Autodesk Inventor 2025 Advanced Part Modeling
Autodesk Inventor 2025 Advanced Part Modeling
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Autodesk® Inventor® 2025
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Advanced Part Modeling
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Part 1
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Learning Guide
Mixed Units - Edition 1.0
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Cover Page
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ASCENT - Center for Technical Knowledge®
Autodesk® Inventor® 2025
Advanced Part Modeling
Mixed Units - Edition 1.0
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Prepared and produced by:
ASCENT Center for Technical Knowledge
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630 Peter Jefferson Parkway, Suite 175
Charlottesville, VA 22911
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866-527-2368
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www.ASCENTed.com
Lead Contributor: Jennifer MacMillan
Copyright
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ASCENT - Center for Technical Knowledge (a division of Rand Worldwide Inc.) is a leading developer of
professional learning materials and knowledge products for engineering software applications. ASCENT
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specializes in designing targeted content that facilitates application-based learning with hands-on
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software experience. For over 25 years, ASCENT has helped users become more productive through
tailored custom learning solutions.
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We welcome any comments you may have regarding this guide, or any of our products. To contact us
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All other brand names, product names, or trademarks belong to their respective holders.
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General Disclaimer:
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Notwithstanding any language to the contrary, nothing contained herein constitutes nor is intended to
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expressly disclaim any liability for any damages, losses, or other expenses arising in connection with the use
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of its materials or in connection with any failure of performance, error, or omission, even if ASCENT or its
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AS-INV2501-APM1MU-SG // IS-INV2501-APM1MU-SG
Contents
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Preface .............................................................................................................................ix
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In This Guide .....................................................................................................................xi
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Practice Files ..................................................................................................................xiii
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Chapter 1: Model Appearance 1-1
1.1 Model Appearance: Visual Display ........................................................................ 1-2
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Visual Style .......................................................................................................................1-2
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Ray Tracing ......................................................................................................................1-3
Ground Plane ....................................................................................................................1-4
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Shadows ...........................................................................................................................1-5
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Reflections........................................................................................................................1-6
Perspective and Orthographic Views..............................................................................1-6
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1.2 Model Appearance: Lighting ................................................................................. 1-7
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Practice 2d: Unwrap Model Geometry ........................................................................... 2-43
Chapter Review Questions ............................................................................................ 2-48
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Command Summary...................................................................................................... 2-51
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Chapter 3: Multi-Body Part Modeling 3-1
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3.1 Multi-Body Part Modeling ..................................................................................... 3-2
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Creating the First Solid Body ...........................................................................................3-3
Creating Additional Solid Bodies.....................................................................................3-3
Assigning Features to Solid Bodies ................................................................................3-3
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Manipulating Solid Bodies ...............................................................................................3-4
Solid Body Display ............................................................................................................3-8
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Solid Body Properties.......................................................................................................3-9
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Practice 3a: Complex Part Design ................................................................................. 3-10
Practice 3b: Multi-Body Part Design.............................................................................. 3-20
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Chapter Review Questions ............................................................................................ 3-30
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Material Assignment ........................................................................................................6-4
Applying Constraints........................................................................................................6-5
Applying Loads .................................................................................................................6-6
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Shape Generator Settings................................................................................................6-8
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Preserving Regions ..........................................................................................................6-9
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Assigning Symmetry ..................................................................................................... 6-10
Run the Shape Generator .............................................................................................. 6-12
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Generate a Report on the Mesh Model ........................................................................ 6-12
Promote the 3D Mesh Model........................................................................................ 6-14
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Practice 6a: Generate a Design Using Shape Generator ................................................. 6-15
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Chapter Review Questions ............................................................................................ 6-27
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Command Summary...................................................................................................... 6-29
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Chapter 7: Introduction to Surfacing 7-1
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7.1 Introduction to Surfaces ....................................................................................... 7-2
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Practice 8b: Copy Surfaces ........................................................................................... 8-12
Practice 8c: Delete a Surface ........................................................................................ 8-16
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Practice 8d: Create a Solid from Surfaces ..................................................................... 8-21
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Practice 8e: Modify Geometry with Surface Tools ......................................................... 8-27
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Chapter Review Questions ............................................................................................ 8-32
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Command Summary...................................................................................................... 8-34
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9.1 Part Model States ................................................................................................. 9-2
9.2 Opening Parts Using Model States ........................................................................ 9-6
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Using Model States in Drawings............................................................................ 9-8
Drawing Views ..................................................................................................................9-8
General Tables..................................................................................................................9-8
