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411 REFERENCE · Wikibooks

InteriCAD T6 User Manual

Reference material by Wikibooks contributors. This retains its source identity and is not 411 news reporting.

Chapter 1 System Introduction This chapter introduces how to start up the system and describes the system interface, and also introduces the system tool bars in detail. System Startup You can start up the system using any of the following methods: 1. Double click the InteriCAD T6 shortcut on WINDOWS desktop. 2. Select Program from start menu, and then YFCAD software/InteriCAD T6. System Interface The main interface of system appears as follows: thumbnail|none|System interface.jpg 2D Design Interface Menu Bar: Place where software commands are placed, you can use them by left click. Tool Bar: Place where most common commands are placed, you can use them by left click Workplace: specific area to construct drawing. thumbnail|none|2D Design interface. Render Interface Menu Bar: Place where software commands are placed, you can use them by left click. Tool Bar: Place where most common commands are placed, you can use them by left click. Workplace: specific area to construct drawing. Command Window: Place where you can input commands. Status Bar: Display cursor, coordinates and mode status. thumbnail|none|Render Interface Modeling Interface Menu Bar: Place where software commands are placed, you can use them by left click. Tool Bar: Place where most common commands are placed, you can use them by left click. Drawing Window: The Area you construct drawing. The system defaults into four-view form. The one in the left upper corner is front view, in the left lower corner is top view, in the right upper corner is side view, and in the right lower corner is isometric view. Command Window:Place where you can input command. Status Bar: Display cursor coordinate and mode status. Construction Graph Screen Menu: Most common Construction Graph commands. thumbnail|none|Modeling interface Chapter 2 2D Design Interface The interface of 2D design is shown as below: thumbnail|none|2D Design The interface includes: Menu: All commands can be found in menu Toolbar: Shortcut icons of main commands can be found Design Wizard: Showing the steps of design Drawing space: Place where you can draw the floor plan Furniture library: Including Yuan Fang system library and manufacturer’s customized library. Left click to unfold each category and call certain piece of furniture Common Operations Usage of the Mouse Left click: Most commands are accomplished by left click. For example: selecting pull-down menu, clicking icon on toolbar and etc. Right click: Some commands are ended by right click. For any existing object, right click on it and the edit command will be shown. Two Operation Rules Rule No.1: Select command first. Then follow the prompt to execute further operation. Rule No.2: Select object first. Then right click, and the exclusive edit menu towards the selected object will be shown. Note: every object has its unique edit menu. ::This menu cannot be found in the tool bar. File Menu New File Create a new drawing file. Basic operations:Click File > New in menu bar. Note: If any change has been made to the current file, the system will ask you whether to save it. Click Yes, the system will save the file. If it is a new file, the file will be saved as a new file.Click No, the system will open a new file without saving the current file.If Cancel, the system will not open a new file. Open Open a previously saved file, which is in *.koc file format Basic operations:Click File > Open in menu bar. Select the file. Save Save the current drawing file, which is in *.koc file format. Basic operations: Click File > Save in menu bar. If the current file has been saved successfully, a File saved dialogue box will appear. If the current file is to be saved for the first time, it will display the Save dialogue box. In dialogue box, choose the file path and input the name of the file, then click Save button. Save as Save the current drawing as a new file in a different name. Export Image Export any selected area in the workspace to a bitmap drawing which is in *.jpg file format. Basic operations: 1.Click File> Export image in menu bar. 2.Click the left top corner and right bottom corner of the exported bitmap. There is a rectangle. This is the export area of the bitmap. Define a rectangular area using the left click, and that is the range for exporting a jpg file. The system will show export image dialogue box, where the dpi and size of the export bitmap can be modified. Click Export button, and then select the file path and file name to be saved. Print Print the plot drawing. This function is the same as Print function in Navigation panel. Basic operations: 1.Click File> Print in menu bar. 2.The system will display the Print dialogue box. There are three ways you can choose: Whole image area: print all content in the current view port. Choose scope:print certain items, in the current view port. Press “Choose” button. First left click to indicate a corner of rectangle, and then move curse to proper position to indicate the other corner on the cross. All objects inside the rectangle will be printed. Choose frame: print the content within one frame. Note:You have to insert a frame before you use this function. As for how to insert a frame, please refer to command introduction of Insert image frame. Print precision: define the precision of the printed image. High precision means high definition and quality. Position: define the position in the paper to print the image. Select User defined to offset. Ratio: Scale ratio compare to the real dimension 3.Before printing, click Preview button. 4.If you are not satisfied with the printed out image, please click Printing setting button to adjust. 5.Click Print button to print. 6.Click Cancel button to exit. Print Setting Setup the paper size and layout (landscape or portrait). Basic operations: Select File> Print setting in menu bar. And the Print setting dialogue box will appear. In the square box you can adjust the paper size and layout (landscape or portrait). Shortcut Setting Set shortcut for 2D design system. Click File> Shortcut setting in menu. The system will display the Customize dialogue box. Select the Group and Command, define a shortcut in the New shortcut box, and click Effect to confirm. Exit Select File> Exit in the menu bar that means to exit 2D design system. Note: If the current file has been modified, then it will display the Save dialogue box. Object Edit Function Select Object When you need to move, rotate, copy and delete an object, you need to select it first. You can either select one object in one time, or select multiple objects in one time. Select one object in one time Select one command in Edit menu. The curse becomes a red square. Now move the curse to the object you want to select. The object will be highlighted in yellow, meaning the object has been selected. Select multiple objects in one time You can use region selection to select more than one object. Undo After executing some wrong operations, you can use Undo command to return to the previous operation. You can only undo once. Basic operations: Select Undo in the Edit menu using left click, or click undo button in the tool bar. Redo After executing the Undo command, you can use Redo command to cancel that operation. Basic operations: Select Redo in the Edit menu. Move The command can move one or more objects in one time, which is usually used to adjust one set of furniture. Basic operations: 1.Click Move in the Edit menu, or click move button in the tool bar. 2.Click the object to be moved, and the selected object will display a node with highlighted yellow color. 3.After selecting, click the right button to finish the current operation. 4.Follow the instruction, click to choose the start point. Then move the mouse. At the same time, it shows the relative displacement dynamically. Note: you can simultaneously select and move multiple objects (the difference to the operation of moving an object, and the latter can only move one object). Rotate The command can rotate one or more objects in one time, which is usually used to adjust a set of furniture. Basic operations: 1.Click Rotate in the Edit menu, or click rotate button in the tool bar. 2.According to the instruction, click the object. The selected object will display a node with highlighted yellow color. 3.After selecting, right click to finish the current operation. 4.Follow the instruction to define the rotation center, and then move the mouse. At the same time, it shows the relative displacement and rotation angle dynamically. After rotating to the proper position, click the left button to determine the target position. Copy The command can copy one or more objects in one time, which is usually used to adjust a set of furniture. Basic operations: 1.Select Copy in the Edit menu, or click copy button in the tool bar. 2.According to the instruction, click the object to be copied, and the selected object will display a node with highlighted yellow color. 3.After selecting, right click to finish the current operation. 4.Follow the instruction to define the start point for copying, and at the same time, it shows the displacement of the copied object relative to the source object. 5.After copying to the proper position, click the left button to determine the position of the copied object. Mirror The command can mirror one or more objects in one time, which is usually used to adjust a set of furniture. Basic operations: 1.Select Mirror in the Edit menu. 2.According to the instruction, left click the object to be mirrored, and the selected object will display a node with highlighted yellow color. 3.After selecting, right click to finish the selection. 4.Follow the instruction to define the start point for mirroring, and at the same time, it shows the displacement of the mirrored object relative to the source object. 5.After mirroring to the proper position, left click to determine the position of the mirrored object. 6.A dialog prompt Keep the original object or not?, select Yes to keep the original object, select No to delete it. Erase Select Edit>Erase. Select the object to delete. Right click to delete or press [Esc] to cancel. View Full Screen Function: Adjust the current workspace to display all placed objects in it. Basic operations: Click Full screen in the View menu, or click File:InteriCADT6 full screen.png button in the tool bar. Zoom Window Function: customize a rectangle area and maximally display the objects in it. Basic operations: Click Zoom window in the View menu, or click File:InteriCADT6 zoom window.png button in the tool bar. Zoom Function: zoom in or zoom out the objects in the workspace at any moment. Basic operations: 1.Select Zoom in the View menu 2.The mouse automatically moves into the workspace. Moving upwards the mouse is to zoom in the objects, while moving downwards the mouse is to zoom out the objects. 3.After scaling to a proper degree, right click and then select View None from the properties menu. Pan Function: drag the drawings in the workspace. Basic operations: 1.Click Pan in the View menu. 2.The mouse automatically moves into the workspace. The drawings move to the direction that the mouse points to. For example, if you move the mouse downwards, the drawings will be moved downwards; if you move the mouse to the left, the drawings will be moved to the left. 3.After scaling to a proper degree, click the right button and then select View None from the properties menu. Zoom In Function: zoom in the objects in the workspace. Basic operations: Click Zoom in in the View menu, or click File:InteriCADT6 zoom in.png button in the tool bar. Zoom Out Function: zoom out the objects in the workspace. Basic operations: Select Zoom out in the View menu using the left button, or click File:InteriCADT6 zoom out.png button in the tool bar. Hide/Show Image Function: show or hide all images inserted by the Insert image command in the workspace. Basic operations: Click Show all images/hide all images in the Draw menu, and then the system will show or hide all images in the draw area. You can quickly portray a drawing without affecting the final plot effect (that is, use the Show image command to show all images and take them as an assistant when portray a drawing; when export the final 2D effect drawing, hide all images so that they will not influence the final effect). Note: Properly using the two functions, you can quickly portray a drawing without influencing the final plot effect (that is, use the Show image command to show all images and take them as an assistant when portray a drawing; when export the final 2D effect drawing, hide all images so that they will not influence the final effect). Drawing Tool Line Function: Draw straight lines on the current workspace (floor). Basic operations: 1.Click Line in the Draw menu. 2.Click the workspace for a start point of the line. 3.Move the mouse to define the length and degree of the line. You can also input the accurate value of the line. Length means the length of the line; Angle means the angle between the line and horizon; Relative angle means the angel between the active line and previous line (clockwise) 4.Left click again to determine the end point. You can continue to draw lines one by another. Left click to finish operation. Arc Three-points arc Function: Draw an arc on the current workspace (floor). Basic operations: Select Arc in the Draw menu and three-point arc from arc parameter dialog. Left click the mouse in the workspace for the start point. Move the mouse and left click to determine the end point. You will see an arc after you draw the end point. When you move the mouse, you will see the shape of the arc change accordingly. Left click to determine the final shape. Fillet Function: Fillet the angle of two connected lines. Basic operations: Draw two connected lines first. Select Arc in the Draw menu and fillet from arc parameter dialog. Set value of radius and click ok. Left click to select two connected lines. You will see the fillet of these two lines. Define two points as the radius Function: Draw an arc by setting two points as the radius. Basic operations: Select Arc in the Draw menu and define two points as the radius from arc parameter dialog. Set value of radius and click ok. Left click the mouse in the workspace for the start point. Move the mouse and left click to define the second point. Move the mouse beside the connecting line of these two points and left click to finish. Define the start point, radius and angle Function: Draw an arc on a line. Basic operations: Draw a line first. Select Arc in the Draw menu and define the start point, radius and angle from arc parameter dialog. Set the values of radius and angle and click ok. Select a node on the line as the start point. Move the mouse and left click in the workplace to define direction. Circle Function: Draw a circle on the current workspace (floor). Basic operations: 1.Select Circle in the Draw menu. 2.Left click on the workspace to place the center of the circle. 3.Move the mouse to enlarge or reduce the circle. You can see the radius of the circle in displacement. 4.Left click the mouse to finish drawing. Polyline Function: Draw a Polyline on the current workspace (floor). Basic operations: 1.Select Pline in the Draw menu. 2.Left click on the workspace to start drawing. 3.With a similar way to draw line, you can continue to draw until right click to finish. But the different is, the polyline created in this way will be recognized as a continued entity while straight lines are recognized as separated entities. Text Function: write some text in the drawing, usually used as complementary description for objects in the drawing. Basic operations: 1.Click Text in the Draw menu. 2.Input the text in the Input data dialogue box. Press OK. File:InteriCADT6 text.png Horizontal Dimension Function: measuring the distance between two points in horizontal line. Basic operations: 1.Click Horizontal dimension in the Draw menu. File:InteriCADT6 horizontal dimension.png 2.Move the mouse cursor to the workspace. Click one point as the first point. Then move the mouse to another position. A prompt will be displayed to ask you to determine the second point, and dynamically shows the distance between the two points. Click at a proper position to determine the second point. 3.As the starting and ending points have been defined, you can click an empty space nearby the line. Now you can see the dimension is created. Aligned Dimension Function: to get the distance between two points, also called oblique dimension. Basic operations: 1.Click Aligned dimension in the Draw menu. File:InteriCADT6 Aligned dimension.png 2.Move the mouse cursor to the workspace. Click one point as the first point. Then move the mouse to another position. A prompt will be displayed to ask you to determine the second point, and dynamically shows the distance between the two points. Click at a proper position to determine the second point. 3.As the starting and ending points have been defined, you can click an empty space nearby the line. Now you can see the dimension is created and aligned with the line or wall you measured. Angular Dimension Function: to get the distance between two lines. The system automatically measures the angle. Basic operations: 1.Click Angular Dimension in the Draw menu. thumbnail|none 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the vertex. Click at a proper position to determine it, and then move the mouse to another position. A prompt will be displayed to ask you to determine the first side, and here also dynamically shows the distance and angle variation between the two points. Click at a proper position to determine the first side of the inclination; repeat the above to determine the second line. 3.At that time move the mouse to an appropriate position and click the left button to determine the arc’s location for angle dimension. Insert Image Function: insert an image (.jpg format) into the drawing area for drawing the floor plan. To use this command, you need to scan the real floor plan and save it as .jpg format. Basic operations: 1.Create a new file. Click Insert Image command in Draw menu. 2.In the popup Open dialogue box, choose the JPG file of the floor plan. 3.The system will ask you to locate the image. Move the mouse to a proper location. Left click to locate the image. 4.The system will automatically adjust the image to a proper size. A dialogue box will pop out and ask you to adjust the ratio. Click Select reference point. 5.The system will ask you to select first point. 6.The system asks you to choose the second point. Drag the mouse and choose the right endpoint of this dimension. 7.In the popup Actual Size dialogue box, enter the actual size of this line. Then click OK. thumbnail|none Insert Image Frame Function: insert an image frame into the drawing area for the floor plan. Basic operations: 1.Click Insert image frame in the Draw menu. 2.Select an image frame type. 3.Set the map direction and select frame containing area, click OK to finish. Whole image scope: Insert an image frame fitting the size of the whole image automatically. Define scope: Click to select first point, move mouse and click another point to define the second point of image range. Insert File Function: attach or cover the entire drawing (.koc format) on the current one. After exploding them you can edit any part in the current view. Basic operations: 1.Click Insert file in the Draw menu. 2.Select an image block file to be inserted (.koc format). Free Region Function: create the floor in a customized area. Basic operations: 1.Click Free Region in the Draw menu. 2.Left click in the workspace to as the start point. You can see the lines while you continue to click and define points. You can draw triangle, rectangle or any shapes. 3.When you get the shape you want, right click to finish drawing. The shape you just drew will be filled with white color, which means the floor is created in this area. Search Region Function: automatically search a room or closed shape (rectangle, circle, etc) to create floor inside the area. Basic operations: 1.Click search region in the Draw menu. 2.Move the mouse in the workspace, then left click inside the room or shape you want to create floors. The room or shape need to be closed so the system can recognize and search. 3.The room or shape selected will be cover with white color, which means the floor is created inside. Room Structure Design Wizard Function: Use Build Room function to create a room in rectangle or L shape. Basic operations: 1.Select Room structure >Room. Or click File:Design wizard2.jpg on the tool bar; 2.Define the size of room. thumbnail|none|Design wizard 3.Move the curse to the design area. Left click to locate the room. thumbnail|none Press Space bar to rotate the room. Press N to switch the wall corner. Note: In the Create room window, you can simply change the name, shape, and the size of the room you are building. By changing the dimension of each wall, you can change the inner or outer length of each wall. By ticking the check box of Generate room floor, you can simply create the floor when locating the room in workspace. Wall Function: Build the wall and it will automatically fit to other walls. Basic operations: 1.Select Room structure> Wall or left click Free Wall command in Design Wizard panel. 2.Base dialogue box will pop up. Move the mouse, and left click for the starting point of wall. thumbnail|none|Wall 3.Modify the parameter of wall. The default size of wall thickness is 120 mm. 4.When you move the mouse, the length and angle of wall will be shown in the Base dialogue box. You can enter a figure as the Length and Enter. The wall will be generated. 5.You could also left click for the second point of wall. Now one piece of wall has been created. Move the mouse to draw the second one. The ending point of first piece of wall is the starting point of the second piece of wall. You can continue this operation till you finish drawing the rooms. Once all walls are created, right click. Note: you can use the snap function to locate the wall accurately. Insert Door, Window and Column Function: Insert door and window Door and Window Basic operations: 1.Select Room structure> Door and window thumbnail|none 2.Select different type of door and window. Define its dimension, elevation, frame and door sills. Click OK. 3.Left click on the piece of wall where you want to insert the door. The 2D sample of door will move alone the wall with the movement of mouse. You can press Space to change open-left/right of the door and move the mouse to change it facing inside/outside of the door. 4.Left click to locate the door. 5.Once a door is fixed, you can continue insert another door. Or right click to exit this command. Insert column Basic operations: 1.Select Room structure> Column 2. Input the size of L, W, H, and press OK. thumbnail|none 3.Move the mouse to a position you prefer. Then left click to finish the command. Edit door and window Select door or window, right click. The edit menu of door or window will show. You can move, copy, set position, set property, delete, or change orientation. thumbnail|none Furniture List Function: Display the quotation list of furniture. Basic operations: 1.Select Room structure> Furniture List. And the furniture list will be shown. 2.Here you could export or print the list. Ceiling Search Ceiling Frame Function: the system automatically searches for an enclosed area around the selected point and take this area as ceiling framework of the generated 3D scene. Usually the function is used to build a room’s ceiling framework. Basic operations: 1.Click Search ceiling frame in the Ceiling menu. 2.Move the mouse cursor to the workspace, and you can see a Pick point inside room prompt. According to the prompt, click the left button inside the room where the ceiling framework will be generated to determine the position of the ceiling framework, and then the Ceiling setting dialogue box appears. thumbnail|none 3.In the dialogue box, you can set the elevation of the ceiling framework (default elevation is 2800 mm). Press OK, then the system generates the ceiling framework in the room’s closed area that has been previously searched and displays it in a red-line framework in the draw area. Manual Ceiling Function: generate individual ceiling with any shape at any place. Basic operations: 1.Click Manual ceiling in the Ceiling menu. 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the ceiling framework’s First point. Click the left button to determine it. Then move the mouse to another position, a Next point prompt appears, and here also dynamically displays the displacement between the two points. Repeat the process to determine all nodes of the ceiling framework (Note: it needs at least three points to determine the ceiling framework). Click the right button to finish selecting the area, and a Ceiling setting dialogue box popup. thumbnail|none 3.In the dialogue box set the elevation of the ceiling framework (default elevation is 2800 mm). Press OK, then the system generates the ceiling framework. Ceiling Block Function: generate individual ceiling in the framed rectangle area. Basic operations: 1.Click Ceiling Block in the Ceiling menu. 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the ceiling framework’s First point. Click the left button at a proper position to determine the first point. Move the mouse to another position. It appears a white preview framework for determining the range of individual ceiling and a prompt asking to determine the Second point. Here, it dynamically displays the displacement between the two points. According to the variation of the white preview framework, click at a proper position to determine an area for generating the individual ceiling. 3.In the popup Ceiling setting dialogue box set the shape and elevation of the ceiling. In the Individual ceiling option click Select button, and then choose a proper ceiling shape from the ceiling library. So you can quickly build a ceiling with complex structure. If you select the other, you will get the simple one. Remember to change the elevation. It must different from the elevation of the ceiling framework. thumbnail|none 4.Meanwhile, set the elevation of the ceiling framework (default elevation is 2800 mm). Press OK, then the system generates the ceiling in the selected closed area and displays it in a red-color line framework in the draw area. Ceiling Lights Function: arrange ceiling lights one by one in the draw area. Basic operations: 1.Click Ceiling lights in the Room menu. 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the Location of ceiling light. Left click a proper position to determine it. The lights will be attached to the ceiling automatically. 3.Repeat the above operations to arrange other ceiling lights until finish. 4.A ceiling light is displayed with a small red dot in the draw area. Linear Ceiling Lights Function: arrange ceiling lights along a line in the draw area. Basic operations: 1.Click Linear ceiling lights in the ceiling menu. 2.Move the mouse cursor to the workspace, and you can see a prompt asking you to determine the First point of the line. Click the left button at a proper position to determine it. 3.Move the mouse to another position. It appears a prompt asking you to determine the Second point. Here, it dynamically displays the displacement between the two points. Click the left button at a proper position to determine the linear track. Then the Ceiling light dialogue box pops up. The dialogue provides four ways for arranging ceiling lights including average among the line, skip start, skip end and skip both. Also, you can set the number of ceiling lights along the line (default value is 5). After setting these parameters, press OK, then in the draw area a set of ceiling lights is arranged along the line, each with a small red dot. thumbnail|none Show Ceiling/Hide Ceiling Function: show or hide all ceiling objects in the draw area (including ceiling framework, individual ceiling and ceiling light, etc.). The function can facilitate the user’s design through showing or hiding ceiling objects anytime and enable user to easily select, locate and edit objects. Basic operations: Select Show ceiling /Hide ceiling in the Room menu using the left button, and then the system will show or hide all ceiling objects in the draw area. Layout Furniture Once the room design is finished, you can choose the furniture from the library and layout into the house. thumbnail|none|Layout Furniture Insert single piece of furniture 1.Select the furniture from library. Double click the preview image to confirm the selection. You can input single piece of furniture or furniture sets. 2.Move the mouse to locate the furniture. Press Space bar to rotate the furniture. thumbnail|none Note: When you insert a furniture set, you can tick on the Explode check box to separate the components of each piece of furniture from the set. If not, the furniture set will be edit as a whole set after insertion. Edit the Furniture Right click the furniture, the edit menu will show. thumbnail|none The commands of Move, Rotate, Copy, Color and Delete are same as the ones in edit menu. The command of Rotate has a step rotation of 15 degree while in the mode of Free Rotate, the item will move freely with the mouse movement. Change size Enter the new size in the Size dialogue box. thumbnail|none If the Keep size scale is ticked, once one of the sizes is changed, the rest will be changed. If this item is not ticked, then you can enter length, width and height one by one. Elevation In the popup dialogue box, enter the elevation of the furniture. thumbnail|none To put this furniture on the top of the other furniture, you can either enter a new elevation. Or click Selected to select the furniture which is under the furniture. Left clicking Cancel will exit the edit menu. Furniture Set Function: To create furniture set. Basic operations: 1.Click Furniture Set. Right click and select Insert Node to add a new node. thumbnail|none|Furniture Set1 2.Create a new set. Select the category and right click on the preview area. Enter the name of new furniture set. Click OK. thumbnail|none|Furniture Set2 3.Next, select the furniture to add to a set. Right click and the furniture set is added into the library. Setting Menu Display Mode Function: There are two modes to be selected, one is filling, and the other is wire frame. Basic operations: 1.Click the Display mode in the Setting menu. A Display Mode dialogue box pop up. 2.Default is Texture Mode. The furniture will be of more reality if you select Filling mode. thumbnail|none 3.Selecting the mode of wire frame, you can see all objects are showed by wire frame. It not only can promote the speed of display, but save the ink of printer. thumbnail|none Image Quality Function: set image quality as requirements (this setting is obvious when the scene is relatively large). Basic operations: Click the Setting>Image Quality. In the popup dialogue box set low quality or high quality. You can choose different quality. You are suggested to keep the default setting. Unit Function: you can choose the units used in this drawing, between metric and imperial, as well as the precision. The change will apply after restart the program. Snap on Function: It is an auxiliary drawing tool. When furniture and columns are very close to wall, you can activate Snap on function to automatically lean them on the wall and reverse them appropriately. This tool greatly facilitates furniture setting. However, if furniture is very close to wall rather than fully lean against wall, activation of the Snap on will make the operation difficult. Basic operations: If there is a mark near the Snap on command in the Snap menu, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Magnetic toolbar function by clicking the Snap on command in the setting menu. Node Snap Function: It is an auxiliary drawing tool. When the tool and some drawing commands are on, the mouse can automatically snap certain object’s nodes. All blue points in the following figure are object’s nodes. The function is very useful in auto-drawing, for example, drawing a line that connects to another endpoint line with an arc endpoint. thumbnail|none Basic operations: If there is a mark near the Snap at Node Snap command in the right corner, it indicates that the function is on or otherwise it is off. You can switch the ON/OFF status of the Node function by checking or unchecking it. Length Snap Function: It is an auxiliary drawing tool, used to control the step value of the mouse when Draw a line command is on. The function is similar to the Grid command, but the Length is calculated from an existing specified point. For example, when drawing a line or wall, the length snap is calculated from the first point, while grid is determined according to the current coordinate in the workspace. The default is 100 mm. Basic operations: If there is a mark near the Snap at Length command in the right corner, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Length function by checking or unchecking it. Angle Snap Function: It is an auxiliary drawing tool. It is use to control the step angle for rotating the line rather than to rotate with any angle when Draw a line command is use. The default value is 15 degree. Basic operations: If there is a mark near the Snap at Angle Snap command in the right corner, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Angle function by checking or unchecking it. Wall Snap Function: It is an auxiliary drawing tool. When building the wall, you can see there is axis on the end point of wall. It not only help you to view the X direction and Y direction, but also snap the exactly point of the wall. Basic operations: If there is a mark near the wall snap command in the Setting menu, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Wall snap function by clicking the Wall Snap command in the Setting menu. Grid Snap Function: It helps you to snap at the grid in the working area. You can change its size from Setting>Grid Setting. Basic operations: If there is a mark near the Snap at Grid command in the right corner, it indicates that the function is on; otherwise it is off. You can switch the ON/OFF status of the Grid Snap function by checking or unchecking it. Setting of Snap Default settings of three auxiliary drawing tools, including grid, length and angle. thumbnail|none Image Insert Point Setting Function: making the insert point of the graph then get the exactly position of graph. You can see the detail in the Insert file command. Basic operations: 1.Click the Set the image insert point in the Setting menu. 2.The system automatically switches to the current workspace, and you can see a prompt asking you to determine the Location. It also dynamically displays the displacement relative to the previous position. Click the left button at a proper position to determine the insert point (you can activate the Snap function to work with this command together). Size Dimension and Style Function: set each dimension parameters including direction and text style, etc. Basic operations: 1.Click the Setting>Size Dimension and Style. 2.Set font, text color, height, offset, arrow style and arrow size in the popup dialogue box. Press OK. thumbnail|none Default Text Color Function: set default text color when using the Text function. Basic operations: 1.Click the command. 2.Input default text color in the popup dialogue box. Press OK. Default Wall Thickness Function: set default thickness of wall when using Build wall function. Basic operations: Click the command using the left button. Input default thickness of wall in the popup dialogue box. Press OK. Highlight Wall Function: set the wall shown with high light green color or not. When you draw the wall, it makes you easier to know which walls have been finished. Basic operations: If there is a mark near the High light the wall command in the Setting menu, it indicates that the function is on or otherwise it is off. You can switch the ON/OFF status of the function by clicking the Highlight wall command in the Setting menu. thumbnail|none Enter 3D (From 2D to Virtual Reality) How to Import from 2D to Virtual Reality There are two importing methods in InteriCAD: From 2D to Virtual Reality. Basic operations: 1.Select Enter 3D menu> Export to VR or Select 3D Mode in Design Wizard. 