Radar Mast & Final Assembly of Yacht
OBJECTIVE:-
The objective of the project is to design and model all the parts of an American Predator Yacht and assembling it to create the Photo-Realistic rendering of the yacht.
INTRODUCTION:-
In this project the American Predator Yacht was taken as a conceptual model, to understand the 3D modelling methodology of solid modelling and Surface modelling. Each and every part of the yacht was designed and modelled using SOLIDWORKS. Then the modelled parts were assembled by adding proper mates and constraints to create the Photo-Realistic rendered image of the Yacht.
The SOLIDWORKS is a mechanical design automation application that lets designers quickly sketch out ideas, experiment with features and dimensions, and produce models and detailed drawings.
Photo-View 360 is a SOLIDWORKS add-in that produces photo-realistic renderings of SOLIDWORKS models. The rendered image incorporates the appearances, lighting, scene, and decals included with the model.
SOLIDWORKS Visualize is a photo-realistic rendering tool that utilizes our CAD data to create magazine quality images or commercial quality animations.
DESIGN APPROACH:-

DESIGN METHODOLOGY

TYPES OF COMMANDS AND ITS EXPLANATIONS:-
- Sketch - Create the sketches and decide how to dimension and where to apply relations.
- Features - Select the appropriate features, such as extrudes and fillets, determine the best features to apply, and in what order to apply those features must be decided.
- Surfaces - Surfaces are a type of geometry that can be used to create solid features.
- Assembly - Select the components to mate and the types of mates to apply.
SKETCH:-
Creating a model usually begins with a sketch. From the sketch, we can create features. We can combine one or more features to make a part. Then, we can combine and mate the appropriate parts to create an assembly. From the parts or assemblies, we can then create drawings.
3-D SKETCH:-
When sketching in 3D, we can snap to the major directions, X, Y, or Z, and constraints are applied Along X, Y, Z respectively.
These are constraints to the global coordinate system.
When sketching on a plane, we can snap to the horizontal or vertical directions in the plane, and constraints are applied to the Horizontal and the Vertical. These are constraints to a plane, planar face, etc.
SKETCH COMMANDS:-
- Smart Dimension - Creates a dimension for a selected sketch entity.
- Line - Line is one of the first sketching tools in Solid works Sketch Command Manager which can be drawn horizontally, vertically or at any angle. It plays very important role to complete the 2D drawing of the product or part and very easy to utilize its features.
- Circle - The circle is another important sketching tool which enables to create the circular drawing on the graphics area. There are two circle tools are available and they are “Centre circle” and “Perimeter circle”.
- Rectangle - Sketches rectangles or square with a centre point at a selected angle. Parallelogram sketches a standard parallelogram.
- Spline - A two or three dimensional curve defined by a set of control points. Points within a spline can be added or deleted.
- Sketch Fillet - A tangent arc in between two sketch entities can be created.
- Point - Inserts a point or vertex into a sketch entity. This cannot be deleted if it is part of sketch endpoint or centre point.
- Text – It can be used to write the text necessary wherever required either it’s a plane or face.
Offset Entities - Copy a sketch entity to a specified distance from the original entity. Must have a sketch entity already drawn and selected to use this tool.
- Sketch Picture - Insert an image file into the background of a sketch. This allows the user to 2D sketches based off of the image. Use the sketch picture property manager to alter the inserted image.
- Convert Entities - Convert Entities enables you to copy model edges into your active sketch. These sketch elements are automatically fully defined and constrained with an On Edge relation. Convert Entities is like Offset Entities except that the offset distance is always zero.
FEATURES:-
Some sketch-based features are shapes such as bosses, cuts, and holes. Other sketch-based features such as lofts and sweeps use a profile along a path. Another type of feature is called an applied feature, which does not require a sketch. Applied features include fillets, chamfers, or shells. They are called “applied” because they are applied to existing geometry using dimensions and other characteristics to create the feature. Typically, we create parts by including sketch-based features such as bosses and holes. Then we add applied features. It is possible to create a part without sketch-based features.
FEATURE COMMANDS:-
- Extruded Boss/Base - One of the oldest commands in the SOLIDWORKS software is the boss/base extrude command. An Extruded Boss/Base feature will allow us to take a 2D sketch and add thickness to it in the third dimension.
- Extruded Cut - It’s a tool to remove material by projecting a sketched section normal to the sketching plane.
- Split - Lines are used to divide model faces into two. Split lines are created like any other sketched feature. They can be one or more connected sketch entities. They must be oriented so that they will pass through model faces when projected normal to the sketch plane.
- Dome - It can add one or more domes to the selected planar or non-planar faces. The software calculates the distance using the radius of the arc as a basis for the dome.
