Ensight 10.2 Advanced Training September 2017 Presentation User Manual En Sight
2017-09-26
User Manual: Ensight Ensight 10.2 Advanced Training - September 2017 EnSight 10.2 Advanced Training - September 2017 EnSight 10.2 Training CEI Detroit www3.ensight.com 3:
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EnSight 10.2 Advanced Training Martin J. Faber – Sr. Account Manager, North America EnSight 10 Advanced Training Overview 1 More EnSight Basics 2 Solution Time and Flipbook Client-Server architecture, EnSight processes, Time and advanced tab, discrete or continuous, global shading and hidden lines overlay, 4 icons on the record an animation, flipbook load and run tab, right (display information, variable legend visibility, objects and images, 4 types of data, record a flipbook record animation, fast display), EnSight modes Parts and the Quick Edit Menu Line width, visibility per viewport, element representations, displacements, visual symmetry, Pathlines (Transient Streamlines) Pathlines introduction, creating pathlines, displaying pathlines, displaying pathline particle traces Copy, Clone and Tag element labeling, parts filter elements, element Part duplicating, when to use each one, create a part blanking, shaded and hidden line mode, auxiliary copy, create a part clone, part tagging, how to clipping, fast display representation EnSight 10 Advanced Training Overview 2 Plots 3 Texture Mapping and Skybox Curve/graph visibility, show graph in separate Background of texture mapping, using decals, loading window, graph attributes, axis attributes, curve and Z-axis projection, repeat mode, texture mode, attributes, select/delete graphs update the plane tool, using patterns, modulate, More Part Creation Contours, vector arrows, elevated surface, separation & attachment lines, vortex cores Create/Edit Viewports Viewport overview, linking viewports, exchange with largest viewport, background color, border and location, bounds visibility, special attributes, viewport layouts, new viewport, pop/push viewports background of a skybox, box tool, skybox picture layout The Keyframe Animator Keyframe animation basics, quick animations, keyframe animation examples, run attributes, animating a clip plane, recording a KF animation, tips and tricks, examples EnSight 10 Advanced Training Overview 3 Using Predefined Materials 4 Ray Tracing Materials library overview, materials assignment Ray Tracing basics, creating a Ray Traced image, example, lighting and shading per material, style creating auxiliary geometry, wheel - Whitted quality feature to copy materials, notes about the materials 3, wheel - Ambient Occlusion quality 3, Ray Traced library, using materials on the Chevy Traverse, Chevy images comparison, Chevy Traverse – Whitted quality Traverse animation 3, Chevy Traverse – Ambient Occlusion quality 3 Using Multiple Light Sources The Transformation Editor Multiple light sources overview, types of light, notes Global transformation, Z-clipping, tools: cursor, line, about light sources, example of using multiple light plane & quadratic, center of transform sources, default light vs 3 light sources EnSight 10 Advanced Training Overview 3 Create & Edit Attributes (Parts) Several categories of attributes, full control of all features Case Linking How to, operation, viewport capabilities, toggle full view, viewport exchange, case linking off, notes Annotations Text strings, lines, 2D shapes, 3D arrow with text, dials, bar gauges, logos, legends, select, delete Actions that will Slow Down your System Hidden line display, opacity, element representation, keyframe animation, anti-aliasing, high resolution, label display 5 2017 Chevrolet Volt Cutaway Drawing 6 7 Client Server Architecture 1 • EnSight works on a client-server architecture that distributes the workloads between the client and one or more servers – this architecture leaves the data where it was computed; if EnSight is run on a single computer, both client and server are run on that machine network cable Client (GUI & all graphics) Server (cluster): all data, extraction algorithms; local or remote • The GUI (Graphical User Interface) and graphics are handled by the Client; the Server takes care of all data and the data extraction algorithms; the Server can be local or remote 8 Client Server Architecture 2 • When an icon is clicked on the Feature Icon Bar, for instance to create streamlines, the Client sends a request to the Server to calculate streamlines Requests network cable Client Server 3D Objects • The Server responds by calculating the streamlines and sends back the 3D objects; the Client then updates the display Client Server Architecture 3 • When an icon is selected on the EnSight Feature Toolbar, an action is triggered mainly on the Server • When an icon is selected on the Quick Edit Menu, an action is triggered on the Client 9 10 EnSight Processes 1 • When EnSight is started in Windows, an EnSight Client Console window is opened that starts the Client process; as soon as the Client process is running and the EnSight window with the GUI appears, the EnSight Client Console window is minimized (it can be opened though) Runs in 64-bit mode Number of CPU’s detected and number of threads that are being used EnSight HPC license checked out 11 EnSight Processes 2 • As soon as the Client process is running, EnSight will start another Console window for the Server process, similar to the EnSight Client Console window; this window will also automatically be minimized (it can be opened as well) Server Server Server Client Client One Case Two Cases • During normal operation, EnSight will use 1 Client process and 1 Server process; when a second model (case) is loaded, EnSight will start a second Server process for the second case; this means EnSight can connect a single Client to multiple Servers at the same time, with each Server maintaining a unique dataset 12 EnSight Processes 3 • Should the client cease to work (in case of a crash), one or more server processes are most likely still running; by closing the EnSight Console Server window, the EnSight Server process will also be shut down • When EnSight is running, the Task Manager (Ctrl-Shift-Esc) in Windows (ps command in Linux) will show both Client and Server processes running at the same time (the Task Manager of Windows 8.1 is shown below) EnSight Client Process: ens101cl.exe EnSight Server Process: ens101sv.exe EnSight Processes 4 13 • The Task Manager in Windows (the kill command in Linux) can also be used to end a lone EnSight Server process because it can slow down the system: Task Manager -> Processes and left-click ens101sv.exe, then right-click and select End Task Global Shading and Hidden Lines 1 • On the Quick Settings Menu are 2 important icons: o The one with the icon of the sun is the global Display Shaded Surfaces; this button is on by default and when it is switched off there will be no shaded surfaces displayed in EnSight, just wireframe; this can also be toggled through View -> Shaded o To the right of this icon is the global Overlay Hidden Lines icon that is switched off by default; this toggle enables or disables hidden line mode; this can also be toggled through View -> Hidden line 14 Global Shading and Hidden Lines 2 • If the current mode is Shaded when Overlay Hidden Lines icon is toggled on, the Hidden Line Overlay dialog is displayed; on this dialog a color for the overlay edges can be specified • If the Specify Line Overlay Color toggle is not enabled, the overlay color will be set to the native color of each part; if it is enabled, the color can be specified either by entering red, green or blue color values or by clicking the Mix... button and selecting a color from the palette 15 Delphi 3D Digital Instrument Cluster Line Width • The Line Width icon on the Quick Edit Menu controls the line width (in pixels) of any part; by default it is set to a width of 1 pixel; this icon will update to reflect attribute changes • When displaying for instance the Shuttle model in wireframe, the width of the wireframe can be adjusted; in this example from 1 to 3 pixels • In this example the streamlines are adjusted from 1 to 4 pixels 17 Visibility per Viewport 18 • The Visibility per Viewport icon controls whether a part is visible in a certain viewport or not; black means the selected part is not visible • When multiple viewports are used this feature will display a thumbnail of the viewports; click on the thumbnails to make a part visible or invisible in a particular viewport • In this example the streamlines in the top left viewport are not displayed; by selecting the thumbnail on the menu the streamlines can be displayed Element Representations 1 • Click the Part Element Settings icon to change the way a part is displayed; the following menu appears: • The default setting is 3D border, 2D full; this means a 3D element will only be displayed by its border lines (no internal element lines will be shown) and a 2D element will be fully displayed • This does not modify a part’s geometry, just how it is displayed on the screen 19 20 Element Representations 2 • 3D Border, 2D Full (default) o 3D elements are displayed in border mode 3D elements o 2D elements are displayed in full representation mode 2D elements • 3D Feature, 2D Full o 3D elements are displayed in feature mode 3D elements o 2D elements are displayed in full representation mode 2D elements 21 Element Representations 3 • 3D NonVisual, 2D o Full 3D elements are not loaded 3D elements o 2D elements are displayed in full representation mode 2D elements • Border o Shared faces (3D elements) are removed 3D elements o Shared edges (2D elements) are removed 2D elements 22 Element Representations 4 • Feature Angle o For 3D, operates off of Border elements 3D elements o Looks at 2D element normals – the edge between 2D elements are removed if the angle is less than what the user has specified 2D elements • Bounding Box o Displays a bounding box around the geometry 3D elements 2D