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Enclosure Detail, PBR Materials and Presentation Renders

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Videos by Thai Embedded Systems Association (TESA) · The whole series in the playlist AIoT Foundation

Course 3 · Module 2 Suggested time: about 4 hours — develop the rough block from M01 into detailed shape, add PBR materials, set up lighting, and render a presentation image Format: a hands-on lesson — read it and follow along directly in Blender; the lid-opening animation goes to M03

Lab · Look-dev sheet · ← Table of Contents · ← M01 · M03 →


By the end of this lesson you should be able to:

  1. Develop a more complex shape from the block model (hard-surface / port openings / wall thickness)
  2. Define materials, surfaces, and surface detail in a PBR approach
  3. Light the scene and render a high-quality presentation image
  4. Produce a product visualization suited to industry and teaching material

Key phrase In M02, add detail without breaking the size locked in M01 — a beautifully cut port opening that the board no longer fits into = not a pass yet

Document Use when
M01 — Industrial Design Fundamentals The block model + the mm units you must keep
Boolean Modifier Cutting port / sensor openings
Solidify Modifier Setting wall thickness
Bevel (edit) / Bevel Modifier Rounded edges the user touches
Mirror Modifier Symmetric parts
Apply Scale Ctrl+A before Boolean / Bevel
Principled BSDF The main PBR material
Materials introduction Creating and assigning a material
EEVEE Fast rendering to check results
Cycles Higher-quality rendering (if your machine can handle it)
Light objects Area / Point / Sun
World & Environment HDRI / a studio backdrop
Cameras Presentation camera angles
glTF materials Preparing materials so they can be sent to the Twin in M04
Blender Fundamentals — Modeling Official video
INC111-2021 (Thai) Thai-language tutorial
ternion-3d-assets-free Sample materials/models for reference (reference only)
Look-dev sheet Recording material values, lighting, and render files

1. From Block to Product Detail (Keep Scale)

Section titled “1. From Block to Product Detail (Keep Scale)”

In M01 you have at least:

  • PCB_placeholder at the true size
  • Enclosure_block that covers it

In M02, you will:

  1. Give the box wall thickness (not just a solid block)
  2. Cut openings for ports / LEDs / sensors, at least 2 of them
  3. Round the edges the user handles
  4. Split the top lid–base into separate objects (preparing for M03 / printing in M06)
  5. Add materials + lighting + render a presentation image
M01 block (solid sizes locked)
→ Solidify / shell thickness
→ Boolean cutouts
→ Bevel edges
→ Split lid / base
→ Materials (Principled BSDF)
→ Lights + camera
→ Render PNG

Do not change the PCB’s Dimensions without noting why — if the box must grow, adjust it per the clearance formula from M01, and update the checklist.


Before Boolean / Bevel / Solidify:

  1. Object Mode → select the object
  2. Ctrl+A → Scale

If you forget and Scale is not 1,1,1, bevels and cut holes tend to come out wrong — read Apply

The Solidify Modifier adds thickness to a mesh surface.

Approach used in the lab (continuing from M01):

Step What to do
1 Start from a solid box, or remove the inner faces later, depending on the workflow you choose
2 Add Solidify · Thickness ≈ 2.0 mm (the default from the 3D-printing guidance in M01)
3 Turn on Even Thickness if the option exists and the result looks consistent
4 Check that the PCB is still inside and does not collide with the wall

For beginners: either a solid box + Boolean to hollow out the inside, or Solidify from a shell, both work — what matters is a wall thickness of around 2 mm, and that the PCB still fits.

2.3 Boolean — cutting port and sensor openings

Section titled “2.3 Boolean — cutting port and sensor openings”

The Boolean Modifier:

Operation Use in this lab
Difference Cutting a hole out of the box (a USB port, a sensor opening, an LED window)
Union / Intersect Used less in M02 — save these for when parts are combined

Short steps:

  1. Create a Cube/Cylinder as a Cutter_USB sized to the opening (allowing clearance around the connector)
  2. Position the cutter so it overlaps the wall at the port’s location
  3. On the enclosure: Add Modifier → Boolean → Operation Difference → Object = the cutter
  4. If the result looks odd, try the Exact solver
  5. Once satisfied, apply the modifier · hide or delete the cutter

Do at least 2 openings (for example USB + a sensor opening, or an LED)

Edges that are too sharp are uncomfortable to hold and hard to print — use Bevel:

  • Edit Mode: select an edge → Ctrl+B, drag the mouse
  • Or a Bevel Modifier on the whole part (be careful not to round it so much the port openings deform)

Starting radius in the lab: about 0.5–1.5 mm on the outer edges the hand touches

The Mirror Modifier is useful when a lid or button is left–right symmetric — it reduces duplicate work.