2.Select a temple in the popup dialogue box. Press OK. thumbnail|none|2D to Reality1 Note: There are 3 check boxes in the bottom to assist the conversion: Generate ceiling: If you don’t have a ceiling in the room, you can check this box Use furniture in template: can add in the furniture you see in this template review Add adorn: can add in the adorn you see in this template review 3.The current 2D drawing will convert to 3D in Virtual Reality once you press OK. The room style will be similar with the template chosen. In Virtual Reality, open a saved std file. To open 2D file in Virtual Reality: A.Open Virtual Reality. Select Import 2D file. B.In the pop-up dialogue box, select the koc file. thumbnail|none|2D to Reality2 Next, the same as the operation process of Export to VR. Chapter 3 Ceramic Module Ceramic Module Startup Ceramic Module in 2D Design: You should startup 2D Design first using any of the following methods: 1.Double click the 2D Design shortcut on the WINDOWS desktop. 2.Select Program from Start menu, and then YFCAD Software/InteriCAD T6/2D Design. 3.Then run the command. Ceramic Module in Render: You should startup Render first using any of the following methods: 1.Double click the Render shortcut on the WINDOWS desktop. 2.Select Program from Start menu, and then YFCAD Software/InteriCAD T6/Render. 3.Then run the command. Interface The system main window looks as follow: thumbnail|none The arrow-pointed parts are commands used in Ceramic Module. The ceramic king system is in the 2D Design part. You can refer to the 2D Design Chapter for detailed information. thumbnail|none The Ceramic King 3D Design is in the VR part; the arrow-appointed area is the command. For VR, please refer to the Virtual Reality chapter for more information. Paving Region Tiles can only be paved in the paving region. Tiles beyond the regional boundary will be cut automatically. Rectangular Region Basic Operations: 1.Region> Rectangular Region. thumbnail|none 2.Input region size, and then click OK button. 3.Left click to define the location of this region then the region is generated. Draw Region Basic operations: 1.Region> Draw Region. 2.Move the cursor to workspace. Click one point when program prompts First point. 3.When program prompts Next point, move the cursor to another position and left click to define the second point. To keep the region closed, program will connect the starting point and cursor automatically from the third point. 4.When the last point is defined, right click to end this command. Program will generate a region according to these points. Door Region Basic operations: 1.Region> Door Region. 2.The cursor is replaced by a small red box. Click on the door to generate region. The selected door will be highlighted. 3.Right click to end the selection, and then a dialog box pops up. thumbnail|none 4.Choose either option from the dialog box. You can check the difference between two options in the schematic diagram. 5.Click OK button to generate door region. Search Region 1.Region> Search Region. 2.The cursor is replaced by a small red box, and program prompts Select one point inside the region to be searched. Left click in an enclosed area that is surrounded by lines or walls. 3.Program will search out the area boundary and generate paving region. thumbnail|none Modify Paving Region The properties of paving region, such as color, name and slice gap, are editable. Boolean operations are also available for regions. Right click on a region to display the shortcut menu. All relevant edit functions can be found in this shortcut menu. Change Color Basic operations: 1.Right click on a region to display the shortcut menu, and then choose Change color command in it. 2.Choose a color in the pop-up standard color dialog box. Click OK button, the region color has been changed. Change Name Basic operations: 1.Right click on a region to display the shortcut menu, and then choose Change name command in it. 2.Enter a new name in the dialog box. 3.Click OK button, the region name has been changed. Note: New name should be different from any existing region name in current drawing. Change Slice Gap Basic operations: 1.Right click on a region to display the shortcut menu, and then choose Change slice gap command in it. 2.Enter a new value of slice gap width in the dialog box; the unit of measurement is millimeter (mm). 3.Click OK button, the slice gap width will be changed. Note: Modified slice gap width can only be applied to new tiles. Existing ones will remain unchanged. So it is strongly recommended that the slice gap width should be set before paving. Clean Slice Basic operations: 1.Right click on a region to display the shortcut menu, and then choose Clean slice command in it. 2.All existing tiles in this region will be removed. Boolean Operation Basic operations: 1.Right click on a region to display the shortcut menu, and then choose a Boolean operation command (Combine regions, Region subtract and Region intersect) in it. 2.Click on another region to execute Boolean operation. The Boolean operation results are as below: 1. Original state thumbnail|none 2.Region intersect thumbnail|none 3.Region subtract thumbnail|none 4.Combine regions thumbnail|none Paving in a Region The core of ceramic module is how to pave in a region. With user-friendly operating interface and flexible operating method, users can almost finish the entire paving process only with a mouse. Basic operation to place a tile: Choose from system database Basic operations: 1.Query the database with specified conditions to get all eligible tiles. 2.Choose a tile from query results. Use the mouse to drag it to the target region, and then release left button. 3.Move the cursor in the region to get a suitable position and angle. 4.Left click to place the tile. It will be cut automatically according to the region boundary and existing tiles. 5.To modify any existing tile, right click on it to display shortcut menu. All relevant edit functions can be found in this menu. Use external Jpg format picture Basic operations: 1.Find required Jpg format picture via Windows explorer or external image browser program then directly drag and drop it to the region. 2.Set size in the dialog box popping up, and then move the cursor in the region to get a suitable position and angle. 3.Left click to place the tile. It will be cut automatically according to the region boundary and existing tiles. 4.To modify an existing tile, right click on it to display shortcut menu. All relevant edit functions can be found in this menu. Worktable The worktable integrates the material and specification management functions for ceramic design project. It provides you the most convenient operation modes and abundant design resources, and thus makes it handier to do your job. The worktable interface is shown as the following image. It integrates two functions: Query Tiles and Tiles Quotation. thumbnail|none The Query Tiles section is divided into two parts. One is operating area, another is display area. At the top of display area, there is current page number and page switch button. At the bottom of display area, there is total page number and total tile number. Activate Worktable Basic operations: 1.Choose corresponding command from Pave menu. 2.Press Spacebar. Display setting of Worktable thumbnail|none At the top of display area, there’s Detail and Setting button. The former is used to view the detail of selected tile, and the later is to configure the display setting. To view the detail of a tile, left click on it. And then click Detail button to display the dialog box. To configure the display setting, click Setting button to display the dialog box. It’s only used to change the display area. Click OK button to apply the modification and quit. Query Tiles In the Query tiles section, various conditions are available for tile searching, such as Code, Size, Type and Color. The meanings of query conditions are as follow: Code: the unique id of a tile that allocated by manufacturer. Input product code in the input box, or click the button beside the input box and choose one in the pop-up dialog box. Once this input box is filled, other input boxes become gray except the input box of Menu is still available for searching. To activate other input box, you need to remove the content in the input box of Code. Note: If the input box of Code is blank, that means do not specify code. Menu: name of tile manufacturer. Input manufacturer name in the input box, or click the button beside the input box to choose one in the pop-up dialog box. Note: If the input box of Code is blank, that means do not specify manufacturer. Size: Width X Length Input tile size in the input box to query. If only inputting either the value of width or length, all the tiles that match this value can be searched out. For example, by inputting 300 in the input box you can search out all the tiles that are 300 mm wide or 300 mm long. Also you can click the button beside the input box to choose one in the pop-up dialog box. Note: If the input box of Code is blank, that means do not specify tile size. Type: all product types can be found in the drop-down list. Note: By choosing Not specify, that means do not specify product type. Color: all product colors can be found in the drop-down list. Note: By choosing Not specify, that means do not specify product color. Class: all product classes can be found in the drop-down list. Note: By choosing Not specify, that means do not specify product class. Note: composite conditions are available for querying. The more conditions that is specified, the fewer tiles can be searched out. And it might even lead to empty search result. Click Search button after specifying condition. Search result will be listed in display area. Place Tiles in the Region By dragging Basic operations: 1.Choose a tile from search result. 2.Left click on the tile, and then drag it to target region. 3.Move cursor to blank area and release left button. 4.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile, 15 degrees anti-clockwise each time. 5.Left click to place the tile in suitable position and angle. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. By double clicking Basic operations: 1.Choose a tile from search result. 2.Double click it, and then select target region. 3.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile 15 degrees anti-clockwise each time. 4.Left click to place the tile in suitable position and angle. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. Replace Tiles in the Region Basic operations: 1.Choose a tile from search result. 2.Left click on the tile, and then drag it to target region. thumbnail|none 3.Move cursor over the existing tile, and then release left button. Program will display Replace Tile dialog box. If two sizes are different, program will prompt that cannot replace with different specification. If two sizes are the same but types are different, the replace tile dialogue box will pop up. There are two replacing modes. Choose one and press OK button. Note: replace function is only available for tiles in same size. Region Tiling Begins from Tiles There are different methods to place tiles in the region. Right click on a tile, and then a shortcut menu will be displayed. All methods can be found in this menu. Note: it is suggested that all the properties, such as rotate angle and cut style, should be set up before placing tiles. Move Basic operations: 1.Right click on target tile, and then choose Move in shortcut menu. thumbnail|none 2.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile, 15 degrees anti-clockwise each time. 3.Left click to place tile. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. Rotate Basic operations: Right click on target tile, and then choose Rotate in shortcut menu. System will creates a dynamic line between the geometry center of the whole ceramic shape and the moving cursor, and the ceramic will rotate by the angle generated by that line. Left click to place the tile in a suitable angle. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. Copy Basic operations: 1.Right click on target tile, and then choose Copy in shortcut menu. 2.Move the cursor in the region to get a suitable position. When moving cursor close to regional boundary or existing tiles, current tile will snap to them automatically. Press Spacebar to rotate the tile, 15 degrees anti-clockwise each time. 3.Left click to place the new tile. It will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. 4.Continue to move the cursor. Repeat step 2 and 3 to copy multiple tiles. 5.Press right button or ESC key on keyboard to end operation. Continuously Straight Tiling Basic operations: 1.Right click on target tile, and then choose Continuously straight tiling in shortcut menu. 2.By moving the mouse, the system will show the tilling dynamically by a square box with the same size to that tile. The system will calculate quantity of the tiles automatically; press F to pave the whole region in current way. 3.Left click in suitable position to generate tiles with the same size in the specified region; the slice gap will be generated as well according to the parameter setting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. Interval Straight Tiling Basic operations: 1.Right click on target tile, and then choose Interval straight tiling in shortcut menu. 2.There are two interval modes in the pop-up dialog box: Interval mode of tile quantity and Interval mode of distance. Please note that by choosing the Interval mode of distance, the width of slice gap is already included. After selecting the interval mode and interval value, click OK button. thumbnail|none 3.By moving the mouse, the system will show the tilling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two sides of the selected one by the ceramic size and interval value. The tiling mode is to spread the ceramics in horizontal and vertical directions until the cursor position, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region by the current tiling mode; thumbnail|none|A. Drag mode thumbnail|none|B. Select mode 4.Left click in an appropriate position, and then the tiles will be tiled according to the dragging status before final selecting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. Odd-Even Tiling Basic operations: 1.Right click on target tile, and then choose Odd-even tiling in shortcut menu. 2.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two sides of the selected one by the ceramic size. The tiling mode is to odd-even tile the ceramics in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then the system will tile the whole region in current tiling mode; thumbnail|none|A. Drag mode thumbnail|none|B. Select mode 3.Left click in an appropriate position, and then the tiles will be tiled according to the dragging status before final selecting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. Continuously Oblique Tiling Basic operations: 1.Right click on target tile, and then choose Continuously oblique tiling in shortcut menu. 2.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two sides of the selected one by the ceramic size. The tiling mode is to continuously-oblique tile the ceramics in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region in the current tiling mode; thumbnail|none|A. Drag mode thumbnail|none|B. Select mode Interval Oblique Tiling Basic operations: 1.Right click on target tile, and then choose Interval oblique tiling in shortcut menu. 2.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The ceramics will be tiled along the two diagonals of the selected one by the ceramic size. The tiling mode is to tile the ceramics at intervals in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region in the current tiling mode; thumbnail|none|A. Drag mode thumbnail|none|B. Select mode 3.Left click at an appropriate position, and then the tiles will be tiled according to the dragging status before final selecting. New tiles will be cut automatically according to the region boundary and existing tiles. Cutting result differs according to the setting of cut style. Please refer to Tiles cut style. Offset Tiling Basic operations: 1.Right click on target tile, and then choose Offset tiling in shortcut menu. 2.Choose offset direction in the pop-up dialog box. The diagram shows the paving effect. Uncheck H-shaped Tiling to input offset distance. thumbnail|none 3.Move the mouse, and the system will show the tiling dynamically by a square box with the same size to that ceramic. The tiling mode is shown in the graph in the dialogue box. The ceramics will be offset tiled by rows or columns according to the ceramic size in the rectangle stretched by the mouse, and the system will automatically work out the ceramic quantity required. Press the F key, then it will tile the whole region in the current tiling mode. Free Tiling The Free tiling can realize almost any tile plan. According to this statement, the shortcut tile plans provided by the system, from Continuously straight tiling to Offset tiling, all can be substituted by Free tiling, except that its operation may be more complicated. The Free tiling function is the most essential in this ceramic design module. The following description will lay a strong emphasis on this function to have you understand its essence. Basic operations: 1.Right click on target tile, and then choose Free tiling in shortcut menu. 2.The Free Tiling Settings dialog box displays. thumbnail|none Here we preliminarily know that there are three parameters to be set in Free tiling, that is, two directions and additional slices. Look at the following image. We might as well call the ceramic slice with two derivative directions as the main slice. It is not difficult to find that the main slice and the Additional slices specified in the image is a combination unit in the above tile plan image, while the Direction 1 and Direction 2 point at the other two main slices are not in the same direction. 3.Click Tiling direction 1 button and select the main slice for the neighboring unit set; 4.Click Tiling direction 2 button and select the main slice for the other neighboring unit set. You should make sure that the selected direction is not in a line with direction 1; We should understand the selection principle of Tiling direction 1 and Tiling direction 2. The slices selected by Tiling direction 1 and Tiling direction 2 also are main slices. Considering the slice from which two directions are drawn, their unit sets must be adjacent to determine a unique position relationship. That is, in order to determine the position of repeated units, you should specify Tiling direction 1 and Tiling direction 2. As what the following figure Shows, there are totally six slices in three units. The red arrow indicates Tiling direction 1, while the green arrow indicates Tiling direction 2, In this graph, we perform operation according to the bigger slice in the middle unit. thumbnail|none 5.Click Additional slices button, and select all the slices subjected to the main one to form a unit set; 6.After selecting all the additional slices, right click to end selection; The additional slices are not essential to the tile plan. If you want to quickly tile ceramic slices by using the Free tiling function, just like the simplest continuously tiling mode, you can use a single slice to tile without any additional slice. You only need to select slices in two intersected directions, which is actually to specify two repeating directions and distance. 7.Return to the Free Tiling Settings dialogue box, and Click OK button; 8.Drag the cursor, and the system will automatically work out the slice quantity required, and dynamically show the range covered by slices by using the square boxes with the same size to the slice; 9.Left click in an appropriate position, and then the new ceramic slices will be added to the region. The new slices will be automatically cut according to the region border and the existed ones in the region. Also, you can press the F key to tile the whole region. It may get different results due to different ceramic cut styles set in the system. Details Basic operations: 1.Right click on the target tile, and then choose Details in shortcut menu. 2.The Ceramic Slice Detail dialog box displays. thumbnail|none Border Line Program provides function to generate border line automatically. There are two types of border line styles: thumbnail|none|Style 1 thumbnail|none|Style 2 Basic operations: 1.Pave> Border Line 2.Left click on target region when the cursor is replaced by a small red box. 3.Left click a point to specify the start position of board line. 4.Choose a style in the pop-up dialog box. 5.Click Select button to choose a tile in the database. 6.Click OK button to create border line. Tiles Plan Select a Plan To make the ceramic design succeed once a time, the system provides a series of tile plans taking advantages of basic tiling modes, including instances of each basic tiling mode. Parametric plan Basic operations: 1.Pave> Tiles Plan 2.Select Parametric plan. 3.Choose a tiling mode in the dialog box, and then click the Select button to choose a tile in the database. thumbnail|none 4.There are options for embedding little tile and board line. Click the Select button to choose a tile in the database if necessary. 5.Click Apply to region button, and then left click on target region. 6.Left click a point to specify the base point. The slices will be automatically cut by the region border. Floor Plan Basic operations: 1.Pave> Tiles Plan 2.Choose Floor Plan. 3.Choose an item from the catalogue, and then double click on target plan. 4.Left click on target region. 5.Left click a point to specify the base point. The slices will be automatically cut by the region border. Wall Plan Basic operations: 1.Pave> Tiles Plan 2.Choose Wall Plan 3.Choose an item from the catalogue, and then double click on target plan. 4.Left click on target region. If you click in the left half-area, system will layout tiles from left to right, vice versa. Tiles Plan Management Manage Tile Plan Group Program already provides many tiles plans. If user needs to create his own tiles plan library, it is suggested to separate it from system library. Program provides the function of group maintenance. Right click on existing group to display the shortcut menu whose commands can act on the selected group. thumbnail|none New group Basic operations: 1.Choose New group in shortcut menu. 2.Input a name for the new group. 3.Click OK button to create a new group under current one. Modify group name Basic operations: 1.Right click on target group. 2.Choose Modify group name in shortcut menu. 3.Input new name in the input box. 4.Click OK button to change the group name. Delete group Basic operations: Choose Delete group in shortcut menu. Click Yes button to confirm the delete operation. New Plan Create new plan to save tiles design. Floor plan Basic operations: 1.Select Floor Plan. 2.Choose a group to add new plan. 3.Click New plan button in Plan operation area. 4.Input plan name and comment in the dialog box, and then click Select slices button. thumbnail|none 5.According to the prompt, specify tiles and paving direction. Please refer to Free tiling. 6.After selecting additional slice, press right button or ESC key on keyboard to finish selection. 7.Choose a tile in current selection as the base point of this plan. 8.The dialog box pops up again. Click OK button to save this plan. Wall Plan The tile plan of walls is different from that of floors. The main difference is that the tile of walls can be selectively divided into multiple regions. Generally, the division lines of a wall surface are skirt board at the bottom of the wall, waist line in the middle, and upper decorative line at the top. The tile plan of walls focuses on the division of the region. For each region, only two tiling modes, Straight Tiling and Oblique Tiling, are provided to avoid garish titling effect. operations: 1.Select Wall Plan. 2.Choose a group to add new plan. 3.Click New plan button in Plan operation area. 4.The Tile plan of walls dialog box pops up. thumbnail|none 5.The dialogue box has three main parts. The black display region on the left indicates the division status of the tile region. It is initialised to be a single region when the dialogue box pops up. The component parts are divided by the skirt, waist line and upper decorative line. No upper decorative line can be fixed if there is no waist line in the wall surface. 6.By tick selecting the division lines, the component parts can be decided. The black display region can show the division status instantly; After the division, you should select ceramic slices for each part, or titling modes, or elevation. Click a certain component part to be edited. The system automatically searches for the region and shows it in highlight. In the blank region under the Components, the Region Parameters controller group appears; 7.Click Select< button, quit the dialogue box. Select the ceramic slice for the corresponding region of the selected plan, and then it returns to the dialogue box again. In the black display region, if manufacturer and code of the ceramic are shown, it indicates that the ceramic is selected successfully; 8.Select the titling mode: straight or oblique. When oblique titling, the selected ceramic is rotated 45 degree. If the operation region is the waist line, then the elevation should be input or picked by the cursor; 9.Repeat step 6~8 until all components of the wall surface have selected with the ceramic and the parameters have been set; 10.Click OK button, and then the current image in the new plan region of the system will be used as the plan display icon. Note: before creating the new tile plan, generally you should first finish the titling of the plan, and then perform the creation operations for the new plan. It also can be understood as the save operation to the current plan in order to call it at the next time. Moreover, the plan icon displayed in the worktable can reflect the contents of the plan in reality, so it is easier to be managed and maintained. Of course, you can also use the New plan… command to construct the tile plan. Maintenance Tiles Plan Right click on a plan to display shortcut menu. Copy plan Basic operations: 1.Choose Copy plan in shortcut menu. 2.Input new name for copied plan. 3.Click OK button to create new plan. Modify plan Basic operations: 1.Choose Modify plan in shortcut menu. 2.Please refer to 3.6.2.2 New plan for the following steps. Delete Basic operations: 1.Choose Delete in shortcut menu. 2.Click Yes to delete the plan from library. Change image Note: this function only changes the preview image of a plan. Basic operations: 1.Choose Change image in shortcut menu. 2.Find a Jpg format image in the pop-up dialog box. 3.Double click on target image to replace the original one. Save image as Basic operations: 1.Choose Save image as in shortcut menu. 2.Specify storage path and name for this image in the pop-up dialog box. 3.Click Save button to save this image. Assistant Function Program provides a series of assistant functions to make the ceramic design fast and accurate. Anchor The anchor is used for precise location of ceramic slice. The ceramic can use the anchor to determine its location. When tiling different ceramics by areas or tiling the waist line in the given position, etc., it will be very important to set the ceramic anchors, by which you can control the division of areas precisely. Basic operations: 1.Pave> Anchor 2.The Anchor location dialog box pops up. 3.Left click to select a base point. Move cursor and program will display the relative location between cursor and base point. 4.Left click to add an anchor. 5.To add an anchor at specified location, input distance along X and Y axis in the Anchor location dialog box. Hide All Anchors After finishing the ceramic design, you can use this command to hide them because we don’t use them when we print out the picture. Show All Anchors This command will show all the anchors that are hidden by the Hide All Anchors command. Tiles Cut Style In ceramic design, the ceramic cut is not the only one kind of operation mode. You can design flexible tile plans by the ceramic cut. The ceramic can be cut to various shapes, and by certain combination you can work out the distinctive tile plans. During the course of tiling, once the ceramic being dragged is intersected with the existed ones in the region, the superposed part should be cut. The ceramic cut style may be one of the two options, shown as the following dialogue box: thumbnail|none The different cut styles may get different results. You can select either according to your needs. Basic operations: 1.Pave> Tiles Cut Style 2.Choose an option and click OK button to apply the setting. Tiles Create Method The ceramic create style is mainly used in the slice whose shape has been changed (usually been cut). It determines whether to tile the ceramic slice by its original shape or to keep its shape unchanged when you want to tile it in the region. If you want to tile it by its current shape, then the system will ignore its original shape. When you want to select the tiling mode for the ceramic slice that has been cut, you should set the create style. Basic operations: 1.Pave> Tiles Create Method thumbnail|none 2.Choose an option in the dialog box according to the explanation and schematic diagram. 3.Click OK button to apply the setting. Tiles Quotation thumbnail|none This function is integrated in the worktable. First, press the Spacebar one time, and it pops up the “Worktable” dialogue box, and then select the Tiles Quotation tab; Second, directly click the “Tiles Quotation” command from the Pave menu. In the pull-down menu of Region, the system records all the region names automatically. The sheet below is the ceramic usage report list, each row of which records the usage of each kind of ceramic. Each time you add a region to the system, add ceramic slices to a region or delete ceramic slices from the picture, system will automatically update the ceramic usage report list. Or you can click the Refresh button to make the modification valid real time. Methods for ceramic usage statistic System provides two methods for ceramic usage statistic: by pieces and by area. The Count by pieces method is to sum all the ceramic slices in the drawing. The ceramic slice that has been cut is also considered as a whole one. The Count by area method is to calculate all the tiling areas for a certain type of ceramic slice first, and then divide the area of one slice, and then work out the total usage according to the conversion coefficient (wastage). Basic operations: 1.Select the required ceramic type in the list. Then the Modify Data field at the bottom of the dialogue box is enabled; 2.Select a method in the Modify Data area; 3.If you have selected the Count by area option, then you should input the Wastage data; 4.Input the unit price, which is the price per piece without considering different methods; 5.Press the Refresh button; 6.System will recalculate the quantity of used ceramic slices by the new wastage. Print the usage report After finishing the ceramic usage statistic, you can print the usage report. Press the Quotation button, and then it produces the following print manager. thumbnail|none Input user information in the report, make proper modification, and then click the print icon in the toolbar to print it. Note: before printing or the usage report has not been updated automatically, you can press the Refresh button to display the correct data. Ceramic Database Management By using this function, users can use their own products into the system database, modify or delete the records in that database. Select the Tiles Database from the Pave menu, a Products Manage Tool window pops up as follow: thumbnail|none This interface is divided into two parts: the first part is the function buttons area at the top, which integrate all the data maintenance functions; the second part is the data window, which displays the data of the ceramic library. User can also add his own product information here. Function Buttons 1.Add Function: add new item of ceramic data to the database. 2.Delete Function: Erase the selected item from the database. 3.Query Function: only display the ceramic data in accordance with the query conditions in the data window. 4.Columns Function: set the display mode of ceramic data, for example, whether to hide some property columns, or change the order of property columns. 5.Merge Database Function: According to the manufacturer and the product code, update the same products in two databases, and add new absent products. 6.Show All Function: show all the data in the data window. Usually it is done after query. 7.Show Picture Function: show the picture of the item selected in the data widow. Add Ceramic to Database 1.Click the Add button, and then a row of record will be added to the data window automatically. The Code column of the new record is automatically set to 0, and all the other properties will use the data of the last product recorded in the data window. The cursor is automatically located at the Code column. User can input the manufacturer name directly from the keyboard, or select it from the drop-down list. If there is no need to modify the Factor, then you only press the Enter key. If it is a new manufacturer, then its name will be saved in the drop-down list box for later use; Note: the data cannot be empty; otherwise it will prompt that there is an error and the data cannot be saved. 2.Press Tab or Enter ion the keyboard to enter the next Code column. The column usually is set to 0. Make sure that this column is not empty and it can determine the unique product in the database by combining with the Factor column. After inputting its value, press Tab or Enter to enter the next column; 3.Input other product properties. The recording examination of different product properties may be different, but their operation modes of inputting or saving are similar. The format of Spec. is ???*??? where the ? indicates a number, while * indicates the multiplication sign. If the format is improper, the data cannot be saved. For example, 300*60 is a legal input, while 3e0*60 is a illegal input; The Price must be a number. There is only Piece option provided for the Unit column, so you cannot change it. The Picture column may be empty. User can input the corresponding picture path for the product by himself, or click the ... button on the right side of the column, select the file name of corresponding picture in the popup file dialogue box, and then click the Open button, so that the ceramic picture has been specified. Note:1.Two ceramic records with the same manufacture and code are not allowed to exist in the database. 2. You should set in the Columns button as all the columns will be displayed to avoid missing the modification to the newly added item. Modify Ceramic Information in Database 1.Browse the data window to find out the ceramic record to be modified; 2.Select the column to be modified, and then modify it directly in the data window. The modified data will be automatically saved to the database. Delete Ceramic Record from Database Select record1.Browse the data window to find out the ceramic record to be modified; 2.Select one record by click on it; 3.Hold the Ctrl key while clicking other records to do multiple selection, and then these records will also be selected; 4.Hold the Shift key to select all the records in between two clicks; 5.Select all the records by the shortcut key Ctrl + A.Delete recordCursor status Edit status: the status when the cursor is in a certain property for editing, usually when you add or modify the ceramic records. Selection status: the status when you can press the DOWN or UP key to move the blue bar to select a record. 1.Select the record to be deleted, and then press the Delete button; 2.Select the record to be deleted. When the cursor is in the selection status, press the function key Delete. 