Fun with Materials in Chief Architect - Designers Show #114
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In this episode of the Designers Show, Dan & Renee delve into materials & textures in Chief Architect. Learn to create lifelike surfaces & optimize renderings in Chief.
Outline
Introduction and Overview (00:00 - 00:22)
- Dan from Chief Experts starts the live session, introducing the topic of materials and textures in design software.
- Renee, an expert in materials and textures, particularly in Photoshop since 1994, is also present.
Photoshop and Other Design Tools (00:22 - 01:31)
- Discussion about the longevity of using Photoshop and its relevance to current design practices.
- Mention of other design tools like Canva and their growing popularity.
Upcoming Classes and Events (01:31 - 03:58)
- Announcement of upcoming classes being pushed to December to allow for more sign-ups.
- Details about the intermediate and advanced classes in Bloomington, Minnesota, including location and logistics.
Chief Architect Summit and Training (03:58 - 06:24)
- Promotion of the Chief Architect Summit, a week-long event for intensive learning and networking.
- Encouragement for serious learners to join the summit for in-depth knowledge of Chief Architect.
Materials and Textures in CAD Programs (06:24 - 10:17)
- Explanation of what materials and textures mean in CAD programs, emphasizing that they are photographs used to create realistic surfaces.
- A demonstration of how to adjust material definitions in Chief Architect, including changing the size and pattern of textures.
Understanding Patterns and Textures (10:24 - 11:27)
- Explanation of the difference between patterns (vector-based graphics) and textures (raster-based images).
- Discussion on how textures tile over surfaces and the importance of seamless textures for a realistic appearance.
Adjusting Material Definitions (11:27 - 14:32)
- Demonstration of how to adjust material colors within Chief Architect using the 'Material Color' option.
- Discussion on the potential improvements in future software updates to better handle color overlays without affecting the image's highlights and shadows.
Matching Pattern to Texture Size (14:32 - 17:49)
- Techniques for aligning the pattern size with the texture size to ensure they match up correctly in the plan.
- Explanation of how to calculate the correct scale for patterns based on the number of elements in the texture image.
Practical Tips for Adjusting Textures (17:49 - 20:51)
- Dan shares his practical, non-mathematical method for adjusting textures to fit a desired pattern by visually stretching the image in the software.
- He demonstrates how to adjust the size of the texture to match a specific dimension by using the 'rainbow bacon tool' and manually tweaking the numbers.
- Discussion on the practical application of adjusting materials using mathematical and visual methods.
- Renee demonstrates how to adjust material properties to match the texture and pattern sizes perfectly.
Advanced Material Settings (22:45 - 27:10)
- Explanation of advanced material settings, including creating bump maps and reflection maps for more realistic textures.
- Mention of third-party tools like Substance Player for creating custom materials.
Rendering and Material Depth (27:10 - 31:55)
- Discussion on rendering settings in Chief Architect, emphasizing the use of normal maps and occlusion maps to add depth to materials.
- Tips on how to use the same texture image to create a bump map within Chief Architect for added material definition.
Optimizing Rendering Settings (31:55 - 31:55)
- Dan and Renee talk about optimizing rendering settings for better performance and visuals.
- They cover how to set up cameras to default to physically based rendering for a more realistic output.
Camera Settings and Templates (32:01 - 33:13)
- Dan discusses how to set camera defaults for different views in Chief Architect, including physically based rendering.
- He explains how to make these settings default in new plans by adjusting the template settings.
Creating Custom Signs and Images (33:13 - 34:25)
- Demo of how to import custom images for signs and people, noting the limitations in vector views.
- Dan shows how to use images in rendered views and the difference between vector and rendered images.
3D Trees and Landscaping (34:25 - 36:52)
- Discussion on the 3D trees in Chief Architect and how they are created using PNG images on square planes to simulate leaves.
- Dan touches on the upcoming features in Chief Architect X16, including a clipping mask for landscaping.
Realistic Grass in Landscaping (36:52 - 42:39)
- Introduction to a new tool in Chief Architect for creating realistic grass regions that follow terrain contours.
- Dan demonstrates how to adjust the height, color, and texture of the grass to achieve different looks.
Creating Custom Materials and Images (42:39 - 42:39)
- Tutorial on creating new materials and images in Chief Architect's library, including how to import and adjust transparency for custom images.
- Dan attempts to import an image with a background to see if Chief Architect can handle it automatically.
Creating Transparent Images for Chief Architect (42:44 - 43:02)
- Dan explains the importance of having a solid color background for images to work well in Chief Architect.
- Renee confirms that using Photoshop can make the process quick and easy.
Using Clipping Magic for Image Editing (43:02 - 45:24)
- Dan introduces Clipping Magic, an online tool for removing image backgrounds, which he demonstrates by uploading and editing an image.
- He shows how to download the edited image as a PNG, which is necessary for transparency in Chief Architect.
Importing and Using Images in Chief Architect (45:24 - 47:27)
- Dan goes through the process of importing the edited image into Chief Architect's library as a new material.
- He discusses the importance of PNG format for transparency and demonstrates how to place the image in a plan.
Creating and Applying Custom Materials (47:27 - 49:58)
- How to create a new material in Chief Architect, using the edited image.
- Dan explains how to apply the new material to objects in the plan, such as TVs or picture frames.
Custom Branding in 3D Views (49:58 - 50:35)
- Dan suggests using custom images to brand 3D views with logos or other marketing materials.
- He emphasizes the importance of informing clients that 3D images are representations and not exact replicas of the final product.
Creating Custom Tiles and Using Screen Capture (50:35 - 53:12)
- Dan introduces the screen capture tool in Chief Architect for creating custom materials like tiles.
- He demonstrates how to apply these custom materials to specific areas in a plan, such as a floor slab.
Creating and Importing Tile Textures (53:17 - 54:25)
- Dan discusses the process of finding and saving tile textures from the internet to use in Chief Architect.
- He encounters a protected image that cannot be saved directly and decides to use a screen capture tool instead.
Using Screen Capture for Custom Materials (54:25 - 55:56)
- The screen capture tool in Chief Architect is used to create a new material from an image found online.
- Dan demonstrates capturing the image and then locating it in the user catalog to use as a material.
Adjusting and Applying New Materials (55:56 - 57:12)
- The new tile material is adjusted for scale and applied to surfaces within the plan.
- Dan shows how the material can be applied to various objects, including walls.
Organizing and Using the User Catalog (57:12 - 58:35)
- Renee provides a tip on how to better organize and view items in the user catalog by using the filter icons.
Creating Adjustable Grout Lines (58:35 – 1:01:55)
- Dan addresses a question about creating adjustable grout lines, explaining that it requires manual drawing if the right image isn't available.
- He demonstrates how to draw and copy tiles in 2D before converting them to a 3D material region.
Applying and Editing Materials in 3D (1:01:55 – 1:03:57)
- Dan further edits the materials in 3D, adjusting the depth and positioning behind the tile.
- He concludes by discussing the ease of selecting and editing in 2D compared to 3D.
Closing Remarks and Upcoming Events (1:03:57 – 1:04:09)
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