Challenge

Photo Realistic Rendering

RENDERING AND ASSEMBLY OF AMERICAN CHOPPER

Objective:
The Objective of this project is to re-create the American Classic with the use of technology at our disposal.
We would be creating all the individual parts like wheels, chassis, tank etc with the use of SOLIDWORKS.
Post creation of parts they would be assembled with the use of Assembly feature within SOLIDWORKS.
Finally we would be using PHOTVIEW360 to apply proper aesthetics like Lights, Camera, Background environment, Backdrop lights,
Shadows etc. in accordance to real world scenarios.

Introduction:
The American Chopper is a classic of our generation. They have influenced our society and culture on a large scale. The chopper
symbolizes both power and style. They have been in existence since the 1950’s but it has not passed into history.
The characteristic features of choppers are long front forks often coupled with an increased rake angle, hardtail frames, very tall or
very short handlebars, stretched frames, large rear wheels and relatively slim front wheels.

Method Followed:
1. Parts Creation:
SOLIDWORKS interface offers us a variety of features in order to create the desired model. Below mentioned is a short description of
the tools used to create parts for the American Chopper under the tab SKETCH.
1. Line/Centre Line: As the name suggest we are able to create Lines using this tool both for creation of the model and creating
references.
2. Circle: We can create a circle with the use of a centre point/ radius or we can use the perimeter.
3. Rectangle: We can create a rectangle with the use of different options corner rectangle, centre point rectangle, 3point corner
rectangle, point centre rectangle and a parallelogram.
4. Slots: We have different types of slots but in our model, there is straight slot, centre point straight slot, 3point arc slot and centre
point arc slot. We only make use of straight slot.
5. Arc: We use this tool quite often in our model creation. There is 3point arc, centre point arc and tangent arc.6. Spline: This is an important tool in our arsenal towards the model creation. We have made use of only spline however there also
is equation driven spline and Style spline.
7. Fillet: This is a tool heling us to smooth out edges/corners. We make use of fillet and Chamfer.
8. Trim Entities: This tool helps us in the removal of any excess material. There is also an option to extend part to the next sketch.
9. Convert Entities: The tool helps us to bring a sketch made on different plane into the current sketch. There is also an option to
use intersection curve which is used for spherical/rolled models.
10. Offset entities: The tool helps us to create the same sketch but at an offset from the diagram.
11. Mirror: The tool helps us to copy the sketch along an axis.
12. Linear/ Circular Pattern: The tool helps us to copy the diagram in a linear or circular fashion.
13. Smart Dimension: We can define dimension of our diagram with the use of this tool.
14. Add Relation: The tool helps us decide whether our sketch has been defined completely. A fully defined sketch is always best.
15. Sketch Picture: We can bring in a picture for reference from Tool Sketch tools Sketch Picture.
16. Block: This tool helps us define a sketch as a block and hence forth allow us to insert the same in different sketches.
The Other feature used is the Features/Surface Tab. This where we define the thickness of the design to generate the model.
1. Extrude Boss: We can provide instant thickness to any contour sketched by us.
2. Revolve Boss: We can provide thickness to our sketch by rotating it about an axis.
3. Swept Boss: We can provide thickness to our sketch by sweeping contour along a path. There is an option to use guide curves to
achieve better results.
4. Lofted Boss: We can provide thickness to our sketch by joining two contours along a path and define guide curves for creating
our model.
5. Boundary Boss: We can provide thickness to our sketch by defining the boundary of contour to be joined.
6. Extruded Cut: Removes the material of the contour.
7. Revolved cut: Removes the material by revolving the sketch about the axis.
8. Swept Cut: Removes material by sweeping across the path.
9. Lofted Cut: Removes the material along the two sketches along a path.
10. Fillet/Chamfer: We can round the edges of our model with the use of this feature. We have the option to create a new edge.
11. Pattern: We can remove or add material for our model by selecting the feature, body in a linear fashion or in circular fashion.
12. Shell: We can provide thickness to the model created in order for it to be hollow.
13. Split: The construction of a line can removes the material with the use of split by selecting the surface to remove. We can also
use it to remove the coincident/ merged point of two or more surfaces and remove the unwanted part.
14. Combine: We can merge together two or more single parts into one with the use of this feature.
15. Dome: This feature allows us to create a lift a surface into a dome fashion.
16. Reference: This helps us to create Plane and Axis with the use of reference points/plane/surface/vertex.
17. Curves: We use this feature to create 3d curves by the use of two or more reference sketches. We can combine two or more
curves with the use of composite curve. We can split a face into parts with the use of split line.
18. Knit Surface: This is only in surface to join two or more surface together into one.


The initial step to create required parts with defined material for the creation of an American Chopper as listed below

Transmission Belt:

Image: Isometric view of the Transmission Belt


A transmission belt helps us to transmit the power generated by our engine to our wheels that are not axially aligned. These are
simple, inexpensive, minimal lubrication, maintenance is low. The clutch is used by releasing the tension in the belt. Different
speeds can be achieved by manipulating stepped or tapered pulley.


