FormZ

 

1. General

 

FormZ is a modeling and rendering program. The modeling part is called FormZ and the rendering part is called RenderZone (or RadioZity).  Modeling is the ability to build three-dimensional objects in a 3D geometrical space (see 3D Space) and rendering is the simulation of a material world (with its textures, shades, shadows, etc.).

 

FormZ 3.0 is the newest version.  The previous one was 2.9.  They differ very little mainly in the user interface layout and in a slight increase of new tools.

 

To run formZ simply double-click on the formZ-Radiozity icon. You are presented with the following screen:

 


 

 

There is:

·        a menu bar at the top,

·        tool icons on the left edge,

·        window tool icons on the bottom,

·        floating windows around (called options or  palettes) and

·        a main window called [Model] with a 3D axes system.

Important things to remember:

·        all objects are created on the xy reference plane initially (the grid in the main window). To change reference plane click on the leftmost icon on the bottom row of commands

·        Floating windows (if bothering) can be erased by clicking on the square on the top left of each window. To retrieve them use the Windows menu item and then Palettes.

·        The most important floating windows are the coordinates, which shows the xyz location every time and the prompts window, which tells you what to do in every step.


 

 


2. Creating objects

The first three icons in the tools (left edge) are the creation icons. The first two white icons define the various 2D shapes that can be created: rectangle, polygon, circle, ellipse, polyline, curve, freehand line, and arc. Remember for the polyline that double-click will stop a sequence of segments and triple-click will close the polygon.

 


 


The green icon specifies how the shapes will appear: as 2D shapes, as 2D double-lined shapes, as a simple parallel extrusion (the height of which is specified in the Heights menu item), as an extrusion to a point, or as a wall-type extrusion.

 


 


Things to remember:

·        Note that there are white icons and green icons. The white icons are used to execute commands and the green to specify how to execute them. For example, the square icon creates a square sectioned object on the reference plane and the green icon specify how the square will appear (2D, double lined, extruded, extruded to a point, revolved, etc.)

·        Note that most icons have a red dot on the top right of the icon. This means that these icons have options associated with them. For example, when you want to draw a polygon you need to specify the number of points (pentagon, hexagon, etc.) To invoke those options remember to press the Ctrl and Shift buttons on the keyboard (or the option button for the Mac) and while you are pressing them click on the icon. A dialogue window will appear with all the options.

 

 

3. Picking objects

The fifth (white) icon from the top is the picking icon. The green icon above it is to specify what kind (or part) of object to pick: point, segment, outline (of a shape), face, object, group of objects, and hole. Have in mind that all commands can be applied any part of an object. That is, moving can occur to a point, a segment, a face, a hole, and, of course, a solid object. Therefore, always specify the type (or part) of an object before you modify it.
Notice:

·        To select an object click on it. It will become red. Then select the next object, and so on. You can also open a window (by draging the mouse) to pick all the enclosed objects.

·        To deselect (unpick) objects just click anywhere where there is no objects.

 


 

 


4. Creating openings (holes)

A hole is the negative of an object and has its own identity as shown in the picking selections. To create a hole you need a solid object. Follow the steps:

·       
Press Ctrl-Shift (or option-button on the Mac) and then click on the pick icon to invoke the picking options. Select click inside boundaries to select a face.

·        Choose the insert opening icon from the first set of green icons

·        Choose the shape of your opening (rectangle, circle, etc.)

·        Click on the object's face where the hole will be placed.

·        Create the hole.

 

 

 

5. Displaying objects and scenes

Use the View menu bar to select different angles of view. All commands are self-explanatory. Only notice that the ones with and asterisk (*) can bring-up options when the Ctrl-Shift (or Option) buttons are pressed.
Use the Display menu bar to select different ways of rendering.

·        Wireframe is the fastest and displays object as transparent objects.

·        Quick Paint displays objects as solids with colors (fast but not accurate)

·        Hidden Line displays objects as solids with lines (slow, great for black-and-white presentations)

·        Surface Render displays objects like Quick Paint only is slower and very accurate

·        Shaded Render is a scanline type display where object appear with colors and shades (slow but great for color presentations)

·        RenderZone (when available) is the slowest but most realistic display. Uses a technique called ray-tracing to calculate the light intensities, reflections, ambient, specular light, shades, shadows, etc. (the slowest)

·         


Scenes can be zoomed-in, -out and change angle by using the window tools palette

 

 

6. Transformations

The position, direction, and size of objects can be altered through the geometric transformations: translation, rotation, and scaling:



 


·        To translate (move) an object, select the translation icon (first one) then click on the object, and then move it. To precisely move an object to a specific coordinate, simply type-in the destination coordinates (in the prompts or the coords window). This applies to all transformations.