- Pierce Relationships - The Pierce relationship is used in sweeps. It can be thought of as a 3D Coincident relationship. In our spring, the circle will follow the helix. Think of the helix as a thin piece of wire and the profile sketch as being drawn on a piece of paper. If we stick the wire through the paper at the centre of the circle, this would be a pierce relationship. When we perform the sweep the paper will slide along the wire held at the pierce point.
- Project Curve - Select Bi-directional to create a projection that extends on both sides of the sketch. The curve can be used as a path for a sweep.
- Composite Curve - We can create composite curves by combining curves, sketch geometry, and model edges into a single curve. Composite curve can be used as a guide curve when creating a loft or a sweep.
MODELLING
3D modelling is the process of developing a mathematical representation of any surface of an object (inanimate or living) in three dimensions via specialized software. The product is called a 3D model. It can be displayed as a two-dimensional image through a process called 3D rendering or used in a computer simulation of physical phenomena. The model can also be physically created using 3D printing devices. In terms of game development, 3D modelling is merely a stage in the entire development process.
Models may be created automatically or manually. The manual modelling process of preparing geometric data for 3D computer graphics is similar to plastic arts such as sculpting.
3D modelling software is a class of 3D computer graphics software used to produce 3D models. Individual programs of this class are called modelling applications.
The 3D part is the basic building block of any large scale design. Features are the individual shapes that, when combined, make up the part. We can also add some types of features to assemblies. Part documents can contain multiple solid bodies that we can manipulate the same way as single solid bodies.
Surface modelling
Surface modelling is a method of creating planar or non-planar complex geometry which has zero thickness. This zero thickness geometry is known as surface. The surfaces are generally used to create models of complex shapes. We can convert surface models in solid models. We can also extract a surface from a solid model using the tools available for surface modelling.
SURFACE COMMANDS
- Lofted Surfaces – Creates a lofted surface between two or more profiles or sketches. Specify start and end constraints and add guide curves to control the path shape.
- Boundary Surfaces – The boundary surface feature lets us to create surfaces that can be tangent or curvature continuous in both directions (all sides of the surface). In most cases, this delivers a higher quality result than the loft tool.
- Extruded Surfaces – Extrudes a sketch or selected sketch contours in one or two directions two create a surface features
- Revolved Surfaces – Revolves a sketch or selected sketch contours around an axis to create a surface features.
- Swept Surfaces – It Sweeps a closed profile along an open or closed path to create a surface feature. It uses a tangent plane at the end of the path so that the path is normal to the swept surface.
- Filled Surfaces – Patches a surface within a boundary defined by edges, sketches, or curves. We can use constraint curves to fill surfaces and adjust resolution control to improve surface finish.
- Ruled Surfaces – Inserts ruled surfaces in a specified direction from edges. Tangent to surface, Normal to surface, tapered to vector, perpendicular to vector or sweep can be selected. We can also trim and knit the surfaces and remove any connecting surfaces.
- Trim Surface – It trims the surfaces where a surface intersect with another surface, a plane or a sketch
- Knit Surface – It combines two or more adjacent, non-intersecting surfaces into a single surface body. The surfaces must joint at an edge. If the resulting knit surface encloses a volume, we can create a solid body from the Property Manager
- Move/copy surfaces – Moves or copy surfaces about a plane or a sketch.
- Offset Surface – Offsets surfaces using one or more contiguous faces. This tool helps us to create an offset surface with gaps.
- Extend Surface – Extends one or more edges or faces on a surface, based on end conditions and extension type.
- Mirror surfaces – A mirror feature is a copy of a selected feature, mirrored about a plane or planar face. A mirror sketch entity is a copy of a selected sketch entity that is mirrored about a centreline. If the original feature or sketch is modified, the mirrored copy is updated to reflect the change.
- Reference plane – We can create planes in part or assembly documents. We can use planes to sketch, to create a section view of a model, for a neutral plane in a draft feature, and so on.
- Projected curve – A projected curve is typically used either in sweeps and lofts as path or guide curve. There are two types of projected curves:
- Sketch on Sketch: Use two sketches to make a single curve.
- Sketch on surface: Use a sketch to project on a surface.
- Split line – The Split Line tool projects an entity (sketch, solid, surface, face, plane, or surface spline) to surfaces, or curved or planar faces. It divides a selected face into multiple separate faces. We can split curves on multiple bodies with one command.
- Split point – We can split a sketch entity to create two sketch entities. Conversely, we can delete a split point to combine two sketch entities into a single sketch entity.
- Fillet - A fillet is an internal rounding of a corner or edge in a sketch, or an edge on a surface.
PART MODELLING DESCRIPTION
BLUEPRINT
A blueprint is a reproduction of a technical drawing or engineering drawing using a contact print process on light-sensitive sheets. A blueprint is a guide for making something, it's a design or pattern that can be followed. They were easier to read and faster to make.