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Placing a Custom iPart ............................................................................................... 11-14
Replacing an iPart ....................................................................................................... 11-15
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11.3 Editing an iPart Factory..................................................................................... 11-16
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Edit Table ..................................................................................................................... 11-16
Adding Features to an iPart ........................................................................................ 11-16
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11.4 Creating iFeatures from Table-Driven iParts ..................................................... 11-17
11.5 Tables for Factory Members ............................................................................. 11-18
Practice 11a: Bolt iPart Factory................................................................................... 11-20
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Practice 11b: Create an iPart Factory .......................................................................... 11-27
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Practice 11c: iParts in Assemblies .............................................................................. 11-37
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Practice 11d: iPart Member Tables ............................................................................. 11-39
Chapter Review Questions .......................................................................................... 11-43
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Command Summary.................................................................................................... 11-46
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13.3 Editing the Base Solid ......................................................................................... 13-8
13.4 Direct Edit ......................................................................................................... 13-12
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Move............................................................................................................................. 13-12
Size ............................................................................................................................... 13-15
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Scale............................................................................................................................. 13-16
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Rotate ........................................................................................................................... 13-18
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Delete ........................................................................................................................... 13-21
13.5 Attaching Point Cloud Data ............................................................................... 13-23
Practice 13a: Open a CATIA Assembly ........................................................................ 13-27
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Practice 13b: Open STEP Files .................................................................................... 13-31
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Practice 13c: Direct Edit.............................................................................................. 13-36
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Chapter Review Questions .......................................................................................... 13-46
Command Summary.................................................................................................... 13-50
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Command Summary.................................................................................................... 15-33
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A.1 Emboss Features ..................................................................................................A-2
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A.2 Decal Features......................................................................................................A-5
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Practice A1: Emboss and Decals .....................................................................................A-7
Chapter Review Questions ............................................................................................A-12
Command Summary......................................................................................................A-14
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Appendix B: Custom Sketched Symbols B-1
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B.1 Creating Sketched Symbols ..................................................................................B-2
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Editing Sketched Symbols .............................................................................................. B-4
Saving Symbols ............................................................................................................... B-5
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B.2 Placing Sketched Symbols....................................................................................B-6
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Command Summary......................................................................................................B-24
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Practice D1: Repair Imported Data ................................................................................D-13
Practice D2: Manipulate Imported Surfaces ..................................................................D-26
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Chapter Review Questions ............................................................................................D-30
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Command Summary......................................................................................................D-32
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Index........................................................................................................................ Index-1
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The Autodesk® Inventor® 2025: Advanced Part Modeling guide has been designed to build on
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the basic skills acquired from the Autodesk Inventor: Introduction to Solid Modeling guide. The
goal of this guide is to help users achieve a higher level of productivity when designing part
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models using Inventor.
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In this guide, various approaches to part design are covered to expand your basic skills.
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Specific advanced part modeling techniques covered include bending and unwrapping model
geometry, multi-body design, advanced lofts, advanced sweeps, coils, shape generator, surface
modeling, and freeform modeling. The guide explains how to work efficiently with imported data
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as well as contains other material aimed at increasing efficiency such as iFeatures for frequently
used design elements, and model states and iParts for similar designs. Additionally, the guide
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covers some miscellaneous drawing tools—custom sketched symbols, working with title blocks
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and borders, and documenting iParts.
Topics Covered
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• Advanced geometry creation tools (bend part, unwrap, work features, area lofts, sweeps,
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and coils)
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•
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Shape generator
• Creating and editing basic surfaces
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• Model states
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• Freeform modeling
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Prerequisites
• Access to the 2025.0 version of the software, to ensure compatibility with this guide. Future
software updates that are released by Autodesk may include changes that are not reflected
in this guide. The practices and files included with this guide are not compatible with prior
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versions (e.g., 2024).
• The material assumes a mastery of Autodesk Inventor basics, as taught in Autodesk
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Inventor: Introduction to Solid Modeling. Users should know how to create and edit parts, use
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work features, create and annotate drawing views, etc. The use of Microsoft Excel is
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required for this guide.
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Note on Software Setup
This guide assumes a standard installation of the software using the default preferences during
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installation. Lectures and practices use the standard software templates and default options
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for the Content Libraries.
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Note on Learning Guide Content
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ASCENT’s learning guides are intended to teach the technical aspects of using the software
and do not focus on professional design principles and standards. The practices aim to
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demonstrate the capabilities and flexibility of the software rather than following specific design
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codes or standards.