elements 23 Element Representations 5 • Full o Every face (3D elements) is visible 3D elements o Every edge (2D elements) is visible 2D elements • Volume o 3D elements are rendered as volumes, including alpha values (transparencies) 3D elements o 2D elements become nonvisual 2D elements 24 Element Representations 6 • NonVisual o The part is kept only on the EnSight server; it’s geometry is not displayed on the EnSight client useful for external flowfields 3D elements 2D elements • Click the toggle Load Points and Normals Only to display only the element centers of the model Element Representations 7 25 • Reduce Polygons speeds up visualization processing by thinning out the number of polygons that are rendered; the trade off is in image quality and speed; the model is not changed though, just the visual representation of it on the display • Toggle Reduce Polygons to activate and use the slider for more or fewer polygons Part Displacement • For structural mechanics simulations, EnSight can display and animate displacements to visualize the relative motion of the geometry • Select the nodal variable to use Please note the following restriction: displacements can only use nodal vector variables • The Displacement Factor is a scalar that scales the vectors and exaggerates the displacements; a value of 1.0 will give ‘true’ displacements 26 Part Visual Symmetry 1 • Visual symmetry is done on the client so it’s a copy of the original; the symmetry is performed with respect to the reference frame of the part (see the Frame chapter) • This feature is useful if there is symmetry in a model and only part of the model has been analyzed • There are 2 options: Mirror and Rotational symmetry • Click on Mirror and select the mirror plane or axis • There’s a toggle to show or hide the original instance 27 Part Visual Symmetry 2 • For rotational symmetry, click on Rotational, select the Axis, the number of Sections in 360 degrees and the number of Instances 28 Exercise 1 – EnSight Processes & Element Rep • See the EnSight 10 Advanced Training Exercises handout and do Exercise 1 29 Element Labeling 1 WARNING Be careful with this feature because it can cause your system to slow down significantly if used improperly • Sometimes it is useful to identify specific nodes or elements within a model; EnSight can display node and element labels in the Graphics Window • Select the desired part and click the Element Labeling icon and the labeling menu is displayed; start by selecting a filter in the Thresholds box; this has 5 filters to display only selected ranges of labels: None - show all labels Low - remove all labels < the Low value Band - remove all labels >= Low and <= High WARNING 30 Element Labeling 2 High - remove all labels > the High value Low/High - remove all labels < the Low value as well as those > the High value • Click on the Node Label Visibility toggle to display the labels • The example shows the Space Shuttle model with a Low/High filter on the nodes of < 475 and > 500 • The Mix button controls the color of the labels 31 Element Labeling 3 • The menus for Element Label Visibility are identical to the Node Label Visibility menus 32 Node Representation • EnSight can display the nodes of a model in the Graphics Window • There are 3 display types: Dot, Cross and Sphere o Dot: nodes are displayed as points o Cross: nodes are displayed as crosses and can be fixed size or sized based on a variable o Sphere: nodes are displayed as spheres and can be fixed size or sized based on a variable • Scale changes the display size of the nodes • Crosses and Spheres can be scaled by a variable (scalar or vector) 33 Part Filter Elements 1 34 • In EnSight filters can be used to remove certain elements; the filter criteria can be one or two variables or it can be a variable (such as a Von Mises stress/strain) threshold for which limiting values and conditions are entered as a filter • Elements are not just visually removed of the client, but are also removed for all calculations of the server; if elements need to be removed for visual purposes only, consider Element Blanking • The variable used must be an Elemental Variable, not a nodal one; use the NodeToElem function in the Variable Calculator to convert variables if needed Part Filter Elements 2 • To use Part Filter Elements, do the following: o Select the part(s) to use o Click the Part Filter Elements icon; the is displayed and the available Element Variable(s) are listed (they may have to be calculated from Nodal Values) o To calculate Elemental Variables from Nodal Values, open the Variable Calculator and select the NodeToElem function; then type in a new variable name and select the variable, in this case P; click the Evaluate for Selected Parts button to create the new variable 35 Part Filter Elements 3 • The Part Filter Element Settings menu now displays the new PressureElemental variable that was just calculated; type for example < 130,000 (Pa) as the filter criteria, click Apply and only elements with a pressure higher than that number are displayed 36 Element Blanking/Visibility 1 • Elements can be blanked; this can be useful to peek inside of certain parts or remove only portions of a part; element blanking is just a visual removal on the client • Do the following to blank elements: o Set the pick action to Pick Element(s) to Blank o Select one or more parts in the part list that needs elements blanked o Place the mouse pointer over an element that needs to be blanked and press the P-key P on the keyboard or click the middle mouse button to blank the element 37 Element Blanking/Visibility 2 • To make the element(s) visible again, click the Element Blanking/Visibility icon and click the Clear button or the Clear All Parts button • The Selection Tool can also be used to blank elements on a larger scale • Do the following to blank elements using the Selection Tool: o Select the part(s) on which to blank elements o Toggle the Selection Tool icon on o Position the tool and adjust its size if needed 38 Element Blanking/Visibility 3 o Click the Element Blanking/Visibility icon and select the Domain (Inside or Outside) and which Layers to blank (Top or All); Inside blanks the elements inside of the Selection Tool - Outside does the opposite; Top only blanks the top visible layer while All blanks all layers with a single click o Click the Eraser Symbol on the top left corner of the tool and the first layer of elements is removed; click it again and the next layer is removed o Toggle the Selection Tool icon off when finished 39 40 Part Shading and Part Hidden Line • Part Shading and Hidden Line display can both be switched on and off per part; this means that wireframe, shaded and hidden line views can be mixed in a model Hidden Line Shaded Shaded with hidden line overlay Element centers Wireframe • Remember to switch on the global Display Shaded Surfaces and Overlay Hidden Lines to see these features Part Auxiliary Clipping 41 • Auxiliary Clipping can be set per part; by default it is set to on but it can be switched on or off per part • In the example below, the body parts of the car are the only parts that have Auxiliary Clipping set to on; when the Plane Tool is moved, it seems like the outer skin of the car is peeled away • Auxiliary Clipping can be toggled on and off by clicking on View -> Auxiliary Clipping Part Fast Display 42 • Fast Display can be set per part; by default it is set to display a Box • In this example the main rotor and the cockpit glass are set to a Box display while the other parts are set to Off • To make the lines more visible, the Line Width is set to 2 • To activate global Fast Display, click on View -> Fast Display Procter & Gamble Pantene Products 44 Time Menu 1 • EnSight can handle both steady state and transient data; when a transient model is loaded the Time menu will appear on the screen (by default above the Parts List) • Click the Play button to run the model through the time steps • The DVR like buttons have the following functions: Play (in reverse) Play (forward) Step (forward) Step (in reverse) Stop Play Once Loop Swing Time Menu 2 45 • When a transient data set is loaded, by default the last time step is displayed; this can be seen by the slider that’s at the end of the time range or by the Cur(rent) field that has the last time step in it (20 in this example) Note: The user can select whether the last or first step is displayed by default by clicking on Edit -> Preferences -> Data -> If Starting Time Step is Not Specified, Load: select First Step for instance • The slider can be dragged to any specific time step; in this example the slider has been dragged to time step 12, the Beg(inning) has been changed to step 4 and the End has been modified to 16 by just typing in these values Create/Edit Transient Animation menu 1 + 46 • Click the icon for some advanced features; the time Units can be set as either discrete Step(s), running from zero to the total number of steps minus one or the actual simulation time values found in the results data set • Click the Display Time Annotation to display the time in the Graphics Window; this is a toggle and the time display can be moved and resized by dragging the touch-n-go handles • The time annotation can of course also be displayed by dragging and dropping the Time variable in the Variable List onto the background of the graphics window Create/Edit Transient Animation menu 2 + 47 • The time Scale Type can either be Discrete or Continuous: o If the Scale Type is set to Discrete, only actual time steps that are listed in the results data set can be displayed o If the Scale Type is Continuous, results can be displayed between actual output time steps; all variable values are linearly interpolated between the two time steps Note: if the mesh is changing over time, results can’t be displayed continuously • The Timeset Details button controls how multiple timelines of several datasets can be synchronized and played simultaneously Record Current