AU Class
AU Class
class - AU

ArtCAM and the Art of Architecture

Share this class
Search for keywords in videos, presentation slides and handouts:

Description

This session will introduce architects and designers to the world of modernizing installations with artistic designs using software. Whether creating modern wave walls, artistic cladding, wall dividers, or something more traditional like corbels, appliques, inlays, and reliefs, this session will show you how to not only visualize the artwork but also how to manufacture the final design. This session features ArtCAM. AIA Approved

Key Learnings

  • Understand the benefits of adding artistic designs to architecture
  • Learn how to expand your design possibilities within architectural designs
  • Learn how to recreate traditional techniques using modern technology
  • Learn how to create modern architectural installations

Speaker

  • Robert Newman
    Robert Newman is the product manager of ArtCAM software at Autodesk, Inc. He has over 10 years’ experience in design and manufacture within artistic industries, including coin design, woodworking, product design, furniture design, and artistic architectural designs. Newman’s primary focus is on introducing the digital design and make of artistic designs into new industries.
Video Player is loading.
Current Time 0:00
Duration 1:22:53
Loaded: 0.20%
Stream Type LIVE
Remaining Time 1:22:53
 
1x
  • Chapters
  • descriptions off, selected
  • en (Main), selected
Transcript

ROBERT NEWMAN: Well, thank you for making it to the session so early in the morning. It's much appreciated. So to introduce myself, I'm Robert Newman. I'm the product manager for the product ArtCAM, and over the next 90 minutes we're going to be talking about-- just have to check what I'm talking about-- "The Art of Architecture."

So why the art of architecture? What is it? Well, really if I take the word, the art side of it, we're surrounded everywhere we walk, day by day, everything we look at, by art. It's subjective. People have feelings about it. It's an emotional thing. Some people like it, some people hate it.

Now, to put that in context with architecture, when I first turned up to this hotel a few days ago-- maybe like other people, maybe not-- I was like, wow, this is pretty cool. It's a quite nice hotel. Walking through the hotel up to my room, I'm like, it's quite cool. Now, imagine this hotel without columns, without corbels, without the nice features around the bed, without nice lamps, chandeliers. It would be a pretty boring hotel. It would be very plain, very simple.

Now, does anybody have children? I do. You ever taken your children to theme parks? What's the look on the face? They go, wow. They see sculptures, they see animals walking around, they see some really cool artistic features.

So the kids from an early age have got an emotion about their surroundings, about the art that is around them. They might not think of it as art, because we don't think of stuff as art all the time. But they have this connection with it. Imagine that theme park without the sculptures, the statues, the artistic stuff around. Who'd go back to one of those? Be a pretty boring place, wouldn't it? So the presentation, "The Art of Architecture," is about the emotional side, the feelings, of architecture.

So we'll start off with what is ArtCAM. Is anybody familiar with ArtCAM? Hopefully there's people who have looked at ArtCAM here or what ArtCAM is. So ArtCAM is an artistic CAD/CAM software. So it's basically software that allows you to design, but also manufacture what you design. Whether it's 3D printing, whether it's laser cutting, whether it's [INAUDIBLE], ArtCAM allows you to make everything you see on the screen. It's not just a design package.

It's in lots of different industries, from woodworking-- so think of all the things you see around this hotel. There are so many of them that are relevant ArtCAM examples. Paneling, doors, cutout sheets, architecture of buildings, faces, miniature models, wave walls on the way to the toilet.

There's something there that you think on the way to the loo, this looks really good-- the texture wall side of it. Texturing of panels. You walk into a hotel, you have that same feeling. You don't just see a plain, simple panel in front of you. You see a really nice experience when you walk into hotels these days. Furniture, whether is modern stuff, traditional, or some very, very antique furniture.

So ArtCAM is in those industries. Set design as well. So texturing you see in here, cutting out lettering. ArtCAM fits itself to those industries. Theming industry, props, large sculptures-- not only designs, but you can make these things within the software.

You can physically manufacture these sorts of work-- movie industry as well. ArtCAM been used for many years in the movie industry to make props, physical props, for movies. The movie this was in was Night at the Museum, and it was pretty much the thing that ran around the whole time of the film, which they were after.

Relief models. You can walk around most hotels here. If it's a white building like Caesar's or this one, you're going to see this sort of artwork. This is what ArtCAM specializes in. It's this sort of artwork. It's going to be very hard to create in a lot of CAD packages. Model making.

So as you can see, we're in a lot of different industries. The product's a very versatile product. Coinage. Does anybody have coins? The majority of the mints in the world use ArtCAM to design their coins. So all of this artwork on top designed in ArtCAM.

Things like Olympic medals are designed in ArtCAM and have been done for many years. So it goes from real small, high-detail stuff to big, huge sculptures with very little detail. Ice carving. Many different industries you can see ArtCAM in. It's a complete solution for designing and manufacturing.

So as this is the "Art of Architecture," let's take a look at a few different things in today's agenda. I'm hoping to get through it all in the 90 minutes. Exteriors, interiors, theming, and something special at the end. So I really need to get to that end point to do that. Actually, exteriors and interiors, they can almost go into the same sort of group, because there's a lot of overlap within there.

So starting off with exteriors, we've got textures. So that's all the waves on the walls, the wave panels that can be done, and there's numerous ways to do this. We have cladding. That's not a cladding example, but the cladding is the stuff that goes on the side of the building, either as an insulation sort of thing or for an architectural or artistic finish.

Windows-- the artistic side of windows, not your standard PVC sorts of windows-- that's quite simple-- but the artistic side. And then the big columns like you see out in the foyer and the entrance way out there. So we're going to take a look at some of those.

First of all, textures-- many different ways to create textures. Textures are brilliant for architecture these days. You can make bathrooms look exciting. You can make a bedroom look better, or you can make the floor. We've actually created quite a lot of these before, and it is surprising how many people go up and start touching and stroking the textures to feel them. It's quite a strange sensation.

So here we have ArtCAM. So this is where ArtCAM looks like when you start, and what we've got here is a very simple way to create a texture. This is really easy. I think my mic's going in and out. Get your phone, click something, you get a texture. You send that to ArtCAM because it's a photograph and it converts it into this sort of texture, a grayscale height map.

And it looks like that. It's reasonable. You can smooth it off, you can clean it up. Very easy way to get a texture. You can adjust it and make changes to it. Again, you can machine afterwards. You can get the physical piece of the exact thing you have photographed to collect. When you let a smoothing pass over it, it looks a lot nicer with what it does.

So another way-- because there's always a few ways to do stuff in software, isn't there-- is by using vectors and machining. Now, the last way is very time-consuming when actually manufacturing, because you have to machine that whole texture. The way of doing this now is with vectors or lines. Basically you create lines, but you're using tool pathing here. So you're using the diameter of a tool, the shape of a tool to actually control your shapes.

So we have the standard things in there for machining-- so variations of tool shapes, tool sizes. As you see, we've got a V cutter here, so that will leave a really nice kind of V shape throughout the design. And then we go to set up our material. So we're working with the real material size of the piece we have in front of us.

We are manufacturing everything we do, and we can calculate this. So you can visually see exactly what it looks like, and we can simulate it. So this is what you've just seen that comes off the machine.

This is just a single line. It will do a whole load in a minute. The difference between this and the other one is the time it takes. So this is going to be done very, very quickly, and the other one could take a few hours to do because it's going from all those little dots over a texture. Just wait for it to work its way through. I'm going totally on and off the mic, aren't I?

So what that's done is it has created a single line on a V bit here, and then it's adjusted the shape. I'll just speed this up a bit. So that's doing it with multiple lines and changing the shape here. And what we can do is we can adjust and move all of our lines around, and this will change the shape of the wave that's being produced.

So that's the tool path that our tool is going to run down and going to take. So it's going to go up and down and up and down, and you can get this sort of effect. Quite simply, it's one you see a lot in hotels, bars, clubs, and it's machined very easily with a V bit tool-- changes the depths in and out and the shape of this.

So the next section is cladding. I will go into some real examples of some of these things I'm showing you as well. The next section is cladding. So cladding is the idea of taking the panels and then mounting them onto a building or a surface to create an interesting design or to add heat insulation.

Now, again, we've taken the texture here, and the problem is if you've got a texture, a large texture which you've designed to cross a big wall like that one there, how do you machine it? Because your machine's not that big. You're never going to have a machine that's that size, so you need to look at how you can break these down into pieces-- how you can say, I want a machine, this piece, and then this piece, various different sections, as you go through. So when it joins together, it maps together all quite nicely.