The above shown Blueprint was used to model the Yacht in a fully defined constraints. For setting up the Blueprint the Sketch pictures options were used and placed the different blueprints at the required planes.
- HULL
A hull is the watertight body of a ship or boat. The hull may open at the top (such as a dinghy), or it may be fully or partially covered with a deck. ... The line where the hull meets the water surface is called the waterline.
The hull of a ship is the most notable structural entity of the ship. To define the hull, it can be said that it is the watertight enclosure of the ship, which protects the cargo, machinery, and accommodation spaces of the ship from the weather, flooding, and structural damage.
- The hull is a watertight body of a vessel which may be open or may be partially covered with a deck.
- Hull has several watertight decks and bulkheads as the major transverse membrane.
- The intermediate member of the hull consists of girders, webs and stringers.
- Depending on the structural arrangements, there may be longitudinal members for strengthening purpose.
In our model the hull was designed along with the following parts of the Yacht,
- Aft - Referring to the aft means in or toward the back of the yacht.
- Anchor - The anchor is a heavy object that drops down into the water to keep a boat or yacht from moving.
- Beam - The beam is the widest point of a boat or yacht.
- Berth - The sleeping area of a yacht is the berth.
- Bow - The front of the yacht’s hull is the bow.
- Bridge - All of the controls of the yacht are located on the bridge, which is also sometimes called the cockpit.
- Cabin - Private rooms and living compartments in a yacht are called cabins.
- Cleat - The cleats are the metal or plastic fittings on boats where sailors attach lines.
- Deck - The part of the yacht where we can walk around outside is called the deck.
- Draft - The draft is the minimum depth of water needed for a boat to float.
- Galley - Sailors call the kitchen of a boat the galley.
- Gunwale - The gunwale is the upper edge of the side of a boat or yacht.
- Hatch - The hatch is the opening that connects the deck of a boat with the cabins underneath. Some yachts have several hatches.
- Helm - The steering mechanism of a yacht is the helm.
- Keel - The keel is the part of the hull that runs down the middle from the bow to the stern. The keel is considered the foundation or backbone of a boat.
- Knots - Knots describe the speed of a boat in nautical miles per hour. A single nautical mile is the same as a little more than 1.15 regular miles, meaning that a boat traveling at 25 knots is going almost 29 miles per hour.
- Line - Rope used on a boat or yacht is called line. Sailors need to know how to tie proper knots in the lines to keep boats secure when they are docked.
- Port - If we are standing or sitting on a yacht looking toward the front of the vessel, the port side is the left side.
- Porthole - Windows in a yacht or boat are called portholes.
- Rig - The rig includes the sails and any devices needed to control the sails. Rigging includes equipment such as the mast, boom, yards, and spreaders.
- Starboard - When we are standing or sitting on the yacht looking toward the front of the vessel, the right side is the starboard side.
- Stern - The back of the yacht’s hull is the stern.