3.Select the record to be deleted. When the cursor is in the edit status, press the shortcut key Ctrl + Delete. Query Ceramic Record 1.Press the Query button (or press the function key F3), and it pops up the Query dialogue box; 2.Specify the query conditions; 3.Press the Query button, and then all the qualified records will be listed in the data window; 4.After query, press the Close button to exit the dialogue box. Set Display Status of Ceramic Properties If there are many ceramic properties and they cannot be displayed in one screen, it is necessary to set the ceramic display status, so that you can hide the unnecessary properties to simplify your operations. You can change the order of the property items by dragging and placing. However, the user cannot change the display status or the order of serial number, code and manufacturer. These three items can not be changed.Basic operations: 1.Press the Columns button (or press the function key F4), and it pops up the Column setting dialogue box; 2.In the data window of the dialogue box, it lists all the names of property columns. Click the left square box by the left button. The √ symbol indicates the display status, and the corresponding column will be displayed in the data window; 3.Select the name of one property column, press the left button and hold it to drag this property item. Here a dragging bar will be displayed. When the dragging bar moves to an appropriate position, release the button, and then that property item will be moved to the position of the dragging bar. In the same way, you can change the order of other properties. 4.After setting, press the OK button to validate the modification. If you press the Cancel button, then it will abort the modification and exit. Sort and Column Replace The Sort and Column Replace is an additional function, and the system doesn’t provide corresponding function buttons for them. You can activate the function by right button. Sort Specify the ceramic property column to be sorted, and left click on the table head in the data window, and then the sort function is activated and the sort arrows are also displayed on the corresponding table head. The upward arrow indicates to sort by an ascending order, while the downward arrow indicates to sort by a descending order. Also you can click the right button on the corresponding table head, and it pops up a shortcut menu. Click the Ascending or Descending command to sort. Column Replace The Column Replace operation is very dangerous, and the content replaced by this command cannot be restored, so it is recommended that the user should not perform this operation if not necessary. 1.Specify the whole column to be replaced, and right click on the corresponding table head in the data window. It pops up a shortcut menu. 2.Select the Column Replace command, and it pops up the Column Replace dialogue box; thumbnail|none 3.Input the content to be replaced, and press the OK button to replace the whole column, or press the Cancel button to abort replacement. Note: because each code has to be unique, it is not allowed to replace the Code when you use the Column Replace function, so as to prevent disastrous result. Chapter 4 Basic Structures This chapter introduces some basic structures in InteriCAD T6, including wall, elevation, door and windows, ceiling, and floor, etc., and also provides detailed description on the setup and modification to them. Modeling Interface thumbnail|none|Modeling interface Menu Bar: Where software commands are placed, you can use them by clicking the left mouse button. Tool Bar: Where most common commands are placed, you can use them by clicking the left mouse button. Drawing Window: The area where you can make drawings. The system defaults as a four-view form. The one in the left upper corner is front view, in the left lower corner is top view, in the right upper corner is side view, and in the right lower corner is isometric view. Command Window: The place where you can input commands. Status Bar: Display cursor coordinate and mode status. Construction Graph Screen Menu: Most common Construction Graph commands. Grid on Axis Grid on axis can provide the reference for locating and quickly build up the walls. Grid on Axis Grid line on axis includes orthogonal grid on axis and oblique grid on axis. The vertical and horizontal axes of the orthogonal grid on axis are perpendicular, while the axes of oblique grid on axis intersect each other with an angle not equal to 90°. Basic operations: 1.Select the grid on Axis... from the structure menu. 2.Input definition data of the grid on axis in the Grid on Axis dialogue box. Press OK. thumbnail|none|Grid on Axis User can input various parameters of the axis in each field. Input dimension parameters in Number and Dimension field and press Add button to add these parameters to the end of the corresponding list. The parameters can be input one by one. Buttons such as Insert, Delete, Modify and Reset can be used to modify the parameters. Explanation of each field in the dialogue box: South End: the section dimension labels the axis below the current input axis zone. North End: the section dimension labels the axis above the current input axis zone. West End: the interval dimension labels the axis left to the current input axis zone. East End: the interval dimension labels the axis right to the current input axis zone. Horizontal axis angle: the inclination between the latitudinal axis and the horizontal direction. Normally the value is 0. Vertical axis angle: the inclination between the longitudinal axis and the horizontal direction. Normally the value is. Add: add Number and Dimension parameters to the end of the corresponding list. Insert: if one item has been selected in the list, insert a new item before it. Delete: if one item has been selected in the list, delete it. Modify: if one item has been selected in the list, use a new one to replace it. Reset: Reset all the data in the dialogue box. A sub-dialogue box will popup to prevent unintended operation. Single direction: When this option is active, the generation method of the axis changes to single direction, and South end, West end and East end become unavailable. The position and angle of the grid on axis in the single direction is determined by the base point and horizontal angle. 3.Select a point in the view port to specify the insert point of the grid on axis. Examples of grid on axis (the data in these examples is shown in the above dialogue box): thumbnail|none|Orthogonal line grid on axis thumbnail|none|Orthogonal grid on axis with rotation angle thumbnail|none|oblique grid on axis Grid on Center The grid on center is made up of some homocentric arcs and the line segments that pass through the center of the circle. Basic operations: 1.Select grid on Center... from the structure menu. 2.Input the parameters in the Grid on Center dialogue box. Press OK. thumbnail|none|Grid on Center User can input various parameters of the axis in each field. Input dimension parameter in Number and Dimension field and press Add button to add these parameters to the end of the corresponding list. The parameters can be input one by one. Buttons such as Insert, Delete, Modify and Reset can be used to modify the parameters. Explanation of each field in the dialogue box: Sections: the section partition sequence determined by current rotate direction, shown in angle using degree as unit. Interval: the interval dimension sequence ranking ascending. Use mm as its unit. Angle: the angle of the section (represents wrap angle when divided equally). Number: the repeat number of times of the section angle (represents division number when divided equally). Dimension: the length parameter of the interval. Number: the repeat number of times of the interval dimension. Radius: the radius of the most inside grid on center. Angle: the inclination between the start of grid on center and X-axis forward direction. Shared axis: the value indicates whether to draw the axes in the intersection with other grids. It has four forms. Locating point: the insert point of grid on center. It has three positions. Equal parts: when this option is active, the section angle represents the whole wrap angle. Direction: when this option is active, the grid on center is generated in the clockwise direction. Add: add Number and Dimension parameters to the end of the corresponding list. Insert: if one item has been selected in the list, insert a new item before that one. Delete: if one item has been selected in the list, delete it. Modify: if one item has been selected in the list, use a new one to replace it. Reset: Reset all the data in the dialogue box. A sub dialogue box will pop up to prevent unintended operation. thumbnail|none|Grid on Center 3.Determine the locating point of grid on axis. The figure shown below is the grid on center based on the data in the dialogue box above. Display Control of Grid on Axis It is convenient to control the showing and hiding of the grid on axis. The command of controlling the display of grid on axis is Grid, Hide and Show which are under the Structure menu. The entire grid on axis is hidden after using Hide command and will be shown again after using Show command. Wall Wall is indispensable during the interior design. InteriCAD provides a comprehensive set of tools for building and modifying the wall, by which you can easily build a straight wall or curve wall. Build a Wall The system provides several methods to build a new wall, such as direct building, grid base, wall line and building a rectangular room. The new-built wall will use the system default height and thickness. You can change these values by using attributes edit function. For more information, please refer to Wall attributes editing. Build a New Wall Note: Provides the simplest and most accurate ways to build a wall, including straight wall, curve wall, and rectangular wall, which the wall distance may be between inner walls, center walls, or outer walls. Basic operations: 1.Select New wall from Structure menu; thumbnail|none|Build a New Wall 2.Select Straight wall, Curve wall or Rectangular wall. Then set the width and height of the wall, finally select left line, centre line, or right line as require. 3.Draw the wall with in the plane window and press Enter after completion. Build Walls Using Grid Base Grid base method is a faster way to build a set of straight walls. Basic operations: 1.Select Grid base wall from Structure menu; 2.Select grid base used to build walls. 3.Right click to finish, and the system will analyze the selected grid base to generate linear walls. thumbnail|none|Build Walls Using Grid Base Build Walls Using Line Base Construct a wall by using line base method either by straight or curve wall. The wall line can only be line or curve; any other objects will be filtered. Basic operations: 1.Select Line base wall from Structure menu. 2.Select straight line or curve to be used as line base. Press Enter. 3.Select whether to keep line base. Input Y for yes, otherwise input N (command window). 4.Select whether some wall bodies will be displaced relative to the line base. If no wall to be placed, click the right button to end. If one axis has been chosen, system will ask you to enter the displacement. Click the left button to identify the location. System will correct the axis according to the displacement. Shown as the following, several parts of wall bodies have been built by using straight and curve wall. thumbnail|none|Build Walls Using Line Base Build Room For improving design, system provides the function of building rooms. You only need to define the base point, length and width of the room, and a rectangular room with walls on four sides will be setup. Basic operations: 1.Select Build room from Structure menu. 2.Choose the left lower corner of the room. 3.Specify the length of the room. (The distance of X direction.) 4.Specify the width of the room. (The distance of Y direction.) 5.Input the rotation angle of the room relative to the forward direction of X axis, which use Counter-clockwise direction as the forward direction. Click right button or press Enter directly means that zero degree angles has been input. Wall Editing The wall editing mentioned here is different from the wall attributes editing. Attribute editing is mainly to modify the parameters of the wall, such as height, thickness, start point and end point of the wall. What involves here is the modification of the wall’s appearance, not the direct modification of the wall’s parameters. System provides a set of comprehensive tools for wall editing: Update, Move endpoint, Break, Trim, Cut, Extend, Fillet offset and Trim corner. Update During the design process, you often apply operations to the wall, such as adding or removing a door or a window. All these operations may ruin the integrity of the wall. After editing, there may be some defects displayed on the screen. When this happens, you can use Update command to return to normal. Basic operations: 1.Select Wall from Structure menu, then Edit\Update. 2.Select the wall to be updated and press Enter. As shown, a door has been deleted from the wall, but the door’s outline is still on the wall. For addition, another straight wall has been moved to intersect with it. :All these lead to the error display of the intersection graphic. After using update command, the actual graphic of the wall is shown on the right side of the picture below. thumbnail|none|Update Change Endpoint This function is to change the start point and end point of the wall. It is valid only for straight wall. The changing of curve wall’s endpoint can be done with tools such as extending and trimming. Basic operations: 1.Select Wall from Structure menu, then Edit\Move endpoint. 2.Select the wall to be modified and press Enter. 3.System will automatically identify the endpoint to be changed based on the selected point which you use when select the wall. 4.Specify the new endpoint. thumbnail|none|Change Endpoint Note: When using this function to edit a wall, all other wall will be updated automatically. Break This function is used to break a straight wall from any two points and make it into two parts. It is valid only for straight wall. If you want to break curve wall, then use such functions as trimming and truncating. Basic operations: 1.Select Wall from Structure menu, then Edit\Break 2.Select the wall to be broken. 3.Select the first point to be broken. 4.Select the second point to be broken. Shown as the following, a straight wall has been broken into two parts from the two specified points. thumbnail|none|Break Note: When using this function to edit a wall, all other walls will be updated automatically. Trim Use a line or a wall to trim the wall. The range to be trimmed can be specified by line, straight wall or curve wall. This function is applicable to straight and curve wall. Basic operations: 1.Select Edit wall from Structure menu, then Trim. 2.Select the range of line or wall to be trimmed. 3.Select one end of wall to be trimmed. When selecting, the selected point should be near to the end to be trimmed. In the following example, we use a linear wall to trim another linear wall and an arc wall. thumbnail|none|Trim Note: When using this function to edit the selected wall, all other wall will be updated automatically. Cut This is an expansion of the trim function. On performing this function and after a wall is selected, the system will automatically search for the cutting boundaries according to the selected point, and automatically process the wall intersection after cutting. Line, straight and curve wall can be looked as a cutting boundary. Basic operations: 1.Select Edit wall from Structure, then Cut. 2.Select a wall. The system will automatically cut the wall according to the selected point. Note: When using this function to edit the selected wall, all other walls will be updated automatically. Extend This function enables a straight or curve wall to extend to the selected boundary. After you select a wall, the system will decide which end the selected point is close to, and the corresponding end will be extended. The extended boundary may be a line, straight or curve wall. Basic operations: 1.Select Edit wall from Structure menu, then Extend. 2.Select the extended boundary. 3.Select the walls to be extended. thumbnail|none|Extend Note: When using this function to edit the selected walls, all other walls will be updated automatically. Fillet This function can be used to fillet linear walls intersected or non-intersected (but unparallel). The system automatically decides which end of walls will be filleted according to the selected point. Whether the fillet operation will be successful is also relative to the fillet radius. If the radius is too big the operation will be failed. This function is only applicable to straight walls. Basic operations: 1.Select Edit wall from Structure menu, then Fillet. 2.Select the first wall. Note that the selected point should be close to the end to be filleted. 3.Select the second wall. Note that the selected point should be close to the end to be filleted. 4.Input the fillet radius. It should be calculated from the wall baseline. thumbnail|none|Fillet wall Offset This function can be used to build new walls with a specified distance to the referenced wall. Basic operations: 1.Select Edit wall from Structure menu, then Offset. 2.Input the offset value. It should be calculated from the wall axis. 3.Select the wall to be offset. 4.Select the offset direction. For example, if you want to offset on the left side, then click there. 5.If you want to offset other walls, then repeat step 3 and 4, at which the offset value is same to the first time. 6.Click right button to finish. If you want to offset a curve walls, you must pay attention to the offset value, otherwise the model will be transmuted. For example, the curve wall have been offset two times, the curve of the last wall has disappeared. thumbnail|none|Offset wall Note: When using this function to edit the selected wall, all other walls will be updated automatically. Trim Wall Corner During the design process, error may occur between the intersected straight walls with exceeding or lacking segments. You can use this function to improve their intersection. This function is only applicable to straight wall. Basic operations: 1.Select Edit wall from Structure menu, then Trim corner. 2.Select the first wall. Note that the selected point should be close to the wall corner. 3.Select the second wall. Note that the selected point should be close to the wall corner. thumbnail|none|Trim wall conner Convert Wall to Solid The system provides the function to change walls to solids, by which you can perform Boolean operations and easily process complex modeling operations. Basic operations: 1.Select Convert Wall to solid from Structure menu; This dialogue box indicates the way to convert and decides whether to union all solids. If all walls belong to one timber in the virtual reality (VR), it is recommended to select this check box. thumbnail|none|Convert Wall to Solid 2.Select the walls to be converted. If it is All walls, then it is necessary to specify the path and file name to save the solids graphics file. Perimeter & Skirting YFCAD software has a vast range of usage with perimeter, which can be used to create ceiling, floor, and skirting, etc. It must be a closed polyline when creating the floor and ceiling. We can use the Perimeter function to create a perimeter in a room in no time. Basic operations: 1.Select Perimeter in the Structure menu; 2.In the command window, system will ask you to appoint a point in the room. Left click inside the room area, and you can see the inside wall line will change to dotted line. Press enter to confirm selection. Then the perimeter of this room is created. Note: The room must be a closed room so the system can search the area successfully. Perimeter Offset After creating the perimeter, you can offset it to a different location and dimension. Operations: 1.Select Perimeter offset in the Structure menu; 2.Command window will instruct you to enter a length for the offset distance; 3.Left click in the room to get the perimeter, then the perimeter will be in dotted line; 4.Left click inside the perimeter or outside the perimeter to define the position of the new perimeter; 5.The new perimeter will be generated immediately. Skirting Creating a skirting is similar with creating the perimeter. Operations: 1.Select Skirting in Structure menu; 2.A window of Molding Parameter will pop up, asking for the parameters of thickness, height and elevation. If you choose Auto search baseline, system will ask you to pick a point in the room. Left click and it will search the perimeter created in the room and create a simple skirting. If you choose Select baseline, you will need to pick a closed polyline to create the skirting. 3.To change the style of the skirting, please refer to the command of Attribute Edit>Library. Column Square Column on Axis You can use the grid on axis to generate the square columns. The square columns will be generated in the intersection point of the axis. Basic operations: 1.Select Square Column from the Structure menu, and then On axis. thumbnail|none|Square Column on Axis 2.Input the parameters in the Square Column dialogue box. Press OK. You can use the keyboard to input the dimension parameters of the column or use the slide bar on the right side to adjust the value. The result will be displayed in the dialogue box. Meaning and function of each field of the dialogue box: a.Size Y: the width of the square column. b.Size X: the length of the square column. c.Delta_X: the distance that the square column shifts horizontally from the intersection point of axis. d.Delta_Y: the distance that the square column shifts vertically from the intersection point of axis. e.Angle: the inclination between the square column and the base line. f.Size Z: the height of the square column. The default value is 3000 mm. 3.Drag the mouse and select an area using window mode. All the intersection points of the grid on axis stayed in this scope will be marked with a cross and a square column will be generated in every position of the cross. Right click to finish operation. thumbnail|none|Square Column on Axis Note: in the intersection point of the grid line on axis, the column will adjust the rotation angle based on the axis with a smaller slope. The column in the intersection point of the grid on center will adjust the rotation angle according to the radial direction axis automatically. Round Column on Axis Insert the round column according to the gird on axis. The dimension of the round column can be defined in the Round Column dialogue box. thumbnail|none|Round Column on Axis Please refer to the Square Column dialogue box for detail information about the meaning and function of each field of the dialogue box. Inserting round column on axis is similar to square column. Freestanding Square Column The location of the column is flexible and more columns can be generated at one time. Basic operations: 1.Select Square Column from the Structure menu, and then Freestanding. 2.Input the parameters in the Square Column dialogue box. Press OK. 3.Select the location point in the drawing. 4.Repeat step 3 to build more columns. Otherwise press Enter or the right button to finish. Freestanding Round Column You can insert the round column in any position. The operation is the same as the square column. Delete Column This operation is for deleting the column. Doors and Windows The system provides a variety of door/windows and accessories, and editing tools. The door/windows library is open to users and you can add in self-defined styles to it. Insert Doors and Windows There are more than 200 types of door and windows in the system. It also provides various kinds of curtain, frame, doorpost, door-handle, curtain and partition. Now we take door and partition as examples. There are two methods to create door and window. Operations (Method A): 1.From Door/Window menu select Library.... thumbnail|none|Insert Doors and Windows 2.Select a style of door and windows from the library and double-click it. 3.In the Door and Window dialogue box, input the parameters of the door and windows. The meanings of each field in the dialogue box are clearly shown through the drawing in the picture. Select a wall in which the door and windows will be inserted. 4.Along the wall, the distance from the door and windows to the wall endpoint is displayed dynamically. Locate the position of the door/window. 5.A new door or windows is created on the wall in a default orientation. System will ask you whether to turn it inside or outside and to turn it left or right. The default answer is N. The position of the door and windows doesn’t change while being turned. 6.If you want to continue to insert the same door and windows into other walls, repeat step 4-6. Otherwise press right button or Enter to finish. Operations (Method B): 1.Select Door/Window menu>Insert 2.A prompt to define door and windows will appear, in which you can set the size and offset distance. You can press Select to choose models from library like Method A, or press Pick value to copy a model from the existing doors or windows. 3.Press OK and pick a wall to insert the door or window. The operation will be same as method A. User Define Window User define window can be designed and imported into virtual reality. Operations: 1.Draw the shape of door or window as you prefer. External contour line and internal line must be included and created in PLINE. Remember the external contour line must be closed. Example shown as below: thumbnail|none|User Define Window 2.Select Door/Window menu, and then User Define Window. 3.Define Parameter, including size, outside frame and etc. 4.Click Pick or Select window style. Shown as below: thumbnail|none|User Define Window Doors&Windows 5.Once setting is finished, click Yes. Select the wall for locating the window. Parameterized Window 1.Select Door/Window menu, and then Parameterized Window. 2.Select Window design and define Parameter. thumbnail|none|Parameterized Window 3.Once setting is finished, click Yes. Select the wall for locating the window. The Cover of the Doors and Windows The system provides various styles of the door and windows and editing function. User can construct a door and windows frame with various section styles. Basic operations: 1.Select Door/Window Cover from the Door/Window. 2.Select the frames that will be generated. 3.Select the style of the section line from the Frame dialogue box and input the dimensions of the frame. thumbnail|none|The Cover of the Doors and Windows 4.User can select different frame forms and styles provided by the system library or customize them. Draw the modeling segment of the inner and outer section line of the door and windows’ frame using polyline in the plane view. You don’t need to draw the actual dimension. But the direction of the Y-axis coordinate of the start and endpoint should be the same. Select customize and the pre-draw modeling segment in the plane view. The system will adjust it to proper dimension automatically. 5.Select OK and the frame will be generated automatically. Update Similar to the function of updating wall, door update will fix the display error after some editing works on the doors and windows. Operations: Press Door/Window menu>Update Modify Open Direction You can change the open direction of a door or window with this function. Basic operations: Press Door/Window>Modify Open Direction, then the dialogue of changing the direction of in/out, right/left will appear again in the command window. Edit the Cover of the Doors and Windows The styles and data of the frame can be modified using frame-editing command. Basic operations: 1.Select Edit Cover from Door/Window menu. 2.Select the cover that will be modified and modify the data and style in the Door-Win Cover dialogue box. Press OK after you finish. Copy the Cover These function of copying the generated frame to other doors and windows. Basic operations: 1.Select Copy Cover from the Door/Window menu 2.Select the cover that will be copied. 3.Select the door and windows on which the cover will be generated. Edit the Doors and Windows You can use the attributes to edit the basic data of a door and windows. For more information, please refer to Attributes editing. The editing tools introduced here do not involve the modeling data of the door and windows. Copy the Doors and Windows This function is more powerful than ACAD. It provides the dynamic locating method and can automatically update the wall where a door and window is placed. Basic operations: 1.Select Copy from the Door/Window menu. 2.Select the door and windows that will be copied. 3.Select a wall where the copied door and windows will be placed. 4.Determine the position of the door or window on the wall. Please refer to Door and Window Locate for locating method. 5.The copied door and windows will be placed on the default position of the wall. The system will ask you about the direction of the door or windows. 6.Repeat the operations of 3-5 if you want to continue copying the door and windows into other walls. Otherwise press the right button or Enter to finish. Move the Doors and Windows The system provides more accurate function to move door and windows. This function is more superior to the tool of ACAD. It provides the dynamic locating method and can automatically update the wall where a door and windows is placed. The system provides two commands to move the door and windows: Single Movement and Multiple Movement. Multiple Movement tool can move multiple doors and windows at the same time on the same wall. Basic operations: 1.Select Multiple Movement or Single Movement from the Door/Window menu. 2.Locate the door and windows. When using dynamic locating, the dimension line of the door and windows will be displayed. 3.Move the mouse to the proper position and press the left button to determine the final position of the door and windows location. Display Control of the Door and Windows Under the ventilation mode, the hidden display of the door and windows need to be controlled. The system provides the door and windows display control tool and you can startup them by selecting Hide and Show from Door/Window menu. The Hide command can hide one or more doors and windows selected, while the Show command display all the doors and windows, including all currently hidden and unhidden doors and windows. Add the Door and Windows into the Library After you finish the preparation work, the door and windows drawing can be added into the library and becomes an element for further use. If all the six preparation steps mentioned above have been done, the new added door and windows will be the equivalent with the original in the library, and all the operations are same. Before adding the door and windows into the library, please ensure that no other drawing is in the Windows so that the accuracy of the slide will not be affected. In addition, 2D layer should be visible if there is plane icon so that the drawing of the door and windows plane icon can be selected. Basic operations: 1.Open the system library interface, switch to the user library and press the right button and select Add Library. 2.In the Selection Type dialogue box, select Door and Windows in Type, and press OK. 3.In the Input Data dialogue box, assign the names of the door and windows and their materials. Assign the file name that will be used to save the door and windows drawing. Assign the customize object as door or window and press OK. 4.Select the boundary curve of the door and windows. 5.Select all the drawings that make up the door and windows, including the plane icon (if available). 6.Assign the base of the door and windows. The system will automatically add the drawing into the library and generate its slide. If necessary, you can make a new slide to cover the one generated by the system (the same position with the saved graph file). Elevation Decoration The wall decoration plays an important role in the room decoration. InteriCAD provides a variety of solutions for wall design, including complete finishing types, abundant partition methods and various styles of plates, which enable you to decorate wall with ease. All of the elevation decoration methods (finish, partition and plate) are valid to straight walls only. For curve wall you must build an equivalent wall, and then decorate the equivalent wall, finally map the decoration to the corresponding curve wall through the Resume function. Elevation Setup Generally, a wall is vertical to the world coordinate system (WCS). There are certain difficulties and troubles in processing the vertical walls in that position such as snapping a point or drawing a line on the way. However, if we set up a user coordinate system (UCS) and work it on the elevation, then all operations will be same to those in the WCS. Elevation Setting There are two way to set elevation: set up the user coordinate system vertical to the world coordinate system and trim the window accordingly to the specified direction. Set up user coordinate system with two methods: first select a straight wall and set the UCS to the wall; second select two points to define the elevation location and set the UCS to the elevation. After setting up the UCS, trim the elevation window according to the view direction. Basic operations: 1.From Elevation menu select Set UCS. 2.Select the method to set the user coordinate system. If input P, then use a straight wall to set the user coordinate system, and the system will ask you to select a wall. If select one point directly on the screen, then use two points to set an elevation. A shirr from the first point to the cross cursor appears on the screen, and the system will ask you to select the second point. 3.Select the side to which you stand and decided the observation direction. How to decide the view direction: it should be vertical to the set elevation and its vector direction is from the standing side to the elevation. 4.Select a window as the elevation view. After setup, in the elevation view only those graphs at the same side with the elevation relative to the observation position will be displayed, and the others will be hidden. The graphs in additional windows remain unchanged. If you want to return to the world coordinate system after finishing the elevation processing, then select Return WCS from Elevation menu. Origin Point Setting Use this function to set the origin of a new coordinate system. All the parameters of the new coordinate system are same to the previous one except this origin. Basic operations: 1.From Elevation menu select Set Origin Point. 2.Select one point on the screen as the origin of the new coordinate system. Trim and Display Drawing in the Elevation Window On setting up elevation, the system applies trimming view to the elevation view, in which the trimming plane is the XY plane of the UCS. In the elevation view, those drawing at the same side of the view port relative to the trimming plane (the values in Z-coordinate are negative) are completely hidden. The view trims out all objects between the elevation and the observation point. When these drawing are in hidden display, the graphs on the facade will not be covered. For some reason, if you want to view those hidden drawing by the trimming view, then select Show all from Elevation menu. Niche on a Wall During the interior design, it is common to niche on a wall to place door and windows and other decorations with special effect. YuanFang Interior Design System provides such an easy-to-use, convenient function for niching on a wall. With this function you can make a through or un-through hole of any form and depth on a straight wall or curve wall. To create a niche on a linear wall: 1.From Elevation menu select Niche. 2.Select a profile for the niche outline. It must be a closed shape like circle, rectangle, etc. 3.Input the depth of the niche. You can input this value directly from the keyboard or by selecting two points using mouse. 4.Select the base point of the niche’s outline. This point will be used to locate the niche. 5.The system will ask you whether to locate dynamically or non-dynamically. Input Y or N to choose one approach for locating. If you select to locate dynamically, then you can specify the position of the niche in an intuitive way. Move the mouse, and the niche’s outline will also move following the cross cursor along the wall area. Move the mouse to the appropriate position and click the left button. If you select to locate non-dynamically, then you must enter a value to designate the position of the niche. 1.Locate when the niche is vertical to the wall: input the distance from the base point of the niche to the bottom of the wall. 2. Locate when the niche is horizontal to the wall: input the distance from the base point of the niche to the start end of the wall. If you want to modify the existing niche, for example, to change its form, position, depth and the bisection precision of the niche’s outline, etc., you can use the attributes editing. Refer to Niche Attributes Editing for more. How to niche on a curve wall: 1.From Elevation menu select Niche. 2.Select a curve wall. 3.Input the depth of the niche. You can input this value directly from the keyboard or by selecting two points using mouse. 4.Select the base point of the niche’s outline. This point will be used to locate the niche. 