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How to make templates for InteriCAD

Before reading the document, we suggest that you watch the video guidance which explained how to make a template first. Here is link to download: http://www.yfcad.com/download/mrt.rar

 1. What is template?

Template contains information of material settings, light settings and room atmosphere. With a template, the floor, wall and decorations can be generated automatically when you enter into 3D. For one thing, you can get a wonderful room setting as you want. For another, you’ll save a lot of setting time during your design.

 As you can see, we’ve already have different types of templates in our software. If you have your own style or design, you can add them to our template library as well. Based on our experience, many designers usually have several works they’re really proud of. With templates, they can get similar settings easily if they want.

For showrooms, it’s also very helpful as sales people could use pre-prepared templates designed by designers. With them, sales people can show their customers stunning effects within very short time.

 2. Common customized parts

Wall elevation: This is the easiest part in template setting. To define it, we don’t need to create our own models or textures. What we need to do is changing the value of wall elevation.

Wall: Wall is a very common part in template setting. And it’s also an easy one. What we need to do is to prepare relative texture for the wall and set the value.

Floor: This part is also very common and easy just like the wall setting. We need to prepare its texture and set the value for it.

 Door and window: Door and window settings are much more complicated than wall and floor. There are two options for us to set doors and windows. Firstly, we could tick “default” option to use the default models generated in the system. Secondly, we could define our own models which also enable us to choose in 3 ways.

a. Select a model from library.

b. Choose a model from current scene.

c. Find a model from a folder.

There are some details we need to pay attention to, especially when we use our own models. And we’ll talk about it in Preparation and attention.

Ceiling light: We can also define our own models for lightings. What’s more, the models need to be defined the texture and light properties.

Ceiling cornice: In this part, we could use several default patterns in the system. And we could also design our own style to use.

Plinth: This one is similar to ceiling cornice. We could use several default patterns in the system. And we could also design our own style to use.

3. Preparation and attention

Texture 

a.       Textures must be seamless pictures. Otherwise, we couldn’t get a smoothness effect as you can see from Fig.1. The correct one should be like Fig2.

b.      Specify parameters for texture, for example, reflection, transparency, bump, etc. The following picture shows the parameters of the bathroom floor. We could create a new room, and then set the values for the floor.

Model

Ceiling light

Placement: We all know that ceiling lights should be install on the ceiling. And it should be placed upside down as Fig.4 showing.

 

 Fig.4

Settings: Texture and light property of the lights should be set before exporting.

Export: To make it accurate, we usually go to top view to export the object. Go to top view and switch to walk mode to show all parts of the light. Then select the midpoint of bottom back side as the insert point as the red point in Fig.6. For convenience, we could input “spwblock” command to export the object with correct insert point automatically.  

 

Fig.6

Door and window

Placement: Place door or window according to the direction as Fig.7 showing.

 Fig. 7

 Settings: Be sure to set the texture and lighting properties correctly as Fig.8 showing.

Export: The insert point should be middle point of wall, not the door or window. Following will show you how to define the correct insert point when we get two different situations.

·         If it’s a normal door or window (not including bay window), we could switch to top view, and then drag the mouse to show the object completely in walk mode. After that, we could choose the left middle point of the door or window as the insert point. Or we can type “SPDW” in the command area to set the left bottom middle point as insert point automatically.

 

·         If there is an opened door or bay window, we could switch to top view, and then drag the mouse to show the object completely in walk mode. After that, we could choose the left middle point of frame as insert point.

 

·         If we set a wrong insert point, we’ll get a wrong placement, e.g. recessed or bulged, when enter into 3D.

 a.       Cornice and plinth: We can choose patterns in the system, or we can also draw the pattern in modeling and set material in 3D. 

4. Make template

 We’ve already prepared the texture and models. Now we can get started with template setting. Let’s based on an exist one to get what we need.

 Step1: Copy an exist template, and then open it.

 

Step2: Set elevation for the wall, e.g. 2600.

  

Step3: Set texture for the wall. There are two ways to do that. Firstly, we could click  to choose texture from material library. Secondly, we could open an exist scene, and click  to select its wall texture.

 Step4: Define door and window. There are three ways to do define them. Firstly, we could click  to choose door and window from library. Secondly, we could open an exist scene, and click  to select door and window. Thirdly, we could click  to choose models prepared.

Step5: Set texture for the floor. There are two ways to do that. Firstly, we could open an exist scene, and click  to select its wall texture.  Secondly, we could click  to choose texture from material library. What’s more, we could set size for floor texture as following picture showing.

   

Step6: Define cornice and plinth. There are two ways to define the pattern. Firstly, we could select from the system and set different parameters for it. Secondly, we could click  to choose them from current scene.

 

Step7: Define ceiling light for template. We have three ways to get user-defined lights. Firstly, we could click  to choose models from library. Secondly, we could open an exist scene, and click  to select lights. Thirdly, we could click  to choose models prepared.

After finishing all setting, click  to save. Following is the final effect of this new template.