Project

Predator Yacht Modelling using Solidworks

Design, Assembly and Photo-Realistic Rendering of an Predator Yacht

Objective :

  • To Design individual parts of the yacht with fully defined sketches and appropriate appearances.
  • To Assemble all the individual parts of the yacht model by assigning suitable Mate Relations.
  • To Render the yacht model by adding appearances, decals, lights, cameras, and background scenes.

Introduction:

SOLIDWORKS - 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.

Predator Yacht - A yacht is a Watercraft used for pleasure or sports.The term originates from the Dutch word jacht (which means "hunt"), and originally referenced light, fast sailing vessels that the Dutch Republic navy used to pursue pirates and other transgressors around and into the shallow waters of the Low Countries. The yacht was popularized by Charles II of England as a pleasure or recreation vessel following his restoration in 1660.

Today's yachts are almost exclusively for leisure. A yacht is any sail or power vessel used for pleasure, cruising, or racing. The word often connotes luxury; however, luxury is not a quality necessary to meet the definition; nor is it always desirable. Many racing yachts are stripped-out vessels with a minimum of accommodations to lower weight. The term 'sailboat' or 'sail yacht' is used in America to differentiate from a 'powerboat' or 'power yacht.' As of December 2018,there were about 6,500 yachts over 24m on the market.

Design methodology Flowchart

Design Process

The entire modelling process is divided into Six Stages

  • Blue Print Setup & Creating Planes.
  • Modelling of Hull Part
  • Modelling of Super Structure
  • Modelling of Radar Mast
  • Modelling of front, middle & Rear Seats.
  • Assembling the individual parts.

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 Solidworks 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 “Center circle” and “Perimeter circle”.

Rectangle

Sketches rectangles or square with a center 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 center 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 center 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.

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 modeling.

Advantages of Surfaces:

  • Surfaces give mush more flexibility when creating complex shapes that cannot be done using solid features.
  • Surfaces can be used to build a shape face-by-face rather than all at once.
  • Surfaces can be used as reference geometry.
  • Surfaces can be more efficient than solid features depending on object.

Disadvantages of Surfaces:

  • Modelling with surfaces is almost always more work than modelling with solids.
  • There is a much more complex workflow when creating surfaces and then converting to solids.

SURFACE COMMANDS

PART MODELLING DESCRIPTION

  1. Blueprint Setup

Blueprint is basically a design plan or technical drawings of different orthographic views of a product. The main motto of the blueprint is to bring out the exact same shape and form of the product as designed by a designer. It also ensures the accuracy and the proportion of the product. Designing a product without a blueprint may lead to multiple errors, unnatural proportions and improper dimensions. A proper blueprint setup omits all those problems.

To set up a blueprint, we use sketch mode in SOLIDWORKS in each plane. In this case, the images provided for the front view, side view, top view, back view, and top views are added in respective planes. One very important thing to note while setting up a blueprint is the size of it. As all the parts are going to be designed laying up the blueprint and taking its reference, it is very crucial to maintain the correct and real size of the blueprint in the very first step. It can either be adjusted manually with the dimensions or by adjusting the scale bar.

Methodology

- Select a Plane & select a 2d drawing option & go to Tools- Sketch tool-Sketch Picture.

- Browse the Image & change the dimensions as per requirement & use transparency tab & chose full image for convenient sketching & name the views.

- Repeat the above steps & name it as Front view, side view, Top view, Back view.

- change the names of the planes as front plane, bottom plane & mid plane & Arrange the blue prints in a sequential order.

  1. 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.

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 BossBase
  • Extruded Cut
  • Mirror

MODELLING PROCEDURE:

  • The first step for modeling 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.
  1. Superstructure

A superstructure is an extended construction of any building or platform that rises above the rest of the building or platform in a distinct manner. The word comes from a combination of two Latin words, the Latin prefix ‘super’ means in addition or above or in excess of, whereas the stem word ‘structure’ means to build or to heap up. Thus, superstructure means to add a construction to an already existing structure. In ships this is the name given to the part of the ship that emerges from the deck. However any mast, sails, any armaments or arsenal are not included in this category.

The size of the superstructure has a great influence on the mobility of the vessels. They are designed in a manner, so that, they add value and hinder the speed and mobility in the least. The superstructure is mostly designed in fashion as well. This is because it is the most easily visible part of the ship, in fact it is the identification of the ship, and so the designers try to provide it with the identity that is unique.

COMMANDS USED TO MODEL

In Sketch

  • Sketch Picture
  • 3D Sketch
  • Line
  • Spline
  • Circle
  • Rectangle
  • Center 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.
  1. Radar mast

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.
  1. Rear Seat

A seat is a place to sit. The term may encompass additional features, such as back, armrest, head restraint but also headquarters in a wider sense. It may also comes under luxuries, materials uses for the seat etc. here, this seat position on back side of the yacht.

It is placed at the backend of he hull,It can accomodate 3 persons and gives a perfect of the backside of the ocean,Usuallu used for anmal watching

It is also designed with reference to the deck surface as the ground and the blueprint sketches as the reference for the dimensions and views. Surface features are employed more in this seat than in the others. It is also provided with a flag at the end which is designed as a surface to represent the natural looks of a flag in wind. It lies at the back of the middle table and the end of the deck surface.

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.
  1. Middle Seat

The middle seats are designed to accomodate more people,It can accomodate 6 people,and a Table is provided at the centre to have a party. This is located between superstructure and the rear seat. A seat is a place to sit. The term may encompass additional features, such as back, armrest, head restraint but also headquarters in a wider sense. it is also designed with reference to the deck surface as the ground and the blueprint sketches as the reference for the dimensions and views. This seat is U shaped seat with a table in the middle. It lies behind the superstructure of the Yacht. This part deign was done without involving surface design.It may also comes under luxuries, materials uses for the seat etc. here, this seat position on centre of the yacht.

