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Small tips for working with MicroStation

2007-11-23View Original

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Small tips for using MicroStation: 1. Entering a negative number in the scale bar when inserting blocks means that the blocks are inserted at the specified scale while also being mirrored. For example, to insert a block at a 1:1 scale and mirror it horizontally, enter X Scale as -1 and Y Scale as 1; similarly, a positive value for X and a negative value for Y will result in vertical mirroring, while both values being negative will lead to mirroring in both directions. 2. Copying/cutting and then pasting are tasks that are done frequently. Have you ever thought that it might be possible to define an exact point as the insertion point, just like when inserting a block? After selecting an object, don’t rush to use copy/cut; instead, select the point you want to use as a reference point. When a crosshair (the so-called Tentative Point) appears at that point (of course, you can’t confirm it with the left mouse button at this stage – you’re just selecting the point!), then use copy/cut. When pasting, it will be done using the point you selected earlier as the base point. 3. Type “FF= ” in Keyin to write the contents of the boundary box to a new file; the objects within that boundary box in the original drawing remain unaffected. Typing “SF= ” also writes out the contents of the boundary box, but the objects in the original drawing are deleted, similar to the WBLOCK function in previous versions of AutoCAD. (The specific objects that can be operated on depend, of course, on your Fence Mode.) 4. MicroStation supports the standard Windows file drag-and-drop functionality; you can drag a Dgn file from the File Explorer into the MicroStation window, and MicroStation will ask whether to close the current file in order to open the file you have dragged in ; This can also be utilized when citing files: first use FileReference, which will bring up the Reference dialog box; then find the file you want to cite in the file explorer and drag it into the Reference window – the result is the same as clicking Attach within the Reference dialog box. 5. In Keyin, enter \"ON=1-63\" to turn on all layers, and enter \"OF=1-63\" to turn off all layers (except the current layer). It is recommended to define it to two function keys. 6. It’s cumbersome to click the Apply button after editing the text; typing “ALT+A” or “Ctrl+Enter” will do. 7. In the Text Editor, type “Ctrl+A” to select all text. There are many other situations as well, such as when setting Level Symbology and wanting to select all layers at once, or when editing the Pen table and wanting to select all object types or categories; this method can be used in such cases, though they won’t be listed all here. 8. Just as in AutoCAD, to change the properties of an object it is not necessary to use the property modification tools; simply select the object whose properties you want to change, and then in the Primary panel adjust attributes such as Color, Level, LineStyle, and LineWeight to your desired values. The properties of the selected object will then be changed accordingly. 9. The Center capture mode can not only capture the center of a circle; it can also determine the center of any object, including text. For example, it can find the midpoint of a line segment, the center of a rectangle (the intersection point of its two diagonals), or the centroid of an irregular closed polygon. Give it a try and you’ll see. 10. It is well known that after selecting an object using the Select tool, one can remove the selection by clicking on an empty area. But what about in PowerSelector? Use the space bar! The space bar is used in PowerSelector to cancel the currently selected items. 11. When an object is selected, handles appear on that object; their size is determined by the display width, which is equivalent to 8 lines in thickness. For example, in WorkSpace Preferences Drawing under LineWeights, if the display width is changed from 8 lines to 4, the handles will appear much slimmer in the view. *Many people are more accustomed to changing the display mode of the selected object to Highlight; I personally prefer using handles, as simple adjustments and modifications to an object can be made by effortlessly dragging those handles (not by holding down the mouse button in a clumsy manner). Camera adjustments: The “plane” tool allows for real-time viewing of the model. Operation keys can also be set. It is only possible to precisely control values such as the camera angle by setting step sizes for distance and angle; there is no direct input field. Use the “practical” “Save View” tool to save the camera. Material adjustment: \"Ambient light\" affects the overall brightness of the material. “The “scattering rate” affects the range of brightness. “The “spot” affects the brightness of the spot. “\"Smoothness\" affects the range of the light spot. For “ambient light,” “scattering coefficient,” and “light spot,” values greater than 1 can be entered; for example, such values are useful when creating glowing objects or objects that are brighter. To weaken a certain object, you can set the \"ambient light\" value of its material to a lower value. Among the material plates, one of them is a program material. Lighting tips: When modeling, set the “ambient light” and “flash” lights to 1. When generating the render, set the values for \"Ambient Light\" and \"Flash\" to less than 0.5. Also, if it is outdoors, turn on \"Sunlight\" and \"Natural Light\", and adjust the angle of the sunlight. If the set times are different, the intensity of the light also varies. After setting the “activation ratio,” the light icon will be drawn in proportion. If ordinary modification tools are used to adjust the position and angle of the light instead of specialized lighting tools, the lighting effect will not be achieved. A new light needs to be created to produce an effect. “Adjustment of “natural light”: Use “air quality” to adjust contrast. “The “Sample” settings for “Natural Light” and “Area Light” only apply to “Ray Tracing,” resulting in a softer lighting effect. ““Natural light” corresponds to the area light of a hemisphere. If there is no ground, you can turn on “ground reflection”. Tips for improving rendering quality: When performing detailed rendering, turn on \"Shadows\" and increase the resolution of the shadows. If the resolution of the shadows still does not meet the requirements, using \"ray tracing\" will result in a higher shadow resolution. Sometimes it is necessary to remove the shadow effect from certain materials. The “anti-aliasing” rendering mode should be used so that the rendering quality of images with diagonal lines can be acceptable. To take into account the effect of objects outside the view, enable “Render all objects” in the “Ray Tracing” settings. To achieve a background effect in \"Reflection\", use an \"environment map\". Increasing the “stroke tolerance” can correct the incorrect rendering of gaps. Using natural light will yield a more natural effect. “\"Light transfer\" treats every object as a light source, resulting in shadows being created. Using the “Noise” program for textured materials in the material can enhance realism. Tips for accelerated rendering: In “Settings” – “Rendering” – “General”, make sure that “Save shadow maps” is selected; this can save a significant amount of time during detailed rendering. If the model or lights are changed, in the “Light Source” settings, select “Delete Shadow Map” from the menu. In the “Ray Tracing” settings, disabling “Reflection” and “Transmission” will **reduce the rendering time**. It seems he spends all his time in the “shadows”. In the settings menu for \"Ray Tracing\", selecting \"Keep the rendering database in memory\" can save time on the preprocessing for ray tracing. If the light or model is changed, the “memory rendering database” can be deleted. In the view properties, turn on “Graphics Acceleration”. In the settings for real-time rendering of views, by using rendering modes other than \"High Quality Rendering\" (excluding High Quality Rendering), it is possible to utilize the rendering cache, which can **speed up the rendering speed during real-time viewing.

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