Graphics Window Animation • Record a transient animation for instance by clicking on the Record Current Graphics Window Animation icon on the Quick Settings menu and select the options on the Save Animation menu such as movie format, window size, number of passes etc (some of these options are under the Advanced tab); select the Play and Reset toggles • The # of Cycles field determines the number of times the solution time is played when an animation is recorded 48 Flipbook 1 49 • A flipbook is a quick and easy way to make an animation by playing back a series of images; for each step, a graphical ‘page’ is created and stored in RAM memory; when the flipbook is played, the pages are sequentially displayed as fast as the graphics card allows; click the flipbook icon • A flipbook can be created as Objects or Images; if the flipbook is created using Objects, during playback of the animation the model can still be rotated or zoomed but for bigger models the RAM on the client that is needed can be substantial; in that case Images (pixel data only) is a better choice due to lower RAM requirements but the animation can not be rotated or zoomed during playback 50 Flipbook 2 • Most EnSight users use a flipbook to animate and record transient data but a flipbook can animate 4 types of data: • Once a flipbook is loaded, the Flipbook menu uses DVR like buttons just like the Solution Time panel to play an animation Cycle can play the flipbook forward and in reverse Display Speed can slow down the animation Flipbook 3 51 • If the flipbook pages were created using Images, don’t forget to set the Display back to Original Model otherwise rotate, pan and zoom will not work (because the display is still set to Flipbook Pages) • When a flipbook has been created it can be recorded to a movie file using the Record Current Graphics Window Animation icon on the Quick Settings menu • For more complex and sophisticated animations, use the Keyframe Animator and not a flipbook Solution Time and Flipbook Exercise • See the EnSight 10 Advanced Training Exercises handout and do Exercise 2 52 2017 Cadillac CTS-V Sedan Pathlines Introduction 54 • The path calculated using a transient flowfield that is updated as the calculation proceeds is known as a pathline • By default, pathlines will start at the first time step of the simulation and terminate at the last step (unless stopped earlier) • A delta value can be specified for an emitter that will cause additional particles to be emitted into the flow at regular intervals (Multiple Pulses); this type of pathline is also called a streakline or smoke trace • Pathlines can be animated just like streamlines with the same options on the Particle Trace -> Animate menu Creating Pathlines 1 55 • A pathline is created with the same icon as a streamline, so click the Particle Trace icon and in the Type selection box select Pathline • Select the flowfield and click the Create button and the pathlines part will be created; however most likely no pathlines will be displayed on the screen • This is caused by the settings of 2 menus: 1. The Solution Time menu should be set to the first time step (usually Start = 0) Creating Pathlines 2 2. Double click the Particle Trace Part in the Parts List; this brings up the Edit Attributes menu for that part; click the Advanced toggle on; this opens up many more options under the Creation label The Emitter Information fields must have values that are appropriate for the data set; these values can be found in the results data set: First the Total Time Limit, (the end time minus the start time) - for this model it is .1 56 Creating Pathlines 3 Then the Emission Time Start (the time when the analysis starts); for many models this is at time = 0) 3. The Time Delta is set by default to 0 and this value doesn’t need to be changed unless more particle traces are needed; if a value is typed in, a new set of traces will be emitted at S, S+D, S+2D etc into the flow field (S is the start time and D is the delta value) 57 Displaying Pathlines • After the adjustments using the Emitter settings, the pathlines are displayed 58 Animating Pathline Particle Traces • Pathline particle traces are displayed by double clicking the Particle Trace Part in the Parts List and selecting the Animate toggle 59 Part Duplicating • There are two main methods to duplicate parts in EnSight* • (1) Part Copy o Creates a ‘linked’ copy of the parent part ▪ Users may change color of the copy, display attributes ▪ Updates to parent are reflected in the copy Move the parent, and the copy moves as well • (2) Part Clone o Creates a ‘separate’ clone of the parent ▪ Initially the clone will have all of the same attributes (color, position, display, etc) ▪ All attributes of the clone are independent from the parent ▪ The Clone is a completely separate from the parent *(You can re-load model parts from dataset to duplicate model parts only) 61 When to use each one • (1) Part Copy • When you want to color the SAME part by a different variable • The Location of the Parent and Copy remain the same • It is really a ‘linked’ copy • Not a independent part • (2) Part Clone • You have created/setup a part (location, color, style), but now want another one just like it (to start with) • Initially it has all the same attributes, but you want the ability to change anything • Completely Independent 62 How to Create a Part Copy • (1) Part Copy o Select the part(s) o Top Pull Down Menu ▪ Edit -> Part -> Copy • The new Part can have only its visual properties changed (color, reflection, viewport assignment) 63 How to Create a Part Clone • (2) Part Clone o Select the part(s) o Top Pull Down Menu ▪ Edit -> Part -> Clone • Alternatively, you can use the Right Click: o Select the part(s) o Right Click -> Clone 64 Creating and Using Part Clone • Example of quickly creating similar part via ‘Clone’ Method 65 Part Tagging 66 • Part Selection can be tagged (new for EnSight 10.1) o Ability to Save and Recall Part Selection - up to 10 saved/recalled selections • Part Selection Tagging is handled via: o Saved using Alt + [0-9] o Recalled using Ctrl + [0-9] • ‘Groups’ are not created - simply an ability to save & recall part selection • Meant for quick save/recall of complex part selections • Parts can exist in multiple selections (Part #4 can be in both Alt-0 and Alt-4) Part Tagging – How To • Select the Part(s) you wish to save the selection o Press Alt + [0-9] to save the selection to one of 10 selections o Press Ctrl + [0-9] to recall that selection • Each Selection Creation is noted in the output area • Part Tagging selections are saved and restorable from Context, Session, and Archive files • Part Tagging is not saved or restored in Journal files (no command equivalent) 67 Mercury Marine Verado 350 SCi outboard engine Query/Plot 1 69 • Queries and plots can be generated by right clicking the Line Tool or right clicking a clip part and selecting Query (Variable) as described in the EnSight Basic Training • A query and plot can also be created by clicking the Query icon on the Feature Toolbar; the Create/Edit Query/Plot menu is displayed • On this menu select the Sample, in this example the Line Tool, Variable 1, for instance the pressure_coefficient then select the appropriate part(s) and click on the Create Query button • Since the Auto Plot Queries is toggled on, the query will be immediately plotted as well 70 Query/Plot 2 • If Variable 2 is clicked and a second variable is selected, the result is a scatter query and plot of two different variables along the line tool • The number of Samples controls the number of points along the sample tool (the Line Tool in this example) • Click the Update Query button if the number of Samples is changed for an existing plot Query/Plot 3 • Of course it’s also possible to create a plot with the distance along the Line Tool on the X-axis and the 2 variables on the Y and Y2 (right) axes; to do this, create the first query and plot, then create the second query and drag-and-drop it onto the origin or one of the axes of the existing plot • Move the Query Description by double clicking the origin of the plot; new handles will appear to move the description 71 Query/Plot 4 • Toggle the Query Display to change the Line Width of the graph; as mentioned in the EnSight Basic Training, just put the cursor over the drop down list and roll the mouse wheel; this will change the Line Width without actually having to go into the drop down list • Please note that the Curve Line Width icon on the Quick Edit Menu is dynamically updated as the mouse wheel is rolled 72 Query/Plot 5 • Right click on a curve to get instant access to many parameters of the curve • Select Edit to display the Create/Edit Query/Plot menu which enables complete control over both the query and the plot 73 Query/Plot 6 • The last option on this menu is Data and it provides a way to Display the data for the current Query/Plot • The information can also be saved to the clipboard, a CSV file which can be read by Excel, an XY plain text file or a formatted plain text file 74 Query/Plot 7 • This is an example of a finished graph 75 Lockheed Martin F-22 Raptor Contours • A contour is a line of constant value on a 2D surface • Select the parts the contours should be displayed on • Click the Contours icon , select a variable and click the Create with Selected Parts button 77 78 Vector Arrows 1 • Represents the direction and magnitude of a vector field • Create a Clip plane in a fluid domain for instance and select the Clip Part • Click the Vector Arrows icon Selected Parts button , select a variable and click the Create with • The Scale Factor controls the size of the vector arrows • Vector arrows can be Straight or Curved • The Density field controls the number of arrows Vector Arrows 2 79 80 Elevated Surfaces 1 • Represents an offset surface of a scalar variable • Select a part then click the Elevated Surfaces icon click the Create with Selected Parts button , select a variable and • The