So we're going to go through that process now through here. We're selecting our tools. Again, we have a large tool database within the software. That's the machine, and see the machine path there compared to that last one we had?

Well, this one has some nice gaps in between it. That's going to be time-consuming to produce to that level of detail, but it is going to be a very nice tool path at the end of it. If you're looking for quality you can get it.

Again, what you see here is a simulation. Now what simulation is, it's brilliant. It's what you get off your machine at the end. Regardless, you know what you get. You haven't wasted the sheets of metal, the bits of wood. If you're working with some high-cost material, it's a brilliant piece of functionality, saves a lot of time.

So as I said, the paneling bit where we take this wall here and we section it and then we say, I want a machine this section, this section, this section. So you can place them all together afterwards. You can take these pieces out of your design. It categorizes them for you into all the numbers we have. It will split them over numerous sheets as well.

But what do you do once you've got one of those pieces, like this? So this is what your typical cladding vectors, lines, drawings would look like. You'd work with your shape number one or 100, 260, whatever it is, and then you take your cladding design and you would machine it separately. What you can actually do is you can put all of these sheets on a big bed and you can nest them.

So nesting is where you get paneled shapes, shapes like this, and it works the best way to fit any of those shapes together. So the software will minimize the amount of cutting time that's required-- brilliant, time-saving. Not just time-saving. What's really nice is cost-saving because you haven't got leftover material. And that's really what a lot of this is about-- time-saving and cost-saving, because it's machining.

We have rendering here so you can show your clients what you want it to look like, if it's out of slate or whatever it is-- if it's out of gold, it's out of silver. I mean, not that you're probably going to be making gold facades for the side of your building. Could happen in Dubai, I suppose.

On average, we're not going to do those, but we have all those sorts of colors, the woods, the metals, plastics. So you can actually visualize and send these to your clients, and you can send them as 3D PDFs if you want. So you can say, hey, this is what the textures on your building or your cladding is going to look like.

Windows. Now, as I said, the thing with Windows is we're not looking at the UPVC sort of window. We're not looking at the standard cutout window. We're looking at really some of the more complicated shapes of Windows with curves in, round ones, and the detail that we can add to your windows.

So this was a guy in the UK who did a barn conversion. And actually our guy down here, Leighton, has managed to talk him into doing kind of a decorative, port hall-style window for him, doing all the kind of artistic stuff across there. What you're seeing here is one of the tools within ArtCAM.

The tool itself is called the weave wizard, so it's brilliant for creating weaves, knots. Everything in the software now is very live. So if you are familiar with ArtCAM from before, what you used to have to do was create a shape and then go, it's not quite right, undo, redo it. You don't have to do that now.

The tools work live. You can move them, manipulate them, and adjust them, and they just all work seamlessly and live within here. So as you can see here, it's just being dragged around, and you're changing the shape as you see it.

So once you have those shapes, you have the ability to reuse them. So this is really powerful, because if you've walked around this hotel the amount of lion's heads that are around in various different forms, of different sizes-- left-orientation, right-orientation-- whether they have been spun around, something like what we're about to do here, they're absolutely everywhere. But I did think about seeing if I could count all of them on the way back, but that was probably not the best use of my time.

But also there's small lines on the mouldings. There's goats' heads, and they can all be reused within the software. So that's a great advantage of doing that. Now, obviously we're designing here and we're creating from scratch.

But what happens if you go somewhere, like I come here and somebody says to me, oh, well, see all of that stuff up there, it's falling apart a little bit, it kind of needs capturing, and we want that in every single room? So you can think, I could just design that from scratch-- perfectly capable of it. But Autodesk also have software called ReMake, which you can go with your camera and just go around and capture an object with a camera.

Now, sometimes that's a great result. Sometimes it's not. It depends upon the room, the darkness, exactly where you are. In the perfect situation, ReMake is a fantastic bit of software, but you don't always have that luxury.

Sometimes you come into a room like this, there's a corbel in the corner, it's really dark. So you capture it. You can bring it into ArtCAM, and you can start to work and manipulate and clean all of your model up within there. So you can bring that little bit of detail in, you can reuse it across your design, you can save it into a library, and you can start to do exactly what you're doing here, which I've reused a couple of designs.

So we've picked out this one section. And now because it's gone blue, it means it's live, and I can start to do whatever I want with that. I can save it out somewhere, I can change the shapes of it, and I can copy it around my design.

Now there's many different ways of doing that. The really nice thing is the ability to save it to a library, a clip art library, which means that not only can you share it for yourself but also it's one that you can send to other people. If you put it in a format like Dropbox, you can share it live with everybody else as well. So you can share your file formats with everybody, your relief files.

Columns-- these aren't really the things that people do every day with ArtCAM, because not many people manufacture columns. But what columns are is they're rotary. They're things that are done rotary. So the way to think about this is, yeah, there's lots of columns out here, there's lots of columns in Italy, there's quite a few in Greece. There's a lot in theme parks, but we're not seeing them absolutely everywhere we go.

But it's a rotary object. So by rotary, if we have a think to what we see on a daily basis, think of a house, a staircase. You've got a newel post as you go up. You've got the balustrades as you go up. Sometimes you've got handles as you go up.

Some countries, they're very plain and simple. They have a piece of wood which you hold to go up the stairs. In other countries, they've got some real nice vines or shapes wrapped around them. So they're not just columns. They're rotary objects. They could be anything. They could be a bottle of wine. It's rotary.

So the thing with the software is what you see, and the easiest way to describe ArtCAM is a piece of paper. If you're a designer or an artist, you start with a sketch. You're in a bar, you're having a drink, you draw on some kind of napkin. It's what you do. If you're a jeweler, you scribble something for a client. Stuff usually starts with an idea or a thought, a scribble.

So 2D is how we've been modeling the rest of this stuff. What happens when you roll the paper up? It becomes rotary. That's how ArtCAM works. It's that simple for creating rotary objects. Very simple design there, not complicated at all, but if you take that piece of paper and you come up to the rotary setting and just pick how you want to spin it, all of a sudden you've got a cylinder.

So if you're used to working in flat, it's not a full CAD model. It's not a full 3D CAD model, like your Fusions, your Inventor, your Power Shapes, your other products. It's like working on a piece of paper as you goes through. Now what you see in here is how we can add detail to that model and how we can do that detail live. If we're not happy with it, we can adjust it when we're working our way through.

So that's kind of adding it to the surface. So I suppose the bit I haven't explained about ArtCAM for those that don't know is ArtCAM isn't a full CAD package. It works on kind of a height map or a triangle mesh. Most of it, to create in ArtCAM, is just a shape editor. You simply have a line and you raise it. You say I want to raise it like a dome, I want to raise it like a pyramid, I want to just kind of pick that line and just roll that shape around it.

So to understand it, it's very simple. It's perfect for children to understand. It's used quite widely amongst education for some of the younger children around the world-- not fully on the education program as of yet. But we are looking at getting into the education program as soon as we can. But it's used in F1 for schools for children to start making, manufacturing the car. Because it's easy for them to design, and it's easy for them to actually make the piece as well.

It's very nice and simple. So this first bit here, going on into interiors, "appliques," is kind of reliefs. It's onlays. It's very simple ArtCAM stuff, and this is where ArtCAM really shines. This is where its power is. So things like this-- they're either mounted on, they're designed for stuff, they're on-laid onto architecture and installations. Sorry. Yes?

AUDIENCE: In what way does it connect to the technology currently being used in BIM Landscape?

ROBERT NEWMAN: In BIM Landscape, did you say? That I honestly couldn't tell you the answer to, because I'm not too familiar with BIM Landscape, to be honest.

AUDIENCE: [INAUDIBLE] the technologies used in BIM as well?

ROBERT NEWMAN: Were the technologies using BIM?

AUDIENCE: Like is it possible for us to retrieve 3D information out of Revit, out of [INAUDIBLE].

ROBERT NEWMAN: I mean, if we can export files out of those software, then we can import and we can import file formats in a relief if they're actually those triangles or any of those sorts of formats. I must admit, I'm not to up on the Revit side of the BIM 360 side-- more on the manufacturing side. But also we can export from the software in various different file formats, which a lot of the products can take in. I'm sorry that doesn't quite answer you. I'm not quite up on some of the other architectures.

AUDIENCE: Is it possible to export and what kind of formats?

