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Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
& Manufacturing
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Professional CAD/CAM tools built on Inventor and AutoCAD
Transcript
00:02
manage physical materials and appearances.
00:06
After completing this video,
00:08
you'll be able to apply a physical material and apply an appearance.
00:13
Let's carry on with our trigger model and learn
00:15
about applying physical materials and appearances in fusion 360
00:20
first.
00:20
It's important to note that physical materials do also contain appearances.
00:25
So we're going to get started by first applying a physical material to our design.
00:29
Physical materials can be applied directly to the top
00:33
level of your design at the component level or at
00:36
the individual body level depending on your design intent will
00:40
dictate which of these you use for our example.
00:43
Since our trigger model is a component, I'm going to apply it at the component level.
00:47
I'm gonna right click on the component and select physical material.
00:52
Applying a physical material to a design can help
00:54
us validate things like the mass of your component where
00:58
the center of mass is located and what the appearance
01:01
is going to look like in that raw material.
01:03
For this example we are looking at a plastic part and this is going to be a. B. S.
01:08
Plastic depending on the type of fabrication
01:11
that you're looking at for your design.
01:12
You might choose a different material.
01:14
For example, carbon fiber reinforced plastic could be an option for a three D.
01:19
Printed part.
01:20
But again for this example we're going to use a B. S.
01:23
It is important to note that we can take this abs plastic material and drag it
01:27
over the material in this design which will
01:30
override anything that has the current metal applied.
01:33
We can drag it over the body on the canvas.
01:36
This will apply it just to the body.
01:38
Or we can drag it to the browser and apply it to
01:40
the component at the top level or at the individual component level.
01:44
Going to drag it and drop it over the trigger in the component level.
01:48
And we can see that the appearance has changed on screen.
01:51
When we take a look at the abs plastic material.
01:53
If we right click on it we can edit this, you can see that.
01:57
It gives you the density of the material and if we
01:59
select advanced it'll show you the appearance that's being used.
02:03
This is a white plastic material that's being used with the various parameters
02:08
such as translucency emissivity relief pattern.
02:11
If there's any bump or texture cut out and advanced highlight control,
02:15
we're not going to be adjusting the appearance of the physical
02:18
material but it is important to note that is an option.
02:21
If you decide to do that,
02:22
I suggest that you create a duplicate of that
02:25
and you add it to your favorites for future use
02:28
at this point let's go ahead and close this and talk about appearances.
02:31
Once again, appearances can be applied at the top level of the design.
02:35
At the component level. The individual body level or even at the face level.
02:40
If we right click on the trigger component,
02:42
we can select appearance but also note that A is the shortcut key.
02:46
Once we select appearance. Notice that in this design it shows our steel and A. B. S.
02:51
White.
02:52
These are the appearances that were used in the default physical
02:54
material for steel and the physical material that we applied A.
02:58
Bs white.
02:59
But appearances can override physical materials.
03:03
The mechanical properties will stay the same,
03:05
but the appearance of the object will change at the top.
03:08
Notice that we can apply it to bodies and components or individual faces.
03:13
What we want to do from here is we're going to scroll through find plastic.
03:16
We're gonna go down to our plastic list until we get
03:19
to translucent and we're going to find a red plastic material.
03:23
I'm going to drag and drop this at the component level and
03:26
you can see now the entire design has changed to red.
03:29
Once again note that the appearances are
03:32
inherited from the physical materials first,
03:34
but then appearances applied over top of
03:37
that will override temporarily the physical appearance.
03:41
From here, we're going to select close,
03:43
we're going to right click on trigger
03:45
and we want to navigate to its properties.
03:47
When we go to the trigger.
03:49
Component properties,
03:50
we can see at the very top there are some general properties
03:52
that we can change things like part number name and description.
03:56
But then we can see the material name used here is a. B. S. Plastic.
04:00
If we expand the physical material, we can see the total mass,
04:04
the volume of the part, the density which comes from our A. B. S. Plastic,
04:08
the area coordinate system center of mass and so on.