·        To rotate an object select the rotate icon, then click on the object, then click on the reference plane to specify a center of rotation, then drag the mouse (or type-in the angle of rotation) to rotate.

·        To scale an object select the scale icon, then click on the object, then click on the reference plane to specify a center of scaling, then drag the mouse (or type in the percentage of scaling) to scale.

Notice:

·        You can apply transformations on any kind (or part) of an object. Therefore, a segment can be moved, a hole can be rotated, or an group can be scaled. Just specify in advanced the type (or part) of the object in the picking icons.

·        Also movement can apply in parallel or perpendicular to the reference plane. When the perpendicular icon 
is selected (becomes black) movement occurs perpendicular to the reference plane. This is an important characteristic of the ambiguity of 3D space.

·       

Always make sure that you do not disturb the planarity of faces, and that you preserve the compactness of 3D solids. If anything wrong happens use the triangulate command (9th icon)


 

 

Copying

Transformations can occur either as alterations of an object itself or by leaving traces (copies). The copying icons specify the way those copies will occur.

 


 

·        Self will transform the object itself.

·        Copy will leave one copy for every transformation.

·        Repeat copy will leave a copy for every transformation until a double-click on the mouse occurs.

·        Multi-copy will make a specified number of copies (bring-up the options dialogue box to specify the number of copies).

 

 

7. Derivative Objects

The derivation commands are used to derive new objects (usually from 2D - 3D or from 3D - 2D). The derivation commands are:



 


·        parallel derivation: pick any 2D shape. It will be extruded in 3D (the height is in the heights menu)

·        convergence derivation: pick any 2D shape. It will be extruded to a point in 3D (the height is in the heights menu)

·        derivative 3d enclosure: pick any 2D shape. It will be extruded in a wall-type extraction in 3D (the height is in the heights menu)

·        parallel offsetting: pick any 2D or 3D object. It will offset all the faces. (check the options)

·        revolution: pick any 2D shape. Pick an axis. The 2D shape will be revolved into a 3d object around the specified axis (check all the options with Ctrl-Shift for PC and Option for Mac buttons)

·        sweep: pick any 2D shape as the section shape. pick any 2D shape as the path. The first shape (section) will be swept along the other shape (path) creating a 3D object (a preview window will appear).

·        Section: pick a 3D object (or a set of objects). Then pick any 2D shape. The 3D object (or set of objects)) will be sliced in two (check the options)

·        Terrain: pick a series of 2D contour lines (in the order of height). Then pick a 2d shape (boundary of the terrain). A 3D terrain model will appear (check the options)

·        Projection: Pick a 3D object (or set of objects). It will project it on the active reference plane as a 2D shape.

·        2D derivation: Pick on any 3D object. It will break all its faces down into 2D shapes (check the options).

·        2D enclosure derivation: Pick on any 3D object. It will break all its faces down into 2D enclosure shapes (check the options).

 

 

8. Set Operations

Set operations are used to separate, extract, and consolidate objects. The behavior of such operations simulates the material world where objects are composed of mass. The basics set operations are:




Union, intersection, and difference. The split command produces the result intersection and the two differences. Always click on two objects to perform set operations. Objects should be enclosing some mass. Therefore, 2D shapes, 2d enclosures, 3D solids, and 3D enclosures (wall-structures) are all eligible candidates for set operations. If any of these objects does not behave normally try fixing it with the triangulate command (see above in transformations).

The Join tool will treat two separate objects as one so you can apply a set operation with a third object that overlaps with the first two. Separate will separate the joined objects.

The Group tool will allow you to select (pick) a set of objects as one group. Extract and dismantle are related to hierarchies of groups of objects. That is, if a group is part of another group the extract will make the two groups seprate and dismantle will cancel all the groups.

 

 

9. 3D Text

Text is simple. Click the Text icon and then type in the text, size, font, etc. The text appears in 3D either as a solid or as a 2D surface in space. Check the options by double clicking on the text icon. 

 

 


A FormZ Dummy Design Session

 

Setting up

·        Select the desired units from the Working Units in the Options menu

·        Select Top from the Views menu (to work in plan).

·        Select 1-16' scale (or whatever fits you)

 

Creating the ground floor wall structure

·       

Select 10' from the Heights menu.

·        Select the rectangle tools and the 3D enclosure modifier (
and )

·        Draw three squares.

 


 


·        Draw and modify all the modules of the plan.

 


 


·        Select Union.

·        Start union-ing one by one all modules (make one big wall structure)


·        Select a 30-60 view from the Views menu

 

Saving the file

·        Go to File menu and select Save

·        Give the file a meaningful name

·        Save it as a .fmz file

 

Inserting openings/holes

·        Select face from the picking modifiers
 

·        Select Insert Hole from the creation modifiers
 

·        Select a negative height (-4'-0")

·        Click on the pick tool
while holding the Ctrl and Shift keys (Option key if Mac)

·        On the dialogue box click on the Inside Boundaries option.