COMMANDS USED TO MODEL
In Sketch
- Line
- Spline
- Circle
- Rectangle
- Arc
- Slot
- 3-D Sketch
- Sketch picture
In Surfaces
- Extruded Surface
- Revolved Surface
- Lofted Surface
- Surface Trim
- Surface Fill
- Surface Knit
- Delete Face
In Features
- Project Curve
- Chamfer
- Fillets
- Reference Plane
- Split
- Split Line
- Extruded Boss Base
- Extruded Cut
- Mirror
MODELLING PROCEDURE
- The first step for modelling the Yacht was creating a blueprint of it.
- Then the blue print was placed at the required planes, by using it first the hull was designed.
- To get the shape of the hull the projected curve was produced by drawing the required sketch using splines with the help of blueprint.
- Then the curves were lofted to create a lofted surface and the remaining unwanted surface was trimmed using surface trim.
- Then the back portion of the hull were the propeller needs to be placed was extruded using Extruded Surface and all the surface created must be Knitted together to remove the gaps between the surfaces.
- Then the offset option was used and another surface was created and both surface was filled using surface fill to create the outer shell of the hull which will be converted into a solid body at last.
- Shell feature was used to create the front portion of the hull where the deck surface meets.
- Then the deck surface was created using Extruded Boss/Base and Extruded Cut.
- Then the required chamfers and fillets were created wherever necessary.
- All the windows and Portholes were created using Extruded Cut and Fillets were add around the edges.
- For creating the smooth edges around the berth window the reference plane were created and a circle for required dimensions were make pierced and then swept around the edge of the windows.
- The Rails at the bottom of the yacht were created using Extruded Boss/Base and the chamfers were applied both the sides.
- The Cable Rollers were created using Extruded Boss/Base and Swept Boss/Base and the head part of it was created using Revolved Boss/Base and Extruded Cut was used to cut through the extrude and a Dome was created over it.
- Helix/Spiral sketch was created to sweep the rope around the Cable Rollers.
- By using Slot option the Rope hangers were extruded and the dome was applied and then the Linear Pattern was used to create one more.
- The window bars were created using Extruded Boss/Base.
- The staircase was created by using extruded boss/base and the hand support bar was created using Swept Boss/Base.
- The Railings around the Hull was generated with the help of blueprint and the projected curve was produced and the railing reference was swept using Swept Boss/Base.
- The Axles for the propeller and the surfer were created using Revolved Boss/Base option and using the 3d sketch.
- The Anchors were created by sketching the first half and extruded using Extruded Boss/Base and the other half was mirrored.
- Finally the Garage Portion was created by using Extruded Cut and the portion was saved for later use by using Split option.
- By using the Split line option the Painting portion for our hull was split separately.
- Then the other half of the Hull and the Axle of the surfer and propeller was mirrored to form the complete hull using Mirror tool.
- Now the part was saved by adding proper appearances and fillets.
- SUPER STRUCTURE
A superstructure is an upward extension of an existing structure above a baseline called ground level and it usually serves the purpose of the structure's intended use. A superstructure is a decked structure on the freeboard deck, extending from side to side of the ship.