ROBERT NEWMAN: STLs, OBJs, vectors, vector stuff-- DXF, EPS, AIs, formats like that. We are going to be looking at closer collaboration with some of the other teams. So the history of ArtCAM is ArtCAM is an acquisition as part of a bigger company Delcam by Autodesk.

So at the moment we are just getting fully integrated into Autodesk, and now we're just starting to have meetings to discuss how we start to integrate our products' crossover file formats, functionality, how they start to all fit together a little bit more, and how Autodesk starts to look at manufacturing. Because it's something that Autodesk haven't really done, is the manufacturing side before. So I'm sorry if that doesn't fully answer your question. I'm not a BIM expert.

So appliques-- they are these sorts of designs. They can be absolutely anything-- relief, file format, all the stuff you'd see through Rome or the stuff you'd see through Greece, even very simple stuff. Floral stuff you see absolutely everywhere on mouldings.

It's huge in America for mouldings, door things, door items, panels. Most Home Depots and DIY shops you can buy these sorts of things, but also you can add these to any of your other designs as well. Lots of things you can do with these.

So this is about how you core create in ArtCAM. This is the foundations, the very simple things, of how you would create things in ArtCAM. You bring in an image.

You draw a vector, which is a line around the item. You adjust the lines to get them to the exact point, so you draw them rough if you want. You can draw them exact. And you can see they are smooth lines.

Now where we differ from the graphic package is that ours are designed specifically for machining, not for sending to a printer or color printer to do letters or vinyls. Our vectors are all designed for machining, so they're nice, smooth, clean vectors or clean lines. As you can see, the vector actually has a direction associated with it. So that's the way that the tools are potentially going to go, or the way that, in this case, the model, the drive is going to go.

So you can see that's created a shape. All we've done there is select two lines, left and right, and say I want to fit this triangle between really simple stuff within their to create that sort of shape. And then we can start to look at other pieces of this design.

The nice thing about the software is it is layer-based as well, so it's as you'd expect. You can work between different layers, which means you can tweak these. It means that if your customer, your client comes in to you again and says, oh, I really liked that flourish you did for me, but can I change this section here, then you can. You can take that out. You can change it. You can switch it around.

What we've done here now is just, again, exactly the same two lines, and we're going to draft a different shape between those two lines. So this is a tool that we call the two rail sweep. I keep going in and out on this mic, don't I. And you can see it's live adjusting.

So that's the really nice thing, is you just create your rough shape of your design and you move it around. It's like working with clay. You never get it exact when you put a bit of clay on something. You put it on and then you start to smooth out. You think, well, that's not right.

You start to change the shape of the material. And the real nice thing is that obviously you can correct it, you can undo it, you can manipulate your shapes as much as you want. And at any point, obviously, you can just go back, because your vectors are there, and just start to create them and move them around.

So we're going to work our way through this model. So you can see it's a relatively quick model to create. But if you see this on the side of your bed, you think, wow, that's quite complicated. That's probably going to take me a while to do, when in reality it's a few minutes' work to create. Because what you've done, in fact, is create one side, flipped it over to the other side to create a mirror image of the other side. It's quite easy to do.

And then all you're doing is adding any bits of the detail which you see on your design. If you're not happy with it, you change it. And if we look at most decorative items-- I keep looking up at this piece behind us above the door-- that's exactly what we're doing on the screen at the moment. It's exactly what we're doing.

We have created one piece, and we've mirrored it over. This piece up here behind-- won't take us long to recreate that. Try doing that in a solid CAD package. It is complicated to do.

So you see we just created the center with a rough shape again, and we're always just making small tweaks and adjustments within our designs to get it right. It's an artistic package. It's designed for artists, so you get the ability to tweak and play around. But as I said, it is an artistic package, but you think of the level of detail that coins have and what have you.

And you can really add some detail to your artwork. So it doesn't have to just be this free-form as you've seen here. It can really be some high detail artwork. Typically some of the engraving companies, some of the mints will go down to sort of eight micron in level of detail. So it will be very, very detailed artwork.

Now, again, back onto textures-- as I said, there is an overlap, interior/exteriors, of textures. This is actually a customer example. So this company Artifacturing-- brilliant company-- and they take on a lot of bespoke projects for people. It could be that they happen to be a woodworking shop and they don't have the ability to do this sort of thing. Or it could be that it's a large company that's come in and said, we want some of the hotels doing, can you design it and we'll sort out the manufacturing somewhere else.

They take on a lot of bespoke jobs for people. And then in this case the design was done exactly as you saw in that earlier demo with lines, with vector artwork. So it's quick and it was easy to machine. You can see they've got quite a few panels on the bed itself.

So they're not planning on spending a couple of days to machine each panel. That's not going to be cost-effective to them, especially when we look at this, when you think, hang on, they've done the whole room in textured panels. We want this to actually be produced high quality and quickly, so the perfect thing for this is tool pathing.

So as you can see, everything is textured, possibly could be. So I thought this was some sort of night club or some sort of swanky bar. So it happens to be a guy's man cave downstairs in his basement that was done. I thought when I saw this, oh, brilliant. That's quite great use of the software, probably in a club.

No, it's a guy's man cave downstairs where he's got a snooker table and a fish tank and everything else. This guy has really won. This guy's kind of done, although I'm not sure that some of the things I'd go for. I wouldn't see the table and pool table or snooker table or billiards table or whatever it is in the corner of there. So, again, the work surfaces, the textures all done within the ArtCAM software itself. It looks like he's got a projector back there as well-- so some great use of texture within software. How are we doing for time?

So over two doors. Doors can be in all sorts of formats, all sorts of shapes, all sorts of sizes. It can be very, very basic doors. It can be a lot more complicated.

So this here is actually taken from some doors at a library. I'd hate to think how long this took to machine and to do design, but they were two massive doors, like we've got at the back. And each door was commissioned by a guy called Joe [? Valasek ?] for a library. I think he sold each door at $10,000 per door.

Imagine the amount of machining time that would go into a piece like this-- very, very intricate. Two doors exactly the same artistic-wise, but obviously the pattern change is reversed and there's waterfalls. Now one thing to note here is you could think, oh, this would take a long, long time to design, but we can see things in this image. Most of those trees are pretty identical.

So we saw in the previous demonstration how we could take a piece and reuse it, scale it, adjust it, twist it a little bit. Then it looks different. You don't have to spend hours and hours designing something. You can reuse components and adjust them, twist them, move them around if you need to.

He's done that with the deers. He's made heads around. Can you imagine recreating that animal every single time? Could you imagine creating a door by hand that looked like this? This is actually what he did used to do, was by hand to do stuff, and it would take him three months per door to hand carve a door our, which you just think is impressive. But it's very time-consuming.

And the thing about hand carving, apart from it really, really, really hurts your hand, is that the art is not in the detail. The art is in the roughing. Because if you mess the roughing up and you go down to the wrong depth, that's it. You've got to start refilling it, and it doesn't look right.

So the art is in the roughing and taking the majority of the material out, and then you can finish it quite nicely afterwards by hand. But still three months to do stuff, which you could design these sorts of doors in a day in the software. But it's going to take you a few days worth of machining per door. Again, it's a massive time saver.

But that's the really complicated doors, whereas this is a lot more simple. This is what most people see on a daily basis. It's a very basic door. It's simple vector lines, it's simple cutouts of wood, but we have the nesting functionality in there.

And this is what I was talking about with time-saving earlier, the fact that we can take our vectors, we can have a nice piece of wood. It's fine if you're cutting out some sort of chip board or some thin sort of board. It's not costing us a lot. But you can imagine if you're cutting out a nice piece of oak because you're doing a really nice door, it's going to start to get expensive.

Now, the advantage to the nest in this is not just the fact that you are saving on material and saving on time. It's the fact that you can shove as many different items onto a sheet as you want it. So you could have three doors on there. You could have two doors and a chair on there. You could add as many different vector things on there as you want. You can save those out, so you can reuse them. You can bring the pieces back in again.

So you see within ArtCAM there's a lot of reuse of artwork if needed to be, and that's something you can't easily do by hand, is reuse and reuse work over and over again. So, again, over to creating a door-- this is a very simple door. What I mentioned before was our relief clip art library. So in there we've got about 500 pieces of artwork which you can use.

Obviously this is the one we've just created within the software. So we've just designed that. We've shoved it to the site. We don't know what we're going to use it for. We don't have a clue. Could be for a piece of crown molding, could be for a simple doorstop. But in this case, we're using it actually for the center of the door, and we're going to apply it to the top of it.

