Skip to content

LightWorks

(Available in all variants)

The LightWorks rendering engine is included in TurboCAD. TurboCAD includes LightWorks 9.3 SP5.

It includes the following improvements:

  • Environments

Scaled Image (Foreground/Background):

img

  • Sky

Type: user-defined sky

img

  • Render Styles

Post process controller\ Lens flares: Lights only

img

Bounce and gather: min\ max radius sample function

img

GI controller\ Final gather controller

img

Render controller\Soft pencil

img

See Porting of RedSDK render attributes to LightWorks for the description of “RedSDK to Lightworks” converter in TurboCAD 2018.

Lightworks Luminance Properties

Most Lightworks Luminance documentation is available via a separate help file accessed from within TurboCAD. You can access luminance properties via the Properties window of an object (see Object Properties),or by using the Luminances Palette

img

Note: If you are specifying luminance for the overall drawing, use the Render Scene Luminance. Drawing luminance can be applied either to the WCS (World Coordinate System) or UCS (User Coordinate System).See WCS and UCS.

Category: Three categories are provided for you, but you can create new ones. Single: Defines only one light type. Complex: Defines two or more lights. Floresc Architec AV: A set of light types representing realistic lights, based on .ies files from Lithonia Lighting. These files are stored in the Luminance\Photometric\ies folder. Luminance: This field depends on the category. See the relevant section for details. Edit Luminance: Opens the Render Manager. Load to render Luminance only: Check if you want to view only the object lights, and not the object itself. img

Normal Render (Showing Object), and Load to Render Luminance Only

Light Types

There are several types of lights you can use to define an object's luminance. Each type has relevant parameters such as intensity, color, direction, and location. Ambient: Illuminates all surfaces equally, regardless of orientation. Area: Simulates a luminous surface. Area Goniometric: Combines area and goniometric shaders, but models only sky light that passes through portals, such as a window or door. Distant: Light that is constant and parallel (non-conical). Eye: A light source located at the view point. Goniometric: Directional light, whose direction is specified by an .ies file (a text-based file). This luminance is useful for creating lighting based on manufacturers' lighting data, such as room lights, building lights, and street lights. Point: Light from a selected position. Projector: Projects a graphic image onto a solid object. An image file with full path must be specified. Simple Environment: A light shader that uses an environment map to light a scene. Simple Sky: A simplified sky shader which models the illumination from a uniformly bright, single-color, hemispherical dome representing the sky. Sky: An area light that simulates sky light, providing soft and natural shadows. This light is modeled as a hemisphere of infinite radius, positioned above the center of the model. Spot: Provides directional light that is constrained to a cone. Sun: Projects a spot light from a very distant point, to simulates outdoor sunlight. You can combine Sun and Sky lights for a realistic rendering effect.

Single Luminance

Defines only one light. You can select one of the provided luminances, or create a new luminance via the Luminance Editor . Examples of Single Luminance light types are shown below. img

Spot Light

img

Point Light

img

Projector (Projects an Image)

Complex Luminance

img

Spot and Point Lights.

img

Spot, Point, and Distant Lights.

img

Point and Two Spot Lights

Lightworks Materials

Default UI Menu: Options/Materials

Ribbon UI Menu:

img

Creating a New Lightworks Material

You can create a new material in two ways: modifying an existing material, or creating a new one from scratch.

Modifying an Existing Material

In this example, the cylinder has the material "Stones - Granite Sierra" and the plate below is "Metals - Antique Brass."

img

  • To create a new material from an existing material, find the existing material in the Render Manager.

img

  • Then right click and select Copy Material Here.

img

  • Assign a name for the new material. It will be placed in the same category as the original.

img

  • In the Pattern category, increase the Scale (which is the size of the repeated image, in drawing units), and change the various mineral colors.

img

Wrapping an Image

If you have your own image you want to use as a material, this is defined in the Pattern category. This example uses a ceramic tile:

img

  • In the Editor, create a New Category.