5.The system asks you whether to locate dynamically or non-dynamically. Input Y or N to choose one approach for locating. * If you select to locate dynamically, then you can specify the position of the niche in an intuitive way. 1)Locate along the arc of the curve wall: Move the mouse, and on the wall the niche’s outline will also move following the cross cursor along the arc of the curve wall. Move to the appropriate position and click the left button. 2)Locate along the direction vertical to the arc of the curve wall: Move the mouse, and on the wall the niche’s outline will also move following the cross cursor along the direction vertical to the arc of the curve wall. Move to the appropriate position and click the left button. * If you select to locate non-dynamically, then you must enter a value to designate the position of the niche. 1) Locate when the niche is vertical to the wall: input the distance from the base point of the niche to the bottom of the wall. 2) Locate when the niche is horizontal to the wall: input the distance from the base point of the niche to the start end of the wall. The following example shows the situation to niche on a linear wall and a curve wall. thumbnail|none|Niche on a Wall If you want to modify the existing niche, for example, to change its form, position, depth and the bisection precision of the niche’s outline, etc., you can use the attributes editing. Refer to Niche Attributes Editing for more details. Decoration The system provides a variety of finishing as wood panel, plaster strips, marble tile, and marble slab, bricks layer, fabric panel and wood lath. The decoration form and location is relative to the following factors: * Type: different model units determine the forms of different finishing types. * Boundary: all kinds of finishing are applicable to a closed area. The closed area can be defined with line, arc, polyline, ellipse and SPLINE. The curve used to define such closed areas is called boundary. When selecting a boundary, those invalid boundaries will be automatically filtered by the system. * Inner point: the boundary can define one or more closed areas. The inner point indicates which closed area the finishing will be inserted into. * Projection point: this is a referenced point for location when arrange the finishing. The layout of the finishing model units in the boundary is based on the projection point. Wood Panel 1.From Elevation menu select Decoration, then Wood Panel. 2.In the Wood Panel dialog box, input all required parameters, and press OK. thumbnail|none|Wood Panel 3.Select the boundaries. These boundaries will define one or more closed areas. 4.Click in an area to confirm the closed area selected. Terra Nova Wall Plaster 1.From Elevation menu select Decoration, then Terra Nova Wall Plaster. 2.In the Plaster Strips dialog box, input all required parameters, and press OK. thumbnail|none|Terra Nova Wall Plaster The type of stripe models can be user-defined. Do as the followings: 1) Select the curve to define the type of stripe model. 2) Select the base point of stripe model. 3.Select the boundaries. These boundaries will define one or more closed areas. 4.Click in an area to confirm the closed area selected. 5.Select the projection point of the finishing. Leather Facing 1.From Elevation menu select Decoration, then Leather Facing. 2.In the Leather Facing dialog box, input all required parameters, and press OK. thumbnail|none|Leather Facing 3.Select the boundaries. These boundaries will define one or more closed areas. 4.Click in an area to confirm the selected area. 5.Select the projection point of the finishing. Bamboo Facing 1.From Elevation menu select Decoration, then Bamboo Facing. 2.In the Bamboo Facing dialog box, input all required parameters, and press OK. thumbnail|none|Bamboo Facing The type of Bamboo Facing can be user-defined. Do as the followings: 1) Select the curve to define the type of Bamboo Facing. 2) Select the base point of Bamboo Facing. 3.Select the boundaries. These boundaries will define one or more closed areas. 4.Click in an area to confirm the selected area. 5.Select the projection point of the finishing. Concrete Partition Wall 1.From Elevation menu select Decoration, then Concrete Partition Wall. 2.In the Concrete Partition Wall box, input all required parameters, and press OK. thumbnail|none|Concrete Partition Wall The type of Concrete Partition Wall can be user-defined. Do as the followings: 1) Select the curve to define the type of Concrete Partition Wall. 2) Select the base point of Concrete Partition Wall. 3.Select the boundaries. These boundaries will define one or more closed areas. 4.Click in an area to confirm the selected area. 5.Select the projection point of the finishing. Bamboo Partition Wall 1.From Elevation menu select Decoration, then Bamboo Partition Wall. 2.In the Bamboo Partition Wall dialog box, input all required parameters, and press OK. thumbnail|none|Bamboo Partition Wall The type of Bamboo Partition Wall can be user-defined. Do as the followings: 1) Select the curve to define the type of Bamboo Partition Wall. 2) Select the base point of Bamboo Partition Wall. 3.Select the boundaries. These boundaries will define one or more closed areas. 4.Click in an area to confirm the selected area. 5.Select the projection point of the finishing. Tiling It is an often-used decoration way to insert plates on a wall. The system provides four types of plate, which are square, diamond, pyramid and shield. Basic operations: 1.From Elevation menu select Decoration, then Tiling. 2.In the Plate dialog box, select the required plate and set the number and thickness. Press OK. thumbnail|none|Tiling 3.There are two ways for inserting plates; there are single plate insertion and multiple plates insertion. * Single plate insertion 1) Specify the plate size. For shield plate, the value is in radius, and for the other types of plate is in length. 2) Select the center point and decide the position to insert plates. * Multiple plates insertion 1) Input the first corner point. 2) Input the second corner point. The range contained in the two corner points is the area to insert those plates. The system automatically inserts the plates as much as possible according to the selected range and the number of plates. Curve Wall Decoration It is difficult to directly decorate a curve wall compare to straight wall. You can solve the problem the by following steps: first build an equivalent wall of a curve wall, then arrange the decoration on the straight wall, finally map it to the curve wall. Building an Equivalent Wall An equivalent wall is a straight wall with its length same to the arc length of a corresponding curve wall. Since the two walls have the same length, the relative position and dimension will not be changed when the decoration on the equivalent wall is mapped to the curve wall by the function Bending. This is the mechanism of equivalence. Basic operations: 1.From Elevation menu select Curve wall, then Convert. 2.Select a curve wall or a curve line. 3.If you select a curve wall, then you should specify which side the system will build an equivalent wall. If you want to decorate the curve wall on the inner side, then select inner side of the wall and vice versa. 4.Specify the left endpoint of the equivalent straight wall and decide its position. Bending The decoration on the equivalent straight wall can be copied to the curve wall only by the Bending function. It should ensure the consistency of the wall area when using this function. The decoration must be mapped to the wall area that an equivalent wall has been built for, otherwise distortion will occur. Basic operations: 1.From Elevation menu select Curve wall, then Bending. 2.Select the decoration on the equivalent wall that will be mapped to the curve wall. 3.Select two points, by which to define the length of the equivalent wall and the base point for decoration. 4.The two points are better located at the bottom endpoints of the decorated side of the equivalent wall. Only that, the curve wall will be exactly decorated without any distortion. 5.Select the curve wall to be decorated. 6.Select the side of the curve wall that the decoration will be mapped to. 7.Select the number of the curve parts. Move on Elevation This function is similar to Move function. It is used for moving object vertically. While moving the object, please make sure you are using WCS. Select the object you want to move and then define the base point and location on the evlevation view. Display Control of Elevation Objects When drawing with complex model, you should control the preview of different drawing in various views to keep the workspace terse. For the elevation decoration, it is unnecessary to show the 3D drawing in the top view; you only need to show the boundary. Instead, it is necessary to show the 3D drawing in the isometric view, and no need to show the boundary. The system provides four commands for controlling the display of objects finishing; there are Show/Hide 3d view and Show/Hide 2d view. These commands can be found in the 3d View and 2d View options from Elevation menu. If you want to control the show of object finishing in some view, you should first make the view active, and then use the corresponding command. Ceiling Board Build the Ceiling Board The type of the ceiling board is various and the model is complex. YuanFang Interior Design System provides four kinds of ceiling boards: Plastering, Metal strip, Wood strip and Lattice. Ceiling The system provides four tools for the plastering ceiling board: Make single surface, Dropped ceiling, Cut away and Air vent grille. Base Surface of the ceiling board Make single layer plastering ceiling board. And you can cut it away or open an air ventilation grille on it. Basic operations: 1.Select Ceiling from the Ceiling menu, and then Ceiling. 2.Select the boundary, which may include several closed areas. 3.Select a point to determine the projection area of the ceiling board. 4.Input the distance of the ceiling board bottom from the ground. 5.Input the thickness of the ceiling board. Solid Layered Ceiling Solid ceiling board levels can be used to make multi-level ceiling board and the generated ceiling board can make Boolean operation with other solids object. If the second ceiling board is rounded, the dividing accuracy of the circle can be controlled. The process is same to the dropped ceiling. Normal Layered Ceiling Ceiling board levels can be used to make multi-level ceiling board and can also be used to make the lamp slot. Select the first-level contour lines or the previous-level ceiling board base surface. Basic operations: 1.Select Ceiling>Normal Layered Ceiling from the Ceiling menu. 2.Assign the dimensions and form of the ceiling board in the Normal Layered Ceiling dialogue box and press OK. thumbnail|none|Normal Layered Ceiling 3.Select the plane outline of the second-level ceiling board. After the command has been executed, a two-level ceiling board has been made. If you want to make a three-level ceiling board, you can make the structure of the first and second level. And then call the Normal Layered Ceiling command again; select the second-level base board and the third-level contour lines. The process is the same other multi-level ceiling. Cut Away on the Ceiling Board: A hole of any shape can be cut on the ceiling board. The polyline, which is used to define the shape of the entrance hole should be a closed plane curve and cannot intersect with itself. Basic operations: 1.Select Ceiling from the Ceiling menu, and then Create Hole on Ceiling. 2.Select the ceiling board base surface that will be cut. 3.Select the definition curve of the shape of the entrance hole. The position of the entrance hole is the projection position of entrance hole’s contour line on the ceiling board. Air Ventilation Grille on the Ceiling Board: The shape of the air ventilation is square, so the entrance hole of the air ventilation should also be square. Basic operations: 1.Select Ceiling from the Ceiling menu, and then Intake. 2.Select the base surface of the ceiling board on which the air ventilation will be made. 3.Select the contour line of the air ventilation's entrance hole. Wood Ceiling The system provides various wood strip designs for the ceiling board. Basic operations: 1.Select Wood Ceiling from the ceiling menu. 2.Select the combination type of the ceiling board in the Wood Strip dialogue box and input corresponding data. Press OK. thumbnail|none|Wood Ceiling 3.Select the boundary, which may include several closed areas. 4.Select a point to determine the projection area of the ceiling board 5.Assign a point to define the pattern. 6.Pick a point in elevation view to define the bottom of the wood ceiling structure. Coffered Ceiling The grid ceiling board also has several forms: Linear, Grid, Triangle and Honeycomb. Basic operations: 1.Select Coffered Ceiling from the Ceiling menu. 2.Select the style of the ceiling board in the Lattice dialogue box, input corresponding dimensions. Press OK. thumbnail|none|Wood Ceiling In the dialogue box, Layout angle is the inclination between the assigning direction and X-axis forward direction. The default value is zero and the direction is consistent with the X-axis forward direction. 3.Select the boundary that may include several closed areas. 4.Select a point to determine the projection area of the ceiling board. 5.Assign a point to define the pattern. 6.Pick a point in elevation view to define the bottom of the wood ceiling structure. Trim Ceiling The function is used for trimming the coffered ceiling. Basic operations: Method A: 1.Select Trim Ceiling from Ceiling menu. 2.Select the first corner and then the second. In this way, the coffered ceiling will be trimmed by a rectangle shape. Method B: 1.Draw any shape using polyline on the surface of the coffered ceiling. 2.Select Trim Ceiling from Ceiling menu. 3.Select the coffered ceiling and then the shape to trim. Hole The function is used for creating a hole on the ceiling. Basic operations: 1.Draw any shape using polyline on the surface of the ceiling. 2.Select the ceiling and then select the shape to create the hole on the ceiling. Ceiling Cornice To create a ceiling cornice, you need to have a closed room or a closed polyline. Basic operations: 1.Select Ceiling Cornice from Ceiling menu. 2.Click inside the room and system will automatically generate a ceiling cornice. thumbnail|none|Wood Ceiling 3.You can draw a base shape first using polyline and then use Select baseline to generate. 4.To customize the section of the ceiling cornice, you need to create an unclosed polyline first and make sure the start point and end point of the polyine should have the same X coordinate. Next, select Custom from the drag box and select the unclosed polyline accordingly. Arrange the Recess Down Light Arranging the recess down light on the ceiling board has the functionalities of both lighting and decoration. The system provides three methods to arrange recess down light: complete installation, at any height and mounted on ceiling. Complete Installation Arrange one or more recess down lights at one time according to the appointed method or path. Basic operations: 1.Select Create 2D Light Symbols Automatically from the ceiling menu. 2.Select the way to arrange the lamps in the Complete Installation dialogue box and input parameters. The Complete Installation dialogue box is shown as below. You can set the arrangement method, total numbers, and dimensions of a single lamp in the dialogue box. thumbnail|none Explanations of the parameters: Method: Select the method to arrange the lamps, as explained below: Rectangle method: Internal arrangement: to arrange lamps in the rectangle area. Odd/even: Arrange the lamps in odd/even mode. Radius: Radius of the lamps. Numbers of lamps in horizontal: The number of lamps in the horizontal direction of the rectangle area. Numbers of lamps in vertical: The number of lamps in the vertical direction of the rectangle area. Length: the length of the rectangle area. You can directly input the value. You can also click Pick Point button, and select two points on the drawing to get the length value. Width: the width of the rectangle area. You can directly input the value. You can also click Pick Point button, and select two points on the drawing to get the width value. Rotation angle: the inclination between the rectangle and the X-axis forward direction. Straight Line Radius: the radius of the light. Numbers of lamps: the number of the lights. Fan Shape (Sector) Internal arrangement: when this option is active, you can arrange lamps simultaneously both on the sector boundary and inside the area. Otherwise you can only arrange lamps on the boundary. Odd/even: When this option is active, you can arrange lamps in odd/even mode in the radius direction of the sector. Otherwise, the lamps will be arranged orderly. Radius: the radius of the lamps. Numbers of lamps on A: the number of lamps on the arc direction of the sector. Numbers of lamps on B: the number of lamps on the radius direction of the sector. Inner radius: the radius of the sector’s inner circle. Outer radius: the radius of the sector’s outer circle. From angle: the inclination between the start radius of the sector and the X-axis forward direction. Angle: the degree of the central angle of the sector. Circle: Internal arrangement: when this option is active, you can arrange lamps both on the circumference and inside the area. Otherwise you can only arrange lamps on the circumference. Odd/even: When this option is active, you can arrange lamps in odd-even mode in the radius direction of the circle. Otherwise, the lamps will be arranged orderly. Radius: the radius of the lamps. Lamps outer: the number of lamps along the outer circumference. Lamps inner: the number of lamps along the inner circumference. Inner radius: the radius of the inner circle. Outer radius: the radius of the outer circle. Free Curve Radius: the radius of the lamps. Number: the number of lamps along the polyline. Single: arrange a single lamp. 3.System command prompt: Line: Pick two points on the drawing as the endpoints of the line route. Rectangle: Pick a point as the lower left point of the rectangle. Fan Shape: Pick a point as the center of the circle. Circle: Pick a point as the center of the circle. Free Curve: Select the polyline. Point: Specify a point. 4.System asks whether to make 3D lamp. Press N or Enter, no 3D lamp will be generated. Press Y, the Complete Installation dialogue box popup. And in this dialogue box, you can set the data of the lamp (refer to at any height for more information), and then the 3D lamp will be generated. Convert to 3D at Any Height Change the lamp icon on the plane ceiling drawing into 3D recess down light and arrange them at any height. Basic operations: 1.Select Convert to 3D at any Height from the Ceiling menu. 2.Input the definition data of the recess down light in the Lamp Parameter dialogue box. Press OK. thumbnail|none|Wood Ceiling Explanation of the parameters: * Surface-mounted: This option is used to import the lamps into VR to render. * Recessed: This option is suitable for CAD interior rendering. * Reflector Edge Width: The reflector edge width of the lamp. * Lamp Wattage: The strength unit of the light source, which is suitable for VR and CAD rendering. * Light Source Placement: The distance that the light source deeps into the recess down light. * Pendant Depth: 3.Select a point to determine the height of the light, and use its Z coordinate value as the light’s altitude. 4.Select the 2D light symbols that define the appearance of the lights on the plane. The X and Y coordinate value is determined by the position of the selected symbols on the plane. Convert to 3D on Ceiling Change the plane light icon into the 3D recess down light on the plastering ceiling board. Basic operations: 1.Select Convert to 3D on ceiling from the Ceiling menu. 2.Select the surface of the ceiling board on which the lamps will be placed and determine the altitude of the lamps. 3.Select the curve that defines the appearance of the lamps on the plane. The X and Y coordinate value is determined by the position of the selected curve on the plane. Move on Elevation This function is similar to Move function. It is used for moving object vertically. While moving the object, please make sure you are using WCS. Select the object you want to move and then define the base point and second on the evlevation view. Display Control of the Objects on the Ceiling Board In the drawing with complex models, it is necessary to control the display of different drawings in different views to keep the window terse. Under the mode of four windows, you may only need to display the plane objects in the top view. Anyway, the 3D drawing display is more important and the plane objects are usually unnecessary to display. The system provides four commands used to control the display of the ceiling board objects, which are: display the 3D ceiling board, display the plane ceiling board, hide ceiling board object and hide ceiling board plane. These commands can be found in the Show/Hide of 3D Ceiling/2D Ceiling menu. If you want to control the display of the objects, please activate this view and then call the corresponding command. Floor Construct the Floor Generate the floor slab in the specified area and requirements. Basic operations: 1.Select Floor from the Floor menu. 2.Select the area boundaries. These may include more than one closed area. 3.Pick a point to determine the area where the floor will be generated. 4.Specify the height of the floor. It calculates from the XY plane of the coordinate system. 5.The system will ask whether to generate the floor pattern. If the answer is N, no pattern will be done and the slab will be generated directly. If the answer is Y or you press Enter, then Floor Pattern dialogue box appears. Please refer to Floor Pattern for detailed operations. Floor Pattern No grid is needed for rendering if floor pattern has been applied. You can assign materials directly. Basic operations: 1.Answer Yes when the system asks you whether to create pattern on floor. 2.Input the definition data in the Floor Pattern dialogue box. Press OK. thumbnail|none|Wood Ceiling In this dialogue box, option Inlay is only valid if the pattern is square tiles or checkers. When Square tiles is selected, the distance between the two separation lines of every cell is width B, and the brick’s dimension should be based on it. 3.Select the area boundary. These may include more than one closed area. 4.Select a point to determine the area where the floor will be generated. 5.Select the projection locating point, which is the alignment point of the cell’s base point. Curve Step Generate the step according to the path of polyline. Basic operations: 1.Select Curved Step from the Floor menu. 2.Select the step style in the Steps dialogue box and input the definition data. Press OK. thumbnail|none|Wood Ceiling Explanation of the parameters: * Style: Totally 7 styles of tread. You can also customize a style. * Thread: The width of each step. * Riser: The height of each step. * Number of Steps: The number of steps. * Add Slip-Resistant: Slip-Resistant will be added automatically if this option is active. * Floor Thickness: The altitude of the step underside. * Pick Floor: You can determine the floor thickness by picking on the screen. 3.Select a plane curve, and the steps will be constructed using this curve as the base line. Move on Elevation This function is similar to Move function. It is used for moving object vertically. While moving the object, please make sure you are using WCS. Select the object you want to move and then define the base point and second on the evlevation view. Display Control of the Floor Objects The system provides four commands to control the display of the floor objects. They can control the hidden and showing the floor 3D drawing, floor plane icon and floor color filling status. The commands are: Show the 3D floor, Hide the 3D floor, Show the 2D floor, and Hide the 2D floor. If you want to control the display of the object, please activate this view and then use the corresponding command. Chapter 5 3D Modeling InteriCAD T6 provides 2D and 3D library, which enables user to design easily. In addition, the system delivers powerful modeling capabilities that can be used to construct wood line, stair, 3D Text and 3D object. Modeling Function Based on Library Handrail Handrail Library This function can generate the whole handrail on the curve route according to the given shape in the library. Also it can be used to make handrail of the stairs. Basic Operations: 1.Select Showlib… from menu 3D Model. 2.Select a handrail or unit shape from the Library Maintain dialogue box. thumbnail|none 3.Input the parameters and press OK. 4.Pick a polyline in the workspace to locate the handrail. thumbnail|none Fence You can build a fence on baseline according to the fence unit in the library. Basic Operations: 1.Select Showlib… from menu 3D Model. 2.Select a style from the Library Maintain dialogue box. It’s under the structure menu in the library. thumbnail|none 3.Input the definition data of the fence unit. 4.Select a curve (polyline) as the fence baseline. Wood Line Build a wood line defined by a plane curve as the baseline and profile pattern (library selected) as the profile. The dimensions of the wood line profile can be determined by the Molding dialogue box. thumbnail|none Basic Operations: 1.Select Showlib… from menu 3D Model. 2.Select a wood line from the Library Maintain dialogue box. It’s under the structure menu in the library. 3.Input the dimension data of the profile in the Molding dialogue box and then Press OK. 4.Select a plane curve (polyline) as the baseline to generate the wood line. Modeling Along the Path This function is used to build models by extruding a profile (close or unclose) along a plane path. You can select multiple profiles and the shape of the profile can be customized or selected from the library. Basic Operations: 1.Select Extrude by Path from the 3D Model menu. 2.Select the model baseline. 3.Select the profile shape of the model. 4.Select the base point of the profile. If you want to modify the parameters of the generated model through this function, such as baseline shape, profile shape, segment accuracy and rotation angle, you can use the Attribute Editing. 3D Text The construction of 3D Text can be divided into two steps. The first step is to array the 2D text on a line or a curve. The second step is to transform these array 2D texts into 3D texts. Text Along Path You can array the 2D text along any curve. This is the preparation for making 3D text and the position of the text can be determined. Basic Operations: 1.Select 3D Text from 3D Model menu, and then Text. 2.Select the font, size, array rule in the 3 Dimension Text dialogue box. Input the text that will be displayed in the graph and select OK. 3.If you select Align On Straight Line, you should select two points to define the straight line; if you select Align On Curve Line, the text will be arrayed along the chosen polyline. The result of the text array along the curve is shown as below: thumbnail|none Transform 2D Text to 3D Text Basic Operations: 1.From 3D Model menu select 3D Text, and then Extrude. 2.Select the 2D text to be transformed. 3.Input the thickness. 4.The system will ask whether to delete the baseline. The 3D text transform from the 2D text as shown below: thumbnail|none Staircase The system provides various methods to build a staircase. Combine Staircases By combining single staircase and flat platform, user can construct various staircase styles and set the data to single staircase information. The following is an example based on the combination of three single staircases. Basic Operations (three segments): 1.Select Combine Stairs from 3D Model menu, and then click Single Stair. 2.Input data of the stairs and select the stairs style in the Stair Design dialogue box. thumbnail|none Select Detail button to change other settings. thumbnail|none The following items can be set in the Stair Detail Design dialogue box: Treadle: including the depth and thickness of the treadle. Baffle: whether to set the baffle or not, and if so, the position and dimension of the baffle. Sideboard: whether to set the sideboard or not, and yes, the position and dimension of the sideboard. Accessories: whether to set the carpet and side-proofing bar, if yes, the dimension of them. Sideline: whether to set the sideline or not, if yes, the dimension of the sideline. 3.Click Insert Point button to determine the base point of the stairs. 4.Press OK, and the staircase will be generated automatically as shown below. thumbnail|none 5.Draw a rectangle in the top view and select Flat Platform from Combine Stairs menu. Select the rectangle and input the thickness to build the flat platform. 6.Then copy two staircases and a flat platform. thumbnail|none thumbnail|none 7.Select Assemble Stair from Combine Stairs menu. The Stair Assembly dialogue box will define the object that will be used as reference part or assembly part, and determines the position where the reference part will be assembled and the alignment of the two parts. Reference Part: the object that will remain static during assembling. Assembly Part: the object that will move during assembling. 8.Click Select Reference Part, select object 1; Click Select Assembly Part button, select object A; Click Assemble button, press Spacebar to adjust the plane assemble position of the staircase and flat platform to a proper position and press Enter. Then take flat platform A as the reference part, staircase 2 as the assembly part. Repeat these operations to complete the process as shown below: 9.Select Handrail baseline from the Combine Stairs menu, select the staircase and flat platform that need handrail, press Enter and the handrail baseline has been made. The staircase and flat platform have been hidden for convenient viewing. thumbnail|none Select a rail style from the library, then select the rail line, a handrail will be made. Shown as below: thumbnail|none Staircase Base on Two Lines Generate the staircase by two curves on the plane. This function can be used to generate staircases with different special effect on two sides. Basic Operations: 1.Select Create Stair by 2 lines from 3D Model menu. 2.Select two boundaries of the staircase. The selected boundaries should be closed to the starting point of the staircase. When selecting the border line, please select the end near the starting point of the stair. Input the total height of the staircase. thumbnail|none 3.Input the riser height (height of the step). 4.Input the side width (width of the platform surface of both sides). The platform surface can be divided into 3 parts, while every part can be assigned with different materials (such as carpet-laying effect). Input offset value of handrail baseline. Two 3D polylines have been generated when building the staircase. You can use these two polylines as the base line to generate the staircase handrail. The polyline offset can either be a positive or negative value. A negative value means that the polyline has been drawn out of the staircase. thumbnail|none Staircase Base on Center Line Construct an equal-width staircase using a given curve as the centerline. Basic Operations: 1.Select Create Stair by center line from 3D Model menu. 2.Select a curve as the centerline of the staircase. thumbnail|none 3.Input the total height of the stair. 4.Input the height of the step. 5.Input the side width (width of the platform surface of both sides). 6.Input offset value of handrail baseline. thumbnail|none Spiral Stair Construct a spiral staircase by defining relevant parameters. Basic Operations: 1.Select Spiral Stair from 3D Modelmenu. 2.Input detailed info about the spiral stair in the pop-up dialog. You can also define the details of each step by clicking on Preference. 3.Define a point in the working area by Pick Point. thumbnail|none Visual Library Management Based on Database Management Library management provides common library (such as sofa, tea table), door and windows library and shape library (such as wood line, handrail). All models are displayed in the dialogue box using color pictures for visual selection. The entire library is based on database management, which provides a user library management system and is convenient for inquiry. Startup Library Management 1.From the Door And Window menu select Library to enter door and windows library management dialogue box; 2.From the 3D model menu select Library to enter common library management dialogue box; 3.Close the Library Management dialogue box. There are two ways: * From 3D Model menu click Hide Library command; * Left click X button on the upper right corner of the Library Management dialogue box. Library Management thumbnail|none Library dialogue box is composed of library calling area, list area, parameter area; preview area and symbol size button. How to Use Library Double click the required model symbol in the list area and do the rest operations according to the system prompting. System Manage Mode Selecting sofa and tea table 1.From the 3D model menu select Showlib…, the Library Management dialogue box popup. thumbnail|none 2.Double click Home furniture>Sofa in the list area. 3.Drag the sliding bar in the preview and find the required sofa. Double click its symbol. 4.Under the Insertion point prompting, select the position where the sofa will be placed in the plane view using left button. 5.Under Rotate angle prompting, input the rotation angle of the sofa (positive value for anticlockwise and negative value for clockwise). 6.From home furniture double click table, and then end table. 7.Find the required end table in the list area and double click the symbol. thumbnail|none 8.Similar to the sofa selecting, determine Insertion point and Rotate angle. The selecting of the tea table is completed. Example: selecting the door To select a door, select the point which the door is to be placed. a.Double click door and window>door> wood door1 in the list area. b.Drag the sliding bar in the preview area to find the required door style. thumbnail|none c.Double click the symbol of that door style, the parameter dialogue box of the door popup. Set the width, height and ground clearance. Press Enter. d.Insert the door using positioning mode of door and windows. e.After the position of the door is fixed, the system prompts whether to change the door direction. Press Enter if the door direction is correct and input Y, press :Enter and the door direction will be corrected automatically. The system prompts whether to change the door direction. The method is the same with door direction. Thus, a door is installed. If necessary, continue to select walls to place the same door. Otherwise, press Enter. Example: selecting wood line Draw the trace line (should be a polyline) of the wood line grain before selecting wood line. thumbnail|none a.Double click structure and wood line in the list area. b.Drag the sliding bar in the preview area and find the required wood line. c.Double click that wood line symbol. The parameter dialogue box of wood line popup. Set the Profile thickness, Profile height, press Enter. thumbnail|none d. The system prompts, Select a polyline to select the path of the wood line. Press Enter and the wood line making completed. User Management Mode Example 1: How to copy the system management file, such as sofa, to User Management mode 1.From the 3D Model menu click Showlib…. 2.Double click system library>3d library>sofa in the list. 3.Drag the sliding bar in the preview area and find the required sofa. Single right click and select copy. 4.From the library maintenance menu click user. Switch to user library. 