Surface Type can be Elevated or Offset • The Scale Factor controls the size of the elevated surface • The Offset field allows to shift the elevated surface away from the parent, but does not affect the shape • An Elevated Surface can have Sidewalls Elevated Surfaces 1 81 Separation & Attachment Lines 1 • Separation and attachment lines are created on any 2D surface and show interfaces where flow abruptly leaves (separates) or returns (attaches) to the surface • Select a part then click the Separation & Attachment Lines icon , select a variable and click the Create with Selected Parts button • The separation lines are green and the attachment lines are pink • There are various menus to define the Method that is used and tweak the separation & attachment lines 82 Separation & Attachment Lines 2 83 Vortex Cores 1 • Vortex cores are centers of swirling flow where the velocity is parallel to the vorticity • Select the fluid domain then click the Vortex Cores icon • There are various menus to define The vortex variables and the Method that is used • Click the Create with Selected Parts Button • Some CFD users like to use vortex cores to generate streamlines from 84 Vortex Cores 2 85 More Part Creation Exercise • See the EnSight 10 Advanced Training Exercises handout and do Exercise 3 86 Polaris Snowmobile Viewport Overview 1 • Advanced control over one or multiple viewports can be achieved through the Viewport tab in the Objects List • If the Viewports tab is not displayed in the Objects List, click on Window -> Toolbars/Panels -> Viewports and it will be toggled on; this is also how it can be toggled off • Click the Viewports tab in the Objects List and the Main Viewport will be listed 88 Viewport Overview 2 • Right click in the background of the the Main Viewport - since there is only 1 viewport in this example there are only 3 options: Edit, Hide and New • When Edit is selected the Create/Edit Viewports menu is displayed with 5 options; these options are explained in the following slides • When there are 2 or more viewports, a right click has 4 additional options: Copy Transform, Paste Transform, Link and Exchange with Largest Viewport • Copy Transform and Paste Transform can be used to copy the view from one viewport to another; use Copy Transform in one viewport and Paste Transform in another to copy the view from the first viewport to the second 89 Linking Viewports • The Link option can link 2 or more viewports that have the same or totally different views in them • To link 2 viewports, for instance the right and left views of the airplane, right click in the first viewport and select Link – then perform the same action in the second viewport; the 2 viewports are now linked; more viewports can be linked in the same way • To unlink the viewports, right click and select Unlink in each of the viewports that was linked 90 Exchange with Largest Viewport • The Exchange with Largest Viewport option exchanges the view of a smaller viewport with the one in the largest viewport 91 Viewport Background Color 1 92 • Select a viewport and right click to edit the viewport; click the Background expand arrow to display the options - the expand button is now pointing downwards to indicate that the menu has expanded; the viewport background colors can be constant, blended or inherited from the default viewport; the default color is a blended color that changes from black at the bottom to gray at the top in 3 levels • The background of a viewport can also be an image; select Image under the Type Selection box and the system will ask for an image file name to display in the background Viewport Background Color 2 • For a Blended background, up to 5 horizontal level colors can be specified with blending between each level • To create a new blended background color, do the following: o Select Blended under Type o Enter the # of Levels, for example 4 o Set Edit Level to 1 and enter the RGB values, for instance .3, .1 & .7 or click on Mix Color… o Do the same for the other levels and a new Blended background has been created 93 Viewport Background Color 3 • Use the Inherit option so the selected viewport(s) inherit the background type and color from the Main viewport • In this example the new viewport (# 1) has the default Blended colors and when that is changed to Inherit, it takes the local color of the default viewport 94 Viewport Border and Location 95 • The border of a viewport can be made visible by clicking the Border arrow; the border visibility can be toggled and the color of the border can be selected as well • The position and size of a viewport can be entered by clicking the Location arrow Viewport Bounds Visibility 96 • Part bounds can be displayed per viewport; click on View -> Bounds Visibility from the Main Menu to toggle this feature on; right click in a viewport and click on the Bounds expand arrow • The attributes of the Bounds Visibility feature can be modified with this panel Selected Viewport Special Attributes 1 • Click the View arrow to see more options that can be set per viewport • A viewport can be set to either a 2D or 3D View Dimension; if the viewport is set to 2D, only planar parts will be displayed in the viewport and the rotations in that viewport can be only around the screen Z-axis • Each viewport has it’s own toggles for Perspective, Shaded and Hidden Line display modes 97 Selected Viewport Special Attributes 2 98 • A viewport can track a Node Number, a Part Centroid or the Part XYZ Min or Max values; as a model changes over time the viewport will remain centered on that location; this can be very useful for transient datasets 99 Viewport Layouts • When EnSight is started, it creates a single default viewport (labeled Main Viewport) that fills the entire Graphics Window • Right click in the viewport and 6 viewport layouts are displayed: 1 single full viewport 2 vertical viewports, side by side 2 horizontal viewports, top and bottom 4 equal viewports 4 viewports with 3 equal vertical 4 viewports with 3 equal horizontal • Click the layout that is desired; in this example the 4 equal viewports layout is selected and the system resets the views in the new viewports New Viewport • Right click in the viewport and select Viewports -> Create; this will create a new viewport in the top left corner of the Graphics Window • The new viewport can be resized by dragging the borders and moved by clicking and dragging in the new viewport 100 Pop/Push Viewport(s) Forward/Back 101 • EnSight allows overlapping viewports; the viewport order can be controlled with the Pop Viewport(s) Forward icon and Push Viewport(s) Back icon ; click in a viewport and click either the Pop or Push icons • The Main Viewport can also be popped forward or pushed backwards Cummins 6.7L Diesel Engine with Variable Valve Actuation Texture Mapping Overview 103 • Texture Mapping is a technique whereby a 2D picture is projected onto a 3D object or even wrapped around a 3D object • The easiest way to use Texture Mapping is to take a picture and use it as a decal (a sticker) and place it somewhere on a 3D object; Texture Mapping can also be used to display a pattern over part of the 3D object or the entire 3D object • To access the Texture Mapping panel, select a part, click the Surface Property Editor and click the Texture arrow; click the Edit Textures button to display the Textures menu Texture Mapping – 1st Method - 1 • The following example projects the front label of a Tide detergent bottle onto the front of a 3D model of that bottle • On the Textures menu, load a picture by right clicking on the first texture and selecting Load Texture; this will display a file browser where a picture file can be selected (.png, .jpg, .bmp etc); a high resolution image will give best results • As soon as a picture is selected, a thumbnail will be displayed on the Textures menu; in this case the front label of the Tide detergent bottle 104 Texture Mapping – 1st Method - 2 • The fastest way to apply a texture map is to use the Plane Tool; in this example the XY-plane of the tool is parallel to the front of the Tide bottle with the Z-axis sticking out the front of the display • It’s easiest to look at it from the front view with View -> Perspective switched off • Select the bottle in the Parts List and left click on the first texture with the Tide front label; this will project the texture along the Z-axis onto the bottle; the strange pattern on the bottle is caused by the Repeat Mode on the Textures menu 105 Texture Mapping – 1st Method - 3 • Repeat Mode is set by default to Repeat which is typically used for patterns; for this example change it to Clamp • To make the system use the current size, position and orientation of the Plane Tool, click on the Get Proj from Plane Tool button; this will update the texture map to use the current Plane Tool • Adjust the size and position of the Plane Tool and click the Get Proj from Plane Tool button after each change; after several changes the fit will be near perfect 106 Texture Mapping – 1st Method - 4 107 • Rotate and zoom in on the model (watch it full screen for instance by hitting F9) and see that the texture map adds a great amount of realism to the model • When the model is rotated to the back of the bottle it will be clear there’s a problem; the front label is also mapped on the back of the bottle and because of the Z-axis projection, it’s in mirror image • This can be fixed by cutting the bottle in 2 halves; click the Tools button on the top Main Menu and select Box; position the box in the middle of the bottle and make sure it covers the entire half of the bottle; click the Clip icon and select Box as the Use Tool Texture Mapping – 1st Method - 5 • The model looks like this with the Box tool covering half the model; the Box tool’s axis can be resized and the entire tool can be moved by dragging the origin point of the 3 axes • With the bottle still selected in the Parts List, cut the bottle with the Box tool using the Clip feature; select