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Professional CAD/CAM tools built on Inventor and AutoCAD
Integrated BIM tools, including Revit, AutoCAD, and Civil 3D
Professional CAD/CAM tools built on Inventor and AutoCAD
Open, optimize, and manipulate a model in VRED.
Type:
Tutorial
Length:
6 min.
Transcript
00:03
Welcome to VRED.
00:05
Today we will import a model and use the default import settings.
00:09
Click Import.
00:11
A linked wire file has been provided for you to download and use.
00:17
To increase file performance and enhance the rendering process, let's optimize the scene.
00:24
In the Scenegraph, right click the top node of the geometry and select Edit Show Optimize Module.
00:33
You can also activate Optimize module via the Scene menu or through right clicking in the Quick access bar.
00:44
In addition to the default settings, check both Flush Transformation nodes and Cleanup Group Nodes, then click Optimize.
00:54
This optimizes the Scenegraph, removes stored transformations,
00:58
and removes unnecessary or empty group nodes to reduce the number of drawn nodes in the scene.
01:04
Please keep in mind this could destroy your scene graph structure,
01:09
so don't use Clean Up Group Nodes if the structure should not be modified.
01:14
Because bounding is enabled, a bounding box appears around your model which indicates that it is selected.
01:21
Click Wireframe to display the wireframe of the selected component.
01:28
There are several ways to select and deselect objects.
01:32
Shift + left mouse button Click to select an object.
01:37
Shift + right mouse button Click in empty space to deselect all.
01:43
Ctrl + Shift left mouse button Click to select additional objects.
01:48
Ctrl + Shift right mouse button Click to delete additional objects.
01:53
Shift and drag with the left mouse button from the top left to the bottom right to select all items fully inside the selected frame.
02:04
Shift drag the left mouse button from the bottom right to the top left
02:09
to select objects fully or partially inside the selected frame.
02:15
To navigate in the render view, use the left mouse button to rotate, middle mouse button to pan and right mouse button to zoom.
02:27
Double left mouse button click on geometry to set it as the pivot point.
02:33
This does not move the camera.
02:36
Double middle mouse button click on geometry to set the pivot point, then focus and center it in the render view.
02:45
Use this to zoom into small parts quickly.
02:49
Also use this to quickly zoom out when working with large parts.
02:54
This works like selection plus zoom too.
02:57
Double right mouse button Click on Geometry to select the pivot point and center it in the render view.
03:07
Now let's look at the direction of the surface normals to ensure they face the correct direction.
03:13
To display these in VRED, in the visualization menu, select Vertex Face Normal Rendering.
03:22
The colors displayed identify their orientations.
03:27
Green indicates the vertex and face normals are correctly pointed toward the camera.
03:33
Blue surfaces are vertex and face normals pointing away from the camera and need to be flipped for proper rendering results.
03:43
Open the Geometry Editor, use the button face and vertex to flip those.
03:50
Gold indicates inconsistencies where the face normals point away from the camera while the vertex normals point toward the camera.
04:00
Use face surface to flip only those pointing away from the camera.
04:06
Magenta indicates inconsistencies where the face normals point toward the camera and the vertex normals point away from the camera.
04:17
Use vertex to flip the normals so the geometry looks green.
04:23
Red or pink indicate invalid or broken normals.
04:28
This can only be repaired with the recalculation of all normals.
04:33
For more information on the red and pink color definition, check the documentation.
04:39
You can also flip normals of shells and meshes with twisted components and patches using the following hotkeys.
04:48
Alt+left mouse button drag from the top left to the bottom right and close the entire car.
04:55
This flips whole shells depending on the normal direction.
04:59
Parts that are already green won't be flipped.
05:03
Rotate to the opposite view and repeat.
05:06
Use this to flip most normals.
05:09
Ensure to leave the environment Dome blue.
05:12
Alt+middle mouse button drag from left to bottom right or Click to flip only selected components of a shell.
05:22
Alt + right mouse button click, flip only connected components inside a shell.