Likelihood is that you could have either created this door within the software, or you could have bought a door. You could've bought a really nice, expensive door, and you could have just added that applique to it in a negative format or cut it out and then stuck it onto it. You see a lot of those things in a lot of bespoke kitchens.

Mouldings. Now, these are things like-- what do you call them, Leighton, the type you've just done.

AUDIENCE: Corbels.

ROBERT NEWMAN: Corbels. The kind of rosette things that are on the top, any sort of-- my brain's gone to sleep.

AUDIENCE: Fleur-de-lis.

ROBERT NEWMAN: Fleur-de-lis and things like that, any sort of moulding that we typically would have. So in this case, we're taking that same or a very similar piece of clip art. And we're amending it, adjusting it, and we're starting to rotate it around. Again, change the shapes and add things to create mouldings to go on stuff.

Now there's various different ways. Could you imagine machining every single scroll that you see here, every single lion that you see here? I mean, that's quite time consuming. What you can do is take your finished design or your artwork here and actually invert it and create a mould. So you could pour plaster in it, and you could just do plaster moulds from the software.

So not only can you machine the actual design. You can invert it to a negative. Now where do we see that? Well, they create negatives because they stamp coins-- confectionery industry, creating mouldings for chocolates, for sweets, for things like that. So creating a negative mould so you can pour items in.

I'm not talking about full [INAUDIBLE] dyes. We're talking about some of the smaller things, some of the stuff where it's more of the traditional artistic side. So we've created a piece of artwork-- moulding as well. So we're talking about the panel molding that goes around the side of a room.

We've got a bit around here. It's exactly the same shape that you've got there. So rather than having it round, you could have it straight to go round to create a dado rail. We'll create a rosette in a minute, but exactly the same functionality. We're creating relief artwork to reuse and to manipulate and move around places.

So you just create one circle and you just block, copy, rotate. You see there's a lot simple tools in there to get you to your end result quickly. Again, if you've got too many, you can remove them. You can adjust them.

You can pick the spacing, you can pick the sizing within the software, but this is the real simple bit, the shape added to there, where you click your shape. And then you say, do I want a dome, do I want a triangle, do I want a flat line. And then you can create something like this in minutes from either existing stock or stock you pre-created, covering most of the items, again, which you've seen in this building.

So we're just smoothing the item out now, but then we are going to use this top shape up here and some of the vector artwork around the site. We're actually going to create a dome around that area. So we're going to blend between one shape and the next.

So now there's various different ways that you can do this, like with all software. You can either use some of the tools, or a faster way to do this, if you were just creating a very simple moulding, is with a tool. So if you're just doing a simple dado rail, a piece of coven a piece of skirting, then you can just do this with a tool. It's a simple line and you use something called an OG cutter, and it's basically a cutter which has got a shape in it. And you just quickly run that around and you create a really nice detail around there.

You can just go and add any bits of detail afterwards. So you wouldn't necessarily have to model everything with ArtCAM. You can machine stuff that's artistic to speed up exactly what you're doing. Let's just speed this video up.

So this is the shape for around the outside. If you're not happy with it, again, you just adjust it. You just move bits about. And that's the nice thing is being able to see stuff live as you're going through at any point. So we'll just put the pieces all together and say we're creating our master here.

All we'd have to do is just invert the design and then you get a negative, and then you'd just be able to happily pour away your plaster into the mould and then just keep doing that. So a great education project for this is chocolate moulds. It's brilliant.

So every single time we get students in, we get them to create some sort of chocolate mould doing this sort of thing. So they get a piece of artwork which they design however they want the artwork to be, and then they machine it in a block of wax. So very small, low-cost machines, and the machine's something like this in negative-- sorry, in positive. Then they poor food-grade silicone into it, and then they've got their mould out out of it, which they can create chocolate moulds over and over again.

So it's a great one for kids in education to be able to see exactly what real manufacturing will potentially be like. It's only food-grade silicone and mould, but it's an introduction to moulding and creating stuff and creating plasters, things like that. So we're just playing around with the lighting, again, within this model.

So this is, I suppose, more of the glitz and glamor side to the software. This is the theming side-- so not kind of your everyday stuff. But as I was saying about the kid when they go to the theme park at the start and they see all this fantastic stuff or walk into a restaurant or a themed restaurant-- this is the sort of thing that you see that can inspire to create the sorts of designs.

And if we take a look at this design here, it's exactly the same processes we've just been through. This sword could have been done in rotary, but it wasn't done in rotary. It was done in two halves and then glued together afterwards. So it would have taken a lot longer, and they may not have even had the machine to do a rotary. Because to do something rotary on a machine-- a normal machine will just do this for a standard three-axis, but a rotary needs something to go around on it.

So there's ways around things, and, again, a quick way to do it would be to do it in two halves and to machine it. So you design it as one piece and you say split it. Let's do just one section. Let's machine another section, as we saw in the MultiPlate demo, where we picked a model and split it out to create something bigger than this guy.

And as you can see, appliques placed all around these as well. So everything that you've seen in all the previous demos can be put together to create other pieces of artwork. Once he's got this design, he can create miniature ones of these. So you can imagine the movie industry, where they produce big, big models. You can easily produce little models of it as well.

So this is a very, very basic demo, but it's actually what a lot of people do. It may not be with a green alien. It could be with a company logo. You bring in a bitmap, a JPEG, an image, some sort of image-- very, very simple. This was actually some of the foundations of ArtCAM, was this very basic-- 20 years ago when the product started-- was working with an image and turning it into a 3D model.

So here what we've done is we've basically brought in a bitmap image, and we've said vectorize it. Add some lines around it to particular colors. We've reduced the colors that we've got to three from the original amount.

Now if it's a bitmap, it's going to come in with only a few colors. If it's a JPEG, it's probably going to come in with 256 colors into our software. If it's a TIFF, it's going to have an awful lot more. So you reduce the colors to make them as clean as possible so you can vectorize the shapes and create them.

I'm going to go back just a second, because I was talking over it. But as I said, this is the fundamental in ArtCAM. You create a vector and you create a shape, and you just add the height to it-- simple. I want a dome, I just want to change it. I don't like that; I'll adjust it. Very simple functionality within the software.

As I said, you're probably not going to be creating green aliens, but there's lots of things that you can do with images when you bring them in-- very common in the signing industry, anybody doing cake toppers for the top of birthday cakes and making the moulds for them. It's a very common thing. It's a cartoon. It doesn't have to be really detailed.

People making small little toys that come out of crackers, come out of vending machines-- those sorts of things you can do some very basic, quick work and you can create those. But, again, you could turn this into a giant alien that's stuck outside your restaurant or your cafe somewhere, exactly as we've just seen with that giant sword in the Zen Garden.

But this sort of stuff is also great for children again. So I've mentioned children a lot. It's a package for all ages across, from young all the way across to professional. It helps embrace children from a younger age to learn software in the educational, but also when you start to get up to professional, similar sorts of tools, functionalities that you can use to really create realistic, proper designs and artwork.

So we're going to look at another customer example. This one is Tiki Bar. So this is design that was from kind of a drawing, but the customer said, I want my Tiki Bar restaurant to have all these sorts of really cool statues and things on. And, again, the guy's thinking, well, I don't want this to take a lot of time to machine and to make, because I'm probably not going to be able to charge this guy for this bit of feature functionality.

So what we're going to do is we'll create just a vector artwork for it. So they've created the lines. They've used a lot of similar designs and shapes in here. This is all just a copy along there-- again, all at the top. And the middle statue is just mirrored over.

To create this, it looks cool, it looks complicated. Again, it's not a long job to do-- maybe an hour, two hours work maximum to create that sort of artwork. Might not even be that long. But what does it look like when it's machined?

Well, it looks like that. Again, what you have to do with this is slice it into panels. You couldn't fit all of this on a CNC machine. It's a whole restaurant with this sort of pattern and design across there. So you have to think how are you going to section it out.

With the MultiPlate within the software, you can do that. You create your whole design and then you pick out the areas you're going to do. And you can imagine this is probably going to be one of those cases where you're going to want to do nesting, because you're going to want to save material, save time, save costing on the job. Because it's a real piece of work that you're doing.

Actually, what he might have done in this case, or could have done-- he might not have had to machine the mould. He could have just done cut outs and put those on. Because at the end of the day, with a job like this, that's not your finished piece. Your finished piece is the sprayed, nice-looking model that you've got.

This is where it gets more complicated. A client gives you something like this-- again, this is the Artifacturing company-- and says, I want that model. I want a bar inside an Easter Island head. We'd all think, brilliant, great, this is going to be an easy one to do. And we obviously want the head opening in various different parts at various different places.