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With a dedication for engineering and education, Jennifer has spent over 25 years at ASCENT
managing courseware development for various CAD products. Trained in Instructional Design,
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Jennifer uses her skills to develop instructor-led and web-based training products as well as
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Jennifer has achieved the Autodesk Certified Professional certification for Inventor and is also
recognized as an Autodesk Certified Instructor (ACI). She enjoys teaching the training courses
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that she authors and is also very skilled in providing technical support to end-users.
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The following highlights the key features of this guide.
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Feature Description
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Practice Files The Practice Files page includes a link to the practice files and instructions on
how to download and install them. The practice files are required to complete the
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practices in this guide.
Chapters A chapter consists of the following: Learning Objectives, Instructional Content,
Practices, Chapter Review Questions, and Command Summary.
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• Learning Objectives define the skills you can acquire by learning the content
provided in the chapter.
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• Instructional Content, which begins right after Learning Objectives, refers to the
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topic introduces a product feature, discusses various aspects of that feature,
and provides step-by-step procedures on how to use that feature. Where
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relevant, examples, figures, helpful hints, and notes are provided.
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• Practice for a topic follows the instructional content. Practices enable you to
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use the software to perform a hands-on review of a topic. It is required that you
download the practice files (using the link found on the Practice Files page)
prior to starting the first practice.
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• Chapter Review Questions, located close to the end of a chapter, enable you to
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commands that are used throughout the chapter and provides information on
where the command can be found in the software.
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Appendices Appendices provide additional information to the main course content. It could
be in the form of instructional content, practices, tables, projects, or skills
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assessment.
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Model Appearance
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Modifying the display options or assigning visual appearances can help enhance the model’s
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display for editing or presenting.
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Learning Objectives
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• Enhance the appearance of the surfaces and edges of a model by assigning visual
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styles, ray tracing, reflections, shadows, and a ground plane to the model.
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• Customize and assign lighting styles to control the number, color, and intensity of light
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sources in a model.
• Manipulate the visual appearance of a material using the in-canvas appearance and
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texture tools.
• Create, assign, and edit existing appearances in the model using the Appearance
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Figure 1–1
Visual Style
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The Visual Style drop-down list contains options that can be assigned to provide enhanced
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appearance. The choice of option depends on whether you are creating or presenting the
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model’s design. The available visual styles are shown in Figure 1–2.
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Figure 1–2
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Wireframe Wireframe with Sketch
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Visible Edges Illustration
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Figure 1–3
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Incorporating any of the visual styles with the remaining options on the Appearance panel (e.g.,
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Shadows, Reflections, etc.) can substantially improve the visual appearance of your models.
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Ray Tracing
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The Ray Tracing option enables you to enhance a model’s visualization results when using
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either the Realistic or Monochrome visual styles. Ray tracing generates images by tracing the
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path of light through pixels in an image to simulate the effect. This technique produces an
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image that is highly realistic, without having to render the model in another environment.
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To enable Ray tracing, in the View tab>Appearance panel, click (Ray Tracing). The Ray
Tracing Quality window (shown in Figure 1–4) opens when Ray Tracing is enabled. The render
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sample rates are Low (4 samples/pixel), Draft (16 samples/pixel), and High (64 samples/pixel).
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Figure 1–4
• The Progress bar indicates the rendering percentage and time display.
• Hover the cursor over the title bar of the window to expand it to set the quality (Low, Draft, or
High) of the image generation.
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• Click Save, Pause, or Disable at the bottom of the window, as required. You can also disable
the render by selecting Ray Tracing on the ribbon.
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• While Ray Tracing is enabled, the Ray Tracing Quality window remains open. To optimize
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visual space in the graphics window, it might fade from the display. Hover the cursor over
the lower right-hand corner of the graphics window to display it again.
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In the examples shown in Figure 1–5, a model has been assigned the Metal-AL-6061
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(Polished) color, and the visual styles settings have been manipulated to vary the displayed
image.
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Figure 1–5
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Ground Plane
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In the Appearance panel, the (Ground Plane) option enables you to toggle the display of a
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plane that represents the ground. The ground plane can be included to help represent the up
direction of the model. It is also used in conjunction with shadows and reflection to set realistic
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visual display settings. Consider the following about the ground plane:
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• When viewing the ground plane from the top, a plane with a grid is displayed. When viewing
the model from beneath the plane, only the exterior outline of the plane is displayed.
• To customize the ground plane, in the View tab>Appearance panel, in the Ground Plane drop-
down list, select Settings. This option enables you to relocate the X, Y, and Z locations, its
appearance, grid display, and reflection settings.