From M02 onward, split at least:

Object name Role
Enclosure_base The base / lower part
Enclosure_lid The top lid

An easy way: in Edit Mode, select the top faces → P → Selection to make it a new object · or cut with a plane + Boolean and then separate the parts.

Why: M03 rotates the lid · M06 prints the parts separately.


PBR = Physically Based Rendering — a material responds to light in a near-realistic way as the lighting angle changes.

In Blender, the main node used is Principled BSDF (which works well with glTF in M04)

  1. Select the object → the Material Properties tab
  2. New → name it, for example Plastic_matte_body
  3. Open the Shader Editor if you want to see the nodes (Materials intro)
Parameter Meaning Lab tip
Base Color The base colour Enclosure plastic: light grey / muted white
Roughness Matte ↔ glossy (0 = very glossy, 1 = matte) Matte plastic ≈ 0.45–0.7
Metallic 0 = not metal, 1 = metal Plastic = 0 · a metal button/port = 1
Specular / IOR (depending on version) The reflectiveness of an insulator Use the default first, then adjust
Emission (optional) Light emitted from the surface Simulating an LED — keep the intensity low

Copy these starting values and adjust them — record the real values in the look-dev sheet

A — Matte plastic (the body)

Parameter Starting value
Base Color RGB ≈ 0.75, 0.75, 0.78
Roughness 0.55
Metallic 0.0

B — Contrast accent (rubber feet / metal port / buttons)

Parameter Rubber feet Brushed metal accent
Base Color 0.05, 0.05, 0.05 0.7, 0.7, 0.72
Roughness 0.7 0.35
Metallic 0.0 1.0

Assign the material to a separate part, or use several material slots on the same mesh (Edit Mode → Assign)


Engine Use when Manual
EEVEE Checking results quickly · most of the lab EEVEE
Cycles The final presentation image, if your machine can handle it Cycles

Set at Render Properties → Render Engine

Section titled “4.2 Simple three-point light (the recommended starting point)”

Referencing the studio-lighting concept + Light objects:

Light Role Starting idea
Key The main light An Area Light from the front-side · Power just enough to see the edges
Fill Reduces dark shadows A weaker Area light on the opposite side
Rim / back Separates the object from the background A thin light from behind

Or use a World HDRI (World) as ambient light, adding one Area light to bring out the piece’s edges.

Background: a light grey colour or a plain plane — don’t let a pattern get in the way of reading the shape.

Cameras:

  1. Add → Camera
  2. Recommended angle: three-quarter, or something isometric-ish that shows both the lid and a side port
  3. Ctrl+Alt+Numpad0 aligns the camera to the current view (if your system supports it)
  4. Turn on Lock Camera to View temporarily while framing the shot, then turn it off before rendering

Capture at least:

  • 1 beauty shot (communicates the shape/material)
  • (Recommended) 1 technical shot that clearly shows the port openings or the PCB’s position

  1. Output Properties → Resolution, for example 1920 × 1080
  2. File Format = PNG
  3. Set the Output path inside the project folder
  4. F12 or Render → Render Image
  5. Image → Save As…

Record the engine, samples/quality, and file name in material-lighting-sheet.md


Check Pass means
Scale from M01 still valid The PCB still fits, checked in Wireframe
Openings ≥ 2 Ports/sensors/LEDs are clear
Lid and base are separate objects Ready to animate in M03
Materials ≥ 2 Principled BSDF · values recorded in the sheet
At least one render A PNG in the deliverables folder
Apply Scale done No leftover odd Scale before the modifiers

