Mechanical APDL Basic Analysis Guide

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13.2.1.12. Vector Versus Raster Mode

The /DEVICE command (or /SHOW command) allows you to toggle between vector and raster mode.
By default, raster mode is active; that is, polygons are filled with color when they are displayed. This
affects area, volume, and element displays, as well as the geometry in postprocessing displays. Vector
mode produces "wireframe" displays, which show only the outlines of entities, and which usually take
less time to form than do raster displays. To display wireframe outlines for solid model entities only
(areas and volumes) when your graphics session is otherwise in raster mode, specify the WIRE option
of /FACET.


13.2.1.13. Perspective Displays

By default, ANSYS creates a non-perspective display of your model. To cause a perspective display to
be formed, use the /VCONE command (Utility Menu> PlotCtrls> View Settings> Perspective View)
to define a view cone angle. ( The larger the view cone angle, the more pronounced the perspective
effect will be.)


13.2.2. Applying Styles to Enhance the Model Appearance


Often, you will want to highlight portions of your model in order to provide a clearer representation
of its structure or to highlight certain areas. You can use the following techniques (found under Utility
Menu> PlotCtrls> Style) to enhance and clarify your model.


13.2.2.1. Applying Textures to Selected Items

You can use textures (Utility Menu> PlotCtrls> Style> Texturing) to add realistic effects and differen-
tiate between various items in your model. You must be using a 3-D, Open GL display device, with the
appropriate graphics driver loaded. You can apply textures to numbered entities by specifying them
on the command line, or you can use graphical picking to select the desired items in your graphics
window. Textures are controlled via the /TXTRE command.


Textures can affect the speed of many of your display operations. You can increase the speed by tem-
porarily turning the textures off (Utility Menu> PlotCtrls> Style> Texturing> Display Texturing). This
menu selection toggles your textures on and off. When textures are toggled off, all of the texture in-
formation is retained so that it can be reapplied when texturing is toggled back on.


The /TXTRE command can be used to apply bitmaps on 2-D devices. Other applications of this command
require 3-D capability.


Some 3-D effects will not display properly unless the triangle strip display method is disabled. Tri-
stripping provides faster resolution of 3-D displays, and is on by default.You can control tri-stripping
via the TRIS option of the /DV3D command. Be sure to reapply the TRIS option after you obtain a satis-
factory output.


13.2.2.2. Creating Translucent Displays

On some 2-D and 3-D devices, you can create see-through, translucent images by using the /TRLCY
command (Utility Menu> PlotCtrls> Style> Translucency). You can specify the entities to be made
translucent either by picking, or by entering the appropriate entity numbers in a fill-in box. The level
of translucency can range from opaque to fully transparent.


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Changing the Specifications for Your Geometry Displays
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