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.
  1. Front Seat

A seat is a place to sit. The term may encompass additional features, such as back, armrest, head restraint but also headquarters in a wider sense. it is designed with reference to the deck surface and the blueprints. It is designed using surface features and also extrude features. Domes are applied to the surfaces to imitate the cushions of the seat.

A small water pool lies in the superstructure behind the front seat. It may also comes under luxuries, materials uses for the seat etc. here, this seat position on front side of the yacht.The front seat is designed on the front to have the perfect view of the ocean and can accomodate 2 people.

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.
  1. 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.
  1. Garage Door

It’s a door for the Garage. 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. Small garage doors may be made in a single panel that tilts up and back across the garage ceiling.

It was created out of the splited block from the Hull. It is provided with two holes to adjust the pins in order to open or close the garage door. It encloses the garage space which can accommodate a locomotive inside it.

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 “MOHAN YACHT 005” was created using the text option in sketch feature.
  • Finally the part was saved by applying proper appearance.
  1. Propeller

A Propeller is a device with a rotating hub and radiating blades that are set at a pitch to form a helical spiral, that, when rotated, performs an action which is similar to Archimedes' screw. It transforms rotational power into linear thrust by acting upon a working fluid, such as water or air.

The rotational motion of the blades is converted into thrust by creating a pressure difference between the two surfaces. A given mass of working fluid is accelerated in one direction and the craft moves in the opposite direction. Propeller dynamics, like those of aircraft wings, can be modelled by Bernoulli's principle and Newton's third law. Most marine propellers are screw propellers with helical blades rotating on a propeller shaft with an approximately horizontal axis.

The sketch profiles are created with provided dimensions and the features are applied. There are three instances of the propeller at the bottom of the yacht.

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 center 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 center circular portion was removed using Extruded Cut option.
  • Finally the part was saved by adding the proper appearance.

ASSEMBLY OF PREDATOR YACHT

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 SolidWorks assembly file name is SLDASM.

Assembly Flow Chart:

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.
  • The final assembly of “AMERICAN CHOPPER” in the Garage was designed as my previous project. For more details about the Chopper modeling kindly visit - https://skill-lync.com/projects/american-chopper-photo-realistic-rendering-2

Assembly of Yacht (Front View):

Assembly of Yacht (Side View):

Assembly of Yacht (Isometric View):

Assembly of Yacht (Top View):

Assembly of Yacht (Back View):

Render of Predator Yacht

(Photoview 360 & Solidworks Visualize)

PhotoView 360 is a 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.

SOLIDWORKS Visualize (formerly known as Bunkspeed) provides a suite of standalone software tools that combine industry-leading rendering capabilities with visual design-oriented features and workflows, allowing easy and fast creation of visual content that communicates a design's vision, passion, and emotion.

PhotoView 360:

PhotoView 360 is a software package, separate to Solidworks, which generates digital lifelike images (photorealistic images) from SolidWorks files. PhotoView 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 PhotoView 360 than in SolidWorks. 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. PhotoView 360 uses the same lights as SolidWorks but also uses lighting from the rendering environment or scene. PhotoView 360 has the sophistication to trace light rays and reflections.
  • Scenes- Each SolidWorks model is associated with a PhotoView 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 PhotoView 360 can be viewed on the screen, or saved to a graphics file.
  • Options - PhotoView 360 has its own options. Options allow you to customize the PhotoView 360 settings to reflect your preferences. Options are divided into Output Image Settings, Render Quality, Bloom, Contour Rendering and Direct Caustics.

Rendering of Yacht (Front View):

Rendering of Yacht (Back View):

Rendering of Yacht (Top View):

Rendering of Yacht (Side View):

Rendering of Yacht (Isometric View):

SOLIDWORKS Visualize

Quickly and easily create professional, photo-quality images, animations, and other interactive 3D content to get your products to market faster.

SOLIDWORKS Visualize allows us to leverage our 3D CAD data to create photo-quality content in the fastest and easiest way we can–from images to animations, interactive web content, and immersive Virtual Reality. It brings our products to life. SOLIDWORKS Visualize is the “camera” for our CAD data.

Some renderers are fast but output low-quality images. Some produce great quality but take six months to learn. Others are easy to use, but take four hours to render an image. SOLIDWORKS Visualize provides the right combination of quality, speed, and ease of use, and is the best renderer.

Procedure for creating visualization:

With its simple, intuitive user interface, SOLIDWORKS Visualize requires virtually no learning curve and lets users produce content quickly. Even non-technical staff can start creating amazing content instantly.

  • Create new project by importing the required assembly or models into the Solidworks Visualize
  • Add the required appearance, environments, backplates and lights
  • By using the camera tool position the designed model in a realistic view
  • Make sure that the model touches the floor. It can be achieved by using snap to the floor option on Models
  • By applying the required settings the required outputs can be rendered using output tool.

RENDERED SAMPLES

Visualized Yacht (Front View)

Visualized Yacht (Back View)

Visualized Yacht (Side View)

Visualized Yacht (Isometric View)

Visualized Yacht (Camera Focused View)

Conclusion:

The Parts of the Yacht are sketched as per the dimensions using Solidworks.

The Sketches are Modelled with required state.

All the parts are inserted in the Assembly section and assembled the Yacht with mating relations.

The lightning, Camera setup are given using Photoview 360.

The Realistic image was rendered with the use of Photoview 360 & Solidworks Visualize.

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