So as you can see, this is the finished piece all painted up, but we've actually got the head here and how it was done. So it was modeled and designed within ArtCAM. But, again, how do you put that on a machine? Not the easiest thing to fit onto a CNC machine that size.

You can't do the same as what you do here, because this thing needs to be this wide. It's not a flat panel. It's something totally different. But you've designed it. You've got to machine it somehow. So the way we do that is with this. It's called slicing. You bring in a model.

This is a crude STL model that we've brought into the software, but it's high. It's got a lot of depth to that model itself. So what you have to do is think what your machine does. A machine has a gantry. The gantry can only cut to a certain depth. Not just that-- it's a tool that only has a certain depth as well.

So you select your model and you say, tell you what, I want to cut this into numerous different slices, numerous different bits, thickness. And you can say what you want to do with it. You can say, I tell you what, maybe I want to 3D print this. So you can say, I'm going to save this out, I'm going to slice this out to a 3D printer.

So I can do small pieces. I could save out to relief files. As you can see, it has created a lot of relief layers on there. Each one of those, when you turn them on, they count for a different layer, so they can be machined, each one separately. So where you saw the Superman figure, those big Dora the Explorer figures that customers have done, giant motorbikes which are the size of big buildings-- they're all done just slicing these layers down.

Now obviously you have to glue these together afterwards, but it's a quick way to machine it. You don't need to have a robot. You don't need to have five-axis. You just do it in slices. You can do it on a low-budget, cheap machine so it's accessible to people.

Obviously, if you're fortunate enough to have a five-axis machine and you have a robot, brilliant. You can machine it and that's great. And there's software solutions obviously that Autodesk now have, which is available to do those power mill, some of the robot machining. I think there's robots downstairs in the foyer exhibition area.

But you can do all of that. If you don't, then you can just slice it within the software. Oh, this is the bit I wanted to get to, so I probably rushed to get to this bit. I suppose before I go into this bit, have you got any questions on what you've seen so far within the software? Yes?

AUDIENCE: [INAUDIBLE]

ROBERT NEWMAN: I think I have to put-- the guys told me I'd put you on speaker and you have to tell the whole room what you're--

AUDIENCE: Going back to the textures that you were starting with on the exteriors-- you're bringing in images in order to apply-- I'm wondering what kind of DPI do you design to. And how do you adjust your precision based on your format?

ROBERT NEWMAN: That's brilliant. Thank you. So that's one thing I did overlook was resolution. Now when you capture your image, they're going to come in from various different places. People assume that you need to capture everything at the highest detail you possibly can, but because we're manufacturing the artwork, if you create it and it's, say, even 700 DPI-- you've captured a piece of wood-- the likelihood is that to machine it it's going to be far too much detail.

Your tool's not going to get every single bit of detail, because you haven't got a tool that's that sort of size. Now what you can do in ArtCAM is you can take an image, you can bring it in, and you can adjust the resolution. Doesn't adjust the original image. It adjusts the resolution and the quality for what we export or what we convert it to, and then you can smooth the model out itself.

But you don't always necessarily have to create or collect data of an image at the highest you can possibly do. It depends what you're doing with it. If you're 3D printing the texture out, then the quality is going to be no way near 600 DPI of what you've got out of the image, whereas if you're machining it, it could be.

If you're laser machining it, it could have a lot of detail, and so you could rely on that. If you CNC machine it and you've got a half-inch bullnose tool, you don't need to do it at that real high resolution. But if you're using a real fine conical tool, then you could get that sort of resolution. So really what a lot of it is dependent upon is what you're doing with the file afterwards or what you are going to do with it.

Because, obviously, the bigger the data the longer things take to do, the longer things take to calculate and create and machine and go through all of those. And it depends what you're doing, where the viewing of the object is the customer or what they're doing-- same as a TV, same as newspaper prints or big billboards. When you go up to them, sometimes the dots are this sort of size, but actually it's because they're not to be viewed at that. They're to be viewed further away where they look better.

And even if you boost the resolution of that dot from a distance, it doesn't mean it's going to be a better image. So it depends what you do with that item and that resolution in that image afterwards. The problem is that, as I say, machining time on a bitmap-- it's brilliant.

It is great, and the quality is really good. It does take a long time, so it's something you have to take into consideration, is that a tool runs along the surface. And if it's a bitmap image, it kind of moves up and down and goes up and down or does this as it goes along, because it's going to collect every single little bit of data.

So smoothing it out, as we saw, helps. That will make it go a lot faster, because there won't be so many sharp edges for it to do. Making sure you know what your final output is going to be is probably the biggest help I would say within that. But it is a really nice bit of functionality. And it's not just textures as well that you can do.

So haven't got the example, but this guy in London-- if anybody saw the ReMake session yesterday, there's a guy in London who he took a street scene of Piccadilly Circus with a camera. And in ArtCAM what he did was he took the image-- it's the same technology we used for the textures-- takes that image and it turns into a grayscale image. Then it raises the height.

So whatever the photograph is, you get a grayscale image of that. Sometimes it's rough, sometimes it's brilliant. But you can sculpt on it. So what I haven't shown here is we have sculpting tools within the software to smooth items out, to sharpen items up, to merge and smudge and smooth and move things around. So that's a great bit of functionality within the software to be able to do.

We don't just have to capture textures. People's faces aren't going to be great. You're going to struggle with people's faces on that, especially front-on profiles of people's faces, because it works on lights and darks, the way the tool works. But if I was to go outside and capture that shape that's up there-- I keep referring to that because it keeps jumping out at me-- you can actually create a relief from that quite quickly and quite easily from a grayscale image.

Loads of grayscale images all over the internet you can bring up as well, but textures are fantastic for using within ArtCAM. Yes? I've got to bring the mic over to you now. Sorry if you don't like being on the mic. It's because they're recording it.

AUDIENCE: Thank you. I was wondering if there was a tool that would allow to kind of copy a certain detail multiple times, but at the same time, let's say, rotate it or have a grading to make it bigger.

ROBERT NEWMAN: Yes. There is. So one thing that I didn't mention texturing-- I did say there are numerous ways to do everything. It's like anybody who's familiar with Photoshop. You don't just change the brightness and contrast one way. There's 100 different ways to do it. ArtCAM is very similar.

Now we have four or five different ways to texture an object. You could do what you've said. You could create a shape and you could block copy it between two vectors, and it would scale it as it goes up in shape. So one that I do this with quite commonly would be with wings.

So you do a layer of wings, whether it starts off with the feathers being small and then build up and come out. And then you do another layer under them, and you can build them up and come out. So that's quite nice because it follows a shape.

But there's also something called texture flow. Now this is for creating more natural style of textures. So you can put in every kind of variable you'd ever want. So you could model a piece of hair of somebody, and you could say, this is the area here. And I tell you what, I want you to copy that hair in varying sizes around that shape and fill in the area, and it will do that.

So that's brilliant for animal hair, human hair. We did it for leaves, we did it for sunflowers, all sorts of organic shapes where it is very time-consuming. So you can imagine modeling a person and doing the head. So if you just left a shape and did a shape head, after you clicked it and raised the shape, you're just going to get kind of this flat-looking hair.

So you have to sculpt in it. And that's great if you've got a Wacom pen, because you can sit there all day and you can just flick and sculpt. But, again, that's quite time-consuming.

So we created a texture flow tool which allows you to actually create an individual object and fill an area with random patterns. And if you don't like it, you can just adjust it, and you can get some control in as well. Hopefully that kind of-- I've got another one over here. I've got to come across with the microphone. There you go, sir.

AUDIENCE: I just wanted to know-- if you are working with a relief that has a high level of detail and you scale it down, does the software account for the resolution of the cam that you're using or does it account for the resolution of the modeling technique, or the material?

ROBERT NEWMAN: Do you mean scale the height down or do you mean scale the model--

AUDIENCE: No, like if I had a very highly detailed relief and I kind of imported that into another thing that I'm working on and I scaled it down, in that scaled version is the software going to edit out detail that is no longer going to appear?

ROBERT NEWMAN: No, it will just compress it all down to be exactly, so you'll maintain the level of detail when it's compressed down to the smallest sizes. So you'll keep the texture, you'll keep all those sorts of things within the software. The other thing to note is that we have the live tools that we've seen is the live manipulation. We also have live morphing sorts of tool.

So if you're familiar, you have a shape and you just grab that and just pull it out. Typically when you get that in software, it kind of loses a lot of detail when you drag it in a move out. We don't.