• All settings for the ground plane are stored with the document only, and do not affect other
models in the current session.
An example of a model with its ground plane displayed is shown in Figure 1–6.
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Figure 1–6
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Shadows
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The Shadows drop-down list ( ) enables you to control the shadows that are assigned in a
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model for enhanced model visualization. Shadows can be enabled so they display on the
ground, on the object, or so that ambient shadows are used. Shadows can be enabled
individually or in any combination of the three shadow types. Figure 1–7 displays a model with
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the various shadowing effects.
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Figure 1–7
Note: The ground plane does not need to be displayed for ground shadows to be used.
To customize shadow settings, in the Shadows drop-down list, select Settings to access the
active lighting style. Customize the shadow values in the Shadows tab for the active lighting
style.
Reflections
Reflections can be cast on the ground plane by enabling (Reflections) in the Appearance
panel on the View tab. Shadows reflect the visual style that is set in the model. By changing the
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Z location of the ground plane, the resulting reflection is varied. The Settings option in the
Reflection drop-down list enables you to customize the ground plane, which affects reflections.
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Note: The ground plane does not need to be displayed for ground reflections to be used.
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Perspective and Orthographic Views
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Traditional mechanical drawings show parts in orthographic (parallel) views, where parallel
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edges on the part display parallel in the drawing. Perspective views display the way that the eye
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sees, where parallel edges seem to converge at a vanishing point, as shown in Figure 1–8. To
change to a perspective view, select the View tab. In the Appearance panel, expand
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(Orthographic) and click (Perspective).
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Figure 1–8
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The (Perspective with Ortho Faces) option enables you to view the model in perspective
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view while the model is in a 3D orientation and in orthographic view when in a 2D view.
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Note: While in a perspective view, you can zoom, pan, and rotate, but the results may
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differ slightly than that in an Orthographic view. Refer to the “About Perspective Views”
Help topic for more information on view manipulation for Perspective views.
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and intensity of light sources for a file, as well as assign image-based lighting and shadows.
Use the Lighting Style drop-down list (shown in Figure 1–9) to quickly assign a lighting style as
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an alternative to the Style and Standard Editor.
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Figure 1–9
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Many styles assign an image, as shown in the Old Warehouse and Empty Lab styles shown in
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Figure 1–10. Models can be positioned relative to the image to enhance model realism.
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Figure 1–10
Note: For image-based lighting styles, use the Perspective orientation to improve realism.
If a new lighting style is required, you can use either of the following techniques to access the
Style and Standard Editor:
• In the View tab>Appearance panel, in the Lighting Style drop-down list, select Settings.
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• In the Manage tab>Styles and Standards panel, click (Styles Editor).
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The Style and Standard Editor dialog box opens, as shown in Figure 1–11.
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Figure 1–11
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Select a lighting style to edit or create a new style. To create a new style, right-click on an
existing style and select New Style. The selected style is copied and can be used as a starting
point for the creation of the new style.
Tabs Description
Environment tab
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Image Based Set the image-based lighting effects for the active light style. This tab
Lighting is only available if an image has been assigned to the lighting style. To
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display the image in the actual scene, select Display Scene Image.
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Without this option enabled, the image is not displayed; however, by
toggling this option on and off, you can control the image-based
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lighting effect without losing all of the specified settings. You can also
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adjust its exposure, rotation, and scale.
Lighting tab
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Light# tabs
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Select a light number tab to activate it for editing. Click on each
tab to toggle the specific light source on or off.
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Standard Light Control the horizontal/vertical position of the active light source using
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Settings the sliders that surround the image of the light. You can also select
the color and control the brightness of the light source. Using the two
Relative movement options, you can specify that the light is fixed to
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standard lights. Use the Brightness slider to control the light intensity
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and use the Ambience slider to set the contrast between lit and unlit
areas in the scene.
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Shadows tab
Shadow Settings Set the lighting style’s shadow setting by selecting from a predefined
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list of shadow directions. You can also specify the shadow’s density,
softness, and ambient shadow intensity.
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Edits you make in the dialog box are dynamically displayed on the part. You must save the edits
to preserve them. Edits are saved to the active lighting style in the file.
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assigned, the visual appearance specified for that material is assigned to the model. The
Material and Appearance Override drop-down lists in the Quick Access Toolbar display the
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current material and its appearance, as shown in Figure 1–12.