05:28
This is useful if Alt + left mouse button toggles back and forth as the whole shell with all component flips.
05:35
When normals are facing the camera green, go back to visualization realistic rendering.
Video transcript
00:03
Welcome to VRED.
00:05
Today we will import a model and use the default import settings.
00:09
Click Import.
00:11
A linked wire file has been provided for you to download and use.
00:17
To increase file performance and enhance the rendering process, let's optimize the scene.
00:24
In the Scenegraph, right click the top node of the geometry and select Edit Show Optimize Module.
00:33
You can also activate Optimize module via the Scene menu or through right clicking in the Quick access bar.
00:44
In addition to the default settings, check both Flush Transformation nodes and Cleanup Group Nodes, then click Optimize.
00:54
This optimizes the Scenegraph, removes stored transformations,
00:58
and removes unnecessary or empty group nodes to reduce the number of drawn nodes in the scene.
01:04
Please keep in mind this could destroy your scene graph structure,
01:09
so don't use Clean Up Group Nodes if the structure should not be modified.
01:14
Because bounding is enabled, a bounding box appears around your model which indicates that it is selected.
01:21
Click Wireframe to display the wireframe of the selected component.
01:28
There are several ways to select and deselect objects.
01:32
Shift + left mouse button Click to select an object.
01:37
Shift + right mouse button Click in empty space to deselect all.
01:43
Ctrl + Shift left mouse button Click to select additional objects.
01:48
Ctrl + Shift right mouse button Click to delete additional objects.
01:53
Shift and drag with the left mouse button from the top left to the bottom right to select all items fully inside the selected frame.
02:04
Shift drag the left mouse button from the bottom right to the top left
02:09
to select objects fully or partially inside the selected frame.
02:15
To navigate in the render view, use the left mouse button to rotate, middle mouse button to pan and right mouse button to zoom.
02:27
Double left mouse button click on geometry to set it as the pivot point.
02:33
This does not move the camera.
02:36
Double middle mouse button click on geometry to set the pivot point, then focus and center it in the render view.
02:45
Use this to zoom into small parts quickly.
02:49
Also use this to quickly zoom out when working with large parts.
02:54
This works like selection plus zoom too.
02:57
Double right mouse button Click on Geometry to select the pivot point and center it in the render view.
03:07
Now let's look at the direction of the surface normals to ensure they face the correct direction.
03:13
To display these in VRED, in the visualization menu, select Vertex Face Normal Rendering.
03:22
The colors displayed identify their orientations.
03:27
Green indicates the vertex and face normals are correctly pointed toward the camera.
03:33
Blue surfaces are vertex and face normals pointing away from the camera and need to be flipped for proper rendering results.
03:43
Open the Geometry Editor, use the button face and vertex to flip those.
03:50
Gold indicates inconsistencies where the face normals point away from the camera while the vertex normals point toward the camera.
04:00
Use face surface to flip only those pointing away from the camera.
04:06
Magenta indicates inconsistencies where the face normals point toward the camera and the vertex normals point away from the camera.
04:17
Use vertex to flip the normals so the geometry looks green.
04:23
Red or pink indicate invalid or broken normals.
04:28
This can only be repaired with the recalculation of all normals.
04:33
For more information on the red and pink color definition, check the documentation.
04:39
You can also flip normals of shells and meshes with twisted components and patches using the following hotkeys.
04:48
Alt+left mouse button drag from the top left to the bottom right and close the entire car.
04:55
This flips whole shells depending on the normal direction.
04:59
Parts that are already green won't be flipped.
05:03
Rotate to the opposite view and repeat.
05:06
Use this to flip most normals.
05:09
Ensure to leave the environment Dome blue.
05:12
Alt+middle mouse button drag from left to bottom right or Click to flip only selected components of a shell.
05:22
Alt + right mouse button click, flip only connected components inside a shell.
05:28
This is useful if Alt + left mouse button toggles back and forth as the whole shell with all component flips.
05:35
When normals are facing the camera green, go back to visualization realistic rendering.
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