04:10
All of these parameters are based on
04:12
the physical material applied not the appearance.
04:16
So remember if you're trying to apply a physical material to
04:19
get critical information such as the mass of your components,
04:22
make sure that you apply the critical physical material to either the body,
04:27
the component or the entire design.
04:29
The appearances are just going to temporarily override that appearance.
04:33
Let's take one more look at applying an appearance.
04:35
But this time at the face level,
04:37
I'm going to use a on the keyboard to
04:39
open the appearances while maintaining the translucent plastic.
04:42
I want to look for a plastic material that is rough and
04:46
you can see here we've got rough white or matte red,
04:49
green, yellow, and I'm going to use one of these to a specific face.
04:54
We're gonna take this white material and we're going
04:57
to apply it just to the fileted faces here.
05:02
So you can see that we've got that white matte material underneath.
05:06
This can be hard to tell when you're looking at it in the design workspace.
05:09
But when you go to render your designs,
05:11
you will notice a difference between the different materials.
05:14
You can use the in canvas render option
05:17
to begin showing the differences the red material is
05:20
going to have reflections on it while the
05:22
matte white material will not have those reflections.
05:25
We're gonna stop the in canvas render for now,
05:27
as we will be talking about rendering at another time,
05:31
If you want to remove any appearances, we can hit a on the keyboard,
05:34
we can find the appearance that's been applied.
05:37
We can right click and we can unassigned and delete.
05:40
You can also do this to appearances that aren't used in the design.
05:43
For example A. B. S. White.
05:45
If we unassigned and delete
05:47
we can remove it from the design but because
05:49
it's linked to our physical material that's been applied,
05:52
it will remain in this design until we remove that physical material
05:56
at this point. We just want to also note that we do have a favorite section.
06:00
So for materials that you use constantly,
06:03
it's a good idea to go ahead and add them to
06:05
your favorite section so they can be easy to find.
06:07
You also have a my Appearances section that allows you to show downloaded
06:12
appearances and you can also maintain a library of your own appearances.
06:17
For now let's go ahead and close and make sure
06:19
that we do save our trigger model before moving on
00:02
manage physical materials and appearances.
00:06
After completing this video,
00:08
you'll be able to apply a physical material and apply an appearance.
00:13
Let's carry on with our trigger model and learn
00:15
about applying physical materials and appearances in fusion 360
00:20
first.
00:20
It's important to note that physical materials do also contain appearances.
00:25
So we're going to get started by first applying a physical material to our design.
00:29
Physical materials can be applied directly to the top
00:33
level of your design at the component level or at
00:36
the individual body level depending on your design intent will
00:40
dictate which of these you use for our example.
00:43
Since our trigger model is a component, I'm going to apply it at the component level.
00:47
I'm gonna right click on the component and select physical material.
00:52
Applying a physical material to a design can help
00:54
us validate things like the mass of your component where
00:58
the center of mass is located and what the appearance
01:01
is going to look like in that raw material.
01:03
For this example we are looking at a plastic part and this is going to be a. B. S.
01:08
Plastic depending on the type of fabrication
01:11
that you're looking at for your design.
01:12
You might choose a different material.
01:14
For example, carbon fiber reinforced plastic could be an option for a three D.
01:19
Printed part.
01:20
But again for this example we're going to use a B. S.
01:23
It is important to note that we can take this abs plastic material and drag it
01:27
over the material in this design which will
01:30
override anything that has the current metal applied.
01:33
We can drag it over the body on the canvas.
01:36
This will apply it just to the body.
01:38
Or we can drag it to the browser and apply it to
01:40
the component at the top level or at the individual component level.
01:44
Going to drag it and drop it over the trigger in the component level.
01:48
And we can see that the appearance has changed on screen.
01:51
When we take a look at the abs plastic material.
01:53
If we right click on it we can edit this, you can see that.
01:57
It gives you the density of the material and if we
01:59
select advanced it'll show you the appearance that's being used.
02:03
This is a white plastic material that's being used with the various parameters
02:08
such as translucency emissivity relief pattern.