COMMANDS USED TO MODEL
In Sketch
- Sketch Picture
- 3D Sketch
- Line
- Spline
- Circle
- Rectangle
- Centre Point Arc
In Surfaces
- Extruded Surface
- Swept Surface
- Ruled Surface
- Knit Surface
- Trim Surface
- Extend Surface
- Filled Surface
- Lofted Surface
- Revolved Surface
- Fillet
- Chamfer
In Features
- Project Curve
- Reference Curve
- Convert Entities
- Split
- Split Line
MODELLING PROCEDURE
- The deck surface from the hull was imported and the superstructure was modelled over it.
- The side surface of the Superstructure was created by using Extruded Surface, Lofted Surface, Filled Surface, Trim Surface and Knit Surface.
- The Front side of the Superstructure was designed to have four rest beds which were created using Extruded Boss/Base, Fillets and Dome.
- The front edge of the superstructure was provided with a Water Feature which was created using Extruded Boss/Base,
- Extruded Cut, and filled with a water appearance.
- The Windshield was created by Extruded Cut and the wipers were created by using 3D sketch and reference plane with the help of Swept Boss/Base.
- The Portholes for the Superstructure were created by using Extruded Surface, Trim Surface and Extend Surface.
- Ruled Surface was used to fill the left out edges.
- The Back Doors of the Superstructure was created using Extruded Cut, Fillets and Reference Plane.
- Then all the surfaces generated were Knitted together to form a solid body.
- The Superstructure consist of two surface bodies and five solid bodies.
- One of the surface was the Deck Surface the other one was used to place the Radar Mast so it was renamed as Radar Mast reference Surface.
- Then the other half was mirrored and the proper fillets and appearance was added and finally the part was saved.
- PROPELLER
There can be one, two or three propellers. It is the most important part of the ship without which a ship can't move. So, the main function of propeller is to propel the ship in the forward direction by producing thrust on water. Its working principles are Newton's third law of motion and Bernoulli's theorem.

COMMANDS USED TO MODEL
In Sketch
- Spline
- Circle
- Line
In Features
- Revolved Boss/Base
- Lofted Boss/Base
- Extruded Cut
- Reference Plane
- Circular Pattern
- Fillet
MODELLING PROCEDURE
- The centre portion of the Propeller was sketched and revolved using Revolved Boss/Base.
- Then the Blades were created using the Reference Plane, Lofted Boss/Base and Fillet.
- Then the remaining five blades were created by using Circular Pattern.
- Then the centre circular portion was removed using Extruded Cut option.
- Finally the part was saved by adding the proper appearance.
- GARAGE DOOR
A garage door is a large door on a garage that opens either manually or by an electric motor (a garage door opener). Garage doors are frequently large enough to accommodate automobiles and other vehicles. The operating mechanism is spring-loaded or counterbalanced to offset the weight of the door and reduce human or motor effort required to operate the door. Less commonly, some garage doors slide or swing horizontally. Doors are made of wood, metal, or fiberglass, and may be insulated to prevent heat loss.

COMMANDS USED TO MODEL
In Sketch
- Line
- Spline
- Circle
- Text
In Features
- Extruded Cut
- Reference Plane
- Fillet
- Shell
- Mirror
MODELLING PROCEDURE
- The solid body split while creating the Hull was imported to model the Garage Door.
- By using the Extruded Cut the Chamfered face for the door was created.
- Then by using the shell feature the solid body for our garage door was created and proper fillets were applied.
- Then the door holders on both sides were created using Extruded Cut.
- Then the second half of the Garage Door was created using Mirror tool after applying the required fillets.
- Then the text over the garage door “HAKUNA MATATA” was created using the text option in sketch feature.
- Finally the part was saved by applying proper appearance.
- RADAR
Marine radars are X band or S band radars on ships, used to detect other ships and land obstacles, to provide bearing and distance for collision avoidance and navigation at sea. They are electronic navigation instruments that use a rotating antenna to sweep a narrow beam of microwaves around the water surface surrounding the ship to the horizon, detecting targets by microwaves reflected from them, generating a picture of the ship's surroundings on a display screen.

COMMANDS USED TO MODEL
In Sketch
- Line
- Text
- Circle
- Point
In Features
- Extruded Boss/Base
- Extruded Cut
- Sketch Pattern
- Fillet
- Mirror
- Split Line
MODELLING PROCEDURE
- By drawing the required sketch the body of the Radar was created using Extruded Boss/Base.
- By using the Sketch Pattern the four Dotted holes were created using Extruded Boss/Base and Extruded Cut.
- The Radar has a circular slot underneath which was created using the Extruded Cut.
- The other half was mirrored with the help of mirror tool.
- The Text over the Radar was created using the Text option in sketch and then the Split Line was used to generate over the face of the radar.
- At last the radar must be filleted around the edges of the body and also around the four holes.
- Finally the part was saved by adding proper appearance.
- RADARMAST
A mast is a vertical ship structure mounted on top of bridge and forward of the forecastle towards the ship’s bow. It accounts for the support platform for the ships derrick and hold necessary equipment’s such as radars, navigation light and ships horn in case of foremast. They are made of high tensile steel with added rigidity based on the size of derricks it holds. Other than that a ships main mast is also used to hoist ships flag.
Out of different parts of ship the main job of mast is to hold necessary equipment such as radar receiver, navigation lights, ships horn, flags and derricks in some case.