So if you have a texture, it maintains the detail across all of that shape. When you drag it, move it, scale it, it keeps all of that detail in the model itself. So we do the best we can to preserve any of the detail.

AUDIENCE: So a lot of this has been on a flat surface. Is there any way to start with that green base layer on a curving surface or something that's more fluid?

ROBERT NEWMAN: So yes, you can. So what we do with that-- so the example I'll give on that one is forks. So typically a fork has got that sort of shape to it in some way. Typically we probably wouldn't be the software that's designing the fork, but we would be the one that adds all of that. If you think of a fork, you think of the detail that goes on a fork, it's perfect for ArtCAM.

So we need to somehow get that onto the fork. So when you bring in a surface that's like that or got another way into it, you can bring that into ArtCAM and you can add the detail to it. There are various different ways of doing it. You can project it to the surface. You can just slap it straight on. Obviously it depends. It will stretch out in some ways depending upon the surface.

But also you can export ArtCAM models. So you can export them as, say, STLs, OBJs. You can bring them into the software and you can put them on to the other software quite nicely as well. So there's various different things you can do.

Obviously if it's small sorts of details, then bring the surface into ArtCAM. It will turn into a triangle file, but you can create it over. The reason we do that is because we used to do a jewelry product. So if you think of a ring, you've probably brought in a ring shape, and then what you've done is you've just added various different bits of detail on it. And a ring, unless you got one like mine, which is perfectly square, most of them are kind of curved.

So you bring them in, the shape, and then you put different things on it. So that is used quite commonly. Also it's used for scan data. So people are bringing plaster scans they've had for years. It's a mould, it's a bit of plaster, it's not perfectly straight.

The surfaces are all out. They're kind of warped a little bit. So we can actually bring them in, scan them in, take bits off, straighten them up, or take the bit off and move it to more of a curved surface if need be or adjust that.

So, yeah, it can be done. I think we've got videos that are on YouTube. We have a YouTube channel and there's a load of videos, a couple hundred videos, actually of ArtCAM, of all the different uses and things. We should go to this lady over here.

AUDIENCE: So you mentioned that you can make a shape and copy it several times. Is there any way to tweak one of those copied shapes and effect all of the other ones?

ROBERT NEWMAN: No. No, there's not. There's no history within the software of doing that across the board, but I do like that idea quite a lot. No, what you'd have to do is you'd have to tweak one and then copy that one, and if you've got loads you'd have to undo it and then redo the thing.

But I really like the idea, so can you write that one down? We'll have a look at, because that's a really nice feature for actually wrapping around things. Unfortunately not.

AUDIENCE: Can that restore [INAUDIBLE] as well?

ROBERT NEWMAN: Oh, yeah, once you select all of them, you can restore all of them. But you can't just adjust one and it'll adjust the rest. You'd have to select every single one and make an adjustment. I'll go onto the next section, and then we'll grab some questions at the end as well.

So what we've seen during the presentation is kind of my take on the art of architecture. As I said, the art of architecture was actually more about the emotion, the feeling of when you actually go into a place and what you actually see, feel, and how items can be produced that give those sorts of feelings. You go into that guy's bar where it's all kind of wave walls everywhere like that, everyone's going to have mixed feelings about that sort of

Bar. But you are going to have feelings about that bar. Some will love it. Some will think it's a bit strange. You go to the theme park, you're going to have mixed feelings about that. Kids are going to love it. Some grownups are going to, eh. But now we're going to move on to an inspiration section.

So here we have a building. It's not a nice looking building. It's pretty boring. We know that, because they've stuck trees outside of it. And they've intentionally done that, and actually you see a lot of buildings where they want to hide it into the landscape.

So that's kind of where cladding comes into it. You can hide things into the landscape with cladding. So about nine years ago, I was working on a project for a hotel where it kind of looked like this. It was 100 storeys high. It was a couple meters long. It was a reasonably big hotel.

And what they wanted to do was, rather than sticking trees in front of it, they wanted to clad the whole building with trees across the whole thing. The building never actually ended up with that. They stuck the trees because of the cost of doing it in the end, but the concept was quite a cool idea.

So changing the way that things look-- is anybody familiar with this coin? Are you from Canada, by any chance? You're from Canada, right. So this is a Canadian $2 coin and this is special.

Do you know why this has a special feature on it, or what the special feature is? No? So at the top of this image, at the top of this coin-- and there's only a few coins in the world that have this on-- there's a maple leaf. And when you tilt that coin, the maple leaf will hide and it will show.

There's only a few coins that actually have that on in the world at the moment. Canada's had that on for quite a while within the coin. It's kind of an old art technique. And, actually, the coin industry, they use it for security, because it's hard to reproduce one of those sorts of pieces, especially at the level of detail they do.

So it's called latent imaging, and with a latent image, basically it's a machined piece of art. And you walk past one side as you can see here. So on a coin you tilt it, but if you actually do a larger panel you walk past it and the item happens to change as you move it.

It's machined. It's very quick to do. It's very easy to do, but you don't see it anywhere. You never see this anywhere apart from in a couple of industries. So how is it done?

It's very simple. You create this sort of pyramid in ArtCAM across, like this. Very, very easy to do. You screw some lines down, and you do that. And then you just bring in these vector shapes, and basically you remove one side of one, one side of the other, and you can create a kind of moving shape.

So if I opened the file-- hopefully this shows up quite well on the screen. Wasn't looking great earlier. So there are the people, and you can imagine you're walking past. Or is it going to show very well? Hope it does.

As you walk past the item, it totally changes as you're working your way through the design. So it's kind of another form of cladding or texturing that you can move on there. They can be small panels. They can be large panels.

But obviously this is a hard way of actually machining something or making something, rather than-- if people do this traditionally, it would be with giant light boxes that they'd have images that would change or various lights. And obviously in high streets and things like that, it's open to damage. But this is hardwaring and it's firm and a solid way of doing it.

So it's used in a number of different industries already to do this, but you can do it with anything. You can make the images change. Doesn't just have to be two-sided. You can actually do three steps. So if you walk across it, you can have people actually walking.

As you're walking past, you can have the images change of people walking as you go across. You can actually do this up to six-sided as well. So wherever you're viewing it from, it could be a totally different image, from six different places.

So a child down there could see a difference to somebody my height to somebody who's 6'8 or something. Everybody would kind of see a different image as they looked at a shape. Again, it's all done with machine toolpathing and things like that. It can be done on pretty much any CNC machine.

So the next bit is this, something that is very quick to machine, very quick to design, and, again, can be absolutely laid anywhere, whether it's interiors, exteriors. But this is flat. This is just perfectly flat vectors.

When you rotate this to the side, that's all it is. It's the same as a drawing technique to move something into 3D with lines. You draw it out of shape and across. But how we create this in ArtCAM, you wouldn't create every single line.

You bring in one of those appliques you saw, one of those designs, you bring in a grayscale image, you bring in that really complicated door that we saw, and then you run the tool over it. The tool calculates it and you get this. So you could do a whole panel, and it's perfectly flat. It's just lines that are engraved into a piece, into an object.

But from a distance it looks cool. It's all 3D. You could have a forest. You could have whatever you wanted. So the side of that building could be a whole forest of just engraved lines. And obviously from a distance you're going to see the shapes more than you are the machine lines within the design.

And you can do it with anything. You can do kiddie's cards. You can do it on the back of phones. You can laser engrave the back of phones and get kind of a 3D effect shape on the back of there-- so a lot of different cool things you can do, these sorts of designs where you don't just have to do it on a big side of a building. You can do them on absolutely anything you want within there.

So I'm actually about five, 10 minutes early, so I am going to open it up. I was so excited to get to the last bit. So I'm open it up to any more questions that we have. And if not, you're certainly more than welcome to [INAUDIBLE] as your [INAUDIBLE].

AUDIENCE: I was wondering, Is there a way to actually import-- I'd like to hand sculpt on a phone to a small scale, and then I'd like to import into the software and increase the scale exponentially. Is there a practical limit to the file size that you can work with? And, of course, the output would be based on researching 3D printing or larger seven-axis routers that I can get to. But is there a practical limit to the file size?

ROBERT NEWMAN: Not really if it's coming in from scan data or you're getting the data in somehow. If it's via the data capture on the phone, if it's from general a 3D scanner, then file size-- we don't struggle to import any of those. Because we import basically cloud data, and we convert them into the ArtCAM relief itself. So we don't have an issue with that at all.