Assign the name "Tiles."

img

Within the "Tiles" category, add a new material and call it "Beige Floral ".

img

img

For the Pattern, select "Wrapped Image"

img

Click the Browse icon next to File name.

img

In the Open dialog navigate to an image and select it.

img

For Reflectance, use "Matte" with a high Ambience Factor.

img

Use "Auto Axis" for Wrapping.

img

img

New shader DisplacementWrapped normal map is added in Lighworks.

img

Editing Lightworks Material

img

Default UI Menu: Options/Materials/Edit LightWorks Materials

Ribbon UI Menu:

img

Each material has five categories of parameters you can set: Pattern, Reflectance, Transparency, Texture and Wrapping. Not all categories are used for each material, only those that are relevant.For more information on Materials HDR, HDRI, Luminances and all other Lightworks.

  1. Select a material in the Materials Palette
  2. Right click and select Edit Materials.
  3. When the Render Manager appears click the small green help button. This will open the Lightworks help, which is replete with details on functions and settings.

img

In the Preview section, you can change the shape and orientation of the preview object. Under Options, you can toggle the display of the preview object or desk. If Auto Update is checked, the preview will update each time a change is made (otherwise you must click the Preview button). img

The toolbar on the right side of the editor allows you to specify the elements of the preview. You can navigate within the preview window using the center mouse button. You can also see approximately how the material will appear on an object by entering a value into the Model Size field. Simply specify a size that is close to the size of the object to which you will be applying the material.Alternately, you can use the selection arrow under the preview. img

This will show you exactly how the material will appear on the selected object.

Warning: If the selection arrow is the specified option for the preview object, and no object is selected, you will get a warning that a preview cannot be generated. This will also happen if the selection arrow is the default and you open the Render Manager with no object selected.

Pattern

Note: TurboCAD has several defined patterns, but if you want to apply your own image as a pattern.

The first set of parameters in the Render Manager is for the material's pattern. For example, look at a Brick material. In this example, the pattern is "Wrapped texture brick." img

This pattern is defined by dimensions and colors specific to bricks and mortar. For granite, the pattern parameters are related to mineral colors. img

And for wood floors, the pattern parameters are for planks and grooves. img

Materials such as glass have no pattern; the pattern is defined as "Plain." img

To see the entire list of available patterns, open the drop-down menu. Each type of pattern has its own set of unique parameters.

Reflectance

This category defines a material's luster: its brightness, polish, dullness, etc. For example, a brick's reflectance is "Matte" - it is flat and does not reflect light. img

Reflectance of most metals is "Conductor" - a set of parameters designed to simulate how metals interact with light. img

Glass has its own Reflectance settings. img

Some stone materials have "Mirror" reflectance to simulate shininess. img

Transparency

This category is relevant for transparent glass and plastic materials. For example, "Eroded" transparency simulates a bumpy or uneven glass surface. img

Not all glass or plastic materials have Transparency defined. For example, "Tinted Glass" is smooth, and its transparency is actually defined as part of the "Glass" reflectance. imgimg

This is a good example of how complex, and powerful, the TurboCAD materials engine is. You can get similar results by defining parameters in different categories.

Texture

This category enables you to make a surface appear rough or bumpy. The rendering engine simulates shadows along the surface to create the textured effect. For example, you can define a Leather texture. "Ice" is defined with a rough texture.

Wrapping

This category defines how a pattern or image wraps around surfaces of a 3D object.For materials, such as Granite, the wrapping is defined as "None," which pastes the pattern without distortion onto faces along the three major planes.

img The "UV" wrapping is similar to "None" except that you can specify how the pattern is scaled. With "Auto Axis" the pattern is oriented according to the WCS, regardless of where the faces of the 3D object are located and oriented. You can also specify the axis along which the pattern will be projected.

Final Gather

img

Description: Render style intended for preliminary rendering. This rendering style uses the Final Gather algorithm with minimum render quality settings, without regard for reflectance or transparency. It allows for the quickest rendering while creating or editing a scene.