COMMANDS USED TO MODEL
In Sketch
- Sketch Picture
- Line
- Spline
- Rectangle
- Arcs
In Feature
- Extruded Boss/Base
- Lofted Boss/Base
- Revolved Boss/Base
- Swept Boss/Base
- Reference Plane
- Projected Curve
- Fillet
- Mirror
- Dome
- Shell
MODELLING PROCEDURE
- The first half of the Radar was Modelled with the help of blueprint and then the other half was mirrored with the help of
- Mirror tool.
- The body of the Radar was created using Extruded Boss/Base and Revolved Boss/Base.
- The antenna for the radar was also created using the Extruded Boss/Base.
- The lamp stand along with the connecting rod were created using the Swept Boss/Base and Mirror tool.
- The lamp was created by using the projected curve and then the curve was swept using swept boss/base.
- The horns were created using the Revolved Boss/Base, Dome and Shell.
- Then the fillets and chamfers were applied wherever necessary.
- Finally the part was saved by applying appropriate appearances.
- FRONT SEAT
Front seats feature two connected seats that are built back-to-back from one and other. They have a built-in storage unit underneath them. Lounge seats can also fully recline right back to make it easier for you to kick your feet up and get more comfortable. The front seat in our model was placed before the superstructure and also it has sun pads to rest on it. Sun pads are a great way to reclaim lost space on our boat.

COMMANDS USED TO MODEL
In Sketch
- Sketch Picture
- Line
- Spline
- Circle
- Arcs
In Surfaces
- Extruded Surface
- Lofted Surface
- Trim Surface
- Filled Surface
- Knit Surface
- Swept Surface
- Revolved Surface
In Features
- Extruded Cut
- Revolved Boss/Base
- Chamfer
- Fillet
- Mirror
- Dome
MODELLING PROCEDURE
- The Front seat of the Yacht was also created with the help of Blueprint.
- The first half was modelled and the other half was mirrored using Mirror tool.
- The front seat was placed before the Superstructure facing the Water Feature of the Superstructure and the back end must be placed on the bow of the Yacht.
- The body of the Front Seat was modelled using Swept Surface, Extruded Surface, Filled Surface, Lofted surface and the unwanted part was removed using Trim Surface.
- Then the four Rest Beds were created using Extruded Boss/Base and the dome was created over the face of the beds separately.
- Then the required fillets and chamfers were created with extruded thin surfaces.
- Finally the part was saved by adding proper appearances.
- MIDDLE SEAT
The middle seat in our model was placed just behind the superstructure. It is provided with a luxury table to dine out. It can also be used to have casual meetings with co-passengers.

COMMANDS USED TO MODEL
In Sketch
- Sketch Picture
- Line
- Rectangle
In Features
- Extruded Boss/Base
- Chamfer
- Fillet
- Mirror
- Reference Plane
MODELLING PROCEDURE
- The Middle Seat was created using the Extruded Boss/Base and by applying the Chamfers and fillets as required.
- All the surfaces created must be Knitted together by using the Knit Surface option.
- The Dining Table was also created using Reference Plane, Extruded Boss/base, Off-set, Chamfers and Mirror.
- Then the second half of the Middle Seat must be Mirrored symmetrically.
- Finally the part was saved by applying the proper appearances.
- REAR SEAT
The rear seat was placed at the end of the deck surface. The rear seat consist of locker racks and steel doors for our stairs. The flag was also placed behind the rear seat since it’s the end part of our yacht. To have a nice view from the yacht while having a drink the rear seat was also provided with a slots to rest the glass or mug.