You can obviously scale it up to whatever you want the model to be. You can have it absolutely huge-- the size of a building. But you do have to be aware that if you have taken in an image that size and it's come in and you've modeled it, it is going to be a big file output. So it may take a while to machine if it's the size of a building when you've done it.

But obviously you can do the slicing for that section to create those as well. So Superman-- you could have brought in a little Superman figure or figurine. You could have scanned him in and then made him that huge, huge Superman that you had. And the trick is the slicing on that one within the software to get it going. But, yeah, file import and things like that on models-- it's brilliant for dealing with a machine.

Was there somebody over here? No?

AUDIENCE: I believe you mentioned that Illustrator files can come into it. Would those nodes be directly usable, or is it just similar to a PNG or a JPEG or something like that?

ROBERT NEWMAN: Nope, Illustrator files come in and the vector files come in. The thing with Illustrator files is they are the ones that are designed for graphic printing, which they're great for. But for machining they're not always the best.

Now we wouldn't expect you to recreate them. In the software we have a tool which fixes them. Because sometimes what happens with Illustrator is you can create a line and you can create another one, and you get a few overlapping on the top of each other. Sometimes the nodes don't always meet up. You don't notice that so much in the graphics side, but soon as you bring it into a machine and try to machine it, you do actually notice it.

So in the software, what we can do is we can actually turn-- the same with any DXF, AI, EPS-- we can actually clean up those vectors to be machining quality vectors. So it doesn't mean that it's going to be a bit rough. It's going to be a nice, smooth shape. We have a vector doctor in there which fixes overlaps, models on top, cross-sections. So it all fixes it for you within the software, so you don't have to design all your vectors within ArtCAM.

We do because we're used to it and it's really quick. Our graphic guy, he always used to do everything in Illustrator, and we'd say, come on. And we'd have to fix them afterwards. But, no, you can quite happily use Illustrator and get on with it quite nicely within there. You can also import a PDF as well.

So if you can export it as a PDF, it converts it to the layers as well. So all the vectors and the bitmaps all maintain the layers as well, rather than saving that as an AI file. DXF and EPS do as well.

Anybody else? Any more questions? If there's no more questions, I'm here anyway. There's a few people from my team here as well if you do have any questions. Please spend as much time with us as you can.

Please feel free to do the survey. I suppose it has been mentioned in other classes. Go to the mobile app, have a look, sign up, rate me if you feel like it. If not, thank you very much for turning up to the class, and please grab me if you have any questions. Thank you.

______
icon-svg-close-thick

Cookie preferences

Your privacy is important to us and so is an optimal experience. To help us customize information and build applications, we collect data about your use of this site.

May we collect and use your data?

Learn more about the Third Party Services we use and our Privacy Statement.

Strictly necessary – required for our site to work and to provide services to you

These cookies allow us to record your preferences or login information, respond to your requests or fulfill items in your shopping cart.

Improve your experience – allows us to show you what is relevant to you

These cookies enable us to provide enhanced functionality and personalization. They may be set by us or by third party providers whose services we use to deliver information and experiences tailored to you. If you do not allow these cookies, some or all of these services may not be available for you.

Customize your advertising – permits us to offer targeted advertising to you

These cookies collect data about you based on your activities and interests in order to show you relevant ads and to track effectiveness. By collecting this data, the ads you see will be more tailored to your interests. If you do not allow these cookies, you will experience less targeted advertising.

icon-svg-close-thick

THIRD PARTY SERVICES

Learn more about the Third-Party Services we use in each category, and how we use the data we collect from you online.

icon-svg-hide-thick

icon-svg-show-thick

Strictly necessary – required for our site to work and to provide services to you

Qualtrics
We use Qualtrics to let you give us feedback via surveys or online forms. You may be randomly selected to participate in a survey, or you can actively decide to give us feedback. We collect data to better understand what actions you took before filling out a survey. This helps us troubleshoot issues you may have experienced. Qualtrics Privacy Policy
Akamai mPulse
We use Akamai mPulse to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Akamai mPulse Privacy Policy
Digital River
We use Digital River to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Digital River Privacy Policy
Dynatrace
We use Dynatrace to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Dynatrace Privacy Policy
Khoros
We use Khoros to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Khoros Privacy Policy
Launch Darkly
We use Launch Darkly to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Launch Darkly Privacy Policy
New Relic
We use New Relic to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. New Relic Privacy Policy
Salesforce Live Agent
We use Salesforce Live Agent to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Salesforce Live Agent Privacy Policy
Wistia
We use Wistia to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Wistia Privacy Policy
Tealium
We use Tealium to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Tealium Privacy Policy
Upsellit
We use Upsellit to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Upsellit Privacy Policy
CJ Affiliates
We use CJ Affiliates to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. CJ Affiliates Privacy Policy
Commission Factory
We use Commission Factory to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Commission Factory Privacy Policy
Google Analytics (Strictly Necessary)
We use Google Analytics (Strictly Necessary) to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Google Analytics (Strictly Necessary) Privacy Policy
Typepad Stats
We use Typepad Stats to collect data about your behaviour on our sites. This may include pages you’ve visited. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our platform to provide the most relevant content. This allows us to enhance your overall user experience. Typepad Stats Privacy Policy
Geo Targetly
We use Geo Targetly to direct website visitors to the most appropriate web page and/or serve tailored content based on their location. Geo Targetly uses the IP address of a website visitor to determine the approximate location of the visitor’s device. This helps ensure that the visitor views content in their (most likely) local language.Geo Targetly Privacy Policy
SpeedCurve
We use SpeedCurve to monitor and measure the performance of your website experience by measuring web page load times as well as the responsiveness of subsequent elements such as images, scripts, and text.SpeedCurve Privacy Policy
Qualified
Qualified is the Autodesk Live Chat agent platform. This platform provides services to allow our customers to communicate in real-time with Autodesk support. We may collect unique ID for specific browser sessions during a chat. Qualified Privacy Policy

icon-svg-hide-thick

icon-svg-show-thick

Improve your experience – allows us to show you what is relevant to you

Google Optimize
We use Google Optimize to test new features on our sites and customize your experience of these features. To do this, we collect behavioral data while you’re on our sites. This data may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, your Autodesk ID, and others. You may experience a different version of our sites based on feature testing, or view personalized content based on your visitor attributes. Google Optimize Privacy Policy
ClickTale
We use ClickTale to better understand where you may encounter difficulties with our sites. We use session recording to help us see how you interact with our sites, including any elements on our pages. Your Personally Identifiable Information is masked and is not collected. ClickTale Privacy Policy
OneSignal
We use OneSignal to deploy digital advertising on sites supported by OneSignal. Ads are based on both OneSignal data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that OneSignal has collected from you. We use the data that we provide to OneSignal to better customize your digital advertising experience and present you with more relevant ads. OneSignal Privacy Policy
Optimizely
We use Optimizely to test new features on our sites and customize your experience of these features. To do this, we collect behavioral data while you’re on our sites. This data may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, your Autodesk ID, and others. You may experience a different version of our sites based on feature testing, or view personalized content based on your visitor attributes. Optimizely Privacy Policy
Amplitude
We use Amplitude to test new features on our sites and customize your experience of these features. To do this, we collect behavioral data while you’re on our sites. This data may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, your Autodesk ID, and others. You may experience a different version of our sites based on feature testing, or view personalized content based on your visitor attributes. Amplitude Privacy Policy
Snowplow
We use Snowplow to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Snowplow Privacy Policy
UserVoice
We use UserVoice to collect data about your behaviour on our sites. This may include pages you’ve visited. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our platform to provide the most relevant content. This allows us to enhance your overall user experience. UserVoice Privacy Policy
Clearbit
Clearbit allows real-time data enrichment to provide a personalized and relevant experience to our customers. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID.Clearbit Privacy Policy
YouTube
YouTube is a video sharing platform which allows users to view and share embedded videos on our websites. YouTube provides viewership metrics on video performance. YouTube Privacy Policy