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Material Appearance Override
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To assign a different appearance to the model while maintaining the material setting and
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therefore its iProperty data, select an alternate material in the Appearance Override drop-down
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Appearance Override
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Figure 1–13
Note: To display the model so that any of the image’s texturing settings are consistently
displayed, set the Visual Style to Realistic. If not, only the color of the appearance might
display on the model.
The predefined list of appearances provided in the Appearance Override drop-down list are
provided from Inventor libraries. By default, the Inventor Material Library is set as the active
library, as shown in Figure 1–14. To switch between libraries in the drop-down list, select an
alternate library name. The default library can be set in the project file.
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Figure 1–14
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To quickly manipulate the assigned appearance, you can use the in-canvas tools.
The in-canvas appearance and texture tools provide you with a convenient way to change the
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color of an appearance or the texture mapping on the model. The tools are provided in a mini-
toolbar and the icons can be used directly on the model.
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How To: Edit the Existing Appearance Using the In-Canvas Tools
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1. In the Tools tab>Material and Appearance panel, click (Adjust). The Appearance mini-
toolbar opens as shown in Figure 1–15.
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Figure 1–15
2. Using the model, select the appearance that is to be edited. You can select directly on the
model when the cursor displays as the eyedropper ( ), or you can select the appearance
from the Appearances drop-down list in the mini-toolbar.
• When using the cursor, if you want to edit the color of the entire model, ensure that you
select the entire model.
• To change only selected faces, surfaces, bodies, or features, select them individually.
Use the Select Other drop-down list to select the required option.
• Selecting the appearance in the Appearances drop-down list enables you to first apply it
to the model and then edit the Appearance. If you selected the appearance from the
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drop-down list, you are required to assign it to the model. Using the cursor, now
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displayed as a paint can ( ), select the model or individual faces, surfaces, bodies, or
features to assign the edited appearance.
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3. Select the method for defining the color.
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• Defining the color as a red, green, and blue value (RGB Values) is the default option.
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• Select the RGB Values drop-down list and select HSL Values to define the color with a
hue, saturation, and lightness value.
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4. For either the RGB or HSL Values options, enter values in the mini-toolbar or use the color
wheel to define its values as follows:
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• Drag the line around its perimeter to change the value.
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To refine the color, activate and drag the square node on the internal diamond shape at
the center of the color wheel.
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5. If the Appearance has a texture assigned to it, you can also do the following:
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• Scale, rotate, and translate the texture using the , , and icons that display
once the model or individual faces, surfaces, bodies, or features are selected. Hover the
cursor over the icons until they are active (yellow) and then press and hold the mouse
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• Modify how the texture is mapped to the entire model. Expand the drop-down list
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and select a mapping option. By default, Automatic is used and generally provides a
good representation of the texture on the model. Hovering the cursor over the other
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mapping options displays them in the model. Mapping options are not available if
modifying individual faces.
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Once an appearance is adjusted using the in-canvas tools, a new appearance is created that
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has (1) appended to the end of the name. For example, if you were adjusting the Red
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Appearance Browser
The Appearance Browser (shown in Figure 1–16) can be used to create new appearances. In
this figure, the Thumbnail View display is set for both the Document Appearances and
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Appearance areas.
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Document
Appearances area
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Library list
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Appearance area
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Figure 1–16
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• Document Appearances area – This area includes all appearances that have been assigned
to the model.
• Library list – The library list enables you to select the libraries where you want to look for
different appearances. The Favorites node enables you to quickly access any of the
appearances from the three libraries that you have marked as Favorites.
• Appearance area – Once a library is expanded and a group type selected, its appearances
are displayed in the Appearance area. Using this area, appearances can be added to the
Document Appearances area for use.
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Note: The (Shows/Hides library) panel and (Change your view) drop-down list can
be used to customize the display of the Appearance Browser areas. For example, it can
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show whether the appearances display as detailed lists or as thumbnail images or if the
list of libraries is displayed.
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Adding Appearances to the Document
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In order to use a material from a library, it must be added to the Document Appearances list.
Once added, it can be assigned to the model or it can be used to create a new appearance.
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How To: Add a Material from a Library to the Document Appearances Area
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1. In the Tools tab>Material and Appearance panel, click (Appearance). The Appearance
Browser dialog box opens.
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3. Select an appearance type. The list of appearances associated with the selected type
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display in the Appearance area on the right side of the dialog box.
4. Right-click an appearance and select Add To>Document Materials to add it to the
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New Appearances can be added to a model either by reusing and modifying an existing
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appearance, or by using appearance templates that are available for various material types.