In/Out as the Domain, this will create 2 new bottle halves in the parts list, named Bottle + and Bottle - ; at the same time it will hide the original Bottle part 108 Texture Mapping – 1st Method - 6 • Now there are 2 bottle halves that can be texture mapped individually using the same Z-axis projection method as described before to texture both the front and the back label onto the Tide bottle • Under Interpolation select Nearest or Linear, whichever looks best • On the Textures panel, set Texture Mode to Decal 109 Texture Mapping Exercise • Load bottle.case and cut the bottle so the front and back labels can be texture mapped on it • Texture map both labels onto the bottle • Create 2 viewports side by side and show the front and back view at the same time; link the viewports and make the viewport borders invisible 110 Texture Mapping – 2nd Method - 1 111 • The second method of using Texture Mapping is to use an image as a pattern over the entire 3D model or a portion of it; patterns like wood, brick, fabric etc can be used to give a 3D object more realism • The Plane Tool is again used to specify the Z-axis that will define the way the pattern is projected onto the 3D object • The Comanche helicopter body will be used to texture map a pattern onto; the color of the body of the helicopter is military green Texture Mapping – 2nd 112 Method - 2 • The following patterns are textures that were found on the internet and will be used to texture map the Comanche body camouflage water drops wood bricks $100 bill • To use one of the above textures, do the following: o Load the Comanche model, select the Comanche body (Part ID 4) and open the Textures menu o Toggle the Plane Tool Visibility icon on o Right click the first texture field and select Load Texture… and load the camouflage image from the file browser o Left click the thumbnail that just appeared on the Textures menu and the texture will appear on the body of the Comanche Texture Mapping – 2nd Method - 3 • On the Textures menu the Texture Mode is by default set to Decal; the Repeat Mode is by default set to Repeat; the Comanche model will look something like this • Set Repeat Mode to Clamp and only the portion of the object that is under the Z-axis projection will be textured • Set Texture Mode to Replace and only the textured portion of the object will be displayed 113 Texture Mapping – 2nd Method - 4 114 • Still on the Textures menu, set the Texture Mode to Modulate and the color of the object (military green in this example) will shine through the texture and it will preserve the shading of the model underneath the texture map; the Repeat Mode has been set back to Repeat • By changing the color of the Comanche body and by modifying the size and orientation of the Plane Tool, the texture map will be influenced; after every change to the Plane Tool, click the Get Proj from Plane Tool button to update the image Texture Mapping – 2nd Method - 5 • Here are some examples of texture maps on the Comanche 115 116 Skybox Overview • A Skybox is a cube that is placed around the entire model and the 6 sides of the box are texture mapped with 6 images that are continuous at the seams; this creates the illusion of a 3D world around the model that rotates as the model is being rotated • The cube has to be significantly bigger than the limits of the model, so the user can zoom in to the model and see the 3D world in the background Click the movie to play Skybox 1 117 • To create a Skybox around the Space Shuttle model, do the following: o Load the model and texture map the shuttle for even more realism (set View -> Perspective to off to make it easier) o Zoom out so the model is relatively small at the center of the screen and click Tools -> Box (resize the box if needed) o Select the Space Shuttle (Part ID 2) in the Parts List o Click the Skybox icon and click Ok Skybox 2 o Select a Skybox picture in the file browser; a Skybox picture has the following layout o Switch of the Box tool and switch Perspective back on o Zoom into the Skybox so the model can be seen; switch on any particle traces, clip planes, isosurfaces etc o Click F9 and rotate and zoom the model full screen o A Skybox will be recorded in an animation 118 Texture Mapping Exercise • See the EnSight 10 Advanced Training Exercises handout and do Exercise 4 119 Embraer Legacy 600 Business Jet Keyframe Animation Basics 1 • EnSight can create smooth and complex animations using a process called Keyframe Animation • In a keyframe animation, a particular start view and a different end view (called keyframes) are defined and EnSight can automatically generate frames to interpolate between the two views creating a smooth animation • A keyframe animation will record not only all rotations, pans and zooms that are used but also changes in transparency, auxiliary clipping, particle traces, isosurfaces, clip planes, plots, texture maps, a skybox etc • The length of the animation is determined by the number of frames generated between the two keyframes 121 Keyframe Animation Basics 2 122 • A keyframe animation can also be used to record a transient model; the time line of the dataset can be controlled • The results of a keyframe animation can be written to various movie formats such as MPEG, AVI, QuickTime, Flash etc • The resolution of the animation can be controlled from NTSC, PAL, DVD, HD 720p, HD 1080p up to User Defined; anti-aliasing can be used to get the highest possible quality for the frames used in the animation • Once EnSight is starting to generate frames, the process can be aborted by placing the cursor in the Graphics Window and pressing the A key on the keyboard ( A for abort) Quick Animations • A fast way of generating a keyframe animation is to click the Keyframe Animation -> Quick Predefined Animations toggle; this displays a panel where 3 predefined options can be selected • Enter the total number of frames, one or more of the predefined options (Fly Around, Rotate Objects and Explode Views) and type in the desired parameters for each option • Click the Create Predefined Keyframe button and the keyframe sequence will be created 123 124 Keyframe Animation Creation 1 • The Space Shuttle model with the particle traces will be used as example • Once the model is loaded, select the -Y view and press the ‘Fit Geometry’ icon so the Shuttle is facing left Keyframe 1 • Click the Keyframe icon ; on the menu click the Create button – this will create the first keyframe • Then rotate the model to the front view by pressing F2 twice and click Create again - this will create the second keyframe Keyframe 2 125 Keyframe Animation Creation 2 • EnSight just created a keyframe animation and it can be played back; click on the Run button and the animation will be played Click the movie to play • This animation is not very useful because the playback time is less than a second; this is controlled by the Speed and Actions button; clicking this toggle will display a menu where the number of Sub-frames to the Next Keyframe can be entered; this number controls the speed of an animation 126 Keyframe Animation Creation 3 • In this next movie the number of subframes has been set to 88; the animation now takes exactly 3 seconds to play - why 3 seconds? Well, an animation has a default frame rate of 30 frames per second and since there are 2 keyframes that were created (the start view and the end view) plus 88 sub-frames, there are a total of 90 frames - at 30 frames per second, that’s exactly 3 seconds Keyframe 1 Frame #1 Sub-frame 1…………………………………………………………………….88 Click the movie to play Keyframe 2 #90 127 Keyframe Animation Creation 4 • After the first 2 keyframes, more keyframes can be created; press F2 two more times and zoom in on the Space Shuttle, then click Create again; there are now 3 keyframes and 2 sets of sub-frames; to make the segment from the second keyframe to the third keyframe also 3 seconds long, the number of sub-frames have to be 89 - here’s why: KF 1 88 Sub-frames KF 2 89 Sub-frames Frame #1 KF 3 #180 • Note that the animation between keyframes 2 and 3 not only rotates but also zooms at the same time (noticed the animated particles?) Click the movie to play Keyframe Animation Creation 5 • As soon as 1 or more keyframes are defined, the Keyframing toggle will be checked; when this toggle is checked, it means there are 1 or more keyframes defined • When the toggle is unchecked, the entire keyframe sequence is deleted; click on Save to file a keyframe sequence and press Restore to read it back in from a file 128 Keyframe Run Attributes • After 2 or more keyframes have been created, the Speed and Actions panel will become available; on this panel besides the number of sub-frames, options to animate Isosurfaces, Clips and Transparency changes can be toggled on • Click the Transient Data Settings toggle if the dataset is transient and the motion should be included in the animation (if the dataset is not transient this feature is grayed out) 129 130 Animating a Clip Plane • Create another Space Shuttle keyframe animation starting with the shuttle facing left with a clip plane in X • Click the Create button then rotate the model 180° so it’s facing right; left click the clip plane and drag it so it’s just behind the Space Shuttle; now click the Create button again • The animation now rotates and moves the clip plane at the same time Click the movie to play Recording a Keyframe Animation 1 • To make a movie from a keyframe animation, click the record icon or click File -> Export -> Animation; the Save Animation menu is displayed • Make sure to select the toggles for Keyframes Play and Reset • Enter the name for the movie • Click the Advanced toggle to display a menu where the Window Size and anti-aliasing (Number of Passes) can be set 131 Recording a Keyframe Animation 2 • The Set Format button displays a variety of movie formats that can be selected; choose a format, in this example AVI, and see the options for that format • The Stream Bitrate controls the