·        Exit the dialogue box

·        Select the rectangle tool.

·        Click on a face and drag the mouse to create the hole (note that the rectangle can exceed the boundaries of the face)

·        Do the same for all the holes (opening, doors, and windows) in the building


 

Save the file

 

Creating the ground floor ceiling

·        Change you view to Top

·        Select the parallel extrusion modifier
 

·        Select the polyline tool
.

·        Select a 1' height.

·        Trace the boundaries of the building

·        Change you view to Front

·        Select object from the pick modifiers

·        Pick the ceiling object

·        select the move tool

·        Move the ceiling object to the top of the wall structure.

 


 

 

Save the file

 

Ghosting the new objects

·        Select Ghost from the attribute menu.

 


 

 


·        Select all the objects you want to ghost (they will be visible but not pickable)


 


·        (To unghost them select the Unghost icon and pick the objects to unghost)

 

Save the file

 

Creating the first floor

·        Change your view to Top (plan)

·        Unghost the ground floor

·        Pick the ground floor (makes it active, shown in red)

·        Select Duplicate from the edit menu (makes a copy of the active object)

 


 


·        Change your view to Front (elevation)

·        Move the first floor on top of the ground floor.

 


 

 



 

 

 

Save the file

 

Do the same for the ceiling of the first floor.

 

Save the file

 

Adding pitched skylights

·        Change your view to Top

·        Select the convergence extrusion from the creation modifiers
 

·        Select the height to be 4'-0"

·        Select the rectangle tool
 

·        Draw the three pitched roofs

·        Change your view to Front

·        Move the objects to the proper height

 

Save the file

 

Creating a presentation

·        Choose a view that shows the whole building (30-60 for example)

·        Select Render Shaded for the Display menu to preview the building rendering

·        If happy go to Underlay in the edit menu

·        A dialogue box will appear

·        Choose Show Underlay

·        Then select a file (sky, clouds) or some other background file

·        (For a Mac you need a TIFF or PICT file

·        For a PC you need a .tif or .tga file

·        Check the notes on photoshop to handle that)

·        Get out of the dialogue

·        Select RenderZone for the Display menu



·        Save the file as a tif or pict view (it is in the save as.. in the file menu)

 

Creating an exploded perspective

·        Change the view to Front

·        Move the objects to be exploded (in this case the floors) in different heights


·        Select a 30-60 viewing angle

·        Select Perspective from the View menu



Lights

 

Lights are define by clicking on the title of the lights palette:

 


. . .

 

 


By clicking New.. the following window appears:

 


 

 


A light has a name and can be Distant (parallel rays), cone (spot lights) or point. It can have a color, intensity, radius or angle, and may or may not cast shadows. The shadow option should be on only if shadows are visible and important because their calculations are intense and can cause time delays. Ray traced shadows are the most difficult so try using soft (Mapped) shadows instead. Lights can be moved (like objects) using the Move tool.

 


 

 

 


 

 


Advanced Rendering: Tree creation in formZ

 

Step 1:

Find an image of a tree.  Open it in photoshop. Clear up the background so it is all the same color. Select the background (either with the magic wand or with the color range).  Invert the selection to select the tree.


 


        

Step 2:

Open the channels palette and select the make mask.  You will see a new channel with all the background in black.  Black means that those pixels will be transparent.

Save the image as .tga or .tif.  (In the case of VRML save an additional file as gif98. The process is described in the next section)

 

Step 3:

Open formZ. Create a new material.  In the material dialog select imagemap and in the options load the .tga (or .tif) file.  In the transparency dialog select imagemap, then load the .tga file  and select alpha channel.  You should be seeing a white tree with a black background.

 

 

 

 

 

 

 

 

 

 


 

 

 


Step 4:

 

Select the YZ plane and create a panel the size of the tree with its base symmetrically over the 0,0,0 point. Select the tree material, choose the texture map tool and click on the tree panel.  You will be presented with a textmap dialog (see figure below).  Select mapping to be flat. Select y rotation to 90 and x rotation to 90 (this will orient the image parallel to the panel).  Select current proportion.  Select center on both directions and set the tile number to 1 for the vertical direction.   Exit the dialog.

 

 

 

 

 


 


Make a copy of the panel rotated 90 degree around the 0,0,0 so the two panels are crossed at their center line. 

 

Step 5:

 

Select the “create symbol” tool.  Select both panel in the scene. Click anywhere.   You will be asked to load a new library.  Load a new one and give names to both the library and the tree.

 

Done.

Any time you want to place a symbol just click on the scene.