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1. In the Tools tab>Material and Appearance panel, click (Appearance). The Appearance
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Browser dialog box opens, as shown in Figure 1–17. The current file only has one
appearance that was assigned to it (Default), as shown in the Document Appearances area,
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and the Inventor Material Library is selected. If an appearance override was assigned, it
would also be displayed in the Document Appearances area.
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Figure 1–17
3. Select the default name, right-click on it, and select Rename. Enter a new name for the
appearance.
4. Right-click on the new appearance and select Edit to open the Appearance Editor dialog
box, similar to that shown in Figure 1–18. Depending on the material type, the options and
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settings vary.
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Figure 1–18
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• Select in the Color field to access the Color dialog box to select or customize a new
color.
• Select in the Image field to import a texture for the appearance.
• Change the settings of the Image Fade, Glossiness, and Highlights to customize the
appearance of the texture.
• Use other options in the Appearance Editor dialog box to further customize the new
appearance by adding reflectivity, transparency, bump maps, self illumination, etc.
6. Click OK to complete the creation of the new appearance. The thumbnail image in the
Document Appearances area updates to reflect the changes that were made in the
Appearance Editor dialog box.
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To edit an existing appearance, right-click on the appearance name in the Document
Appearances area of the Appearance Browser dialog box and select Edit. Edit the options, as
required, to reflect the required change.
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Hint: Textures
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Textures are files that can be added to any appearance. Bump maps enable you to further
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control the display of an image by assigning a bumpiness value. Texture images are
assigned in the Generic node while bump maps are assigned in the Bump node. Similarly,
maps can be assigned to other nodes.
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• To assign an image, select in the Image field for the node and use the Material Editor
Open File dialog box to browse to and select an image.
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• To modify the placement of the image, right-click on the Image field and select Edit
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Image. The Texture Editor dialog box opens and you can refine the image’s position,
rotation, scale, and repeat, and (in the case of a bump map) vary the amount of
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bumpiness.
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The Appearance Browser can also be used as an alternative to the Appearance Override drop-
down list to assign appearances to the entire model or to individual faces.
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How To: Use the Appearance Browser to Assign an Appearance to the Model
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1. In the Tools tab>Material and Appearance panel, click (Appearance). The Appearance
Browser dialog box opens. Alternatively, you can assign the new appearance using the
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Material Override drop-down list in the Quick Access Toolbar. Once assigned, the
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right-click on the appearance thumbnail in the Document Appearances area, and select
Assign to Selection.
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• To help identify what is being selected in the model, before selecting, hover the cursor
over the model so that the preview displays the entire model (dashed lines) or individual
surfaces (solid lines).
3. Click at the top of the Appearance Browser dialog box to close it.
Practice 1a
Create a Lighting Style
Practice Objectives
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• Create a new lighting style based on an existing style.
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• Edit a lighting style to change its ambiance setting and include multiple colored lights.
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• Change the lighting style that is applied to the model using the Style and Standard Editor
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and the options in the Appearance panel.
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In this practice, you will create a new lighting style and assign it for use with a part file. The part
is shown in Figure 1–19.
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Figure 1–19
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1. On the Home page, select (Projects and Settings)>Settings to open the Projects dialog
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box. Project files identify folders that contain the required models.
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2. Click Browse. In the Choose project file dialog box, navigate to the practice files folder and
select Advanced Part.ipj. Click Open. The Projects dialog box updates and a checkmark
displays next to the new project name, indicating that it is the active project. The project file
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tells Autodesk Inventor where your files are stored. Click Done. This project file is used for
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7. Enter handle in the Name field and click OK. The handle style is now listed in the Lighting
branch.
8. Double-click on handle in the list to activate it. The active style is bold in the list and is
applied to the model.
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9. Move the Ambience slider to increase the amount of ambient light on the screen for all
lights. Note how the model updates as you move the slider.
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10. Return the Ambience slider to approximately the middle of the scale.
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11. In the Standard Lights area of the Lighting tab, ensure that the Light 1 tab is selected and
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that the (yellow light bulb) icon is active. This represents the first direct light.
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12. Move the vertical slider on the right side of the image to the top and the slider on the
bottom to the left side to place the light.
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13. Click the Color icon located above the Brightness slider. Select one of the blue colors from
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the color palette. Click OK. Note the effect on the part.
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14. Select the Light 2 tab to activate it. Ensure that the icon is enabled (yellow). Select it, if
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not. The blue light you created in the last step will now have less influence on the part.
Change the color of the second light to red, and move the sliders to the bottom and right
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positions to place this light.
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15. Click Save and Close. Note the effect on the part.