5.Single click using right button, select add or paste. If you select add, a new folder will appear under User library and you can rename it with sofa. Then right click the new folder and select paste. Operation completes. Example 2: How to add existing DWG model to user management mode in two different methods 1.Add models (furniture, decoration. Not including stairs, doors and windows) Open the existing DWG model and input Insbase in command prompt, and press Enter. Single click the center of the model using left button and save the file. From the 3D model menu select Showlib…, the library management dialogue box popup. Click User Library to open a directory. Single click the preview area in the right side using right button and select Add files, the Add Files dialogue box popup. In the file path, press Browse and select your saved DWG file. Press Enter and the operation complete. Copy the .jpg file of the models to the 2. Add models (All models including: furniture, decoration, stairs, doors, windows and etc.) From the 3D Model menu select Showlib…, the library management dialogue box popup. Click User Library to open a directory. Single click the preview area on the right side using right button and select add library. The Add Library dialogue box popup. Single click the file type which DWG file belongs using left button and press OK. The Input Data dialogue box popup. Set Object name, Specification, Height and File. The Height value should be accurate and File is to define the path where the DWG file will be saved. The system prompts Select objects. Click the DWG model that will be put into library and then click right button to confirm. The system prompts Insertion point. Single click the center of the model using left button and press OK. Operation completes. Chapter 6 Dimension InteriCAD T6 provides comprehensive dimension regarding the size of the axis, wall, door and windows. Dimension The system provides various dimension methods: dimension on linear axis, dimension on arc center, wall windows dimension, and door windows dimension. Dimension on Linear Axis Basic Operations: 1. Select Linear Axis from the Dimension menu. 2. Select an axis that will be dimensioned; 3. If the dimension direction is gradient, you should first determine the start of the axis number; 4. Determine the form of the axis number. There are two forms: 1, 2 or a, b. thumbnail|none Dimension on Arc Axis Basic Operations: 1.Select Arc Axis from the Dimension menu. 2.Select a axis that will be the dimension; 3.If the selected axis is an arc, the base axis selected will be used to determine the dimension direction; 4.If the selected axis is a line, then select the axis that need not to dimension. 5.Select the position of the dimension; 6.Determine the form of the axis number. There are two forms: 1, 2 or a, b. thumbnail|none Walls with Windows Dimension Introduction: Dimensioning a single straight wall or the curve wall with door and windows on them. It is only valid for the wall with door and windows. Basic Operations: 1.Select Wall Dimension from the Dimension menu. 2.Select the wall that will be dimensioned. 3.Determine the position of the dimension. thumbnail|none Door and Windows Dimension Introduction: Dimensioning the multiple doors and windows of the same direction on the straight wall. If the selected doors and windows are of different directions, the system will automatically select the direction that most doors and windows have to dimension. Those doors and windows that are on the different directions will be ignored. Basic Operations: 1.Select Door and Window from the Dimension menu. 2.Select one or more doors and windows that will be dimension. 3.Select other axis or walls that will be dimension. 4.Determine the position of the dimension. thumbnail|none Modify Axis Number The modification of dimension mentioned here is not the modification of the number of size, but the modification of the axis number. After modification, the new axis number will be in the circle. Basic Operations: 1.Select Modify Axis Number from the Dimension menu. 2.Select the axis number that will be modified (the number or letter in the circle). 3.Input the new axis number. The Area of a Room The area of a room can be calculated automatically. The walls should be closed and updated. While calculating the area, the axis of the wall will be use as the reference. Basic Operations: 1.Select Room Area from the Dimension menu. 2.Select multiple walls. The area of the room can only be dimension when these surrounding walls become a closed room. 3.The current room to be dimensioned is highlighted. If you select a point inside the room, the area of the room will be dimensioned in the position of that point. Input N and the system will turn to next close room. Input E to finish dimension. thumbnail|none Dimension Types 1.Dot-base Mode:Change the dimension type to dot base. 2.Cut-base Mode:Change the dimension type to cut base. Note: Dot and Cut modes are used to modify the display mode of the dimension node. The mode will be modified after you use the command but the dimensions that already exist will remain unchanged. Common Dimension Types 1.Horizontal Dimension Specifies how far extension points are offset from origin points horizontally. 2.Vertical Dimension Specifies how far extension points are offset from origin points vertically. 3.Align Dinmension You can create dimensions that are parallel to the locations or objects that you specify. In aligned dimensions, the dimension line is parallel to the extension line origins. 4.Diameter Dimension It measures the diameter of an arc or circle, and displays the dimension text with the diameter symbol in front of it. And it displays the dimension text with the diameter symbol in front of it. 5.Radius Dimension It measures the radius of an arc or circle, and displays the dimension text with the letter R in front of it. 6.Angular Dimension It measures the angle between two lines or three points. To measure the angle between two radiuses of a circle, you select the circle and specify the angle endpoints. Chapter 7 Virtual Reality Commands in Modeling In this chapter, we will introduce some functions in virtual reality. Set Light Basic Operations: 1.Select Set Light from the Virtual Reality menu. 2.Select the object you want to set as light. Multiple selections are supported. Note: Only those objects with Face attribute can be set as light. For example, a line or polyline can not be set as light. Meanwhile, thumbnail|none models taken from the library need to be exploded before being set as lights Advanced Lighting Using advanced lighting function, users can create lamp cluster, neon light and pearl light. thumbnail|none thumbnail|none thumbnail|none Basic Operations for TypeA: 1.Draw two lines as the basic lines of lighting. thumbnail|none 2.Select Virtual Reality >Advance. 3.In the Lighting Options dialogue box, click Lighting Parameter to define the color and wattage of light. Note: the wattage is the summation of all bulbs. 4.Click First Baseline and select one of the lines. 5.Click Second Baseline and select another line. Note: once a line is selected, None will turn into Selected. thumbnail|none 6.Define the number of column in the selection of Stars along paths, define the number of bulbs in each column in the selection of Start between Paths. 7. Click OK and the lighting will be created. thumbnail|none thumbnail|none Note: the 3D model of bulb is cube. Too many bulbs will slow down the speed. The model of lamp cluster appears as a whole entity. Special effects 1.Twist Angle of two baselines, only effective to closed 2D polyline. thumbnail|none 2.Drop slope. thumbnail|none 3.Reverse path direction. thumbnail|none The neon light setting uses a 2D line as baseline to create a 3D neon light. The 3D neon light already has its properties. This setting can be used to create neon light and lighting decoration. Basic operations of creating neon light (TypeB): 1.Set one piece of wall as elevation. Select 3D model3D TextText. In the popup dialogue box, enter the letters. thumbnail|none thumbnail|none 2.Select Virtual Reality > Advance. 3.In Lighting Options dialogue box, select Type B, which is neon light. Define lighting parameter. 4.Click Select Baseline. Then select the region of the text on the wall. 5.Define the Radius of Neon Tube. 6.Click OK. The Neon tube is created. Basic operations of creating neon light (TypeB): Pearl light uses 2D lines as baseline, and evenly set bulbs along baseline. 1.Select Virtual Reality > Advance. 2.In Lighting Options dialogue box, select Type C, which is pearl light. Define lighting parameter. 3.Click Select Baseline. Then select from left to right of the rectangle. 4.Define number of pearls. 5.Click OK to finish. thumbnail|none Edit Light Basic Operations: 1.Select Edit Light from the Virtual Reality menu. 2.Select the light to edit. 3.Define values in the pop-up dialog. Note: Multiple selections are available. However, all the values will be the same. Meanwhile, the light attribute can not be cancelled once it is set. thumbnail|none Export If there is same model in Virtual Reality, using this command will replace the model in modeling library with the model in Virtual Reality library. Basic Operations: 1.Select Virtual Reality> Export. 2.Select the objects you want to export to VR. 3.Define the observer point to export. Note: The export method is suggested while you have placed some complex models from the CAD library. System will automatically replace them with the 3d models while exporting to VR. Export Merge If there is same model in Virtual Reality, using this command will replace the model in modeling library with the model in Virtual Reality library. Basic Operations: 1.Select Virtual Reality> Export merge. 2.Select the objects you want to merge to VR. 3.Define the observer point to export. Advanced Export This is another way to export 3D models into Virtual Reality. Basic Operations: 1.Select Virtual Reality> Advanced Export. thumbnail|none 2.In the popup Send Model Option dialogue box, select the precision and combine option to export models. 3.Select the objects you want to export to VR. Note: Normal, Normal+1, Normal+2…controls the precision level for the objects, especially for circle, arc, etc. Advanced Export Merge This is another way to export 3D models into Virtual Reality and Merge. Basic Operations: 1.Select Virtual Reality> Advanced Export Merge. thumbnail|none 2.In the popup Send Model Option dialogue box, select the precision and combine option to export merge models. 3.Select the objects you want to merge to VR. Import and Export DWG, DXF Files InteriCAD can export and import and export dwg, dxf files as well as importing 3ds files. Import 3DS File Use 3DSIN command to read 3D Studio geometric graph. Options for importing 3DS file 1.Save to layer:To control how to allocate layer in 3DS file. By object: To allocate a layer for each object in 3D Studio file. The name of the layer is the same as the object. By material: To create a layer for each material in 3D Studio file. All objects with same materials will be saved in one layer. The name of the layer is the same as the material. By object color: To create layer for each color in 3D Studio file. The name of the layer is COLORnn. Nn is the color index of 3D Studio. Object without color will be put on layer called COLORNONE. Single layer: to create a layer called AVLAYER. All objects are put on this layer. 2.Multiple Material Objects: 3D Studio will allocate texture according to surface, element or object. BtoCAD will allocate texture according to object. BtoCAD needs instruction when it allocates a 3D Studio object with multiple textures. Always prompt: For every object with multiple textures, a ‘Material Assignment Alert’ dialogue box will show. Split by material: To split multiple object into several object by its material. Assign first material: Assign the first material of this object to the whole object. Don’t assign a material: In this way, the material will be lost. But it will save the geometric graph of 3D Studio file. The transferred object will be allocated a default material in AutoCAD. Basic operations to import 3DS file: Select File>Import/Export>3DS Import. Appoint the 3D Studio file in 3D Studio File Import Options dialogue box. Define the parameters in 3D Studio File Import Options dialogue box. Click OK. thumbnail|none Import 2D Design Files Basic Operations: 1.Select File> Import 2D Design file. thumbnail|none 2.In the popup dialogue box, browse for the *koc file. 3.Define whether to generate solid wall and the height of the room. thumbnail|none 4.The system will automatically generate what you have made in 2d to modeling. Chapter 8 Window, Edit Attribute and Other Functions Window New Window This function is used for creating new window in the modeling mode. Select New Window from the Window menu. Close This function is used for closing the current window in the drawing. Select Close from the Window menu. Close All This function is used for closing all the windows in the drawing. Select Close All from the Window menu. Cascade This function is used for arranging the windows in the drawing. Select Cascade from the Window menu and window will be showed as below. thumbnail|none Tile Horizontally This function is used for arranging the windows horizontally in the drawing. Select Tile Horizontally from the Window menu and window will be shown horizontally. Tile Vertically This function is used for arranging the windows vertically in the drawing. Select Tile Vertically from the Window menu and window will be shown vertically. Arrange Icons This function is used for arranging the windows in 3 ways: Horizontal, Vertical and Cascade. Others Yuan Fang Toolbar This toolbar contains several functions, such as Attribute Edit, New Camera, Hide and Regen. thumbnail|none BtoCAD Menu This function is for switching to standard CAD menu. While you are using BtoCAD menu and want to return to T6 menu, input ‘mgx’ in the command line and press Enter. General Setting These are some basic settings for structure elements in modeling. These settings will not affect those existing drawings. 1. Wall Height: This is the default wall height in modeling. Thickness: This is the default wall thickness in modeling. Segments per Curve: This is default precision for curve objects while exporting to VR, such as curve wallhole, curve decoration, etc. Hatch Style: This is the default hatch style for the wall in modeling. Changing the default will affect the new walls. 2. Color Setting Wall Layer: This controls the display color of the wall. Grid Layer: This controls the display color of the grid. Window Layer: This controls the display color of the window. Column Layer: This controls the display color of the column. 3. Dynamic Orientation Distance: This controls the distance while moving doors or windows along the straight wall. Angle: This controls the distance while moving doors or windows along the curve wall. thumbnail|none Display of Objects System provides functions to control the display of the objects. If you want to hide/show the object, please activate the relavant command and select the objects. Summary of Edit Attribute Edit attribute is one of most outstanding features of CAD modeling. Attributes, are geometric parameters for modeling and data for defining the graph of object. Each attribute can define or affect one aspect of certain object, and at the same time every attribute is comparatively independent. Edit attribute is applicable to all the objects. If you select the defined object of BtoCAD, object editor of BtoCAD should be used, while you select the defined object of InteriCAD System, the Edit Attribute should be used. And this chapter will focus on the latter one. In CAD modeling of the design system, objects that can be applicable to Edit Attribute include wall, doors & windows, wood line, and wall hole, etc. Start the Edit Attribute Here are three different methods to start the Edit Attribute: Input the command MGXEA. Click the Edit Attribute button in the toolbar of InteriCAD T6. Dialog Box of Edit Attribute After starting the Edit Attribute, select an object and then a dialog box of Edit Attribute will popup. The main control functions are as follow: Attribute: List all the attributes of the selected object and current parameter of every attribute. Edit: correspond to the editing operation of the attribute. Copy: correspond to the copying operation of the attribute. Extract: use to extract the parameter of the attribute. Every attribute has its own operations. Suppose you select an attribute in the Attribute, system can only generate the applicable operations, while the functional button of inapplicable one will turn gray Dialog box of Edit Attribute is shown as follow: thumbnail|none Attribute Edit & Common Operation There are three types of attribute edit, including edit, copy and extract. 1. Edit: edit is used to modify certain attribute of the object. The operational procedure is indicated as follow: 1) Choose the right attribute you want from the Attribute in the Edit Attribute. 2) Left click the Edit button. 3) Input the new value. Different types of attribute can have different types of attribute value. The data type of the new value must match the type of the original one. (For an attribute value like Switch, nothing will happen after you left click the Edit. The graph will be changed only after the dialog box has been shut down.) 4) After input the value, back to Edit Attribute and click OK to finish the operation. 2. Copy: choose one or more different attributes and apply them to the object of the same type. In this way, they can be provided with same attribute values of the original one. The operational procedure is as follow: 1) Choose one or more available attributes from the Attribute in the Edit Attribute. (Remember the Copy button in the dialog box must be available.) 2) Left click the Copy button. 3) Choose the one or more objects of the same type from the interface after the dialog box is hidden. 4) Back to the Edit Attribute, and click OK to finish the operation. 3.Extract: extract is applicable only when the attribute value belongs to the attribute of an entity, such as shape of wall hole, baseline of wood line and profile. It is used to extract certain components of the selected object and shape another graph. The operational procedure is shown as follow: 3) Choose the attribute that is available from the Attribute in the Edit Attribute. (Remember the Extract button in the dialog box must be available.) 4) Left click the Extract button. 5) Here, operation differs according to the attribute. For the attribute that is not necessary to extract in the original position like section, should be oriented in the graph. 6) Back to the dialog box, and click OK to finish the operation. Common Attributes The content of attribute differs with accordance to different type of object, but each type of object has its similar attributes to others, such as Name, Display, Color and Hide. Here, we take wall for instance to explain the said common attributes. 7.Name Name is the attribute that is used to mark object. The only operation available is Edit. The operational procedure of Name edit Choose Name from the Attribute in the Edit Attribute, and then click Edit. Input a new name in the Insert, and then click OK. Here, Name has already been changed the moment Edit Attribute dialogue box reoccurs. Click OK. thumbnail|none Display There are two kinds of object display: 3D and 2D. When the object is displayed by 3D mode, the 3D graph of the object will be displayed in the screen. Reversely, it will only display the plan icon when 2D mode is applied. Edit & Copy can be carried out for Display. The operational procedure of Display edit 1.Start the command of Edit Attribute. 2. Choose the wall ①. 3. Choose Display from the Attribute in the Edit Attribute, (Here, the attribute value is displayed as 3D.) and then left click the Edit button. 4. Display has already been changed into 2D when Edit Attribute reoccurs. Click OK to complete the Display editing of wall ①. 5. Restart the command of Edit Attribute. 6. Choose the edited wall ①. 7. Choose Display from the Attribute in the Edit Attribute, (Now, the attribute value is displayed as 2D.) left click the Copy button. thumbnail|none 8.Choose the wall ②. 9.Left click the OK after the Edit Attribute reoccurs. 6.Color Color of object can either stand for an index number of one color, or a BYLAYER as well as a BYBLOCK. You can do the Edit & Copy to Color same as to Display. 7.Hide This attribute controls object to hide or not in the graph. The attribute value is defined as Yes or No. You can do the Edit & Copy to Hide same as to Display. Wall Attribute Edit Dialog box of Straight wall and Arc wall are shown as follow: thumbnail|none thumbnail|none (Dialog box of straight wall attribute edit) (Dialog box of arc wall attribute edit) 1.Starting Point & Ending Point: the position of straight wall is defined by Starting & Ending Point. You can change the position and the length of wall by changing its Starting & Ending Point. 2.Center point & Radius: the position of arc wall is defined by Center point & Radius. thumbnail|none 3.Wall Height & Wall thickness: the shape is defined by Wall Height & Wall thickness. You can easily discover the change of wall shape by changing the wall thickness from 120 mm to 500 mm, as well as changing the wall height from 3000 mm to 4500 mm in the following example. 4.Filling Option: it is used to define whether the wall is solid or vacant. thumbnail|none 5.At Doors and Windows: it is used to define whether the contour line of wall is open-up when the door and window is fixed in wall. In the following example, you can find out the differences of the graph by changing open-up into shut-down at doors and windows. Segment Density: it that helps to control the graphic precision is only of avail to arc wall. The higher segment density you adjust the higher graphic precision you will get. 6.Hide: when the Hide is edited as Yes, all the belongings in wall such as doors, windows and wall holes will be hidden. Doors & Windows Attribute Edit Dialog box of Doors & Windows is shown as follow: thumbnail|none By using the Edit Attribute, you can modify the style of doors & windows, their position in wall, their height & thickness and swing direction, etc. Style: the style of doors & windows is defined by model of the library. You can change the style of doors & windows into another by simply modifying Style. The operational procedure of doors & windows style edit 1.Choose Style from the Attribute in Edit Attribute, and then click Edit. thumbnail|none 2.You can choose another doors & windows style from the Show Library. 3.Back to Edit Attribute, and click OK. For example, you can easily change the vault door into the square one. 1.Position: By using the Edit Attribute, you can modify the position of doors & windows, which will be automatically updated after the modification. In ACAD, position of doors & window will not be updated even the “move” command has been carried out. 2.Width & Height: The size of doors & windows is defined by Width & Height. 3.Offset & Raise: Offset is used to measure the level distance between midline of wall and midline of doors & windows. The offset value can be positive or negative, representing offset direction of doors & windows. Raise is used to measure the upright distance from the bottom of doors & windows to bottom of wall. 4.Swing Left or Right: There are two types of swing direction that can only do the Edit operation. One is left or right while the other is in or out. Wood Line Attribute Edit Dialog box of wood line is shown as follow: thumbnail|none By using Edit Attribute, you can modify various attributes, including Profile, Base Shape, Profile Dimension (both profile thickness & height), Rotate, Smoothness of Profile & Curve Baseline and Direction, etc. 1.Profile: You can pick up the profile from the library, or you can get it by choosing self-defined curves on the screen. There are two relative attributes of Profile in the Attribute of Edit Attribute. They are Library and Profile. You can find the profile curves available in the Library, while self-defined profile can be obtained in Profile. In addition, you can even extract the profile curves from selected woodline in Profile. 2.Base Shape: Base Shape is the path to make wood line. Operation of Edit, Copy, and Extract can be carried out. 3.Profile Dimension: There are two types of attribute: Profile Thickness & Profile Height. Profile Height is the profile dimension in the direction of normal from the baseline. Here, both direction of baseline and direction of normal baseline are perpendicular to Profile Thickness. Either Thickness or Height can be edited separately. In the following example, you can see the Height of wood line is doubled while the thickness stays unaltered. Wall Hole Attribute Edit Dialog box of wall hole is shown as follow: thumbnail|none 1.Profile: The profile of wall hole is defined by a close 2D curve. Contour lines are not allowed to intersect. You can do the operation of Edit, Copy and Extract to wall hole. 2.Location Wall hole can be fixed in any location of wall, like in the middle or at the borderline. But you must locate it within the wall. During the dynamic orientation, the location of the cross cursor is the same as to the anchor point. If you modify the wall hole position by other edit tool, the new wall hole can be displayed only by updating the wall. 3.Depth: You can define the dimension vertical to wall. By setup different depth, you can get wall hole either in transparent or opaque form. 4.Segments per Curve: Segment per Curve that helps to control the graphic precision is only of avail to arc wall with wall hole. The more Segments per Curve you adjust the higher graphic precision you will get. Other Functions System Optimizing Document Cleaned up You can optimize the system by this function that will help you to remove the useless fragments like drawings, layer, line type, model file, and font style, etc. Compress & Restore The ram consumes a lot when dealing with the complicated graph and 3D objects. Use the Compress function will help you to reduce the ram consumption and speed up the display by covert 3D graph to 2D. You can display them in 3D by Restore function. Edit Shortcut Most of the time, you need to input the command in the command interface so as to quicken the drawing. Here, you can edit command shortcut in order to better save your time. This function will help you to add command shortcut manually. Camera Camera determines the view by simulating optical characteristic of human. We call the view generated by Camera as Perspective. You can not zoom-in, zoom-out, spin, etc. to view the graph in the Perspective. All the relative commands can be found in Camera. You can get toolbar of Camera at top right corner of the screen. It is shown as follow: thumbnail|none Set up New Camera You should appoint a lay-out position & an aim of the camera when editing a new camera. Operational Procedure of Setting up New Camera: 1.Choose Camera from the toolbar, and click New. 2.Appoint a lay-out position of the camera. 3.Appoint an aim. 4.The lay-out position & aim are defaulted as 1600 mm. After finish setup, the system will automatically generate a side-glance view as the new camera’s view. Chapter 9 Virtual Reality Overview Virtual Reality (Short for VR), is the render engine of InteriCAD. It fulfills rendering function, whose mainly tasks are related to photo rendering in the system; such as renderings, animations etc. InteriCAD VR is a completely independent rendering platform. All the operations related to rendering, such as edit materials, set lighting, can be completed in InteriCAD VR. You can also use your own data format to save the InteriCAD VR file at any state. For software usability, all the settings in ACAD rendering module can be read in InteriCAD VR, but some special materials and lighting can only be set under InteriCAD VR. In addition, radiosity and raytrace technology in rendering calculation makes the design natural and realistic. A procedure of Virtual Reality: Build 3D model scene using Modeling Design function of InteriCAD T6 or 2D drawing using InteriCAD 2D Design. Import the 3D model scene or the 2D decoration drawing created by InteriCAD 2D Design into InteriCAD VR. Make further design of the 3D scene in InteriCAD VR, such as adjusting model materials and setting light of the scene. Multiplex output by raytrace and radiosity technology. none InteriCAD VR Interface and Command Function This chapter introduces InteriCAD VR interface, functions and all the commands. InteriCAD VR interface: The InteriCAD VR interface is composed mainly of menu bar, tool bar, workplace, and command window, side editor and status bar. none Menu Bar: left click to use the command. Tool Bar: where most common commands are placed, you can left click to use the command. Workplace: where you can operate the InteriCAD VR scene. Command Window: where you can input command directly. Status Bar: Display cursor position and mode. Side editor: Integrates Frequently used command. Basic Operations of the Software: Common Command InteriCAD VR provides several methods to use the command: 1.Left click the command in menu bar 2.Left click the command in tool bar 3.Input command directly in the command window using keyboard 4.Use hot key, such as F2. The use of the mouse: Left button: most operations are completed using left button, e.g.: select the command in the dropdown menu, click the command in the tool bar, select the object and determine the base point of the object. Right button: 5.During the operation of some commands, you need to use right button to operate. For example, in pitching movement command, you can use the right button to control the height of the viewpoint. 6.In some commands, you can use the right mouse button to terminate the current command. 7.In most object editing commands, the function of the right button and Enter is the same. Two Basic Operation Rules: Rule 1: Select the command and follow the command prompts. For operation convenience, most common-used commands have been integrated in the tool bar. Rule 2: You can directly select the command first and then select object to operate. Introduction to the Command on the Menu Bar: File : none none none view: none none none none none none none none none Object: none none Material: none Tiling: none none Light setting: none Render: none none none none Animation: none Optimize: none Help: none Some Common Used Commands Integrated on the Tool Bar: none none none Default keyboard shortcut command: F2 Show Library F3 Raytrace F4 Auto Light Adjustment F5 Delete Object F6 Material Editor F7 Edit Light F8 Last Camera File Menu Open Open a previously saved file, which is in *.mrs file format Basic operations: Click File> Open in menu bar. Select the file. Save Save the current drawing file, which is in *.mrs file format. Basic operations: Click File> Save in menu bar. A Save as dialogue box will appear. In dialogue box, choose the file path and input the name of the file, then click Save button. New Create a new drawing file. Basic operations: Click File> New in menu bar. Note: if any changes have been made to the current file, the system will ask you whether to save it. Click Yes, the system will save the file. If it is a new file, the file will be saved as a new file. Click No, the system will open a new file without saving the current file. If Cancel, the system will not open a new file. Import from Modeling Enter InteriCAD VR from main interface. From the File menu select Import from Modeling command or you can click theFile:InteriCADT6 import from modeling.png button on the tool bar. Then it will switch to InteriCAD Modeling part. According to the prompt of Select objects, you can select the corresponding object. If you want to select all the objects, you can input ALL and then press Enter. Now the system will make some corresponding transformation of the model and all the faces will be transformed to Single face (one face can be seen only from that side, but can not be seen from the other side). And then all the faces will be divided equally. After all the process has been done, the model will appear in the perspective workplace of InteriCAD VR. If you don’t need to continue merging models, you can close Modeling part to save system resource. Merge from Modeling Click File> Merge from Modeling in menu bar The system will switch to InteriCAD Modeling part. According to the prompt of Select objects, you can select the corresponding object, right click to confirm and appoint the observer point. After all the process has been done, the model will appear in the perspective workplace of InteriCAD VR. Import 3DMax Model 1.Install SetMaxPlugin 1).Make sure that you have installed 3ds Max software in the computer you run the SetMaxPlugin (suitable version: Discreet 3dsmax 6, Discreet 3dsmax 7, Autodesk 3ds Max 8, Autodesk 3ds Max 9, Autodesk 3ds Max 2009, Autodesk 3ds Max 2010, Autodesk 3ds Max 2011, Autodesk 3ds Max 2012) 2).In the InteriCAD installing process, the installation program automatically runs the SetMaxPlugin; if you want to manually run the plugin, please double click the SetMaxPlugin.exe icon to install. 3).Appoint the 3ds Max version and installation path in the pop-up dialogue box, then click Setting to complete the setup. thumbnail|none 4).The following dialogue box shows that you have successfully installed the plug thumbnail|none 2.Export MTF format file in 3ds Max 1).Open 3ds Max model. 2).Select export from File menu; choose Export Selected if you want to convert some parts. 3).In the pop-up dialogue box, appoint the saving path and a name. 4).Select 3DMax-YF mtf (*.mtf) in the Save as type menu, click Save to complete the conversion. 3.Import MTF files in VR: 1).Enter InteriCAD VR from main interface. 2).From the File menu select Import 3DMax Model command, the system will ask you to clear the current scene, click OK to continue. And then select a MTF file in the pop-up dialogue box. 3).Left-click Open button, the model will appear in the perspective workplace of InteriCAD VR. Merge 3dMax Model Click File> Merge from 3DMax in menu bar. Select a MTF file in the pop-up dialogue box. Left-click Open button, the model will appear in the perspective workplace of InteriCAD VR. Import 3ds Sketchup Model Prepare .mtf, .3ds or .skp files. Enter InteriCAD VR from main interface. From the File menu select Import 3ds Skethchup. An Import MTF/3DS/SKP dialog will be pop up. Select the file needed to be imported. Set the Unit Option and Merge Option and choose an insert point. If you want to explode, tick the Explode selection. Click OK to finish. Import 2D File 1. From File menu click Import 2D File. 2. Select *.koc file in the appeared dialogue box. 3. The system will pop up the dialogue box of selecting template. The preview picture of the template is on the right side of the dialogue box. You can select a template according to your need and then press OK button. thumbnail|none 4. The system will read the wall structure of the selected plane file and preview using yellow lines. Click the left button in the room that needs to generate 3D scene and the room will be displayed in yellow dotted line. Press Ok. thumbnail|none 5. The system will automatically generate the 3D scene of this room in InteriCAD VR. Template Setting InteriCAD provides an advanced function for you to create your own templates. Template is the style or atmosphere of the room you want to generate in 3D. Most of the elements in the template are basic features of interior design, such as door and window styles, floor maps, skirting, cornice, etc. You can modify or create your own template using Template Editor. The template format is “*.mrt”, which is put under path X:\interiCADT6\vr\mrt(X is the disk where you have installed InteriCAD T6. Basic operations to modify an existing template: 1.Open 3D, select Template Setting from File menu or input “mt” in the command line. Next, click Open button in the pop up dialog box. thumbnail|none 2.Select a template to modify that is stored under IntericadT6/vr/mrt. thumbnail|none Next are the instructions for each item in the template setting dialog box. Template file Name: You can type your preferred name. Class: You can either select a type or create your own folder under InteriCAD T6/VR/MRT. The folder you created will be shown in the pull-down menu. thumbnail|none Preview: You can either choose a JPG image or put an image under Intericad T6/vr/mrt with the same name as the template file. In this way, you will make a preview for the template. Note: You can save a rendering image before editing or creating a template. Description: You can describe the template as you want in text. General setting Elevation: The value controls the height of the room while export from 2D to VR. But it will not be activated while you have set ceiling in 2D. Wall Lamp: System will automatically layout wall lamps in certain position such as both sides of the bed. Sunlight: System will automatically activate sunlight effect. Brightness: The value controls the strength of the sunlight effect. The higher the value is, the stronger the sunlight will be. Additional mrm Directory: You can define a directory for your own *mrm files. System will firstly search for the mrm files in X:\interiCADT6\vr\vrlib and then in the additional mrm directory. thumbnail|none Wall Default: System will automatically define material for wall if you activate this option. User defines: User can define their favorite material for the wall. Note: Click “…” you can select material from the library. You can also use the material in the scene by clicking Pick up<< button. thumbnail|none Wall decoration rule You can define the material of wall behind the object you select. You can also set the map size of the texture you defined. Note: this function will only work when you have put the relative objects (for example, TV cabinet) next to the wall. thumbnail|none Single door Default: System will automatically generate single door after selecting a template. This door is made of a door panel with a texture on it. Frame: Decide whether to generate frame for the single door. Door sill: Decide whether to generate sill for the single door. User defines: This option enables user to define thickness, material and even handle model (*mrm) for the single door. Door model: You can define a VR model (*.mrm block) instead of using only door panel. thumbnail|none Door frame Default: System will automatically generate a door frame for the single door. By parameter: You can define width, thickness, section as well as material for the frame. Fit map: System will automatically adjust the map size for the frame material. Model file: You can define a VR model (*.mrm block) for the frame and set the relevant values. thumbnail|none Door ground Default: System will automatically define material for the door ground. Material: You can define your favorite color for the door ground either selecting from the library or picking up from the scene. thumbnail|none The rest types of doors share the similar setting with the single door. Window Default: System will automatically generate windows with the default mrm model. Frame: Decide whether to generate window frame. Sill: Decide whether to generate window sill. Curtain: Decide whether to generate curtains for the window. Sash width: Decide the length of single window model. For example, if the sash width is 1000 and you have created a 3000 mm window in 2d, system will automatically divide it into 3 parts (3 single windows). Window model: You can define a VR model (*.mrm) for the window. thumbnail|none Window frame Please refer to settings of single door frame. thumbnail|none Window sill Built-in depth: This value controls the depth that extends to the wall. Material: You can define material for the window sill. thumbnail|none Curtain Default: System will automatically generate curtain with the default model. Note: System will not generate curtain in the kitchen and bathroom. User defines: System will automatically generate a piece of sheet in front of the window. You can define its material and size.’ Side space: Decide the distance between side edges of the curtain and the wall. Distance to wall: Decide the distance between the curtain and the wall. Upper Space: Decide the distance between the upper edge and the wall. Bottom Space: Decide the distance between the bottom edge and the wall. Material: You can define material for the curtain. Model file: You can define a VR model (*.mrm) for the curtain. thumbnail|none The setting of the Bay window is similar to the setting of the single window. Wall hole Default: System will automatically generate wall holes according to the default setting. Generate Lamp: Decide whether to generate lamps in the upper edge of the wall hole. Generate Sill: Decide whether to generate sill for the wall hole. Wall Hole MRM: You can define your own model (*mrm) for the wall hole. thumbnail|none For frame and sill setting of wall hole, please refer to the similar settings of the single door. Ground Material: You can define material for the ground as well as setting its size. thumbnail|none Ground stage Material: You can define material for the ground stage (second, third…) as well as setting its size. Border Material: You can define material for the border. thumbnail|none Ceiling You can define the ceiling type as well as its material. Note: This function will be activated when there is no ceiling in 2d. The ceiling block will generate according to the position of sofa, table and TV cabinet. There won’t be ceiling block generated if system can not find the furniture. thumbnail|none Ceiling Cornice Default: System will automatically generate ceiling cornice according to the default setting. Generate: System will automatically generate ceiling cornice and you can also define its size and material. User Defines: You can define your favorite parameters for the ceiling cornice. Shape: You can define the section shape of the ceiling cornice. Distance: This controls the distance between the ceiling and the cornice. thumbnail|none Chair rail Default: System will not generate waistline while activating this option. Generate: System will automatically generate waistline and you can also define its size and material. User Defines: You can define your favorite parameters for the chair rail. Shape: You can define the section shape of the chair rail. thumbnail|none Skirting Default: System will not generate skirting while activating this option. Generate skirting: System will automatically generate skirting and you can also define its size and material. thumbnail|none Base Board Default: System will not generate base board while activating this option. Generate: System will automatically generate skirting and you can also define its size and material. User Defines: You can define your favorite parameters for the base board. Material: You can define material for the base board. Shape: You can define the section shape of the base board. thumbnail|none Lamp Default: System will generate lamps while activating this option. Living room: System will generate pendant lamp according to the position of sofa set and TV cabinet. Dining room: System will generate pendant lamp according to the position of dining set. Ceiling lamp: System will generate pendant lamp in all rooms except living room. Wall lamp: System will generate arbitrary wall lamps. (For example, sides of a bed). Floor lamp: System will generate floor lamp created in 2d. Desk lamp: System will generate desk lamp created in 2d. Note: System will not generate ceiling lamp if you have made ceiling in 2d. thumbnail|none User defined rule You can define certain rules for the room decoration. Here is an example showing you how to set a painting in the wall behind the TV cabinet. Select a position to the model (*.mrm) you want to set. For example, select the wall behind a TV cabinet. thumbnail|none Click File:InteriCADT6 button4.png button and select a painting model. thumbnail|none Input elevation for the painting. thumbnail|none Define the vertical and horizontal size for the model. thumbnail|none Finally, click Add button to add the new rule. thumbnail|none Specify furniture You can define a model (*mrm) file for the relative furniture type either selecting from the library or your own models (they should be *mrm format). thumbnail|none iScan Maker In InteriCAD T6, you're enable to make iScan scene by yourselves easily. 1.Select File>>iScan Maker from the menu, and a dialogue box will appear. thumbnail|none 2.Click "New channel" to add a channel. 3.Click the surface to define the channel, and click "OK" to confirm. thumbnail|none 4.Designate the name of the channel in the pop-up dialogue box. Define the map size and click OK to confirm. thumbnail|none thumbnail|none 5.Use the similar operations to create other channels. If finished, we could set Radiosity and Photon tracking times, and click Generate to make .ism file. thumbnail|none 6.Input the name for .ism file and click OK to confirm in the pop-up dialogue box. The system will run radiosity and raytrace automatically. We'll get the final .ism file several hours later. Save Mvr Save Mvr file for VRViewer, which is in *.mvr file format. Basic operations: 1. Click Render> Start Radiosity to run radiosity first. 2. Click File> Save Mvr in menu bar. A Save as dialogue box will appear. In dialogue box, choose the file path and input the name of the file, then click Save button. Slope Ceiling From the File menu select Slope Ceiling. System will turn to top view automatically. Slope ceiling parameter: Set the proportion between the height and the hemline of the slope ceiling. The default parameter of the hemline is 10. For example, if you set the value of Slope ceiling parameter as 5, and the length of the hemline is 1000, then the ratio is 5/10, and the height of the slope ceiling is 500. thumbnail|none right Ceiling height: The height of the ceiling. This option will be invalid when using method 1. Elevation: The elevation of the ceiling. Slope ceiling: Set the ceiling as slope ceiling. Plain ceiling: Set the ceiling as plain ceiling. Ceiling list: Display the ceilings in existence. You can right click the ceiling listed, and select delete to delete the ceiling. Snap: Turn on/off the snap. Add ceiling: When all the settings are finished, click Add ceiling to draw a ceiling. Edit selected ceiling: Edit the parameter of an existed ceiling. Select an existed ceiling in the Ceiling list, and modify the parameter of it, then click Edit select ceiling to confirm the modification. Patch base line: Change the base line of the ceiling. Select an existed ceiling in the Ceiling list, click Patch base line, and you will see the base line will be changed. Merge wall: When you finish the ceiling, select Merge wall to extend the wall to the ceiling. There are two methods to create a slope ceiling. Note: Plain ceiling can only be created by method 2. Method 1: By parameter 1. Select Slope Ceiling and select method 1. 2. Select slope ceiling parameter, you could also input a value to define the parameter. 3. Input the figure as the elevation. 4. Click Add ceiling, and then pick point according to the prompt in the command window, right click to finish, and the ceiling will be generated in green. You could turn to perspective view to check it. thumbnail|none 5. Create another slope ceiling on the left side. 6. Click Merge wall to extend the wall to ceiling. thumbnail|none 7. ClickFile:InteriCADT6 see.pngto Switch to the perspective view, and you will see the final effect as following. thumbnail|none Method 2: By ceiling height 1. Select Slope Ceiling and select method 2, or select Plain Ceiling. 2. Input the values of the ceiling height and the elevation. 3. Click Add ceiling, and then pick point according to the prompt in the command window, right click to finish, and the ceiling will be generated in green. You could turn to perspective view to check it. thumbnail|none 4. Create another slope ceiling or plain ceiling on the left side. thumbnail|none 5. Click Merge wallto extend the wall to ceiling. 6. Click File:InteriCADT6 see.png to Switch to the perspective view, and you will see the final effect as following. thumbnail|none Setting Unit Choose inch or meter as measurement. Basic operations: Click File> Setting> Unit>Decimal. If you change the size of the object, you’ll see the dimension of the object will be shown in inch. Click File> Setting> Unit>Architectural. If you change the size of the object, you’ll see the dimension of the object will be shown in meter. Auto Brightness Turn on/off auto brightness function. Basic operations: Click File> Setting>Auto Brightness >On to activate it. Click File> Setting> Auto Brightness>Off to turn off it. Vr Option Reset the parameter of VR Basic operations: Click File> Setting> Vr Option to open the VR option dialogue. Mesh Size: It is to reset the size of mesh in VR. Grid Factor: It is to control the render speed of VR. It has been set to be the optimum location. Delay Redraw: It is to reduce the refresh of VR drawing. By use this function the software can run faster in computers with low configuration. AutoSave: It is to activate the auto save function. AutoSave Time: It is to reset the time for auto save. AutoSave Prompt: It is to set whether to show the prompt or not before saving. Use Animate Cursor InteriCAD VR provides a series of animate cursors to display different status of the software. Recommend for use. Basic operations: Click File> Setting> Use Animate Cursor. You could use object editor to see the effect of animate cursor. Toolbar Manager 1.From the File menu select Toolbar Manager. 2.Tick on or off the toolbars from pop-up dialog box, the relative toolbars will be appeared or disappeared. Print Print the plot drawing. Users now can print their designs directly instead of printing them after saving their designs. Basic operations: 1. Click File> Print in menu bar. 2. Render Setting dialog box will pop up. thumbnail|none For more details about render settings, please refer to section "Render" below. 3. Click Print button to proceed render. 4. After rendering, Print Preview dialog box will pop up and you can take a preview of your design. thumbnail|none Once you feel sure about your design, Click Print button File:Print button.png in menu bar to continue. 5. The system will display the Print dialogue box. Confirm settings in it and click Print to continue. thumbnail|none Exit Select Exit in the menu bar that means to exit 3D design system. Note: If the current file has been modified, then it will display the Save dialogue box. View Display Mode The model in the perspective workplace can be displayed in three modes: Left click Texture Mode button, and then all the texture maps and pure color materials will be displayed. This is the system default setting. But the display speed may be slow if the amount of models is large. thumbnail|none Left click Color Mode button, and then all the texture maps will be displayed as pure color material. You can view the match-color status of the scene. thumbnail|none Left click Wireframe Mode button, and then all the models will be displayed using wireframe and the speed is fast. thumbnail|none View Click the Top View button The system will automatically switch to top view and the height of the viewpoint will maintain the same with the perspective viewpoint. You can press the left button to drag upward and downward to change the height of the viewpoint of the top view. thumbnail|none Click the Bottom View button The system will automatically switch to bottom view and the height of the viewpoint will maintain the same with the perspective viewpoint. You can press the left button to drag upward and downward to change the height of the viewpoint of the bottom view. thumbnail|none Click the Front View button The system will automatically switch to front view and the position of the viewpoint will maintain the same with the perspective view. If the position of the perspective viewpoint is behind the scene, there will be no object in the front view. You can press the left button to drag upward and downward to change the viewpoint of the front view to get ideal result. thumbnail|none Click the Back View button The system will automatically switch to back view and the position of the viewpoint will maintain the same with the perspective view. If the position of the perspective viewpoint is in front of the scene, there will be no object in the back view. You can press the left button to drag upward and downward to change the viewpoint of the back view to get ideal result. thumbnail|none Click the Left View button The system will automatically switch to left view and the position of the viewpoint will maintain the same with that of the perspective view. If the position of the perspective viewpoint is on the left of the scene, there will be no object in the left view. You can press the left button to drag upward and downward to change the viewpoint of the left view to get ideal result. thumbnail|none Click the Right View button The system will automatically switch to left view and the position of the viewpoint will maintain the same with that of the perspective view. If the position of the perspective viewpoint is on the left of the scene, there will be no object in the left view. You can press the left button to drag upward and downward to change the viewpoint of the left view to get ideal result. thumbnail|none Click the Last View button The system will automatically switch to the last view in perspective status. Click the SW Perspective button The system will automatically switch to SW Perspective. Click the NW Perspective button The system will automatically switch to NW Perspective. Click the NE Perspective button The system will automatically switch to NE Perspective. Click the SE Perspective button The system will automatically switch to SE Perspective. Walk Mode System defaults to activate Walk Mode button Move Forward: press left button to drag from upward to downward. Move Backward: press the left button to drag from downward to upward. Move left: press the left button to drag from left to right. Move Right: press the right button to drag from the right to left. Note: if the data amount of the scene is huge, or your display adaptor doesn’t support OPENGL, you may not move smoothly using the default texture map color mode. In this case, you can switch to wireframe mode. Elevate Single Click Elevate File:InteriCADT6 Elevate.pngto activate it: Rise Up: press the left button to drag from upward to downward. Lower Down: press the left button to drag from downward to upward. Lift Off: press the left button to drag from upward to downward Descend: press the left button to drag from the downward to upward. Spin Single Click SpinFile:InteriCADT6 spin.pngto activate it Rotate Clockwise: press the left button to drag from left to right. Rotate counter-clockwise: press the left button to drag from right to left. Pan Single Click PanFile:InteriCADT6 Pan.png to activate it Press the left button to drag; you can pan the drawing display in real time. Look at Single Click the Look atFile:InteriCADT6 look at.png button Left click the surface that will be viewed. The camera will automatically aim at this surface. Zoom Mode Zoom Select Zoom ModeZoom in the View menu. The mouse automatically moves into the workspace. Moving upwards the mouse is to zoom in the objects, while moving downwards the mouse is to zoom out the objects. Zoom Window Note: this command is invalid under perspective view status. Select Zoom Mode>Zoom Window in the View menu. Click to select the first point of a rectangle area. Move the mouse and click to specify the second point. And the selected objects will be maximally displayed in the rectangle area. Zoom Extend Note: this command is invalid under perspective view status. Select Zoom Mode>Zoom Extend in the View menu. And the system will adjust the current workspace to display all placed objects in it. Zoom Rotate Select Zoom Mode>Zoom Rotate in the View menu. And the system will adjust the current workspace to display all placed objects in it. Move left or right to rotate the scene. UCS Set UCS Set a surface to set UCS. Basic operations: 1.Select UCS>UCS On in the View menu to turn on UCS. 2.Select UCS>Set UCS in the View menu. 3. Left click any surface in the scene and the current space coordinate will be built based on this surface, using the green axis as the X-axis and the red axis as the Z-axis. (UCS: User Coordinate System). Rotate X Axis Rotate the UCS around X-axis (green axis). Basic operations:Rotate Y AxisRotate the UCS around Y-axis (blue axis).Basic operations: 1.Select UCS>UCS On in the View menu to turn on UCS. 2.Select UCS>Rotate Y Axis in the View menu. 3.Move cursor to rotate y axis, left click to confirm, and right click to cancel. Rotate Z Axis Rotate the UCS around Z-axis (red axis). Basic operations: 1.Select UCSUCS On in the View menu to turn on UCS. 2.Select UCSRotate Z Axis in the View menu. 3.Move cursor to rotate z axis, left click to confirm, and right click to cancel. Move UCS Rotate the UCS on the XY plane. Basic operations: 1.Select UCS>UCS On in the View menu to turn on UCS. 2.Select UCS>Move UCS in the View menu. 3.Move cursor to move UCS, left click to confirm, and right click to cancel. UCS On Display the current space coordinate system and a blue grid will be generated on the XY plane. Basic operations: Select UCS>UCS On in the View menu. UCS Off Hide the current space coordinate system. Basic operations: Select UCS>UCS Off in the View menu. Camera There are two methods to edit camera. Method one: Edit Camera From the view menu select CameraEdit Camera. thumbnail|none Changing the coordinate of the camera location can control the position of the camera. Changing the coordinate of the target point can control the position of the camera target point. Changing the focal length of the lens can control the focal length display of the camera. When moving in the scene and getting an ideal perspective angle, you can save the current camera. right|thumbnail Method two: Camera Editor Left click Edit Camera button File:InteriCADT6 camera.png on side editor(the default one), we'll get Camera editor panel. Preview: Drag camera and target spot to change view. As you can see, there are two :blue sign in the preview picture. The camera one stands for camera point, and the cross one stands for target point. Depth: Drag the slider to adjust the depth of view, this option will only affect the preview window. thumbnail|none thumbnail|none Focus: Change the focal length of camera. The lower the number is, the wider you can see the room. thumbnail|none thumbnail|none Camera & Target Point: It's the same one as Edit Camera dialogue box. Camera List The camera list will display all the cameras, and all of them have preview pictures. Every time you switch from a perspective view to a special view such as plane view, the system will automatically save the camera. Double click (continuously and rapidly click the left button twice) the camera preview picture that needs to be switched, and then the workplace will be switched to that camera. Save Camera Click Save on the right panel or select CameraSave Camera from View menu. :You'll get a dialogue box as following. thumbnail|none Input the camera name, and press OK button to save. The system has no limits to the number of the camera and you can switch willfully by double-click the camera. Delete: Select the camera you want to delete, click Delete on the right panel. And the camera will be removed from right panel. Redraw: Refresh the preview picture according to current scene. For example, the current scene has used radiosity and the camera preview picture set before radiosity can be updated to the effect achieved after using radiosity.. First Camera From the view menu select CameraFirst Camera command. The system will switch to the first camera view in the camera list. Last Camera From the view menu select CameraLast Camera command. The system will switch to the last camera in the camera list and return to perspective status. Products Library Show Library From the Products Library menu select Show Library command. The following interface appears: thumbnail|none Toolbar Introduction to the commands on the tool bar (from left to right) thumbnail|none Attribute: System will show you the attribute of the model you selected. Sort: Order the model in Library area by name; Insert Model: Enter model status; Replace Model: Enter model replace status; No Collision Check: Disable Collision Check function; Collision Check: In Insert Mode, automatically detect existing model to prevent overlapping; Directory area: Here display all libraries in InteriCAD T6. And default libraries are System Library, Online Cloud Library and User Library. System library has already provided users more than 6000 models. Online Cloud library enables users to download models from our online cloud library. Here you'll find different models sorted by types. And user library is for users to add their own models. Library area: Here will show the users the information of the model, including preview picture, model name and model size. And we can find Online Cloud Library entrance here too. thumbnail|none Basic Operations of the Library Insert the model: Open library, select File:InteriCADT6 insert model1.png button on the tool bar; Select the model type in the directory area; Single click the needed model preview picture in the Library area; Move the mouse; the model will be automatically absorbed to the surface pointed by the mouse, e.g., the paintings will attach to wall, and the ceiling lights will attach to ceiling automatically. Left click the position where the model will be placed. Replace the library model that already exists in the scene: Open library, select File:InteriCADT6 insert model2.png button on the tool bar; Select the model type in the directory area; Double click the needed model preview picture; select the model that will be replaced. Online Cloud Library Click online library entrance button in library area, and you'll get a dialogue box to enable you sign in to download models. thumbnail|none Here, we need to input our account and password to login. After that, we could get to Online Cloud Library to download models. If you don't have account, please click "New User?" to create one. The following is the window after we login. thumbnail|none If we want to download a model from online cloud library, we could follow following steps to get it. 1.Choose relative catalogue to find models, e.g., Home_furniture>>Sofa. 2.Tick the models we want to download. And then click Download to download the models. thumbnail|none 3.After finish, you'll find the models in Online Cloud Library of InteriCAD T6. thumbnail|none As you can see, there will be the same catalogue generated under Online Cloud Library. And the models we downloaded will be in the same catalogue just as in online library shop. Hide Library Click Hide Library from Products Library menu, or click File:InteriCADT6 hide library.png on the top right corner of library window. Library Manager Preparation Prepare the Texture Files(JPG) Note: The requirement of JPG: seal less, color is even, and the size is at least 400X400 pixels, recommending 800X800 pixels. thumbnail|none Prepare the 3D Models Please see the example below. Users need to prepare 4 files for one model. They are respectively mrm, jpg, mod and _2d jpg files. xxx.Mrm and the preview picture (xxx.jpg) is a must. If you want to layout the models in 2D you have to prepare two other files, the xxx.mod and xxx_2D.jpg. And put these files all together in one folder. thumbnail|none Create Catalog Tree in User Library. The system library cannot be edited. Users can only edit the user library. For example, Ergo shown in the picture below is the user library. Double click Mdbmanage.exe to open mdbmanage, and the photo below is the interface of mdbmanage: thumbnail|none Add a Directory To add subdirectory to the root or a directory, you can right click on it, and then select New Group. A pop-up dialog will show, and then input the name for the new directory in the dialog box, then click OK. A new subdirectory is inserted. thumbnail|none thumbnail|none Move a Directory There are two ways to move a subdirectory to another directory. The first one is to drag-and-drop. The second one is to use the Move to function in right click menu. If there are already textures or models in the directory, the directory can not be move any more. In the latter part of this document, there are detailed instructions about right click menus. thumbnail|none thumbnail|none After we finish building the directory structure, we can start to add textures and models into the library. Add Textures Select a directory, right click in the working area. Select Import texture thumbnail|none Find the target pictures in dialog box. Then click OK. The number of the selected files is not limited. thumbnail|none After that, the texture files have been added into the library. thumbnail|none When you select one of the textures, you can see the properties of that texture in the information bar or in the working area. You can double click the cells to edit the contents. Below are rules and formulas of each column of the working area: ID: It will create automatically, and the ID is exclusive and cannot be edited. Name: It can’t be input over 50 bytes. The default name is the file name of the JPG file. Type: SN of the model. It can’t be input over 50 bytes. The default name is the file name of the JPG file. Class: It is only used for models. So please disregard it. Brand: It can’t be input over 50 bytes. Manufacturer: It can’t be input over 50 bytes. Price: It can’t be input over 50 bytes. Size: The height, length and width are meaningless for textures. They are only used for models. So please disregard them in this section. Add Models There are two ways to add models: One is Import Models (Single) the other is Import Models (Multi). Add Models One by One When you select Import Models (Single) , a window will appear. thumbnail|none Select Browse and then select the mrm file in the pop-up file dialog. thumbnail|none After you click Open in the file dialog, another dialog will show. thumbnail|none In this dialog, users need to select a catalog for the model, for example, the model is a sofa, or a chair. After selecting the model’s catalog, you can see the ID is generated automatically and it won’t be repeated. User can input more attributes for the models in the dialog box. thumbnail|none Add Multiple Models When you select Import Models (Multi), the file selection dialog box will appear, and the number of selected mrm files is not limited. thumbnail|none And the catalog selection dialog box will appear. thumbnail|none After choosing the catalog, similar to adding texture, you can edit the attributes of each model in working area by double click. thumbnail|none Below are rules and formulas of each column of the working area: ID: It will create automatically, and the ID is exclusive, it won’t be repeated. Name: It can’t be input over 50 bytes. Type: SN of the model. It can’t be input over 50 bytes. Class: The class of the model. When double click the cells of this column the catalog selection dialog box will appear and user can choose the type from the dialog box. Note: Models of different catalogs will have different layout methods. Brand: It can’t be input over 50 bytes. Manufacturer: It can’t be input over 50 bytes. Price: It can’t be input over 50 bytes. Size: It can be divided into 3 parts: height, length and width, user can select these one by one according to the model. Double click any cell of working area, you can edit the content of the cell. And its corresponding property will change. Right Click Menu And you can see, there is a right click menu appears when you right click on any directory. Right Click on the Root thumbnail|none New Group: Create new subdirectory in this directory Sort: Show the group that under this directory: thumbnail|none (Group ID is ID of this group in the .mdb file. Name is the name of the group that shows on the catalog tree. Sort Index is the order of the group that shows on the catalog tree, while 0 means the first.) Rename: User can edit the name of the directory by this function. Right Click on Subdirectory thumbnail|none Compared to the right click menu of root directory, there are 3 more items in that of subdirectory. They are Copy to… Move to… and Delete option. Copy to…: Copy the directory and all the subdirectories to another library. For example, copy one directory from the system library to user directory. Users are not allowed to copy directories to a same library, for example, copy a directory in user library to another directory of user library. Operations: After you click Copy to.. and choose the destination directory from the window below. thumbnail|none Move to…: Move the directory and all the subdirectory to another library. For :example, move one directory from the system library to user directory. Users are not allowed to move directories to a same library, for example, move a directory in users library to another directory of users library. Operations: After you click Move to.., choose the destination directory from the window below. Delete: Delete the directory and all the subdirectory under this directory. Right Click on an End Directory thumbnail|none thumbnail|none Besides New Group ,Rename, Copy to… ,Move to… and Delete, you can see Import Model (Single) ,Import Mode l(Multi) and Import Texture. It means that you can import texture and models by right click the directory, too. Library Backup Use this command to backup the library in system. Select Library Backup from Products Library. A Library Management dialog will pop up. VR Library Management Backup Select a library from the directory and click Backup. A Browse for Folder dialog will pop up. Select a folder to save VR library, click Ok to confirm. The system will back up the selected library automatically. Restore Select a library from the directory and click Restore. A dialog will pop up to ask you whether overwrite the library. Click Yes to confirm, click No to cancel. Merge Select a library from the directory and click Merge. Select an mdb from the pop-up dialog. The system will merge the mdb to the selected one automatically. CAD Library Management Backup Select a library from the directory and click Backup. A Browse for Folder dialog will pop up. Select a folder to save CAD library, click Ok to confirm. The system will back up the selected library automatically. Restore Select a library from the directory and click Restore. A dialog will pop up to ask you whether overwrite the library. Click Yes to confirm, click No to cancel. Merge Select a library from the directory and click Merge. Select an mdb from the pop-up dialog. The system will merge the mdb to the selected one automatically. Import VR Block Use this command to import independent VR Block. 1.Select Import VR Block from Products Library. 2.Find the VR Block you wish to import in the pop-up dialog. 3.Click OK, and move cursor to the position you wish to insert the block. Export Surface You can save your own block as importable VR block, and add to the library. There are two methods to export: export surface and export object. You can use this command to export specified surface as VR Block. 1.Select Export Surface from Products Library. 2.Select Snap On from Object menu, activate snap mode to select insert point. 3.Select the surface you wish to export, hold Shift to add more, right click to finish. thumbnail|none 4.Select insert point of VR Block. Move cursor in snap mode will capture nodes of objects, the nearest node to the cursor will be highlighted in yellow lines. Find the appropriate node, left click to set as insert point. 5.Type in path and file name in the popped up save dialog, click OK to finish. Export Object You can save your own block as importable VR block, and add to the library. There are two methods to export: export surface and export object. You can use this command to export specified objects as VR Block. 1.Select Export Object from Products Library. 2.Select Snap On from Object menu, activate snap mode to select insert point. 3.Select the object you wish to export, hold Shift to add more, right click to finish. thumbnail|none 4.Select insert point of VR Block. Move cursor in snap mode will capture nodes of objects, the nearest node to the cursor will be highlighted in yellow lines. Find the appropriate node, left click to set as insert point. 5.Type in path and file name in the popped up save dialog, click OK to finish. Renew VR Block Use this command to change attributes of VR block in the library. 1.Select Renew VR Block from Products Library. 2.Select modified block, a save dialog will pop up. You can handle blocks one at a time. 3.The software will find the block’s path in the library automatically. Click Save to finish. Export Whole Scene Use this command to export all objects in the scene as a VR block. 1.Select Export Whole Scene from Products Library. 2.Select Snap On from Object menu, activate snap mode to select insert point. 3.Select insert point of VR Block. Move cursor in snap mode will capture nodes of objects, the nearest node to the cursor will be highlighted in yellow lines. Find the appropriate node, left click to set as insert point. 