tom lever blog

26 March 2020

A Very Quick Guide for Rendering in Fusion 360

Rendering is a very useful thing to carry out in the design process, and as tools make it quicker and easier to get good results, It may partially displace other methods of visualisation, giving the appearance of well-finished concepts in a very short time.

Especially in this current situation, when working from home makes physical visual prototyping difficult, digital methods may give both designers and engineers an edge when presenting their projects.

I have attempted to boil creating a quick but effective render into just two steps:
  1. It's all in the model - Tiny details in the model can make all the difference
  2. Lighting is key - Explore the default environments to pick out the important details


I have used fusion 360 for this post, but these steps will also work for SolidWorks Photoview and provide a good starting point for more advanced techniques in Keyshot. There are also a couple of bonus steps which will impress and make your product look closer to production than it really is!


It's all in the model - Tiny details in the model can make all the difference


This is by far and away the most helpful tip I learned following accounts like @renderweekly and @esbenoxholm. It seems like 80% of making a realistic render is done for you if you spend the time on making sure the model geometry is as detailed as possible. Two main things to look out for are:

Micro fillets -  adding tiny 0.1 or 0.2mm fillets to every edge you can find on your model really makes the difference. This is a model of a shaver I made last year:

Fusion 360 render, sharp highlights, 500x500, 'final' quality

But if I revisit the model and take off just a few select fillets the overall impression is much reduced as surfaces look a lot flatter and fine reflections are not caught:

Previous model with 4 fillet features suppressed

This can be the most annoying part of a design, like the time I had to select 153 edges around some text, but it can really help.

Filleting around certain features can be time consuming, but gets you 80% of the way there.





The second point is to add small gaps where they would be in real life. Most models made have tight fitting parts as they would hopefully do in reality. Pulling faces away from each other by a tiny amount under 1mm creates realistic shadow gaps. This mouse is a good example:




Lighting is key - Explore the default environments to pick out the important details


Lighting is a very important point, as the render is as much about what light hits the model as what comes into the 'camera'. Thankfully for this quick and easy guide, Fusion 360 when compared to Solidworks has some really good presets which make this step amazingly easy.

On fusion, the 'sharp highlights' scene, which seems to be set by default, is a godsend. It contains a couple of sharp light sources and moving the product into a 'confident' position seems to do about 90% of the job.

Sharp highlights is amazing, especially 2 hours before final hand in.

The next thing to give 30 seconds of attention to is the position tool on the scene settings tab. The position of the environment/lighting can make a massive difference to how the materials and surfaces are perceived, but spending a tiny amount of time getting it right will basically be the only scene input you need.

Environment position can have a dramatic effect on the appearance of your render.

What holds Solidworks rendering back in my opinion is not that it is any better or worse, but its default lighting profiles, soft tent for example, are not the best. Photobooth style environments are useful, for example when planning to photoshop a model into context, but for showing a standalone product, they tend not to do justice to most of the geometry and materials. Look at the difference between a 'sharp highlights' and a 'photobooth' render on this glossy box.

Black cube, Stainless Steel - Polished, Sharp Highlights

Black cube, Stainless Steel - Polished, Photobooth


And that's it! Focussing your energy on the model, and giving 30 seconds thought to positioning and lighting can get you a pretty impressive render most of the time. It's basically all I used in final year and we have Fusion 360 to thank for making it so easy. In addition, cloud rendering means that all this can be done (with a bit of patience) from something very small and slow, like my 2013 Macbook air.

Bonus features


Materials


Fusion 360 has some good materials as default and it's worth exploring the glossy plastics and metals which can look really good given the steps above. I have the carbon fibre plain material to thank for most of my final year project renderings- just drag and drop

Fusion 360 render of my Hyperloop Chair Final Year Project


Decals and logos


Many of these designs featured use a good amount of lettering. One approach to applying lettering to a product is to use the decals function, which usually comes out quite well, and can add realism and interest to the image.


Applying a decal to a model in Fusion 360



Another fancy way of adding realistic lettering (or any graphics) to a product is to customise a material and then apply it to a face. This can be done by exporting an image file from illustrator and applying it as the roughness for the material.