quality of the movie; a higher number results in a higher quality but at the cost of a bigger file size • Click the OK button on the Save Animation menu and the movie will be created • The Message Area in the lower left corner of the EnSight window will display the frame numbers that are being generated 132 Keyframe Animation Tips 1 133 • Creating many keyframes does have its drawbacks; for instance if a certain keyframe sequence has to be modified, there’s no way to just go back to that one sequence and modify it; for this reason it’s better to create a keyframe sequence between only 2 keyframes and then write it as an animation file • After all the individual movie segments have been created, a free program supplied by CEI called EnVe is used to create one complete movie from all these segments Keyframe Animation Tips 2 134 • If an animation is needed that can be continuously looped, make sure the start frame and the last frame are the same • Remember that the graphics on a workstation run at a different frame rate (normally slower) than a movie (30 frames per second); this means that an animation that looks fine on a workstation could be too fast when played back as a movie • When an animation is created using a large window size (resolution) and/or antialiasing, the generation time of the movie file will be significantly longer • Creating a keyframe animation is pretty easy; however, creating a great movie using keyframe animation takes skills, creativity, a plan of what the movie should look like and experience 135 Keyframe Animation Examples HCCI Engine In-cylinder Contact Lens Packaging Boeing C-17 Ground Vortex Keyframe Animation Exercise • See the EnSight 10 Advanced Training Exercises handout and do Exercise 5 136 Boeing 787-10 Dreamliner 137 Materials Library Overview 1 138 • EnSight 10.2 introduces a predefined materials library that can be used to enhance the realism of parts • The Surface Property Editor is used to assign a material to a part – click the Color Wheel icon to display the menu • The Surface Property Editor menu is similar to the previous Color Editor menu but it has more lighting controls and it contains several new menus as well: o Predefined Materials o Opacity By Variable o Surface Flow Display • The Texture menu is now directly accessible on the Surface Property Editor menu Materials Library Overview 2 • The materials library is accessible by clicking the expand button to the left of the Predefined Materials label • When clicked, the materials library opens up and displays 6 types of materials - the expand button is now pointing downwards to indicate that the menu has expanded • By default, parts are not assigned a material when they are created or read in from a dataset • To see the available metal materials for instance, click the + sign to the left of the Metal label; this will open the Metal group and it will display several metals • Select a part in the Parts List and select a material, for instance Metal -> Chrome – this assigns the metal chrome to the part that is selected 139 140 Materials Assignment Example • Use the ‘Chevy Traverse Wheel.case’ dataset as example • Assign Chrome as the material for the rim, rim center logo edge and rim center, Rubber -> Hard for the tire, use Paint -> High-gloss for the caliper, Aluminum for the rotor, brake line and the valve stem, Iron for the brake housing, Gold for the GM logo and Plastic -> Hard for the valve cap – modify some of the slider settings and see what the effects are; adjust colors as needed Without Materials With Materials With Materials, texture map & road Lighting and Shading per Material 141 • The sliders in the Lighting and Shading menu have different options depending on the material that is selected • The Metal and Glass group and the Paint –> High-gloss and Semi-gloss have reflections – on the Lighting and Shading menu there’s an additional slider for Specular Reflections for these materials – some of the Glass and the Gloss Paints have a Refraction Index as well; all other materials are matte and do not have reflections • Depending on the selected material, the Lighting and Shading menu can have from 1 to 8 sliders that control how the materials look Lighting and Shading menu for Glass -> Mirror Lighting and Shading menu for High-gloss & Semi-gloss paint Style Feature to Copy Materials 142 • The color and material settings of a certain part can be copied to other parts by using the Style feature in the right-click menu • Put the cursor on the part with the color and material that needs to be copied and right-click; then select Style and click Copy • Now put the cursor on the part that needs the new color and material settings and right-click; then select Style and click Paste • Style -> Paste can be used for multiple parts and groups as well • Please note that the Shading Type is not copied from one part to another Notes About the Materials Library 143 • Some notes about using materials: o For Glass -> Mirror, there is only 1 slider for Specular Reflection in the Lighting and Shading menu; there is no color assigned to a mirror o Auxiliary geometry can serve as reference geometry to increase the realism of the scene; click on Create -> Auxiliary Geometry to select the plane that’s needed; the road surface in the image on the right was created using Auxiliary Geometry with a texture map o To create even more realistic scenes, use multiple light sources and Ray Tracing; this is discussed in the next 2 chapters o For high quality output, use antialiasing and make sure the Shading is at least set to Smooth; switch off the Model Triad Using Materials on the Chevy Traverse CFD CAD colors materials texture maps lights auxiliary geometry model with some CAD model materials & CAD model with correct colors 144 Chevy Traverse Animation 145 Boeing 787 Dreamliner without any seats 146 Multiple Light Sources Overview • EnSight 10.2 Has 7 additional light sources besides the standard light • Using multiple light sources has a significant effect on the realism and overall visual quality of the model, particularly when Ray Tracing will be used • There are 3 different types of lights: Directional, Spot and Point • Each light source can be placed anywhere in 3D space • Click View -> Lighting to display the Light Source Editor menu • The intensity and color of the lights can be controlled • The first light source is the original light source that has always been present in EnSight; the light is from the user in the direction of the –Z screen axis, towards the model; there is no light attenuation (gradual loss in light intensity) and the type of light can not be modified 147 148 Types of Light 1 • Each of the 7 additional light sources can be active or inactive – use the toggle to switch a light source on or off • Each light source, except light source 1, has a Glyph (an icon) in the graphics window that indicates its position and orientation; the visibility of a glyph can be toggled on or off; a glyph has 3 hot points: at both ends and at its center • There are 3 types of light: o Directional - the light is located at infinity and points towards its end; there is no light attenuation; the glyph and hot point locations for this light are: + + + Moving the glyph at its center has no effect on the lighting of the model; only moving its end points changes the lighting effects 149 Types of Light 2 o Spot - the light shines towards its point; this light has attenuation; this light type also has a spot angle as well as a falloff angle which defines how blurry the light cone will be; the glyph and hot point locations for this light are: + + + Moving any of the hot points has an immediate effect on the lighting of the model; use the Falloff % slider to control the blurriness of the light; use the Intensity slider and the length of the arrow to control the light intensity o Point - the light shines in all directions and is located at the specified point; this light type has light attenuation; the glyph and hot point locations for this light are: + + + Ray End Types of Light 3 150 Moving any of the hot points has an immediate effect on the lighting of the model; moving the Ray End (the small sphere at the end of the glyph) towards the light source will dim the light – moving it away from the light source will increase the intensity of the light until at a certain distance it’s not noticeable anymore; the direction of the light source has no effect on this type of light Notes About Light Sources 151 • Using multiple light sources of various types can greatly enhance the overall visual quality of a scene • Start by switching off all available light sources • Add the first light source and don’t use the first default light since this is often overpowering and it will make the scene look flat • Use Light Source 2 as the first light source to light the overall scene; experiment with the position, color and intensity – click and drag the glyph to various positions to see the effect • Use additional light sources to fill or back light objects you want to focus on • When multiple light sources are used, make sure not to oversaturate the scene with too much light – experiment with the intensity slider • Lighting a scene properly is as much art as it is science; the more experience someone has in lighting, the better the scene will look Example of Using Multiple Light Sources No light Directional Spot sources light Add 1 Point light light 152 Default Light vs 3 Light Sources Default light 3 Light sources, no default light 153 Lockheed Martin F-35 Joint Strike Fighter with F-16 in the background 154 Raytracing Basics 155 • Raytracing is an advanced rendering technique that traces the path of light and simulates the effects of its encounters with virtual objects • This technique is capable of creating highly realistic images; however these types of images have to be calculated by the system and this takes time • Raytracing can accurately create a wide variety of optical effects including