NEWS & ARTICLES

Overcoming Multibody Rendering Challenges

While creating our Quest design for March, I ran into a common issue when rendering multiple bodies and assemblies where a body/component is transparent and coincident with another body/component.

Let’s approach it this way. What looks better in SOLIDWORKS?

A.OR B.

Now, what looks better in PhotoView 360?

A. OR B.

If you’re after a quality rendering, you chose A. So what causes the difference between A and B.

Simply put for this 3D model, A uses appearances applied to a single solid body and a single surface body while B uses appearances applied to multiple bodies.

Notice the triangular shapes in B. This is due to two faces occupying the same space. The green beer and foam in the glass have faces that are coincident to the inside face of the glass. Let’s review the appearances:

B.

With two different faces occupying the same space, which one should be shown? The answer is both faces, but this is not desirable. However, there is a solution.

Don’t use multiple bodies. This eliminates the two-face conflict. In this case, I applied a split line to the inside of the glass to make a separation for the beer and the foam. I also did a zero-offset surface for the top of the foam. Then, instead of applying the appearances to the bodies, we applied them to the faces and surface:

A.

This method gives us a much better rendering without any overlapping faces. Happy rendering! Give us a call or email if you need any assistance.

Michael S.
Senior Application Engineer
support@qintegration.com
800-370-3750