4.Type in path and file name in the popped up save dialog, click OK to finish. Create Library Block This command simplifies the procedures of adding an external model to the library. After importing the model to VR, from Product Library menu select Create Library Block. (You can refer to 9.3.8 for how to import models) Select the model you imported. If the model is exploded or you need to select more than one object, hold "shift" to do the multiple choices and right click to finish the operation. After selecting the model, the program will generate all relevant files (like *.mrm, *.mod etc.) automatically. When all the files are generated, a dialog box pops up. thumbnail|none Type in the information of the model. The information of name, type, class and Location in lib must fill in. Other information is optional. We suggest you locate your models in the user library. It is easy for you to find your own models. Click OK to finish. Create Entity Select Create Entity from Products Library, and then a dialog shows as below: thumbnail|none The dialog consists of 3 parts: Directory structure, List view and Preview window. Directory Structure Right click on an item of the directory structure, users could delete the item, modify the item or add a sub-item. List View Load an existing entity: Left click on the icon in the List view, and then click Apply: InteriCAD T6 will load the group into 3D view. The models will move along with your cursor. Left click to confirm position. Objects loaded in the group will be treated as one object unless they are broken apart by Explode Entity function. thumbnail|none Add my entity: Left click Add button, and then input name of the group in the pop-up dialog. InteriCAD T6 will switch to 3D view. Select the objects, hold shift key and left click for multi-selection, right click to finish. thumbnail|none Preview Window By left clicking on the preview window you can enlarge the picture in a pop up window. thumbnail|none Explode Entity Select Explode Entity from Products Library, and then left click the objects of an entity you have loaded. The entity will be broken apart into objects. Clone Object 1.Select Clone Object in the Products Library menu, it will pop up a dialog box: thumbnail|none 2.Click Bathroom, the file list will show preview of all the project files under the directory. Click the preview, the right window will show the panorama of the selected file. User now can walk virtually in the scene. thumbnail|none 3.Functions of the 5 buttons: File:InteriCADT6 function button1.png:Allow you to move freely, but you can not select an object. File:InteriCADT6 function button2.png: Allow you to copy models into the scene. The available models are in green and the selected models are in red. Hold Shift key to select multi-objects. File:InteriCADT6 function button3.png:Allow you to copy materials into the scene. The selected surface is in flashing red. Multi-selection is not supported. File:InteriCADT6 function button4.png:Allow you to copy lighting elements into the scene. The available light sources are in green and the selected light sources are in red. Hold down Shift to select multi-objects. Multi-selection is not supported. File:InteriCADT6 function button5.png:Select Object in the Object mode, turn to View mode to move and copy the selected object to another place. Detail information of three modes Object mode: No preview, but with model information. thumbnail|none Material mode: With preview and configuration of the material. thumbnail|none Lighting mode: No preview, but with lighting configuration. thumbnail|none File:InteriCADT6 view information.pngTo show and hide the preview and information. 4.After selecting an object and click Apply, dialog box will be shut down and the plane turn into File:InteriCADT6 apply icon.png Copy model: move the plane to the position for the model, do the same operation as inserting library model. Right click to end. Copy material: Click the surface of the targeted object; repeat the operation for different objects for the same material. Right click to end. Copy light source: Click the surface of the light source; repeat the operation for different lights for the same configuration. Right click to end. 5.If you want to copy different object, please select Clone Object from the Products Library menu. Note: The same as the other operation, material and light editing can be done after radiosity, but object editing needs to be done before radiosity. In the object mode, select the object and press F12 will enable you to replace the object in the same dimensions. Export Clone Object 1.Open a rendered VR scene, put camera to the right position. 2.Click Products Library on the menu, select Export Clone Object. The default save path is: IntericadT6\vr\showroom\My Proposal thumbnail|none 3.Click Output button, it will be saved as a panorama file with record of the model and material into the project file. Furniture List Select Furniture List from Products Library. The system will automatically list all the products and generate the List. You can now check the price, size, quantity etc. thumbnail|none File:InteriCADT6 export button.png:Export the list to text format. In the popup dialogue, designate the location and input the file name. Then click OK. thumbnail|none File:InteriCADT6 export button2.png:Export the list to HTML format. In the popup dialogue, designate the location and input the file name. Then click Save. thumbnail|none File:InteriCADT6 export3.png:Export the list to excel format. In the popup dialogue, designate the location and input the file name. If the list is more than one page, you can Then click Save. thumbnail|none File:InteriCADT6 print.png:Print out the list. It’s better to set the printer before you try to print. thumbnail|none File:InteriCADT6 preview.png:Preview the printing result. thumbnail|none File:InteriCADT6 setting button.png:Detail settings of the list, including the printer setting. thumbnail|none File:InteriCADT6 undo button.png:Erases the last change done to the list. File:InteriCADT6 redo button.png:Reverse the undo command. File:InteriCADT6 delete button.png:Delete the selected line. File:InteriCADT6 add button.png:Add a line to the last line. File:InteriCADT6 template button.png:Save the changed template. Kitchen Design Show Library This part mainly introduces how to perform the arrangement design of the kitchen cabinets and accessories such as base unit, wall unit, sink unit and cooking range. Step: right|thumbnail 1.Click Kitchen Design > Show Library, 2.The product dialogue box appears (shown in the right picture). You can change the width, depth, height and its locating method of the unit that will be arranged as requirements. Then click the Layout -> button or double click the product to start Layout. 3.After you click the Layout button, move the mouse into the 3D room (or we can call it Drawing area). The system has intelligent location function. It will snap the cabinet to a proper location. When you find the cursor turn into an arrow, it means this location is proper. Now you can left click to locate the item. When the cabinet is interfering with doors or windows, the system will popup an error prompt. Intelligent Location Function When locating the cabinet, the system will automatically find the proper location for the cabinet according to the size the cabinet, the position of door and window. When the cabinet is highlighted in green, it means you can left click the mouse to locate the cabinet. Align: When locating the cabinet, moving the mouse forward and backward will help you to align the cabinet with other objects in the room Useful Key When Locating Cabinet 1.Space Bar: when Layout the unit, the space bar has two functions: (1) pressing Space bar you can rotate the unit; (2) to those units that have several possible places, as shown in the figure below, by pressing space bar you can change the arrangement direction. 2.SHIFT: Cancel the snap function of this unit with other units except wall. Press SHIFT again to resume all the snap functions. 3.CTRL: remove all the snap functions of the unit, which means the unit will not snap to any object. Press CTRL again to resume all the snap functions. thumbnail|none Arrangement of the kitchen cabinet unit when there is a corner of non-90 degrees There are two conditions of the non-90 degrees corner: less than 90 degrees and more than 90 degrees. Next we will introduce their arrangement method separately. As shown in the figure, when select the Create worktop command, the system can find the corner automatically and deploy the worktop correctly. Other components such as the plinth can also be deployed automatically. thumbnail|none Filler panel When layout the cabinet, there are some places where we need to use the filler panel. Choose the filler panel from the kitchen library, you can define the width of filler panel in order to fit the space. Product Search The system provides the function of finding the product by using the code and the model. In the middle place of the Select product dialogue box, there is space to display the Code and Model. When the user selects different products, the code and model will be displayed here. User can also press the Find button command after input the code and model of the product. If the product meets the code and the model is found, the system will find the product automatically and place the cursor onto it. Otherwise, the message that prompts no such product will appear. The accurate query provided by the system now is the combination of Code and Model. If either of them is not available (not space), only the available one will be used as the query condition. thumbnail|none Quick Select of the Product For your convenience to select some frequently used products, the system provides the function of quick select of the product. When you select Quick Select command button from the Select Product menu, a popup menu appears, as shown in the figure below. This menu lists some frequently used products. When you select one product, for example the Nacelle, the system will automatically find out the nacelle product and move the cursor onto it automatically to make known this product is selected. thumbnail|none Select the last item of the popup menu Self-define shortcut, the Custom :Shortcut dialogue box appears. You can customize the quick select items. After using Add, Modify, Delete, Move Up and Move Down commands, Ok button must be pressed so that the customized shortcuts will be valid. thumbnail|none Add: Add one customized shortcut. After select Add command button, the User defines dialogue box appears. Input the name of the shortcut behind the Shortcut Name. thumbnail|none Select specific product category from the First Level Catalogue, Second Level Catalogue and Third Level Catalogue separately. Press OK and one customized shortcut is added. Modify: Modify the selected shortcut. The operation is similar to that of Add. Delete: Delete the selected shortcut. Move up and Move down: Arrange the shortcuts according to the user’s requirement. After select one shortcut, select the Move Up and :Move Down command button to complete the new arrangement. Modify the Size of Product The products within the system product library have the fixed width, depth and height. You can also modify size of selected unit in case of necessary. Step: 1. Select the kitchen cabinet unit from the Select Product dialogue box; 2. The width, depth and height of this product will be displayed in Select Product dialogue box. User can modify them as requirements. 3. Select Layout to deploy the kitchen cabinet unit. And the unit size is the new size input by the user. Locating Method of the Product The system provides total 19 product locating methods. For different product, there are one or several locating methods. First select one locating method then click Layout to layout the product. Below is detailed description of the 19 locating methods: 1.On the ground: the bottom elevation of the product is 0 from the ground. This locating method is suitable for dining chair, table, and freezer and so on. 2.On toekick: the product will be located on the plinth. (The height of the plinth can be edited in SettingParameter setting.) This locating method is suitable for base unit, tall unit, island and so on. 3.At wallunit elevation: the bottom elevation of the product will be the same as the bottom elevation of wall unit. (The bottom elevation of wall unit can be edited in Setting Parameter setting.). This locating method is suitable for wall-unit, extractor hood and so on 4.On worktop: the product will be placed on the worktop. (The defaulted height of worktop is 850 mm). This locating method is suitable for cup, dishes, and cattle and so on. When locating the product, you can also input the Elevation height. 5.On worktop (by unit): the bottom elevation of the product is the same as the height of the selected worktop. When locating, select the unit that you want to put the product on, then the product will be put onto its worktop. E.g: cup and so on. 6.In worktop (by unit): the upper surface of the product will be above the selected worktop. When locating, select the unit that you want to put the product. This locating method is suitable for items which are in the worktop. For example: sink, gas cooker and so on. 7.Under worktop (by unit): the upper surface of the product equals the lower space of the Worktop of the selected unit. When locating, you need to select the unit in which the object will be installed. The product will be located under the worktop of the selected cupboard. 8.Over selected object: when locating product, you need to select one object. The product will be deployed above this object automatically. For example, the cupboards above the half-height cupboard. 9.Under Selected Object: when locating product, you need to select one object. The product will be deployed under this object automatically. For example, the decoration cupboard under the wall unit. 10.At Special Height: when locating product, you need to select the position point. The distance between the ground and the bottom of the product equals the specified height. When deploy, you can also input the Bottom elevation 11.At Special Height (by unit): When locating product, you need to select the cupboard unit and the location where the product will be placed in the cupboard. The distance between the ground and the bottom of the product equals the specified height. When deploy, you can also input the Bottom elevation 12.Under Special Height: when locating product, you need to select the position point. The distance between the ground and the top of the product equals the specified height. When deploy, you can also input the Bottom elevation. 13.Inside Electrical Appliance: when locating product, you need to select the diaphragm or the baseboard to place the object and the product will be deployed on the selected diaphragm or the baseboard. For example, the electric oven, etc. 14.Free Orientation (by surface): when locating product, you need to select the position point. One specific installation surface will automatically snap with one surface of another object in the scene. And the product will automatically absorb on this surface. For example, the wall map and the decoration plant, etc. 15.Auto fit size: when locating product, you need to select the door panel which is parallel to the product. This is suitable for ‘Roster’ and so on. 16.Over (under) Shelf board selected: When locating product, select the shelf board that you want to put the product on, the product will be located on the selected shelf board. 17.Shelf board: When locating, select the shelf board which are on the right side of the object. Then input the number of height. 18.Special position on wall: when locating product, select one piece of wall. In the pop-up dialogue box, input the reference point and distance from the product to the wall. Then click Finish. Then this product will be located on wall. thumbnail|none 19.Special position on floor: when locating product, select one piece of wall. In the popup dialogue box, input the reference point, distance to wall and elevation. Then click Finish. The product will be put on the location. thumbnail|none For every product in the library, there is one defaulted locating method. :When locating certain product, you can change its locating method. How to Deal when the Cupboard Unit Encounters with the Pillar When the deployed cupboard unit encounters with the pillar of the room, the system will automatically snap the cupboard to the suitable place according to the size and location of the pillar. There are two conditions: 1.The pillar is smaller than the cupboard: shown at the left side of the figure below, the cupboard can be arranged near one side of the pillar and the pillar can be seen as a common wall; besides, the cupboard can be arranged to the corner. Under this condition, the view must be switched to the one that can see the location of the corner (such as the top view). When arrange the auto-installed worktop and the waterproofing panel, it will be arrange along the wall. 2.The pillar is bigger than the cupboard: shown in the right side of the figure below, the pillar is arranged along the wall and the pillar can be seen as a common wall. thumbnail|none Close Library Click Kitchen Design > Close Library, user can close the kitchen library. Unit Redrop Command: Kitchen Design>Unit Redrop Use Unit Redrop to move a cabinet unit to a place next to another object, e.g. a wall or another unit. Use your mouse to locate the unit you want to move. There will be a green shadow the place is suitable for that unit. Change Size Free Change the width, depth and height of an object based on 3 bases. Basic operations:1.Select Kitchen Design>Change Size 2.Choose object you want to modify 3.The system will pop up Change Size dialog box thumbnail|none 4.Change Size by modifying the values in the dialog box; choose bases to change size from different direction. 5.Click OK the end the setup. Create Worktop After a floor cupboard is set, select Kitchen Design>Create Worktop, then the system will automatically search for all the floor cupboards and install a Worktop on them. The system can automatically generate a full block of Worktop on the continually arranged floor cupboards that have the same depth. Create Worktop Manually 1.Select Kitchen Design>Create Worktop Manually thumbnail|none System will automatically pop up Draw Polygon Worktop dialog box. Top view of working area is on the left part. The right side is the command bar. Walls are showed in white lines while cabinets are in yellow. User can finish the worktop design by clicking the left mouse in the working area. Point snap setting: thumbnail|none Show Base Unit: Show base unit in the working area. Show Wall Unit: Show wall unit in the working area. Show Tall Unit: Show tall unit in the working area. Cabinet Side offset: Draw offset line to extend or cut worktop edge. Operations are as follows: a.Click Offset of cabinet side and then the cursor will become a small white pane. thumbnail|none b.Select the broken line as the base line. thumbnail|none c.Then system will pop up Offset dialog box, and there is a green arrow on the chosen line. Input the offset value in the box while using minus value to offset in opposite direction. Intersect with wall is to control the connection between offset line and wall. d.Click OK, then the generated offset line will be showed in blue. thumbnail|none 1.Point setting: thumbnail|none Snap: Control the point snap function which will be showed in green pane. thumbnail|none Orthomode: Control ortho function when draw a line. Point offset: After defined all the points, system will pop up Point offset dialog box. The chosen point will be set as (0,0). thumbnail|none 2.Line Mode Line: To draw a line. thumbnail|none thumbnail|none 3.Arc: To draw an arc. thumbnail|none There are two ways to draw an arc. a.Select the first point and then the central point to define the radius of the arc. Draw an arc clockwise or anticlockwise. Clockwise: thumbnail|none Anticlockwise: thumbnail|none b.Select two points to define an arc: thumbnail|none thumbnail|none 4.Define coordinate: Define the first point (0, 0) and then input coordinate to define the next point. thumbnail|none 5. Back: Cancel current operation and return to the last one. Redo: Return to the last operation. Clear: Delete all the lines except offset line. Close: Connect the nearest two points. thumbnail|none 6.OK: Turn to next step. Cancel: Cancel the current operation and exit. thumbnail|none User set the elevation and thickness for the worktop and click OK to finish. Besides automatically generating Worktop, the system also allows the user to manually generate it. Create Plinth After finished the base unit layout, we can install the plinth now. Select Kitchen Design>Create Plinth menu, then the system will automatically search for all the base unit and install plinth at the bottom of them. As the same as the Create Worktop, the system can take the continually arranged base unit as a group to deal with, which will generate a complete piece of Plinth for the combined parts. The height of the Plinth is that one set by the Parameter setting command from the Settings menu Similarly, if creating a Plinth with the Manually generate Plinth command before auto creating a Plinth, a warn dialogue box will pop up and ask user whether to delete the manually generated Plinth when auto generating a Plinth. Create Pelmet Style of Pelmet Select the Kitchen Design>Parameter setting menu. In the popup Parameter Setting dialogue box, you can set the required style of Pelmet. Auto Create Pelmet After selecting the command, the system will search for all the installed wall-cupboards and automatically arrange the selected style of Pelmet on them according to their relevant position and size, etc. After selecting the command, the system will search for all the installed wall-cupboards and automatically arrange the selected style of Pelmet on them according to their relevant position and size, etc.Basic operations: 1.Select the Kitchen Design>Create Pelmet menu; 2.The system will automatically install the Pelmet on all the wall units. Create Cornice Style of the Cornice Select the Kitchen Design>Parameter Settings menu. In the pop-up Parameter Settings dialogue box, you can select the style of the Cornice required by the user. Auto Create Cornice If this command is applied, the system will first search all the installed wall-cupboards, and then automatically install the selected style of Cornice above them according to their relative positions and sizes, etc. Basic operations: 1.Select the Kitchen DesignCreate Cornice menu; 2.The system will automatically install the Cornice above all the wall units. Change Handle Change all doors and drawers of all cabinet units. Basic operations: 1.Select Kitchen Design> Change Handle 2.It will pop up a handle dialog box, set up all the parameter. thumbnail|none 3.Select OK to refresh all the handles in the 3D scene. General Panel The system provides the function of making a simple panel. Select Kitchen Design> General Panel and the Panel modeling dialogue box will pop up in which you can input parameters of a panel, such as length, width, thickness, etc. Select Horizontal or Vertical and then click the Ok button. According to the system prompt, select the corner point position, and then a panel will be generated. thumbnail|none Shelves Panel This command enables you to generate a shelves panel between two vertical Panels. Basic operations: 1.Select Kitchen Design> Shelves Panel; 2.According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then press Enter or right click to end the selection; 3.The system will pop up a dialogue box in which you can set the shape of the panel and other parameters. Input the information, and click OK to create the panel. thumbnail|none 4.Left click to set the base point of the panel, the panel will be created. Dividing Panel This command enables you to generate a vertical panel between two horizontal panels Basic operations: 1. Select Kitchen Design >Dividing Panel, 2. According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then right click or press Enter; 3. The system will pop up a dialogue box in which you can the panel parameters. Input the information, and click OK to create the panel. Parameter Settings Select Kitchen Design >Parameter Settings. Tab Handle: For changing the handles. thumbnail|none Tab Worktop: For setting the worktop. In this section, user can change the thickness and style of the worktop. In the red frame, there are two new functions. One is to set the distance of cabinet back to the wall. For example, when we set the distance to be 300 mm, if the cabinet back is 150 mm far from the wall, the worktop will still be created to attachment to the wall. The other is to create worktop that will have distance from other objects, such as wall, column and cabinet. Here we set it to be 7. That means the distance between worktop and other objects are 11. thumbnail|none Tab Lines: Setting the plinth, pelmet and cornice. thumbnail|none Tab Others: User can set the default elevation of the wall cabinet. Here we have added three new functions. One is to set the dynamic orientation. The setting allows user to align the cabinet with their front side or back side when putting the cabinets to the scene. Second one is to set the filler profile. Some of the fillers will have profile on them. But if filler is too small, it will not have profile. So, here allow the user to set the width of filler for creating the profile. The last one is a tips function. For example, if user select To design water position after fixing sink, the system will remind user to set the water position when he/she have lay-out a sink into the scene. thumbnail|none Set Current Room InteriCAD T6 can import more than one room to VR. So user must use Select Current Room function to select the room for designing. Select Set Current Room from Kitchen Design, and then in the pop-up dialogue left click to select a room to design the cabinet. Also, user can rename the room. Wardrobe Top Unit Function: To create top unit on the wooden unit. Step: thumbnail|right 1.Select the “Top Unit” command from the “Wardrobe”. User can use the “Design” function to design the top unit for the wooden built-in. 2.Select “Design” command and follow the guide in the command box. :First, select the left panel, after that select the right panel. thumbnail|none thumbnail|none 3.It will activate the top unit setting dialogue. Here users can set the sizes of the panels in the tall unit. There are two selections in the dialogue, “Left side to top” and “Right side to top”. This is for the side panels of the top unit. If users select these selections, the side panels will be the same high as the cornice. thumbnail|none 4.Click “OK” to go to top unit cornice setting. In the dialogue, users can set the size of the cornice. If user has selected “Left side to top” and “Right side to top”, he or she doesn’t need to fix the left and right cornices. In the front part, there are two selections, “left snap” and “right snap”. Once users use these selections, the left and right side of the front cornice will extend automatically to snap to the side panels of the top unit. Click “OK” to go to next step. thumbnail|none In the next dialogue, users can set the style of the top unit and Divide it. There are two selections, “Inner hide” and “Rotate door”. Inner hide: This type of top unit will not have doors. Rotate door: This type of top unit will install rotate door. thumbnail|none If users select “Inner hide”, the system will ask users to input the depth of the structure panel. thumbnail|none thumbnail|none If users select “Rotate door”, the system will ask users to select the style for installing door and set the thickness of the floor panel. thumbnail|none thumbnail|none thumbnail|none After finishing the top unit design, user can select “Modify” function to modify the selected top unit. Sliding Door Function: To design sliding door for the wardrobe. Step: Select Wardrobe>>Sliding Door. User can create and modify the slide door for the built-in. Scheme Design: For users to design the structure of the slide door. Create: Create a slide door in the scene. Edit: Edit the slide door in the scene. Open: Open the slide door. Close: Close the slide door. Scheme Design Step: Select “Scheme Design” function, then the system will activate the door style dialogue. There are 4 parts in the door style dialogue. thumbnail|none 1. Style Lists: To show the users all the existing door style. New: Create a new door style. Illustration: To select a preview picture for the door. Rename: Rename the selected door. Delete: Delete the selected door. Copy: Copy the selected door as a new door style. 2. Scheme Design: To show and design the door style. Design Scheme: Design and modify door style. Zoom in Illustration: Show preview pictures. 3. Description: Allow users to input description for the door. Add: Add description. Edit: Modify a description. Delete: Delete a description. 4.Price: Set price for each door style. Here is the sample: (1)Click “New” button to create a new scheme thumbnail|none (2)Give a new name to the door. thumbnail|none thumbnail|none (3)Left click to select the door and right click to activate the function menu. Divide Horizontal: Horizontally divide the door. Divide Vertical: Vertically divide the door. Select material: Select different material for different parts of the door. All material same: Set all the material of different parts of the door to be the same. Copy material to…: Copy the material from one part of the door to another part. thumbnail|none (4)Select “Divide Horizontal” function, and in the divide horizontal dialogue users can divide the door by inputting the rule. thumbnail|none There are 2 ways to divide the door: a. Average divide: Input the quantity of segments, then the system will divide the door equally according to the quantity. b. User defines: Input different rule for the dividing, then the system will divide the door according to the rule. For example: first, define the area to be divided. Here we set the distance from the top of the transom to the bottom of the door is the area that we want to divide. :Then we just need to input the rule: total height * ½. The door will be divided into two parts. Also, user can input their formula by selecting the “Custom” function. Click “OK” to finish thumbnail|none (5)Select “Divide Vertical” function, and in the divide vertical dialogue users can divide the door by inputting the rule. The option is the same as “Divide Horizontal”. thumbnail|none thumbnail|none thumbnail|none (6)Select “Set material” function to apply different material to the door thumbnail|none thumbnail|none The system will activate the material library. User can select different material and apply it to the door. When finishing the material setting, the door scheme will show the name of the material. thumbnail|none thumbnail|none (7)Use the “Illustration” function to get a preview picture for the door. The format of the picture must be .jpg or .bmp. The path for the preview picture is: InteriCADT6\kitdat. thumbnail|none thumbnail|none thumbnail|none Create Step: Select “Create” function to create slide door in the scene. There are two kinds of slide door. One is wardrobe door. It is installed in front of the wooden unit. 1.Click “OK”, and left click to select the panel according to the tips near the cursor. thumbnail|none thumbnail|none thumbnail|none Then the system will activate the “Slide Door Design” dialogue. User can change the frame and rail. Also they can modify the size and the scheme of the door. thumbnail|none 2. Left click to select the door and right click to activate the function menu. 1.Select “Set door scheme” function, and choose a door style for the selected door. Click “OK” to finish the selecting. thumbnail|none thumbnail|none 2.The door scheme has been changed. Click “OK” to finish. thumbnail|none The other is partition door. There are two ways to create the partition door. thumbnail|none a.Orientation freedom: Set the angle between the horizontal line and the door first. Then select the base point for the door in the top view. thumbnail|none Click ‘OK’, and then the 3D scene will change to top view. Left click to decide the base point. thumbnail|none Do some settings to the slide door. thumbnail|none Click “OK” to finish the design. thumbnail|none b. Select the wall to orientation: Set the distance between the door and the wall, and click “OK” to go to top view. Left click to select the wall. thumbnail|none|Door design thumbnail|none|Door design2 Then user can do some settings to the door. Click “OK” to finish the setting. thumbnail|none|slide door design The door will be created automatically to fit the room. thumbnail|none|slide door design Open & Close Step: Select Wardrobe>>Sliding Door >>Open or Close to open or close the slide door thumbnail|none|open and close Make Door and Drawer Steps: 1. Select Wardrobe>>Door>>Make Door and Drawer 2. Select panels on which you want the door/drawer according to the instruction near the cursor. thumbnail|none|Make Door and Drawer1 thumbnail|none|Make Door and Drawer2 thumbnail|none|Make Door and Drawer3 thumbnail|none|Make Door and Drawer4 1.It will pop up a “Door and Drawer Design” dialog box, finish the setup and click “OK” to enter “ Door Design”. thumbnail|none|Door and Drawer Design1 thumbnail|none|Door and Drawer Design1 Introduction of “Door Design” commands: Undo: Return to previous step when doing the settings. System allow 10 times of undo. Reset: Back to start mode. Show Size: Display width and height of each door. Show door with texture:Tick Show door with texture to recognize the default door pattern, otherwise the door will be in pure color. Show Texture File: Display the file name of the door texture. Click the door you want to edit, and then right click to design door in the edit menu as follows: Function and Operation of each command in edit menu: 1.Divide: Divide the face board and make different patterns on the door panel. Canceling the “Equal divide”, you can decide the pattern of division. thumbnail|none|Divide b. Door Type: when you choose style in the right-click menu, system will pop up a “Door Type” dialog box. There are two door types, common door and frame door. When you choose frame door, you have to select fix type and set the inner and outer frame’s size. thumbnail|none|Door Type1 thumbnail|none|Door Type2 c. Texture: Edit the texture of the selected door. When you select “texture” in the right-click menu, it will pop up a “Texture” dialog box. The content of “texture” dialog box in common door and frame door are different. Common Door Auto Texture: If the “Auto Texture” is ticked, you need to define the “Door Class”. If door class is “door”, the related texture file will be “door_400x600.jpg” which means the pixels of this file is 400*600. For a drawer, the “Door Class” should be “drawer”. thumbnail|none|Auto Texture1 thumbnail|none|Auto Texture2 Designated Texture: User also can design the texture. Rub off “Auto Texture”, click “>>” behind file name and choose texture you like. Attention: System will only search texture files according to the door type. Material not change with door style: When you tick off this column, the texture will not change to the change of door style. Glass Door: When choosing “Glass Door”, you can choose different types of glass, they are, “normal transparent glass”, “sand glass”, “water glass” and “user define”, when you choose “user define”, you can set the reflect and alpha. thumbnail|none|Door Type2 Frame Door Set the door to Frame Door first. And then select Texture from right-click menu, and Frame Door texture setting will appear. thumbnail|none|Frame Door A frame door includes 9 segments; they are 4 sides, both inner and outer of the frame. together with inner panel in the middle. The inner and outer of one side shares the same texture, e.g. left texture. For each texture, you can change its material by selecting different texture file. Frame: Click “>>” of “Left Texture”, “Right Texture”, “Up Texture” and “Down Texture”, choose texture file to set the material If you want to change material only, tick “material not change with door style”. Inner Panel: The inner panel can be glass, or other material. When you choose “glass” as the material, you can choose different type of glass, they are, “normal transparent glass”, “sand glass”, “water glass” and “user define”, when you choose “user define”, you can set the reflect and alpha; when you rub off the tick on “glass”, you can select texture for the inner panel. If you want to change material only, tick “material not change with door style”. thumbnail|none|Inner panel d. Door Style: Select “empty” in the right-click menu to delete door panel; illusive drawer, illusive door and other are just for decoration, so they can not be opened. e. Opening Style: Choose “left open, right open, up open, down open, slide” to set different opening style. Attention: You can choose the opening only when the door style is “door panel” or “illusive door”. Open Open all doors/drawers of all cabinet units Command: Select Wardrobe>>Door>Open Close Close all doors/drawers of all cabinet units Command: Select Wardrobe>>Door>>Close Panel Shelves Panel This command enables you to generate a shelves panel between two vertical Panels. Steps: 1. Select the Wardrobe>>Panel>>Shelves Panel; 2. According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then press Enter or right click to end the selection; 3. The system will pop up a dialogue box in which you can set the shape of the panel and other parameters. Input the information, and click “OK” to create the panel. thumbnail|none|Shelves Panel Dividing Panel This command enables you to generate a vertical panel between two horizontal panels Steps: 1. Select the Wardrobe>>Panel>>Dividing Panel; 2. According to the prompt of system command line, select the left panel, right panel and back panel (optional) in order, and then right click or press Enter; 3. The system will pop up a dialogue box in which you can the panel parameters. Input the information, and click “OK” to create the panel. thumbnail|none|Dividing Panel Inner distance The inner distance between 2 panels will be modified. Steps: 1. Select Wardrobe>>Panel>>Change inner distance menu; 2. Select two panels you want to modify, and input the new distance value. Press Enter to confirm. Array Create copies of panel in one direction. Steps: 1. Select Wardrobe>>Panel>>Array menu; 2. Select the panel you want to array, then input the quantity and array distance, press Enter to finish. Array at the same space Create copies of panel in same space. Steps: 1. Select Wardrobe>>Panel>>Array at same distance; 2. Select the panel you want to array, and then select two panels as the distance, then input the quantity and click Enter to finish. Place in the middle Move the panel in the middle of two panels. Steps: 1. Select Wardrobe>>Panel>>Place in the middle; 2. Select the panel you want to move, next select two panels as the distance. Change Size Modify the size of the panel. Steps: 1. Select Wardrobe>>Panel>>Change Size; 2. Select the panel you want to modify, and then input new dimensions in the pop-up dialogue. Click OK to finish. Fillet and Chamfer Fillet the edges of panel, or create a beveled edge of a panel. Steps: 1. Select the “Wardrobe>>Panel>>fillet and chamfer” menu; 2. Select the panel you will modify, then there is a dialog box pops up as below: Select two sides of the corner, and they will be highlighted in red. Then right click and select the command, like fillet or chamfer. Input the parameters, and click “OK” to end the operation. Create ceiling filler Automatically create ceiling filler Steps: 1. Select Wardrobe>>Panel>>Create ceiling filler>>Auto; 2. Input individual parameters in the pop-up dialogue box and then press “OK”; 3. The system will automatically install ceiling filler on all the wall-cupboards. Select units to create If this command is applied, the system will automatically install ceiling filler on the selected wall units. thumbnail|none|Select units to create Steps: 1. Select Wardrobe>>Panel>>Create ceiling filler>>Select Units to create; 2. Select the wall units which will be installed ceiling fillers, the selected one will be highlighted. Right click to end selection, and input the parameter of the ceiling fillers in the pop-up dialogue box and then press “OK”; 3. The system will automatically install top panel on the specified wall-cupboard. Create Ceiling filler manually This command enables users to input the installation height and start point, and continually set multiple ceiling filler. Steps: 1. Select Wardrobe>>Panel>>Create ceiling filler>>Create manually; left click in the drawing area on the right to draw cornice, which is the same as drawing wall seal. thumbnail|none|Create Ceiling filler manually1 2. Before drawing cornice, user can reset the elevation and thickness of the it; 3. The system will automatically install the ceiling filler by the specified parameters. thumbnail|none|Create Ceiling filler manually2 4. Click “OK” to Finish; Delete Ceiling filler If this command is applied, the system will automatically delete the ceiling fillers that are automatically installed in the scene; if there are ceiling fillers manually installed, then the system will prompt the user whether to delete them or not. If you select “Yes”, then the system will also delete them; if you select “No”, then the system will only delete the ceiling fillers automatically installed while those manually installed will be left. Steps: Select Wardrobe>>Panel>>Delete ceiling filler. Delete This command is used to delete a panel. You can delete not only a single panel, but also a panel of a cabinet. Press Shift for multiple selections. Steps: Select Wardrobe>>Panel>>Delete. Modify Align Choose a point of two objects you want them to align. They are, front, middle of frontback, back, left, middle of leftright, right, up, middle of updown, down. Steps: 1. Select Wardrobe>>Modify>>Align 2. Choose an object to align with the target object, right click: select the target object. 