multiple lights, shadows and reflections • EnSight uses a build in raytracer called enRay – this Raytracer can be accessed directly from within EnSight • The implementation of the Raytracer in terms of the GUI has been kept to a minimum to ensure ease of use • Depending on the quality of the output and the complexity of the scene, Raytraced images can take several seconds to several minutes to calculate Creating a Raytraced Image 1 • Click on File -> Export -> Image and click on the Raytrace The Scene toggle; this informs EnSight to use the Raytracer to create the image; the anti-aliasing options are disabled since they are automatically set in the Raytracer • Click the Raytracer Settings button to see the available options for the Raytracing process • The Surface Integrator has 2 options: Whitted or Ambient Occlusion o Whitted will produce images with sharp shadow edges that typically occur on a sunny day without any clouds o Ambient Occlusion will create much softer, blurry shadows that occur on a sunny but slightly cloudy day 156 Creating a Raytraced Image 2 157 • There are 6 Quality settings for both Surface Integrators; on setting 1 (the lowest quality setting) the image on the left takes about 7 seconds to create on a Dell Precision 7710 laptop; the image to the right on quality setting 6 (the highest quality setting) takes about 160 seconds to create using the same laptop Create Auxiliary Geometry • Click on Create -> Auxiliary Geometry to create the road surface for the Chevy Traverse model for instance • This uses the sides of the bounding box of the model to create up to 6 sides; in this case only the bottom Z-plane of the bounding box is needed so that is selected • This plane can be used to texture map or to assign a material for instance • Shadows from the Raytracer will be cast onto the Auxiliary Geometry 158 Wheel - Whitted Quality 3 • The following image, using Whitted on Quality 3, takes about 20 seconds to generate 159 Wheel - Ambient Occlusion Quality 3 160 • Here’s the same image with Ambient Occlusion on Quality Setting 3 (70 seconds) Ray Traced Images Comparison Whitted, Quality 3 Ambient Occlusion, Quality 3 161 Chevy Traverse - Whitted Quality 3 162 Chevy Traverse – Ambient Occlusion Quality 3 163 NASA’s Space Shuttle Atlantis Launch The Transformation Editor 1 • The Transformation Editor can do transformations with exact values; it can also perform several other useful tasks • Click on Edit -> Transformation Editor and a panel is displayed that has Transformation Editor in the title bar and then in brackets Global Transform; the phrase in brackets indicates the current function the Transformation Editor is executing, so in this case it is a global transformation • There are 4 transformations that can be done: Rotate, Translate, Zoom and Scale around any of the axes 165 The Transformation Editor 2 • To do a global transformation with exact values, use either the slider, the forward and backward increments or type in a number in the Increment or Limit field • For instance, if a rotation is needed around the X-axis with an angle of 34.95°, type in 34.95 in the Increment field and click the forward or backward button or type in 34.95 in the Limit field and move the slider to its limit in either positive or negative direction; the total angle will be + or 34.95° 166 The Transformation Editor 3 167 • When parts are zoomed in very closely, the model can progressively disappear; this is called Z-clipping; there are 2 Z-clip planes: the front and back planes and they are in the Z-axes of the display so coming out and going into the screen • The Z-clipping in EnSight can be controlled by clicking on Editor Functions -> Z-Clip to display a panel that shows the Front and Back Z-clip planes (the red lines); the white box represents a bounding box of the geometry • By default the Z-clip buffers float with any transformation; however, if Z-clipping occurs anyway, the user can modify the Minimum Z-Value by making it smaller or larger The Transformation Editor 4 • The tools in EnSight (Cursor, Line and Plane) can also be manipulated using the Transformation Editor; click on Editor Functions -> Tools -> Line and the following panel is displayed; please note that the title bar displays Line Tool in brackets • The transformation tools on this panel can be used to Rotate, Translate and Scale the Line Tool by exact values • For the Line Tool, this panel lists the start and end points • The Line Tool can also be positioned using 2 Node ID’s 168 The Transformation Editor 5 169 • A similar panel is available for all other tools (Cursor, Plane, Box and the quadratic tools as well) • Click on Editor Function -> Center of Transform to display or set the coordinates of the center around which the model transforms; this can also be done by clicking the Pick icon and selecting ‘Pick Center of Transform’ and then selecting a node of a part using the cursor and the P key on the keyboard The Transformation Editor 6 • Click the Tool Location Settings icon and then Reset to display a menu that allows tools and viewports to be reset • When the Reinitialize button is clicked, the center of transform is modified to the geometric center of the visible parts on the screen • Clicking the Tool Location Settings icon and then Tool Location Editor brings up the Transformation Editor displaying one of the Tool menus 170 The Transformation Editor 7 171 • Another method of displaying the Transformation Editor is to click the Graphics Window Transforms icon and then select Transformation Editor; the system will display the Transformation Editor in the Global Transform mode 2017 Chevrolet Volt Interior Create Attributes (Parts) 1 • When a function on the Feature Toolbar is clicked, for instance Particle Traces in this example, EnSight will display the basic Create Traces menu • Please note this menu is to create a new particle trace part as can be seen by the Create selection box • This menu displays the basic creation features that are available for this operation and are displayed under the Creation toggle 173 Create Attributes (Parts) 2 • For more advanced features, click on the Advanced toggle • The system displays several more options to create particle traces • For instance, for Surface Restricted particles, a Variable Offset and a Display Offset can be specified • For pathlines the Total Time Limit, Emission Time Start and Time Delta can be entered on this menu • At the bottom of this panel there’s a toggle called Massed Particles; when this toggle is switched on, a new panel will be displayed that allows particle traces to have a mass (regular particle traces are massless) 174 Create Attributes (Parts) 3 • The Massed Particle Attributes panel has several tabs that specify how to define the massed particles; see the User Manual for more information about the mathematical background of massed particles • Scroll down on the Edit Attributes menu and click the other toggles on the Edit Attributes menu to modify General Attributes, Node, Element & Line Attributes and Displacement Attributes; for some parts it will also display IJK Axis Display Attributes 175 Edit Attributes (Parts) 1 • When a part in the Parts List is double clicked, the Edit Attributes menu is displayed; this menu is very similar to the Create Attributes menu but on this menu the Edit selection box is active • Please note that in the Parts List the part that is being edited has the icon in front of the name to indicate this is the part that is being edited; even if another part is selected, the icon will stay in front of the part that was edited last 176 Edit Attributes (Parts) 2 • Toggle the Advanced button and EnSight will display several more options • Click for instance on the Displacement toggle to display several options for this feature; check out the others as well (General, Node & IJK) • The Edit Attributes menu can also be displayed by right clicking on a part in the Parts List and selecting Edit 177 Ferrari FXX-K Case Linking 179 • As an extension to EnSight’s ability to Load Multiple Datasets at once, Case Linking attempts to provide an easier manipulation of the analysis of multiple datasets o Operations performed on one case are automatically done on all other open datasets o Synchronization of part creation, coloring, queries across all of the cases o EnSight 10.1 has introduced this capability (version 1) • Make Comparisons between cases easier Case Linking Requirements and Caveats • Current Case Linking Requirements: o The Parts List for all cases must be identical in number and order o The Variable list for all cases must be identical and comparable o Must be turned on when you load 2nd case • Caveats: o Only 4 datasets can be case linked o Once turned Off, case linking cannot be turned back on (no catch up) o Uses context capability – whatever limitations on context files will apply to case linking 180 Case Linking – How To • Load up for first dataset, and perform as many operations as you’d like • Upon Loading the 2nd case o Select to Keep currently loaded data o Select Link Operations for All Cases • The new case is loaded and all subsequent operations are linked to the other datasets • All else is take care of by EnSight - there is no other user involvement in Case Linking 181 Case Linking – Operation 1 • In Case Linking mode: o Separate Viewports for each case are made ▪ Viewports are linked for transformations o Part Edits and creations are done across all cases o Variables are created across all cases ▪ Constants are created for each case as well o Queries are created across all cases o Interactive Probes are performed across all cases 182 Case Linking – Operation 2 • Load the first model, and perform the operations you desire 183 Case Linking – Operation 3 • Load the second case, choosing to (a) keep currently loaded data, and (b) Link operations 184 Case Linking – Operation 4 • Second Case is loaded, and all operations are automatically performed 185 Case Linking – Operation 