Click Create Rendering Scene
in Scene Editor toolbar.
The Rendering Scene Creation dialog box appears.
Enter a name or keep it as the default name given.
Click OK.
Click Create Box Environment
in Scene Editor toolbar (Create Environment sub-toolbar)
if you want to create an environment with a rectangular shape (to represent
a room for example).
Zoom out then click anywhere in the geometry area
to deselect the environment.
The Box environment is taken as an example in this
scenario but you can also:
-
click Create
Spherical Environment
if you want an environment being a non-dimensional sphere
with two hemispheres: top and bottom (to simulate a sky
for example):
-
click Create
Cylindrical Environment
if you want an environment having a cylindrical shape:
You can create several environments at the same time. They will
all be visible and active. If you want to have only one environment
active, right-click the other environments in the specification
tree then select Hide/Show. In our example,
Environment 1 and Environment 2 are deactivated,
and Environment 3 is active.
To activate an environment, right-click it in the specification
tree then select Hide/Show.
Position your pointer over the edges then use the
green segmentsdisplayed
to resize the environment walls:
- Drag a segment to resize the walls according to the
edges
- Press the Shift key and drag a segment to
resize the walls according to the center.
Right-click the environment in the specification
tree then select Properties.
The Properties dialog
box is displayed.
Select the Dimensions tab to define
the environment size. In our example, specify the Length,
Width and Height of the walls in millimeter.
Select the Position tab to interactively define:
-
The environment translation from the origin
along the X, Y or Z axis
-
The environment translation along the X,
Y, or Z Axis.
The
Feature Properties tab provides general information on
the currently selected environment, e.g. its name, its creation
date, etc.
You can now move on to
Managing Environment Walls or Snapping the Bottom Wall to the Geometry.