3. It will pop up an “alignment” dialog box. There are several ways to do alignment. 4. Define the alignment method of two objects for alignment. thumbnail|none|Align Delete Accessory Use this command to delete fittings or accessory of the unit, such as handle and basket. Steps: 1. Select Wardrobe>>Modify>>Delete (Shortcut Key: F5) 2. Left click to select the fittings and accessory of the unit that you want to delete. (Press Shift and left click to select more) 3. Right click to confirm. 4. Click ‘Yes’ in the pop-up dialogue to finish delete. Query Unit Position Show the unit position of the selected unit. Steps: 1. Select Wardrobe>>Modify>>Unit Position 2. Select a cabinet unit by click; it will pop up a “Query of Unit Position” dialog box. 3. Choose what you what to query according to the prompt of dialog box. thumbnail|none|Unit Position (1) Horizontal inner distance to other unit Use this function to get the distance between two cabinets. Option: Click the “Horizontal inner distance to other unit”, left click to select the second cabinet. It will show the distance automatically. thumbnail|none|Horizontal inner distance to other unit1 thumbnail|none|Horizontal inner distance to other unit2 (2) Updown inner distance to other unit Use this function to get the distance between base unit and wall unit. Option: Click “Updown inner distance to other unit” left click to the base cabinet. And the distance will be showed automatically. thumbnail|none|Updown inner distance to other unit1 thumbnail|none|Updown inner distance to other unit2 (3) Bottom elevation This function is to get the elevation of the wall unit to the floor. Option: Click “Bottom elevation” and the distance will be showed automatically. thumbnail|none|Bottom elevation (4) Distance to ceiling This function is to get the distance of the unit to the ceiling. Option: Click “Bottom elevation” and the distance will be showed automatically. thumbnail|none|Distance to ceiling (5) Distance to wall This function is to get the distance of the unit to the walls. Option: Click “Distance to wall”, left click to select the wall behind the cabinet. And then system will show the distances of the cabinet to the left wall and the right wall. thumbnail|none|Distance to wall (6) Distance to a door or a window This function is to get the distance of the unit to a door or a window. Option: Click “Distance to door or window”, left click to select the door or window next to the cabinet. And then system will show the distances of the cabinet to the door or window. thumbnail|none|Distance to a door or a window1 thumbnail|none|Distance to a door or a window2 (7) Distance to column This function is to get the distance of the unit to the column. Option: Click “Distance to wall”, left click to select the column next to the cabinet. And then system will show the distances of the cabinet to the column. thumbnail|none|Distance to column1 thumbnail|none|Distance to column2 (8) Distance to girder This function is to get the distance of the unit to the girder. Option: Click “Distance to wall”, left click to select the girder. And then system will show the distances of the cabinet to the girder. 5.Distance to panel This function is to get the distance of the unit to the panel. Option: Click “Distance to panel”, left click to select the panel. And then system will show the distances of the cabinet to the panel. 6.Reselect unit to query This function is to select another cabinet to query. Option: Click "Reselect unit to query", left click to select another cabinet you want to query. 7.Highlight queried unit This function is to highlight the cabinet been queried. 8.Exit This function is to exit query function. Inner distance between 2 panels Get the distance between two parallel Panels. Steps: Select Wardrobe>>Query>>Inner distance between 2 panels. Bulleted list item Panel Wardrobe Design Design a panel wardrobe Steps: Select“Wardrobe>>panel wardrobe>>Design”, choose a shape from Wardrobe design menu,and set dimension, board, plinth etc. for the wardrobe. Then click "Next>>" button to divide the wardrobe. thumbnail|none Left click to choose the wardrobe area, then right click to choose Unit divided command to divide the wardrobe. In the pop-up Divided menu, we can choose the quantity of the dividing parts and location mode (To left or To right), then input proper dimension to finish. thumbnail|none thumbnail|none Left click the wardrobe area again, then right click to choose Edit shelf board command to divide the shelf board for this wardrobe. thumbnail|none thumbnail|none thumbnail|none After finished dividing shelf panel, click Finish button. When the system asks "Would you like to write in catalog", click yes to save it. Then layout it in 3D room by move mouse. thumbnail|none Modify Steps: Select Wardrobe>>Panel Wardrobe>>Modify, select the wardrobe which need to be modified, repeat the operation steps above. Show Dimension Show dimension of wall, width and height of cabinets in VR. Steps: Select Wardrobe>>Show Dimension, select wall. Then a menu will pop-up to asks to choose the dimension which we need to see. Click OK to finish. thumbnail|none|Show Dimension Hide Dimension Hide dimension of wall, width and height of cabinets in VR. Steps: Select Wardrobe>>Hide Dimension. The dimension will be hidden immediately. Object Single Selection Function: Select mouse clicked objects only. Select Single Selection from Object. And then we could select objects one by one. Box Selection Function: Select all objects contained in the selection window. Select Box Selection from Object. Press Shift and left click to select different objects. In this way, all objects contained in the selection window will be selected. Surface Repair After entering InteriCAD VR, all the model faces will be transformed to single face to decrease data amount. So-called single face is: Each face only deals with the face of one orientation, and we call the face of this orientation as Front face. When we face the front face, we can see it. If we walk to the back of this face, the system will not deal with the orientation of that face and we cannot see it any more. When the system load a model, it will automatically deal with the orientation of the single face, but sometimes the orientations of very few faces are not right. This makes the model seems to be transparent or lack of some faces. When this happens, you need to use surface orientation to adjust. Single click File:Surface Repair3.jpg . It provides three tools: thumbnail|none|Surface Repair Options: 1. Reverse connected faces:Directly single click the reverse face using left button. The system will forcedly adjust the orientation of this surface and all the connected surfaces to the camera. This option is especially suitable for wood line and screen. 2. Check connected faces:The function and operation is basically same as the option above. But the option above may cause some problems when the model has connection errors: one surface is adjusted properly but another surface that has right orientation is adjusted to wrong. When this happens, you can use this option to solve the problem. 3. Scan at viewpoint :Scan the whole scene automatically using the current position as the center, so that the orientation of every face is in the direction of center. The faces that have been sheltered completely or partially cannot be adjusted. Recommendation: you can first adjust the front face, back face and material of common 3D model, then save the InteriCAD VR block, finally save it to the InteriCAD VR library. Align Objects You can align any objects in Render, arrange and combine objects easily. Basic operations: 1.Select Align from Object menu, as shown below: thumbnail|none|Align Object 2.Click Move Object button to select the object you wish to move, click Target Object to select reference object. 3.Select different modes of align. The software provides three modes: Use coordinates and object surface as orientation. Use object outline as orientation. Use moved distance as orientation. 4. Choose different align mode to see instant change of object position. 5. Click Apply to finish. Snap On Select Snap On from Object menu. Snap mode will be activated. Edit Object Array Array objects on x, y, z axes according to pre-specified rules. There are linear array and rectangle array. thumbnail|none|Array2 Basic operations: 1.Select Array from Object menu, a dialog will pop up as shown right: 2.Click Select Object to select the object you wish to array. 3.Enter value in Relative Second Point for distance between original object and relative object on x, y, z axes. This decides the direction and space between objects of the array. Enter value in Number column for the number of objects on the array. 4.Click preview, as shown below. thumbnail|none|Array1 5.Click Apply when you’re satisfied with the result. Note: If you enter value for either Second Point or Third Point, the software will perform linear array; if you enter value for both, it will perform rectangle array. Copy Object Along Line You can control the distance between copied object and the origin, and copy multiple objects in a single operation. thumbnail|none|Copy Object Along Line1 Basic operations: 1.Select Copy Object Along Line from Object menu, a dialog will pop up as shown right: 2.Click Select Object to select the object you wish to copy. 3.Enter value in Relative Second Point for distance between original object and relative object on x, y, z axes. This decides the direction and space between objects of the copy. Enter value in Number column for the number of objects you wish to copy (including the origin). 4.Click preview, as shown below: thumbnail|none|Copy Object Along Line2 5.Click Apply to finish. Move the Object Basic operations: 1.From the Object menu select Edit Object, and then Move. 2.Left click the object that will be edited. After selection, right click to confirm the selection. This selection operation is the same as that of ACAD. 3.Left click one point as the move base point or start point. 4.Move the mouse and you can see the object dynamically moves following the mouse. Left click to confirm. Rotate the Object Basic operations: From the Object menu select Edit Object, and then Rotate. Left click the object that will be edited and right click to confirm the selection. Use the left button to single click one point as the rotate center point. Move the mouse and you can see the object dynamically rotates following the mouse. Press the left button to confirm. Scale the Object Basic operations: 1.From the Object menu select Edit object, and then Scale. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.Use the left button to single click one point as the scale base point and single click the other point as the scale reference point. 4.Move the mouse and you can see the object dynamically scales following the mouse. Press the left button to confirm. Mirror the Object Basic operations: 1.From the Object menu select Edit Object, and then Mirror. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.Use the left button to single click one point as the first point of mirror center line and single click another point again as the other point of mirror center line. Copy the Object Basic operations: 1.Select Edit Object from Object menu, and then Copy. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.Use the left button to single click one point as the copy base point, and then move the mouse to an appropriate position. Left click to finish. Delete the Object Basic operations: 1.From the Object menu select Edit Object, and then Delete; or from Object menu select Delete Object. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.A dialogue box appears and asks you whether to delete. Press Y to finish. Edit Surface Move Surface Basic operations: 1.From the Object menu select Edit Surface, and then Move. 2.Left click the surface that will be edited. After selection, right click to confirm the selection. This selection operation is the same as that of ACAD. 3.Left click one point as the move base point or start point. 4.Move the mouse and you can see the surface dynamically moves following the mouse. Left click to confirm. Rotate Surface Basic operations: 1.From the Object menu select Edit Surface, and then Rotate. 2.Left click the object that will be edited and right click to confirm the selection. 3.Use the left button to single click one point as the rotate center point. 4.Move the mouse and you can see the surface dynamically rotates following the mouse. Press the left button to confirm. Scale Surface Basic operations: 1.From the Object menu select Edit Surface, and then Scale. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.Use the left button to single click one point as the scale base point and single click the other point as the scale reference point. 4.Move the mouse and you can see the surface dynamically scales following the mouse. Press the left button to confirm. Mirror Surface Basic operations: 1.From the Object menu select Edit Surface, and then Mirror. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.Use the left button to single click one point as the first point of mirror center line and single click another point again as the other point of mirror center line. Copy Surface Basic operations: 1.From the Object menu select Edit Surface, and then Copy. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.Use the left button to single click one point as the copy base point, and then move the mouse to an appropriate position. Left click to finish. Delete Surface Basic operations: 1.From the Object menu select Edit Surface, and then Delete. 2.Click the object that will be edited using the left button and use the right button to confirm the selection. 3.A dialogue box appears and asks you whether to delete. Press Y to finish. Detach Detach Coplane Surface: From the Object menu select Detach, and then Coplane Surface. Click the coplane surface that will be detached using the left button. Press Enter to confirm after selection. Detach Patch: From the Object menu select Detach, and then Patch. Click the patch that will be detached using the left button. Hold Shift to add more. Press Enter to confirm. Measure Distance Select Measure Distance from Object menu. Left click to select the first point, move cursor to another point and left click. The command window will show the distance between these two points. Distance from Object to Wall Select Distance from Object to Wall from Object menu. According the prompt in the command window, select the object needed to be queried. The distance from the object to wall will be displayed in blue. Select another object needed to be queried, right click to finish. Distance between Objects Select Distance between Object from Object. Select the based object according the prompt in the command window. Select another object, and the distance between the based object and the second object will be displayed in blue. Select the third object, and the distance between the based object and the third object will be displayed in blue. Right click to finish. Nearest Distance Select Nearest Distance from Object. Select the object needed to be queried according the prompt in the command window. Select another object needed to be queried, right click to finish. Accurate Edit Select Object icon on the side editor. The default operation is Move. Click the object you want to edit. Take the double-seat sofa below as an example, we can see the sofa displayed in green wireframe is selected, and three axes are in green, blue and red.v thumbnail|none|Accurate Edit1 thumbnail|none|Accurate Edit2 Now input value in the edit panel, the object will move accurately. For example, enter 1000 for x (green) means the object moves 1000 mm in positive direction on green axis. The object will move simultaneously as you input the value. Remember to click Apply button on the panel after your adjustment, otherwise it won’t be saved. (Note: You cannot use Reset button to cancel your changes after you click Apply.) Also, you can use mouse to drag the object. Move the cursor to the yellow square on the axis; it will become a blinking yellow cross. Hold left key of your mouse and drag, the object will move along the corresponding axis. (If you drag the yellow square at the origin point, the object will move along the plane containing the green axis and blue axis.) Click Rotate button in the side toolbar; or right click in workplace, select Rotate in the menu. thumbnail|none|Accurate Edit3 A red circle indicates the object’s rotation. You can enter value in the edit panel, or drag yellow points on the red circle to rotate. thumbnail|none|Accurate Edit4 Press space bar to switch rotating axis, as shown below. Drag the yellow origin point to change rotation center. When rotation is done, click Apply to save. thumbnail|none|Accurate Edit5 thumbnail|none|Accurate Edit6 thumbnail|none|Accurate Edit7 Click Size button in the side toolbar; or right click and select Scale, a red rectangle will appear. You can input values in the panel for your desired size, or drag yellow squares on the red rectangle to do instant scaling. thumbnail|none|Accurate Edit8 Note: When you change scale by inputting values in the panel, the scaling center is located at the bottom center and you can only change the whole scale of the furniture; when you change scale by dragging with the mouse, you can set the scaling center to any point and change scale of any specify part of the furniture. Besides that, the yellow square on the corners can be dragged along two axes while those at the middle of lines can only be dragged along one axis. While activating Keep Proportion, the size of the object can only be changed in proportion. Press space bar to switch scaling rectangle. Click Apply to finish scaling. Click Contr. button, then Mirror in the side toolbar or right click on the object to select, the rectangle will disappear. There are 3 options under this mode and you can mirror it along X, Y, Z axis. thumbnail|none|Accurate Edit9 thumbnail|none|Accurate Edit10 thumbnail|none|Accurate Edit11 thumbnail|none|Accurate Edit12 There are two methods to select objects in VR: Single Selection and Window Selection。 7.Single Selection is the default select mode. Hold Shift to add more. Only clicked objects will be selected in this mode. 8.You can select scattered objects by Window Selection. The sofa below was exploded in modeling before import; every cushion is an independent object in VR. thumbnail|none|Accurate Edit13 First of all, select Window Selection from Object menu. Then choose Accurate Edit14.jpg button from tool bar.Select one of the sofa’s armrests, and hold Shift to select backrest on the other side. The software will automatically use one container to highlight the two selected objects, as shown below. You can easily select the whole sofa by this way. thumbnail|none|Accurate Edit15 Note: if there is other objects that you do not wish to select in window selection, switch back to Single Selection from Object menu, hold Shift and left click to deselect them one by one. thumbnail|none|Accurate Edit16 Clear Selection There are three methods to clear the existing selection. Select Clear Selection from Object. Click Clear icon on toolbar. thumbnail|none|Clear Selection2 Click Clear icon on Side Editor. thumbnail|none|Clear Selection1 Object Display You can hide the object under InteriCAD VR or use black wireframe to display. The hidden object still functions during radiosity calculation. The hidden object will not be displayed during raytrace calculation. Basic Operations: Single click on the object display button File:Object Display1.jpg . 1. A dialogue box appears. Left click on the object that will be processed. thumbnail|none|Object Display2 2. There are two modes to hide or show objects. One is Select Object and the other is Select Surface. 3. While using Box command, the selected object will be shown in wireframe. Hold Shift key to do multi selection. 4. Press Hide button and select the object or surface you want to hide. Hold Shift key to do multi selection. The object that is hidden or displayed in wireframe can be displayed in normal form using two methods: 1. Single click on the Show All button to show all the objects that are hidden. 2. If you just want to show one or two objects, you need to activate Select Hidden option first, and then single click on the position of the object. The selected object will be showed in green. Right click to confirm your selection. Note: You must activate Select Hidden option when you want to show the hidden or wireframe objects. Otherwise you will not be able to select them. Hide Unselected Select Hide Unselected from object menu, click to select the object you don’t want to hide, right click to confirm. Hide Object Select Hide Object from object menu, click to select the objects you want to hide, right click to confirm. Hide Surface Select Hide Surface from object menu, click to select the surface you want to hide, right click to confirm. Show All Select Show All from object menu, and all hidden objects will be shown. Material The material information of BtoCAD can all be loaded into InteriCAD VR. BtoCAD cannot set some special materials, such as stencil texture map, transparency map, etc. We can easily change the model material in InteriCAD VR, and use suitable material from the library to assign to the model directly. Also, the diffuse reflection texture maps of all the materials can be displayed immediately. All the operations are simple and visual. So we recommend that you don’t need to do material operation under modeling interface since all the corresponding operations can be done under InteriCAD VR. This chapter introduces how to process materials under InteriCAD VR. A. Introduce the basic composition elements of material, such as color, texture map, etc. B. Basic operations of material, such as build new material, assign material; edit color and texture map, etc. C. The making of common materials and special materials D. Intelligent Match-color Basic Feature Parameters of Material All the natural matters have some basic attributes. For example, the green plate glass has three attributes: First, it is green; second, it has mirror reflection and third, it is transparent. And smooth marble has two attributes, marble pattern and mirror reflection. Material Editor Material Editor makes several labels according to the attributes of object: Single click Material Editor1.jpg on side editor and you will get the Material contents as below: thumbnail|none|Material Editor Base Label Name: the name of the current material. You can enter a name, e.g. floor. It enables you to conveniently manage the material. Type: Classify different types of materials according to their different attributes in the physical world. For example, if you select Glass, the material will have attributes such as transparent and mirror. This option is intelligent and convenient. In most cases, you only need to select different types if you want to change the material attribute. thumbnail|none|Base Label Transmit:This is a material attribute. If light shoots to the front side of an object, it will through the object and generate diffuse reflection. If you see from the backside, the object is alight. The most typical example is the material of lampshade. Value 0 indicates that the object is nontransparent; Value 1 indicates that the object is completely transparent. Reflect:When doing radiosity calculation, this parameter controls how much luminous energy will be reflected by the material. To a pure white material, value 0.8 means :80% luminous energy will continuously be diffuse reflected. You should be experienced to use this parameter. Usually this parameter needs no adjustment. Map Size:This parameter can re-adjust the value of the auto-axis texture map coordinate.(refer to next section for texture map coordinate). Update:automappping Allmapping Color Label RGB: Tone color using the Red, Green and Blue system. This color means the diffuse reflection color of the material when there is no color texture map. HSV:Use the Hue, Saturation and Value system for toning. Color Blending:In the physical world, the reflection light of different materials is also different. For example, the red paper will make the white wall around it become red. But to a smooth red marble, the red saturation of the wall around is much lower than that made by the red paper. This parameter can be used to control the color saturation of the reflection light. If the value is 1, the color saturation of the reflection light is the same as that of the material. If the value is 0.5, the color saturation of the reflection light is only half of that of the material. If the value is 0, the color saturation of the reflection light is 0, which means it is neutral color: white. thumbnail|none|Color Label Brightness:After using radiosity, this parameter can control the brightness of the texture mapping. For example, if the texture is red, and its saturation is high but the brightness is small, this texture will appear to be dark red. But if you give this material strong light, it will display the bright red. You can use this parameter to make this texture display its original dark red. The value can be 0 to infinite. Value 1 means normal display and values above 1 will increase the brightness of the texture map. Value 0 means the texture is completely dark. And this parameter can be applied to pure color material. For example, you can set the texture brightness of the white wash basin to 1.3. After using raytrace, this white wash basin will appear to be more bright and limpid. Texture:Use an image file to the object, e.g. marble material. This texture supports file-dragging operation. It currently supports three image file format: jpg, bmp and tif. Reflection Label Reflection:It can be viewed in the mirror that it reflects other objects. This feature is called mirror reflection. Value 1 means pure mirror and value 0 means it has no reflection feature. Smoothness:It means the roughness level of an object surface. This parameter is only valid when the reflection level is not 0. It is used to make the effect of diffuse reflection. Usually the value is from 0.1 to 0.4. In default setting, the value has connection with Gloss and Gloss Size. To deactivate can do separate setting. Gloss: Used to adjust the reflection intensity of specula material. The larger the value, the stronger the reflection. thumbnail|none|Reflection Label Gloss Size:Used to adjust the reflection scope. The larger the value, the wider the scope. Texture:Use texture mapping to control the reflection area. You can create some special effect and we will give examples later. Transparency Label Transparency: The feature that you can see objects behind glass is called transparency. Use texture map to control transparency. You can make some special effects with it, and in the following we will illustrate that. Refraction:Transparent objects, for example, magnifier, can produce ray refraction. Some thicker glass may produce unreal color. Refraction settings include red, green and blue. Usually default value is 1. thumbnail|none|Transparency Label Also, we can make some special effects by using stencil, bump, emit and wave labels. In the following we will respectively illustrate them. Basic operations for material processing Basic operations are shown in the following: 1.Choose the existing material on the model, then change its color and apply to other models 3)Click File:Basic operations for material processing1.jpg on side toolbar 4)Here the default Get Mat. button is activated, and the mouse turns to a dropper shape. Left click to distill the material used by the model at the mouse position. 5)Switch to Color label in the Material Editor, then move the color slider and you can see the changing color of objects. Note: 6)Only pure color materials can be changed color, while texture materials cannot. 7)All models using this material will change with it. 8)You can move the mouse when editing material. Click Move at the bottom of the dialogue box, then you can move. 9)Click Set Mat., then the mouse changes to an oblique arrow. That means the current material will be applied to the other models. 2.Create a new material and apply it to other objects. 10)Click Get Mat. in the material toolbar to distill the objects’ material. 11)Switch to Basic label in Material Editor. Click New button, and input a new name. Click OK. thumbnail|none|Basic operations for material processing2 12)Click Set Mat. item in the material tool bar, and apply this new material to objects. 3.Set color texture mapping for material. There are two methods: Method 1: 4.Click Get Mat., and then select object’s surface and pick up all materials from that object. 5.Switch to Color label, and click Texture button. thumbnail|none|Basic operations for material processing3 6. Mapping dialogue box appears. 7.Click Browse, and select the image file in relevant directory. Then click Ok Method 2: Open a image browser by WINDOWS Explorer Select the image Drag and drop the selected image to object’s surface, and then the material will be automatically changed. Conclusion: diting and applying of material is very simple. 6. first step is to click Material icon on side toolbar. 7. second step is to choose the required material. 8. third step is to switch to corresponding label and modify relevant parameters. 9. forth step is to apply this material to other object’s surface. ommon materials and special materials edit .Common materials edit There are some common materials in real life such as glass, metal, wood, plastic and leather, etc. these materials have their own typical features. For example, glass is transparent and can be used to mirror. In Material Editor these objects have been initially classified. The editor is an easy-to-use tool as long as you select material type from it, the system will automatically set detailed parameters for that material. For example, if you select glass, then its reflection is 0.9, transparency 0.8 and color transmission 0.6. thumbnail|none|Basic operations for material processing4 So, you can use this category to directly adjust common materials, and then you only need to set the material’s color and color texture mapping. 2.Special materials edit Transparent material Its feature: if light shoots to the front side of object, it will through the object and generate diffuse reflection on the object’s backside. If you see from the backside, the object is alight. Value 0 indicates that the object is nontransparent; Value 1 indicates that the object is completely transparent. This material usually is used in lampshade, lamp-box surface, sunlit window screen and ground glass with lamp hidden in, etc. thumbnail|none|Basic operations for material processing5 The edit method is very simple, and you only need to set an appropriate value for transparency in the Material Editor. thumbnail|none|Basic operations for material processing6 Reflection texture mapping eflection texture mapping is a kind of black and white picture, whose supporting formats include JPG, BMP and TIF. It requires the black part of the picture be pure black, while the white part be pure white. t can use the black and white picture to control surface reflection area. The black part cannot reflect light, while the white part can reflect light according to reflection parameter setting. For example, suppose to make an engraved mirror. The graved part of mirror cannot reflect light, while other parts without pattern can normally reflect li

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