COMMANDS USED TO MODEL
In Sketch
- Sketch Picture
- Line
- Spline
- Circle
- Arcs
- Rectangle
In Surfaces
- Swept Surface
- Extruded Surface
- Off-set Surface
- Filled Surface
- Knit Surface
- Ruled Surface
- Lofted Surface
In Features
- Reference Plane
- Extruded Boss/Base
- Revolved Boss/Base
- Fillet
- Mirror
MODELLING PROCEDURE
- The main body of the Rear Seat was modelled using Swept Surface, Off-set Surface and the remaining portion was trimmed using Trim Surface tool.
- By using the Reference Plane the Seats were created with the help of Lofted Surface, Surface Trim and Extended Surface.
- The Flag Post was created using Revolved Boss/Base and the Flag was created by drawing the required 3D sketch and then the 3D sketches were lofted to form the Flag.
- The Tail Lamps were created by using Extruded Boss/Base, Fillets and Mirror tool.
- The Steel Gates For Stairs was designed by using the reference plane and the Swept Surface.
- To remove the gaps the all the Surfaces must be Knitted together using Knit Surface.
- The required fillets and chamfer were created before mirroring the second half using Mirror tool and after mirroring the uncreated areas were filleted again.
- Finally the part was saved by adding appropriate appearances.
ASSEMBLY
An assembly is a document in which parts, features, and other assemblies (sub-assemblies) are mated together. The parts and subassemblies exist in documents separate from the assembly. For example, in an assembly, a piston can be mated to other parts, such as a connecting rod or cylinder. This new assembly can then be used as a sub-assembly in an assembly of an engine. The extension for a Solid Works assembly file name is SLDASM.

ASSEMBLY COMMANDS
- Smart Mate - A Smart mate is an assembly mating relation that is created automatically.
- Mate - A mate is a geometric relationship, such as coincident, perpendicular, tangent, and so on, between parts in an assembly.
- Mate group - A mate group is a collection of mates that are solved together. The order in which the mates appear within the mate group does not matter.
- Sub-Assembly - A sub-assembly is an assembly document that is part of a larger assembly. For example, the steering mechanism of a car is a subassembly of the car.
- Insert Components - We can insert multiple instances of the group of components without closing the Property Manager.
ASSEMBLY PROCEDURE
- Import all the parts manually by using Insert Components option.
- Then fix the Hull part by applying the coincident mate to the Top, Right and Front planes of the Assembly and Hull respectively.
- Then for each part apply the necessary mates required by the Blueprint using Coincident mates, Angle Mates, Distance mates etc.
- Advanced mate was also used wherever required.
RENDERING
Rendering of the Solid works model is done using Photo View 360 and Solid works Visualize.
Photo View 360 is visualization and rendering solution included with SOLIDWORKS. Providing a highly interactive environment for viewing designs as well as for creating photo-realistic renderings it can be used to showcase our designs.

Photo View 360
Photo View 360 is a software package, separate to Solid works, which generates digital lifelike images (photorealistic images) from Solid Works files. Photo View 360 is an easy and quick way to produce high quality photorealistic images.
- Environments - Environments can be looked upon as backdrops and can be applied in a similar manner as the appearances are applied to faces or parts
- Appearances - There are a wider range of appearances in Photo View 360 than in Solid Works. If we wish to change an appearance just drag and drop the chosen appearance onto the part and it will replace the existing one.
- Lighting - Lights may be added in the same way a photographer adds lights when taking photographs. Photo View 360 uses the same lights as Solid Works but also uses lighting from the rendering environment or scene. Photo View 360 has the sophistication to trace light rays and reflections.
- Scenes - Each Solid Works model is associated with a Photo View 360 scene, for which you can specify properties such as environments and backgrounds. Scenes help to put products in context.
- Decals - Images, such as company logos, can be applied to models.
- Output - The rendered output from Photo View 360 can be viewed on the screen, or saved to a graphics file.
- Options - Photo View 360 has its own options. Options allow you to customize the Photo View 360 settings to reflect your preferences. Options are divided into Output Image Settings, Render Quality, Bloom, Contour Rendering and Direct Caustics.
CONCLUSION
Thus the project Design, Assembly and Photo-Realistic Rendering of an American Predator Yacht was Modelled and Rendered successfully.