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16. Rotate the part. You will see different shades and colors on the part, depending on where
you placed the lights.
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2. In the Appearance panel, note that the handle light style is currently active. In the Lighting
Style drop-down list, select Two Lights. Note how the model updates to reflect the settings
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in this style.
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3. Select some of the various options in the Visual Style drop-down list to manipulate the
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5. The default scale of the model relative to the image is incorrect. In the Lighting Style drop-
down list, select Settings. In the Image Based Lighting area in the Environment tab, reduce
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8. Select a darker color in the Appearance Override drop-down list in the Quick Access Toolbar,
shown in Figure 1–20.
Appearance Override list
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Figure 1–20
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9. The model should display similar to that shown in Figure 1–21.
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Figure 1–21
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End of practice
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Practice 1b
Work with Appearances
Practice Objectives
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• Override the visual appearance of a material.
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• Create, edit, and assign appearances to a model using the Appearance Browser and the
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Appearance Override drop-down list.
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In this practice, you will assign a material to a model and then override its visual appearance.
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You will apply appearances to the entire model as well as individual surfaces. The final model is
shown in Figure 1–22.
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Figure 1–22
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1. Open bearing_journal.ipt. The part is currently assigned the Generic material and visual
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appearance, as shown in the Material and Appearance Override drop-down lists in the Quick
Access Toolbar in Figure 1–23.
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Figure 1–23
2. In the Quick Access Toolbar, in the Material drop-down list, set the material to Stainless
Steel. The visual appearance is set as Semi-Polished which is the default setting for the
Stainless Steel material. The model displays as shown in Figure 1–24.
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The model’s color is
now Semi-Polished
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Task 2: Assign and new visual appearance and edit it.
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1. In the Quick Access Toolbar, in the Appearance Override drop-down list, set the color to
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Yellow. The visual appearance of the model changes to yellow, as shown in Figure 1–25,
but the material remains Stainless Steel.
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is now yellow
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Figure 1–25
2. In the Tools tab>Material and Appearance panel, click (Adjust) to open the appearance
mini-toolbar.
3. Hold <Ctrl> and select the two surfaces shown in Figure 1–26.
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Select these two
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cylindrical surfaces to
assign new colors
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Figure 1–26
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4. Maintain the RGB Values setting and use the color wheel to define the values. Drag the line
around its perimeter to change the value to red. Because the surfaces were preselected, the
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surfaces update as you change the RGB value.
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5. Click to complete the change and close the mini-toolbar. The model should display
similar to that shown in Figure 1–27.
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Figure 1–27
6. In the Appearance Override drop-down list, select Rust. The model should display similar to
that shown in Figure 1–28. Note that the surface overrides on the internal surfaces that
were changed to red are maintained and the Rust appearance is applied to the rest of the
model. The Rust appearance was created using a texture image.
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The model is now
displayed as Rust and the
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cylindrical surfaces are
still red
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Figure 1–28
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7. In the Tools tab>Material and Appearance panel, click (Adjust) to open the appearance
mini-toolbar.
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8. Hover the cursor over the model so that its entire boundary is highlighted red and click to
select the model. If required, use the Select Other drop-down list to select the solid in order
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to highlight all the geometry. This enables you to edit the Rust appearance on the entire
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model.
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9. Try and change the color of the appearance. Note how it does not change because this
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10. Click to open the drop-down list and roll the cursor over each of the mapping options.
By default, Automatic is used and it provides a good representation of the rust texture on
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the model. Depending on the surface and model shapes being assigned a textured
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11. Hover the mouse over the icon until the cursor changes to the icon. This indicates
that you can now scale the texture. Drag the cursor to scale the texture.
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12. Hover the cursor over the icon until the cursor changes to the icon
indicating that you can now rotate the texture. Drag the cursor to rotate the texture.
13. Click to cancel the edit and close the mini-toolbar. The original texture scale and
rotation is maintained.
1. In the Tools tab>Material and Appearance panel, click (Appearance) to open the
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Appearance Browser. Alternatively, you can also click in the Quick Access Toolbar. The
Appearance Browser displays as shown in Figure 1–29.
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Figure 1–29
Note: The (Change Your View) drop-down list can be used to customize the display
of the Appearance Browser. For example, it can show whether the appearances display as
a detailed list or as thumbnail images.
2. Review the Document Appearances area. Note that there are currently five appearances
listed. These correspond to all of the appearances that you have assigned to the model.
• Generic was the appearance that was set when the file was opened.
• Rust was the final override material that was used. Only appearances that have been
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used in the model are shown here.