5 • As subsequent cases are loaded, operations are automatically performed 186 Case Linking – Operation 6 • Now, as you create new parts in a single case, that operation is automatically done on all other cases • The second clip plane is automatically created & colored 187 Case Linking – Operation 7 • Creating a single Query in one model • The queries are automatically created in the other models, and added together into the graph automatically 188 Case Linking – Viewport Capabilities • While in Case Linking mode, there is a ‘master viewport’ and ‘slave viewports’ • There are two new functions with regards to viewport operation while in Case Linking Mode Master Viewport Slave Viewports 189 Case Linking – Viewport Toggle Full View • Left Click in the viewport to bring up the selection handles • Click on the handle at the top/middle of the viewport • This toggles this viewport to be Full View • Same operation to return to its original position 190 Case Linking – Viewport Exchange • You can Exchange the current viewport with the largest viewport • Right Click in a Viewport • Choose Exchange with Largest Viewport 191 Case Linking - Off • To turn OFF Case Linking, simple toggle off under the main menu: Case -- > Case Linking • Once you have turned it Off, you cannot re-activate it 192 Case Linking - Notes 193 • Saving Journal Files, Context Files, Session Files, should all work* with Case Linking • Restoring from these files will also maintain Case Linking • Improvements in Case Linking, expansion of capability, and removal of limitations is planned for future work * Context and Session Files do not always restore, but this is independent of Case Linking Caterpillar 797F Mining Truck Create/Edit Annotations 195 • EnSight can create any annotation by right clicking in the Annotations Objects List and selecting any of the 7 annotations that are listed • EnSight will create the selected annotation immediately; please note that 2D annotations overlay the graphics window and are not associated with any viewport • When a new text is created, the Create/Edit Annotation (Text) menu is displayed as well Create/Edit Text Strings 1 • Text strings can be created in 2 ways: 1. By right clicking in the background of the graphics window and selecting Quick Text (see the ‘Annotations’ chapter in the EnSight 10 Basic Training) 2. By right clicking the Text keyword in the Annotations Tab of the Object Lists and selecting Create -> Text By double clicking the Text keyword in the Annotations Tab of the Object Lists, the Create/Edit Annotations (Text) menu is displayed; click the Create button to create a text • Dynamic text that changes over time can be created as well 196 Create/Edit Text Strings 2 197 • In all text creation methods, the Create/Edit Annotation (text) menu is displayed and a ‘New Text’ annotation is created in the location of the mouse when the right mouse button was clicked or in the center of the graphics window; this menu is used to both create and edit text annotations • Text annotations can also be edited by right clicking on an annotation in the graphics window or in the text in the Annotation Tab of the Object Lists Create/Edit Lines 1 • Lines can be created in 2 ways: 1. By right clicking in the background of the graphics window and selecting Quick Line (see the ‘Annotations’ chapter in the EnSight 10 Basic Training) 2. By right clicking one of the Annotations keywords in the Annotations Tab of the Object Lists and selecting Create > Line 3. By double clicking the Line keyword in the Annotations Tab of the Object Lists, the Create/Edit Annotations (Lines) menu is displayed; click the Create button to create a text 198 199 Create/Edit Lines 2 • EnSight can display annotation lines that can either be specified in 2D screen space or in 3D world space Select a color for the line Select Width Attach a previously made text to the line Select Origin settings for Point 1 and Point 2 in either Screen Coordinates or 3D Coordinates Select Arrows Create/Edit Logos • EnSight can display a bitmap file such as a logo Display a logo on the screen by right clicking one of the Annotations keywords in the Annotations Tab of the Object Lists and click Create -> Logos, then select a logo bitmap file • Right click on the logo and select Edit to display the Create/Edit Annotation (Logo) menu or right click the Logos keyword in the Annotations Objects List or double click the Logos keyword Specify the Origin of the logo Specify the Scale of the logo • A logo has move and resize handles just like any annotation • Bitmaps are drawn over all geometric objects in the Graphics Window but under all other annotation entities 200 201 Create/Edit Legends • Right click the Legends keyword in the Annotations Objects List or double click the Legends keyword • The size and position of the color legend can be changed and the legend itself can be edited as well Click Edit Palette to modify the colors and range of the legend Select the color of the legend Edit the Title of the legend Toggle Show Min/Max Markers on or off Edit many details of the legend such as Layout, Title, Values, Value Format, Type, Font Size, Font, Origin, Width and Height Create/Edit 3D Arrows with Text 202 • The 3D arrow is defined in model space and transforms with the scene • Display an arrow on the screen by right clicking one of the Annotations keywords in the Annotations Tab of the Object Lists and clicking Create -> Arrow • Right click on the shape to display the Create/Edit Annotation (Shapes) menu or right click the Shapes keyword in the Annotations Objects List or double click the Shapes keyword Select color of the 3D Arrow Click the 4 tabs (Lighting, Size, Location and Label) to specify more details of the 3D Arrow and text The 3D arrow is visible in the specified viewport(s) Create/Edit Dials 1 203 • EnSight can display a 2D dial (such as a clock to measure time) tied to a constant variable • Create a dial by right clicking one of the Annotations keywords in the Annotations Tab of the Object Lists and selecting Create -> Dial • A dial is created in the center of the screen by default • Right click on the dial and select Edit to display the Create/Edit Annotation (Dials) menu or right click the Dials keyword and select Edit in the Annotations Objects List or double click the Dials keyword 204 Create/Edit Dials 2 Enter the number of Tick Marks for the dial; in this example there are 12 11 12 1 2 10 9 8 3 4 7 6 5 Select color of the dial Specify the Radius and Origin Click the 4 options (Big Hand, Little Hand, Value and Background) to specify more details of the dial Enter the Minimum value and the Range of the dial Create/Edit Bar Gauges 1 • Similar to a dial, EnSight can display a 2D gauge tied to a constant variable • Create a gauge by right clicking one of the Annotations keywords in the Annotations Tab of the Object Lists and selecting Create -> Gauge • A gauge is created in the center of the screen by default • Right click on the gauge and select Edit to display the Create/Edit Annotation (Gauges) menu or right click the Gauges keyword and select Edit in the Annotations Objects List or double click the Gauges keyword 205 206 Create/Edit Bar Gauges 2 Select the Orientation of the gauge Specify the Origin point Select the color of the gauge Specify the Variable Min and Max Specify the Width and Height Click the 3 options (Gauge Level, Value and Background) to specify more details of the gauge 207 Create/Edit 2D Shapes • EnSight can create 2D shapes (2D arrow, circle and rectangle) • Create a 2 D shape by right clicking one of the Annotations keywords in the Annotations Tab of the Object Lists and selecting Create -> Shape • A rectangle is created in the center of the screen by default • Right click on the shape and select Edit to display the Create/Edit Annotation (Shapes) menu or right click the Shapes keyword in the Annotations Objects List or double click the Shapes keyword Select color of the shape Select Fill or Texture Select Origin, Width, Height and Rotation Select a Shape (2D arrow, circle or rectangle) Buzz Aldrin walking on the moon in 1969 during the Apollo 11 mission – photo taken by Neil Armstrong Actions that will slow down your system 1 • Displaying many parts in Hidden Line mode • Displaying many parts with an Opacity setting smaller than 1.0 when the graphics card is not powerful enough to do so instead use Fill Patterns 1, 2 or 3 • Making the Element Representation of a big part on the server such as the flowfield of a CFD model, anything other than NonVisual - hiding it using the Visibility icon is not going to do any good because it’s still using RAM on the Client side 209 Actions that will slow down your system 2 • Using Volume rendering on too many parts; this will take a lot of power from the graphics card - instead make sure the graphics card is powerful enough to do volume rendering • Creating too many keyframes in the Keyframe Animator with many subframes while using transient data - instead make movie segments between 2 keyframes and create the complete movie using EnVe 210 Actions that will slow down your system 3 • Using the maximum number of anti-aliasing (Number of Passes = 16) when pictures or movies are created instead start by using Number of Passes = 1 and when a test picture or movie is ok, crank up the quality • Using a large resolution when creating a picture or movie - instead start by using a smaller size resolution (for instance NTSC or PAL) and when a test picture or movie is ok, use the desired higher resolution 211 Actions that will slow down your system 4 • Displaying labels on parts with thousands or millions of nodes or elements can degrade display performance significantly as well as obscure both the geometry and the labels of interest - instead use a small range of nodes and element labels of interest then toggle the Node or Element Label Visibility on 212 Enjoy working with EnSight 10.2! 213
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