  1. Do the lab: Lab
  2. Fill in material-lighting-sheet.md
  3. When ready, continue to M03 — Motion and Interaction

  1. Boolean Modifier (4.5 LTS)
  2. Solidify Modifier
  3. Bevel Modifier
  4. Mirror Modifier
  5. Apply Scale
  6. Fundamentals — Modeling
  1. Principled BSDF
  2. Materials introduction
  3. EEVEE · Cycles
  4. Light objects · World
  5. Cameras
  6. glTF materials
  1. INC111-2021 Blender (Thai)
  2. ternion-3d-assets-free
  3. M01 enclosure clearance refs · Course 3 TOC

Three short questions in quiz.yaml, one per objective of this lesson. Try answering them yourself first, then compare with the answer key and explanations in the file.

Continue hands-on at Lab: refine the model, add PBR materials, and render

Lab · Look-dev sheet · ← TOC · ← M01 · M03 →

Review questions

Answer on your own first, then open the answer.

  1. ก่อนใช้ Boolean / Bevel / Solidify ต้องทำอะไรก่อนเสมอ (Objective 1)

    1. เพิ่ม Subdivision Surface
    2. `Ctrl+A` → Apply Scale
    3. Export เป็น GLB
    4. ใส่วัสดุ Principled BSDF
    Show answer

    Answer: B. `Ctrl+A` → Apply Scale

    หัวข้อ 2.1: ถ้า Scale ไม่เป็น 1,1,1 ขอบมนและรูเจาะมักเพี้ยน

  2. ค่า Metallic ที่เหมาะกับพลาสติกตัวเครื่อง (Objective 2)

    1. 1
    2. 0.5
    3. ขึ้นกับสีของพลาสติก
    4. 0
    Show answer

    Answer: D. 0

    ตารางในหัวข้อ 3.2: พลาสติก = 0 ส่วนโลหะของปุ่มหรือพอร์ต = 1

  3. Render engine ที่บทเรียนแนะนำเมื่อต้องการดูผลเร็วในแล็บส่วนใหญ่ (Objective 3)

    1. Physics
    2. EEVEE
    3. Cycles
    4. Workbench
    Show answer

    Answer: B. EEVEE

    ตารางในหัวข้อ 4.1: EEVEE สำหรับดูผลเร็ว ส่วน Cycles สำหรับภาพสุดท้ายถ้าเครื่องไหว

Cite this lesson

If you teach from this lesson or reuse it in slides or documents, credit it with the text below. If you changed it, add (adapted) after the title.

"Enclosure Detail, PBR Materials and Presentation Renders" from TESA Open Knowledge by the Thai Embedded Systems Association (TESA), https://github.com/tesaiot/tesa-qualification-program, licensed under CC BY-NC 4.0

Thai attribution: "รายละเอียดกล่อง วัสดุ PBR และภาพนำเสนอ" จาก TESA Open Knowledge โดยสมาคมสมองกลฝังตัวไทย (Thai Embedded Systems Association: TESA) https://github.com/tesaiot/tesa-qualification-program สัญญาอนุญาต CC BY-NC 4.0

Lesson link: https://tesaiot.github.io/tesa-qualification-program/en/courses/product-design/m02-modeling-render/l01-modeling-materials-render/

This lesson adapts the source below; keep its credit too.
https://github.com/drsanti/TESAIoT-Courses/blob/287c21814ba8c75f693136616dcd270349a15966/C3/M02/README.md · Original content by Asst. Prof. Dr. Santi Nuratch (ผศ.ดร.สันติ นุราช), KMUTT. Course 3 (C3/) of drsanti/TESAIoT-Courses. TESA funded the work and holds the rights; published here under CC BY-NC 4.0. The upstream repository carries no licence file. Text kept faithful; structure, front matter, quizzes and notes added by TESA Open Knowledge.

Full guide: how to cite TESA

TESA Open Knowledge · © 2026 สมาคมสมองกลฝังตัวไทย (TESA) · CC BY-NC 4.0

Content is licensed CC BY-NC 4.0. Reuse it non-commercially and credit the Thai Embedded Systems Association (TESA) every time. · How to cite TESA