• Semi-Polished was used when the material was set to Stainless Steel.
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• Yellow was used to override the visual appearance of the Stainless Steel Material.
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• Yellow(1) represents the edits that were made using the mini-toolbar to create the red
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color.
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3. Right-click on Yellow(1) and select Rename. Enter MyRed as the new name.
4. Right-click on Generic and select Duplicate. This creates a copy of the Generic appearance
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that you can use it as the base for a new appearance.
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5. Right-click on Generic(1) and select Rename, if the field is not already active for renaming.
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Enter MyColor as the new name for the duplicated appearance.
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6. Double-click on MyColor to open the Appearance Editor dialog box.
7. Select in the Color field and assign a new color to the appearance using the Color dialog
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box. Click OK.
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8. Increase the Glossiness value and change the Highlights to Metallic. Additional settings
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can be made using other nodes in the Appearance Editor to further customize the
appearance.
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9. Click OK to complete the edit and close the Appearance Editor dialog box.
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10. Hover the cursor over the model so that its entire boundary is highlighted red and click to
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11. In the Appearance Browser, right-click on MyColor and select Assign to Selection to assign
the new appearance to the model. Note that the red surface overrides are still maintained.
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12. Click at the top of the Appearance Browser dialog box to close it.
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1. In the Tools tab>Material and Appearance panel, click (Clear) to open the mini-toolbar.
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2. Press and hold <Ctrl> and select the two surfaces that were assigned the MyRed
appearance.
3. Click to clear the appearance override on these surfaces. Note that the entire model
now has the MyColor appearance assigned.
4. In the Tools tab>Material and Appearance panel, click (Clear) to open the mini-toolbar
again.
5. Click Select All in mini-toolbar and click to clear all overrides in the model. This returns
the visual appearance back to Semi-Polished, which was assigned with the Stainless Steel
material.
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Task 5: Add an appearance from the Inventor Material Library to the model.
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1. In the Tools tab>Material and Appearance panel, click (Appearance) to open the
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Appearance Browser dialog box.
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2. In the lower portion of the Appearance Browser dialog box, select the (Home)
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drop-down list and select Inventor Material Library to display a list of materials in this
library, if not already displayed. You can also expand the Home node and select Inventor
Material Library.
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3. Further expand the Inventor Material Library folder, as shown in Figure 1–30.
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Figure 1–30
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6. Select the model in the Model browser or the graphics window and assign the Machined 02
appearance to the selection. The model updates as shown in Figure 1–31.
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displayed with the
Machined 02 material
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The appearance could also have been assigned by selecting it and using the Appearance
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Override drop-down list to select the Machined 02 appearance. In this case, once selected it
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would have been assigned and added to the Document Appearances area. This is an
alternative method to adding materials using the Appearance Browser dialog box. The
benefit of the Appearance Browser is that you can review the thumbnail images and copy
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Note: The additional material libraries can also be expanded and used to access other
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appearances. By default, their appearances are not listed in the Appearance Override
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a. Shadows
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b. Reflections
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c. Lights
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d. Ground Plane
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e. Ray Tracing
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2. The ground plane must be enabled (displayed) for the shadows and ground reflections to
be visible in the model.
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a. True
b. False
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3. Which of the following statements are true regarding lighting styles. (Select all that apply.)
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a. An Image-based lighting style enables you to use a predefined background image in the
style.
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4. The following icons display when working with the in-canvas appearance and texture tool.
Which icon enables you to scale a texture in a material?
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a.
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c.
d.
5. Which of the following statements are true regarding the Appearance Browser dialog box
shown in Figure 1–32? (Select all that apply.)
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Figure 1–32
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a. Four appearances have been all been previously assigned to the model.
b. The Favorites list is currently being displayed in the Appearance area.
c. The Metal category in the Inventor Material Library is currently displayed in the Library’s
Appearance area.
d. The Copper - Polished material is the currently assigned material to the model.
Command Summary
Button Command Location
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Adjust (color) • Ribbon: Tools tab>Material and Appearance panel
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Appearance (Browser) • Ribbon: Tools tab>Material and Appearance panel
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N/A Appearance Override • Quick Access Toolbar
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• Appearance Browser
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Clear (color) • Ribbon: Tools tab>Material and Appearance panel
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Ground Plane • Ribbon: View tab>Appearance panel
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N/A Lighting Styles • Ribbon: View tab>Appearance panel
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Orthographic • Ribbon: View tab>Appearance panel
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Perspective • Ribbon: View tab>Appearance panel
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