Preview 10

img

Description: Render style intended for preliminary rendering of models that are about 10 meters in size. This rendering style uses the Final Gather algorithm with minimum render quality settings, but takes into account size and overall illumination of the model. It allows for a quick rendering while creating or editing a scene.Accurate lighting = 10%, Model Size =10 m. Accurate lighting is set by 'bounce and gather\ lighting, accuracy' parameter; model size is set by 'bounce and gather\ Model Size' parameter.

Standard 10m

img

Description: Render style intended for rendering of models that are about 10 meters in size. This rendering style uses the Final Gather algorithm with medium render quality settings.Accurate lighting = 40%, Model Size =10 m. Accurate lighting is set by 'Bounce and gather\ Lighting, Accuracy' parameter; model size is set by 'Bounce and gather\ Model Size' parameter.

Standard 30m

img

Description: Render style intended for rendering of models that are about 30 meters in size. This rendering style uses the Final Gather algorithm with medium render quality settings.Accurate lighting = 40%, Model Size =30 m. Accurate lighting is set by 'Bounce and gather\ Lighting, Accuracy' parameter; model size is set by 'Bounce and gather\ Model Size' parameter.

Standard 50m

img

Description: Render style intended for rendering of models that are about 50 meters in size. This rendering style uses the Final Gather algorithm with medium render quality settings.Accurate lighting = 40%, Model Size =50 m. Accurate lighting is set by 'Bounce and gather\ Lighting, Accuracy' parameter; model size is set by 'Bounce and gather\ Model Size' parameter.

Standard 100m

img

Description: Render style intended for rendering of models that are about 100 meters in size. This rendering style uses the Final Gather algorithm with medium render quality settings.Accurate lighting = 40%, Model Size =100 m. Accurate lighting is set by 'Bounce and gather\ Lighting, Accuracy' parameter; model size is set by 'Bounce and gather\ Model Size' parameter.

Presentation 10m

img

Description: Render style intended for rendering of models that are about 10 meters in size. This rendering style uses the Final Gather algorithm with high render quality. Accurate lighting = 80%, Model Size =10 m. Accurate lighting is set by 'Bounce and gather\ Lighting, Accuracy' parameter; model size is set by 'Bounce and gather\ Model Size' parameter.

Depth of Field

Focus plane 1 m

img

Description: Render style intended to reproduce the focusing effect.This rendering style uses a ray casting algorithm and Depth of field effect, reproducing the effect when a real camera is focused on objects a certain distance away and objects nearer or further away appear blurred.Focus plane = 1.0 mFocus plane is set using the 'Depth of field \Focus plane' parameter.

Focus plane 2 m

img

Description: Render style intended to reproduce the focusing effect.This rendering style uses a ray casting algorithm and Depth of field effect, reproducing the effect when a real camera is focused on objects a certain distance away and objects nearer or further away appear blurred.Focus plane = 2.0 mFocus plane is set using the 'Depth of field \Focus plane' parameter.

Focus plane 5 m

img

Description: Render style intended to reproduce the focusing effect.This rendering style uses ray casting algorithm and Depth of field effect, reproducing the effect when a real camera is focused on objects a certain distance away and objects nearer or further away appear blurred.Focus plane = 5.0 mFocus plane is set using the 'Depth of field \Focus plane' parameter.

Focus plane 10 m

img

Description: Render style intended to reproduce the focusing effect.This rendering style uses a ray casting algorithm and Depth of field effect, reproducing the effect when a real camera is focused on objects a certain distance away and objects nearer or further away appear blurred.Focus plane = 10.0 mFocus plane is set using the 'Depth of field \Focus plane' parameter.

Ambient Occlusion

White 0.1 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity = 0.1 Kilolux, Ambient lighting color = White.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter, color is set by 'Ambient occlusion\Colour" parameter.

White 0.5 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and ambient lighting effect.Ambient lighting intensity = 0.5 Kilolux, Ambient lighting color = White.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter, color is set by 'Ambient occlusion\Colour" parameter.