icon-svg-hide-thick

icon-svg-show-thick

Customize your advertising – permits us to offer targeted advertising to you

Adobe Analytics
We use Adobe Analytics to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, and your Autodesk ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Adobe Analytics Privacy Policy
Google Analytics (Web Analytics)
We use Google Analytics (Web Analytics) to collect data about your behavior on our sites. This may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. We use this data to measure our site performance and evaluate the ease of your online experience, so we can enhance our features. We also use advanced analytics methods to optimize your experience with email, customer support, and sales. Google Analytics (Web Analytics) Privacy Policy
AdWords
We use AdWords to deploy digital advertising on sites supported by AdWords. Ads are based on both AdWords data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that AdWords has collected from you. We use the data that we provide to AdWords to better customize your digital advertising experience and present you with more relevant ads. AdWords Privacy Policy
Marketo
We use Marketo to send you more timely and relevant email content. To do this, we collect data about your online behavior and your interaction with the emails we send. Data collected may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, email open rates, links clicked, and others. We may combine this data with data collected from other sources to offer you improved sales or customer service experiences, as well as more relevant content based on advanced analytics processing. Marketo Privacy Policy
Doubleclick
We use Doubleclick to deploy digital advertising on sites supported by Doubleclick. Ads are based on both Doubleclick data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Doubleclick has collected from you. We use the data that we provide to Doubleclick to better customize your digital advertising experience and present you with more relevant ads. Doubleclick Privacy Policy
HubSpot
We use HubSpot to send you more timely and relevant email content. To do this, we collect data about your online behavior and your interaction with the emails we send. Data collected may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, email open rates, links clicked, and others. HubSpot Privacy Policy
Twitter
We use Twitter to deploy digital advertising on sites supported by Twitter. Ads are based on both Twitter data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Twitter has collected from you. We use the data that we provide to Twitter to better customize your digital advertising experience and present you with more relevant ads. Twitter Privacy Policy
Facebook
We use Facebook to deploy digital advertising on sites supported by Facebook. Ads are based on both Facebook data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Facebook has collected from you. We use the data that we provide to Facebook to better customize your digital advertising experience and present you with more relevant ads. Facebook Privacy Policy
LinkedIn
We use LinkedIn to deploy digital advertising on sites supported by LinkedIn. Ads are based on both LinkedIn data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that LinkedIn has collected from you. We use the data that we provide to LinkedIn to better customize your digital advertising experience and present you with more relevant ads. LinkedIn Privacy Policy
Yahoo! Japan
We use Yahoo! Japan to deploy digital advertising on sites supported by Yahoo! Japan. Ads are based on both Yahoo! Japan data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Yahoo! Japan has collected from you. We use the data that we provide to Yahoo! Japan to better customize your digital advertising experience and present you with more relevant ads. Yahoo! Japan Privacy Policy
Naver
We use Naver to deploy digital advertising on sites supported by Naver. Ads are based on both Naver data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Naver has collected from you. We use the data that we provide to Naver to better customize your digital advertising experience and present you with more relevant ads. Naver Privacy Policy
Quantcast
We use Quantcast to deploy digital advertising on sites supported by Quantcast. Ads are based on both Quantcast data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Quantcast has collected from you. We use the data that we provide to Quantcast to better customize your digital advertising experience and present you with more relevant ads. Quantcast Privacy Policy
Call Tracking
We use Call Tracking to provide customized phone numbers for our campaigns. This gives you faster access to our agents and helps us more accurately evaluate our performance. We may collect data about your behavior on our sites based on the phone number provided. Call Tracking Privacy Policy
Wunderkind
We use Wunderkind to deploy digital advertising on sites supported by Wunderkind. Ads are based on both Wunderkind data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Wunderkind has collected from you. We use the data that we provide to Wunderkind to better customize your digital advertising experience and present you with more relevant ads. Wunderkind Privacy Policy
ADC Media
We use ADC Media to deploy digital advertising on sites supported by ADC Media. Ads are based on both ADC Media data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that ADC Media has collected from you. We use the data that we provide to ADC Media to better customize your digital advertising experience and present you with more relevant ads. ADC Media Privacy Policy
AgrantSEM
We use AgrantSEM to deploy digital advertising on sites supported by AgrantSEM. Ads are based on both AgrantSEM data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that AgrantSEM has collected from you. We use the data that we provide to AgrantSEM to better customize your digital advertising experience and present you with more relevant ads. AgrantSEM Privacy Policy
Bidtellect
We use Bidtellect to deploy digital advertising on sites supported by Bidtellect. Ads are based on both Bidtellect data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Bidtellect has collected from you. We use the data that we provide to Bidtellect to better customize your digital advertising experience and present you with more relevant ads. Bidtellect Privacy Policy
Bing
We use Bing to deploy digital advertising on sites supported by Bing. Ads are based on both Bing data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Bing has collected from you. We use the data that we provide to Bing to better customize your digital advertising experience and present you with more relevant ads. Bing Privacy Policy
G2Crowd
We use G2Crowd to deploy digital advertising on sites supported by G2Crowd. Ads are based on both G2Crowd data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that G2Crowd has collected from you. We use the data that we provide to G2Crowd to better customize your digital advertising experience and present you with more relevant ads. G2Crowd Privacy Policy
NMPI Display
We use NMPI Display to deploy digital advertising on sites supported by NMPI Display. Ads are based on both NMPI Display data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that NMPI Display has collected from you. We use the data that we provide to NMPI Display to better customize your digital advertising experience and present you with more relevant ads. NMPI Display Privacy Policy
VK
We use VK to deploy digital advertising on sites supported by VK. Ads are based on both VK data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that VK has collected from you. We use the data that we provide to VK to better customize your digital advertising experience and present you with more relevant ads. VK Privacy Policy
Adobe Target
We use Adobe Target to test new features on our sites and customize your experience of these features. To do this, we collect behavioral data while you’re on our sites. This data may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, your IP address or device ID, your Autodesk ID, and others. You may experience a different version of our sites based on feature testing, or view personalized content based on your visitor attributes. Adobe Target Privacy Policy
Google Analytics (Advertising)
We use Google Analytics (Advertising) to deploy digital advertising on sites supported by Google Analytics (Advertising). Ads are based on both Google Analytics (Advertising) data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Google Analytics (Advertising) has collected from you. We use the data that we provide to Google Analytics (Advertising) to better customize your digital advertising experience and present you with more relevant ads. Google Analytics (Advertising) Privacy Policy
Trendkite
We use Trendkite to deploy digital advertising on sites supported by Trendkite. Ads are based on both Trendkite data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Trendkite has collected from you. We use the data that we provide to Trendkite to better customize your digital advertising experience and present you with more relevant ads. Trendkite Privacy Policy
Hotjar
We use Hotjar to deploy digital advertising on sites supported by Hotjar. Ads are based on both Hotjar data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Hotjar has collected from you. We use the data that we provide to Hotjar to better customize your digital advertising experience and present you with more relevant ads. Hotjar Privacy Policy
6 Sense
We use 6 Sense to deploy digital advertising on sites supported by 6 Sense. Ads are based on both 6 Sense data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that 6 Sense has collected from you. We use the data that we provide to 6 Sense to better customize your digital advertising experience and present you with more relevant ads. 6 Sense Privacy Policy
Terminus
We use Terminus to deploy digital advertising on sites supported by Terminus. Ads are based on both Terminus data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that Terminus has collected from you. We use the data that we provide to Terminus to better customize your digital advertising experience and present you with more relevant ads. Terminus Privacy Policy
StackAdapt
We use StackAdapt to deploy digital advertising on sites supported by StackAdapt. Ads are based on both StackAdapt data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that StackAdapt has collected from you. We use the data that we provide to StackAdapt to better customize your digital advertising experience and present you with more relevant ads. StackAdapt Privacy Policy
The Trade Desk
We use The Trade Desk to deploy digital advertising on sites supported by The Trade Desk. Ads are based on both The Trade Desk data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that The Trade Desk has collected from you. We use the data that we provide to The Trade Desk to better customize your digital advertising experience and present you with more relevant ads. The Trade Desk Privacy Policy
RollWorks
We use RollWorks to deploy digital advertising on sites supported by RollWorks. Ads are based on both RollWorks data and behavioral data that we collect while you’re on our sites. The data we collect may include pages you’ve visited, trials you’ve initiated, videos you’ve played, purchases you’ve made, and your IP address or device ID. This information may be combined with data that RollWorks has collected from you. We use the data that we provide to RollWorks to better customize your digital advertising experience and present you with more relevant ads. RollWorks Privacy Policy

Are you sure you want a less customized experience?

We can access your data only if you select "yes" for the categories on the previous screen. This lets us tailor our marketing so that it's more relevant for you. You can change your settings at any time by visiting our privacy statement

Your experience. Your choice.

We care about your privacy. The data we collect helps us understand how you use our products, what information you might be interested in, and what we can improve to make your engagement with Autodesk more rewarding.

May we collect and use your data to tailor your experience?

Explore the benefits of a customized experience by managing your privacy settings for this site or visit our Privacy Statement to learn more about your options.