the
same physical location as the CAD file,
groups the objects by color, and imports
all lines as polyhedrons. Select "LOAD".
Drag the ROOT directory icon to the view
to view all objects. (We need to do this
to set clipping planes and zoom all objects
- CAD files are generally large, and simply
zooming out will not show the objects)
Depending on your view orientation, you
may have to rotate the view to see the objects.
CAD files generally use "Z" as
the up axis, RS3D uses "Y". Hence
this particular file has imported the house
in "sideways". We will leave the
file like this until we have finished all
of our importing - otherwise they will not
be imported into their correct location.

Import the following 2 IGES files without
changing any loader settings: Garden.igs
and Pergola.igs (Note: Turn off "Replace"
checkbox on successive imports - we do not
want to overwrite the files we have imported
- only append to them.)

The last IGES file to import is the Roof
- but we want the roof to be imported as
an SDS object so we can build the faces.
To do this, simply change the polyline import
option to SDS and load file: Roof.igs. We
now have all the information loaded to finish
our house. But these objects currently have
no depth. Lets organize the file first by
renaming our directories into something
meaningful. Rename the directories as follows:
-->
-->
You can further organize the levels by
dropping the garden levels to a level, as
well as the house and pergola. Lets focus
on the house level to start with - so select
the pergola and garden levels and make them
wireframe invisible.
Our whole scene is 90 degrees in the wrong
direction - so for the sake of simplicity
lets rotate the whole scene 90 to the left.
Take a side view - select the "Root"
level and zoom out until you can see the
object handle. Hold down the SHIFT key and
rotate the object on the red rotate handle
until the whole scene is vertical.
We now need to assign a depth to all the
polyhedrons we have created. To do this
we need to multi-select the objects themselves
(not the levels). Start with the 'Windows'.
Multiselect all the objects in the windows
directory and go to the "Spec"
tab under object properties. Type in "1500"
into the depth field. Tumble the view to
see the result. Note that the window shapes
have been extruded. However, we wanted the
extrude to go downward, not up as they have
done. This is a common problem when importing
IGES files as each object can have its up
or down normal flipped. To change it in
the other direction, simply put a negative
in front of the 1500 value. (-1500). This
flips the objects over, but the value remains
1500. The windows are at the common height
of 2100 - hence we can change each size
individually and the top sill will remain
at the correct location.

Next, go to the 'walls' level. We have
two objects in here - one is lower that
the other. This is the outer brick wall.
Select the low wall and give it a depth
of 3600. (You may have to change its direction
by adding "-" to the front of
the depth value). It should now be facing
upward towards the roof. Rename this object
"outer wall".
The next object can be extruded 2800 up
- rename this "inside wall cut"
We are going to use this object and the
windows level to cut out the necessary holes
from our building. First move our "inside
wall cut" object into the windows level.
Now select the "outer wall" object
by itself, then shift select the "windows"
level. Boolean Cut the windows from the
outer wall. (Boolean AND NOT command - SHIFT+N)
Move the resultant Boolean level back under
our "House" level.
Note that the Boolean cuts use the object
colors to derive the cut color of each surface
(this is an option). We can use this to
our advantage to keep the interior walls
white for example. Change the color attribute
on our "Inside wall" object to
white and try rendering the view. (You may
need to make the roof level raytrace invisible
to see inside).
Continue on with the house level and change
the following values:
Slabs - depth value of 100 to all objects
Interior walls - depth of 2400 up.
And finally for the house, we must create
our roof. Lets start by making all other
levels wire invisible so all we can see
are our two' roof' levels. Select the subdivision
object under the 'Roof' level and 'Edit'
the object. Select the "Create Faces"
tool from the toolbar. Holding the SHIFT
key - place two points on the existing object.
Then hold down the comma "," key
and drag select a box around one of the
ridge points on our roof ridge curve. Then
the last point on the ridge curve again
with the comma key. This has now created
a face on our SDS object - using the construction
lines we created in CAD for the roof as
a guide. Finish off the rest of the roof
in the same manner by snapping to the SDS
object using SHIFT and snapping to any other
geometry by holding the comma key. (You
may need to turn off auto accept 4 faces
as two faces of our object only need 3 points).
To add a gutter line to the roof, go to
face edit mode, then select the large face
underneath the roof and extrude the face
150mm.
You can now delete our construction curves
by deleting the "Roof ridge" level.
Our basic house form is complete.

To finish modeling the garden and pergola
- go to Part 2
- Garden modelling
To texture up the house - go to Part
3 - Texturing
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