White 1.0 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity =1. 0 Kilolux, Ambient lighting color = White.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter, color is set by 'Ambient occlusion\Colour" parameter.

Warm 0.1 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity = 0.1 Kilolux, Ambient lighting color temperature = 3000.0.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter; color is set by 'Ambient occlusion\Colour temperature" parameter.

Warm 0.5 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity = 0.5 Kilolux, Ambient lighting color temperature = 3000.0.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter; color is set by 'Ambient occlusion\Colour temperature" parameter.

Warm 1.0 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity = 1.0 Kilolux, Ambient lighting color temperature = 3000.0.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter; color is set by 'Ambient occlusion\Colour temperature" parameter.

Blue 0.1 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity = 0.1 Kilolux, Ambient lighting color temperature = 7500.0.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter; color is set by 'Ambient occlusion\Colour temperature" parameter.

Blue 0.5 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity = 0.5 Kilolux, Ambient lighting color temperature = 7500.0.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter; color is set by 'Ambient occlusion\Colour temperature" parameter.

Blue 1.0 klux

img

Description: Render style intended for rendering of models that are about 10 meters in size.This rendering style uses the Final Gather algorithm with medium render quality settings and an ambient lighting effect.Ambient lighting intensity = 1.0 Kilolux, Ambient lighting color temperature = 7500.0.Lighting intensity is set by 'Ambient occlusion\Intensity' parameter; color is set by 'Ambient occlusion\Colour temperature" parameter.

Ray Traced

Preview

img

Description: Render style intended for preliminary rendering.This rendering style uses ray casting algorithm with minimum render quality settings. It allows for a quick rendering while creating or editing a scene.

No Transparency

img

Description: Render style intended for rendering without regard for transparency.This rendering style uses ray casting algorithm with Transparency = Off. It allows for a quick preliminary rendering for scenes that have a large number of transparent materials of 'Glass' type.

No Reflectance

img

Description: Render style intended for rendering without regard for reflectance.This rendering style uses ray casting algorithm with Reflectance = Off. It allows for a quick preliminary rendering for scenes that have a large number of reflective materials of 'Mirror' type.

Standard

img

Description: Render style intended for medium render quality renderings.This rendering style uses ray casting algorithm with optimum settings for time/render quality. It allows for a quick rendering for the majority of scenes.

Sketch Style

Cartoon

img

Description: Render style intended to create a cartoon effect.

Colour Wash

img

Description: Render style intended to create a colour wash effect.

Color Contour

img

Description: Render style intended to create a colour contour effect.

Gray Contour

img

Description: Render style intended to create a gray contour effect.

Hand Drawn

img

Description: Render style intended to create a hand drawn effect.

Hatch

img

Description: Render style intended to create a hatch effect.

Ink Print

img

Description: Render style intended to create an ink print effect.

Lines and Colour Fill

img

Description: Render style intended to create a line and colour fill effect.

Mosaic

img

Description: Render style intended to create a mosaic effect.

Lines and Shadow

img

Description: Render style intended to create a lines and shadow effect.

Oil Painting

img

Description: Render style intended to create an oil painting effect.

Soft Pencil

img

Description: Render style intended to create a soft pencil effect.

Rough Pencil

img

Description: Render style intended to create a rough pencil effect.

Stipple

img

Description: Render style intended to create a stipple effect.

Weather

Clear Sky

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate a clear sky.

Cloudy

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate a cloudy sky.

Hazy

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate a hazy sky.

Night - Overcast

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate night an overcast sky.

Overcast

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate an overcast sky.

Twilight - Clear

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate twilight with a clear sky.

Twilight - Cloudy

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate twilight with a cloudy sky.

Twilight - Hazy

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate twilight with a hazy sky.

Twilight - Overcast

img

Description: Render style intended to produce rendering with a specified illumination.This rendering style uses the Final Gather algorithm with minimum render quality settings with illumination level set up under Tone Linear Ceiling to emulate twilight with an overcast sky.