02:11
If there's any bump or texture cut out and advanced highlight control,
02:15
we're not going to be adjusting the appearance of the physical
02:18
material but it is important to note that is an option.
02:21
If you decide to do that,
02:22
I suggest that you create a duplicate of that
02:25
and you add it to your favorites for future use
02:28
at this point let's go ahead and close this and talk about appearances.
02:31
Once again, appearances can be applied at the top level of the design.
02:35
At the component level. The individual body level or even at the face level.
02:40
If we right click on the trigger component,
02:42
we can select appearance but also note that A is the shortcut key.
02:46
Once we select appearance. Notice that in this design it shows our steel and A. B. S.
02:51
White.
02:52
These are the appearances that were used in the default physical
02:54
material for steel and the physical material that we applied A.
02:58
Bs white.
02:59
But appearances can override physical materials.
03:03
The mechanical properties will stay the same,
03:05
but the appearance of the object will change at the top.
03:08
Notice that we can apply it to bodies and components or individual faces.
03:13
What we want to do from here is we're going to scroll through find plastic.
03:16
We're gonna go down to our plastic list until we get
03:19
to translucent and we're going to find a red plastic material.
03:23
I'm going to drag and drop this at the component level and
03:26
you can see now the entire design has changed to red.
03:29
Once again note that the appearances are
03:32
inherited from the physical materials first,
03:34
but then appearances applied over top of
03:37
that will override temporarily the physical appearance.
03:41
From here, we're going to select close,
03:43
we're going to right click on trigger
03:45
and we want to navigate to its properties.
03:47
When we go to the trigger.
03:49
Component properties,
03:50
we can see at the very top there are some general properties
03:52
that we can change things like part number name and description.
03:56
But then we can see the material name used here is a. B. S. Plastic.
04:00
If we expand the physical material, we can see the total mass,
04:04
the volume of the part, the density which comes from our A. B. S. Plastic,
04:08
the area coordinate system center of mass and so on.
04:10
All of these parameters are based on
04:12
the physical material applied not the appearance.
04:16
So remember if you're trying to apply a physical material to
04:19
get critical information such as the mass of your components,
04:22
make sure that you apply the critical physical material to either the body,
04:27
the component or the entire design.
04:29
The appearances are just going to temporarily override that appearance.
04:33
Let's take one more look at applying an appearance.
04:35
But this time at the face level,
04:37
I'm going to use a on the keyboard to
04:39
open the appearances while maintaining the translucent plastic.
04:42
I want to look for a plastic material that is rough and
04:46
you can see here we've got rough white or matte red,
04:49
green, yellow, and I'm going to use one of these to a specific face.
04:54
We're gonna take this white material and we're going
04:57
to apply it just to the fileted faces here.
05:02
So you can see that we've got that white matte material underneath.
05:06
This can be hard to tell when you're looking at it in the design workspace.
05:09
But when you go to render your designs,
05:11
you will notice a difference between the different materials.
05:14
You can use the in canvas render option
05:17
to begin showing the differences the red material is
05:20
going to have reflections on it while the
05:22
matte white material will not have those reflections.
05:25
We're gonna stop the in canvas render for now,
05:27
as we will be talking about rendering at another time,
05:31
If you want to remove any appearances, we can hit a on the keyboard,
05:34
we can find the appearance that's been applied.
05:37
We can right click and we can unassigned and delete.
05:40
You can also do this to appearances that aren't used in the design.
05:43
For example A. B. S. White.
05:45
If we unassigned and delete
05:47
we can remove it from the design but because
05:49
it's linked to our physical material that's been applied,
05:52
it will remain in this design until we remove that physical material
05:56
at this point. We just want to also note that we do have a favorite section.
06:00
So for materials that you use constantly,
06:03
it's a good idea to go ahead and add them to
06:05
your favorite section so they can be easy to find.
06:07
You also have a my Appearances section that allows you to show downloaded
06:12
appearances and you can also maintain a library of your own appearances.
06:17
For now let's go ahead and close and make sure
06:19
that we do save our trigger model before moving on
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