Kick Stand:

Image: Isometric view of the Kick Stand


This part keeps the bike from tipping over when there is no person sitting on it. The kickstand helps the bike to achieve
equilibrium by being in contact with the ground and bike.


Front Fender:


Image: Isometric view of the Front Fender
A fender typically is a cover for the tire since that comes in contact with the ground. The idea is to prevent any mud, rocks,
liquids, slug gets thrown into the air when the rires are rotating.


Rear Fender:


Image: Isometric view of the Rear FenderA fender typically is a cover for the tire since that comes in contact with the ground. The idea is to prevent any mud, rocks,
liquids, slug gets thrown into the air when the tires are rotating

Oil Tank:


Image: Isometric view of the Oil Tank
As the name suggests this is a contaciner for holing oil. The purspose of the oil tank varies as per our engine design. Most times
the use is to ensure the engine has enough oil and there is smooth operation. There can also be coolants for the engine.
Chain:


Image: Isometric view of the Chain
The idea of chain is to transmit the power generated by the engine to the Rear wheels. The one is question is a Roller chain used
on bikes, this consists of outer plate, inner plate, pin, bushing and a roller. This complete set up can ensure efficiency of upto
98%.
Pedal:


Image: Isometric view of the Pedal
Pedal on our bikes serve multi purpose. Manuplating the position of the pedals help us to swirch gears to increase or decrease
speeds during transmission. The other ides is also to provide a resting place for the rider.
Front Wheel:


Image: Isometric View of Front Tire

The Wheels have been in existence since the Neolithic age. They have served us for millions of years in transportation. In the
case of bikes specially choppers the front wheel is always larger in diameter and slimmer when compared to its companion.
These models help us ensure us the turning motion is smoothly achieved. If we take a close look at our image we can notice the
disc brake gripped by a caliper is also mounted on the front wheel.
Rear Wheel:


Image: Isometric View Rear Tire
The Rear Wheel in the case of a chopper bike is Large and wide. The reason is to provide max traction between the road and the
bike to avoid any splipage. If we take a close look at our image we can notice the disc brake gripped by a caliper is also
mounted on the rear wheel.
Front Fork:


Image: Isomteric View of Front Fork
We have different types of forks for chopper bikes like Telescopic, inverted, springer and girder. In our case we have a Telescopic.
Lower sleeve slides up into the upper sleeve within the tube there is a coil spring. The compression of spring provides a smooth
ride.
Chassis:


Image: Isometric View of the Chassis
Frame of a bike or in this case a chopper is a crucial part of design element. This frame provides a base to build/ join the model
together. Where to attach the rear wheel and front wheel, where to mount the engine.

1. Parts Assembly:
The Second step is to Assemble the parts with respect to each other. With the use of constrains while matting or bringing them
together with the help of features like Coincidence, Concentric, Angle, Distance, Parallel, Width Defining, Tangency, Limit angle
etc.
These constrains can be between two points of the model, two surfaces, two planes, two vertexes, two edges or this could be
combination of a plane and surface, plane and edge etc. We can shuffle through any two options and constrain them together
to assemble the model

2. Rendering Model:
The Final step towards completion would be Rendering of the Chopper. In this section we would be applying aesthetics (Lights,
Shadow, Environment, Back drop light and camera views) to mimic the real world with the help of PHOTOVIEW 360.
1. Appearance:
Here we can provide our model the appearance we desire by applying a material like glass, Metal, Paint, Rubber, Lights etc.
This can be done by a simple drag and drop on the body or surface that we so wish to provide the material to.
2. Decals:
Here we can apply crafty symbols/ designs onto the surfaces that we want. We use mapping for defining the location and
illumination for brightness of the craft.
3. Scenes:
Here we can add the environment in the back of our model. This utilizes the light in the environment as the light for our
model. This could be in an Office room, Back yard, Factory, Living room, Beach, Mountains etc. We can define the amount of
reflection from the environment onto the model and the brightness of the scenery.
4. Lights:
We have option while adding lights like Directional Light, Spot Light, Point Light and Sunlight.
We have used the Directional light we get the option to choose where longitudinally and latitudinally be located and then
define the brightness created by them the light. We also have to define the shadow intensity and quality that it creates.
5. Camera:
In this option we can create a camera of specified lenses power by defining options like filed of view angle, Length, height,
Depth of field etc. while aiming at the target/Model.
We can also position our camera for animation purpose on a specific body Ex: It would rotate around the model.
6. Options:
One of the most important features that decides the resolution of the picture that will be rendered and quality of it.
Here we can define the photons from the surface for reflection (Caustics) and level of brightness on the surface of those ights (Bloom)
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