Applying a pattern to a material to use as a logo


This gives a good effect, especially when used with the aforementioned sharp highlights, it just takes a bit of refinement in the scaling menu to get it in the right position. In general, an image with white or grey for the rough parts and black for the shiny parts is what is needed.



This can also be applied as a tiled graphic in order to create an interesting pattern similar to what can be achieved with injection moulding:



Hopefully these tips can help out, and get you designing and exploring more even though we are detached from our model making facilities! Just remember that a shiny render isn't the end of the process, it's just the beginning!







19 March 2019

Instagram Design

A recent post on Core 77 said some interesting things about something I am currently experimenting with. The article is titled Exploring the Dangers of Industrial Design Instagram Influencers resonates with a lot of my experiences, especially as someone, as a Product Design Engineer, with a foot supposedly in both the 'proper' engineering field and the less rational field of Industrial Design.

The article, which focuses on the superficial nature of instagram design snapshots, can be quoted as such:

"The problem here is that we're painting a complete illusion of what we do to the next generation of designers and reduce the job down to some beautiful renders or sketches."

The target of such posts is clear. Looking at three highly competitive Industrial Design hashtags, we can see an array of immediately impressive snapshots. While these are visually delightful on first impression, the article is right in the sense that they don't show the messy side of the design process:



Design sketching has been apparently been transformed from a helpful design tool for ideation into what can only be described as glorified cartoons. Wether these objects can be used or have any level of technical feasibility is beyond the point.



Product Designs are useless unless their essence can be summarised in, at most, three slides and no text. Visual impact and conceptual simplicity are the most important things.



And it takes at most one week in order to get something sufficiently 'designed' so that it can be rendered in fully convincing photorealism.

Nick P. Baker might be currently the most infamous propagator of this instagram-lite design process. His designs have been apparently well received by the masses, giving him features on websites like Core77 and Yanko Design, but he is also ridiculed by the underworld of sarcastic pages such as @bluefoamdust and @konstantin_kritisch.




While some of his sketch pages are impressive, it is easy to see why he gets stick.












His ideas are maybe valuable for a couple of seconds, enough to leave a like, but clearly not thought through enough to merit any level of further 'exploration'. Interestingly, In the article I opened with, he left his own defence.



He makes his case based on the protection of using instagram to 'experiment and play around' and as a place for 'unfettered creativity'. And he does have a strong point. Instagram is a place to get away from the design day job and serves as a good platform for evening throwaway work and fun design dreams. However I don't think this is the strongest point we can draw out of this discussion.

I think the major annoyance to some is in the high visual fidelity of those design experiments. Nick P is clearly a very good illustrator, wether or not he puts more than 5 seconds of thought into a sketch isn't a major philosophical concern. The major strain of this discussion is not wether or not designers should be 'allowed' to explore design ideas on instagram (not that they could be stopped). The 'issue' is that his ideas look more impressive than they are. This is a major theme of many a successful instagram designer's feed.





Render weekly makes no apologies for encouraging rendering and visualisation only, and not focusing on the innate design credibility of any post. This can be generally seen across all of instagram, given that it is a visual medium, promoting visual results is the natural conclusion.

So is this a problem for those of us who define ourselves as 'serious' designers and engineers? No I don't think it is.

Firstly, there is no use complaining that others are gaining more popularity and success for achieving visual fame on a visual platform. When I made the above sarcastic comments about popular design, such as "Product Designs are useless unless their essence can be summarised in, at most, three slides and no text." I was partially correct. Designs will be more successful if they are good at communicating their own concept and intent concisely. If you are a 'proper' designer, then making additional effort into making sure your well thought out ideas are also better visually and conceptually, then you will be compared favourably. Otherwise you lose the instagram game.

On the other hand, If one is still stressed about the popularity of instagram designers, it is important to remember that the real battle is not being held on instagram. A couple of likes and a spread on leManoosh are not the highest achievements in the design world. The aspiring youth currently yearning towards spicy keyshot renders and speckled CMF will soon learn that the real battle, as it always has been, is in the domain of selling real products. In the real market, products must be visually proficient, yes, but they must also be manufacturable, cost effective, targeted and reliable. No one, not even Nick P Baker, can take that from the economy at large. It is here where only a real complete and holistic approach to the whole design process can win.