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SeanOSkea

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Everything posted by SeanOSkea

  1. Yeah, but that's like half an hour of work instead of 60 seconds with the bend tool.
  2. One of my students is trying to curve a large rectangular surface for the deck of a set she's working on. I knowingly brought her over to a computer and with an air of "prepare yourself to be amazed!" I selected the Deform tool and Bend finite limit mode and tried to curl up one corner of an extruded rectangle as she had hoped and embarrassed myself when it failed. I tried all kinds of different objects but could not get a bend on the bias. In the attached image you can see the extrusion curled on the 90 and the block I stuck in to be a snapping guide to the bend protractor. So you can see the direction of the curve we are after. The only thing I could get to work was to create a much larger surface than required and perform a solid subtraction but that seems like a clumsy option. You can see the result in on the right. I suppose a mesh or Subsurface would work too but that seems like a slow and tedious option compared to the Bend tool. I assume it has something to do with the poly mesh aligned to the corners and not wanting to bend on the bias. So is there a way to rotate the mesh on the object? Or some other trick that will allow for what we're trying to do? Thanks, Sean
  3. I'm still using 16 but I wonder if the ability to use radial and angle dimensions in a view port annotation has been addressed? The only thing I could find in the KB was some old posts from 2009 asking this same question--ah 2009...such and innocent time. I've been working around it for years like we all have by drawing arcs and lines on top of the object in the viewport. Why do linear dims snap but not the others? As 98% of my (our?) dimensioning is happening in the annotations these days, it seems odd that these tools only work in the design layers. I'm I missing something? Has this been addressed in 17 or 18? Sean
  4. Hi: I'm an experienced user, running VW 16 and increasingly VW is running unbelievably sluggish. My last few projects have been incredibly frustrating. I'm working with regular objects, on medium sized projects not messing with sub surfaces, or complex curves--the same kind of stuff I've been doing for years all the way back to VW 10. But now things like maneuvering around a sheet layer, creating a new class--just opening the org palette--updating a viewport just routine stuff its like molasses. Were talking 6 or 8 seconds to open a palette. 60 or 90 seconds to update a viewport. Even just panning around the sheet layer is frustratingly laggy. Is there something I can do to refresh? I never used to have this problem but both 15 and 16 have been increasingly slow. I'm not noticing any lost of performance in any other software I'm using. My PC is not a monster workstation but its no toy and the same machine I've used in the past without any trouble. Is it a Windows 10 thing? Do I have some setting wrong? Looking for hope. Sean VW 16 Win 10 1607 Dell XPS 8700 Intel Core i7-4770 3.4GHz 64-bit 16 RAM
  5. Tim: First question, how are you embedding your images into the body of your posts like that? That's great. I've played with both settings but I've kept Ambient on at about 10% just to keep Occlusion on. I do have the settings just about how you have it. As it's for a set design, the effect I'm going for is small pools of light on an otherwise dark black stage. Looks like you are doing here close what I ended up with. I put the light slightly above the shade and set it to realistic falloff so I could get the short throw glow that I need. I could see putting the light obj low for a higher shade like your floor lamps here. I think this is going to work for me it's just taken a lot of fussing to get everything balanced. Thanks, Sean
  6. Thanks for the reply. Sorry I never answered. Yeah I never figured out what caused it. It must have been a faulty power supply as it started happening outside of VW. Even doing low impact stuff. It did it instantly when loading a transparency map. I ended up sending the computer back. It was a disaster in many ways. I've put the Quadro into my old Dell XPS and everything is fine. Even with just the 4 cores it renders almost as fast as the HP without all the other headaches. Renderworks is really the only time when I look at the clock. Everything 2D, wireframe, even Open GL is instantaneous with the old XPS. It's only when I add a few displacement maps and a couple of lights that I dream about a faster processor while watching the teapot clock. Thanks Sean
  7. Yeah I got excited for a moment. I know you can hide objects from the render camera in C4D and others with the tick of a box. I thought is that possible in VW too and I've missed it all these years!? That would be awesomely powerful. create a 1-sided NURBS ring with the normals on the outside and then apply a glow texture to it. Put the ring around the lamp shade, hide it from the camera and bam! That would be perfect. Oh well, another one for the new features wish list. Sean
  8. Well I'm still not totally happy but this one looks a bet more like what I was after. This has a point light just above the shade with soft shadows and Realistic falloff. It has a slightly yellow color and is set to 160% Brightness. The shade has backlight set to 80%. I couldn't get a transparency setting with a glow texture that didn't look odd. I'll keep playing. Sean
  9. Well in practice its still not what I need. Tim's low-powered backlight-only version makes the shade look good but doesn't emit anywhere near enough light to suggest that the lamp is actually lighting the scene. My settings were already close to what Alan had with the glow texture on bulb and a transparency to let the light out. But Alan's scene is lit by the HDRI. The lamp looks great but again the suggestion of the source of the light coming from the lamp itself is not there. I've played with point lights inside or just above the lamp like in the video Zoomer attached but it drastically increased render times with only slight improvements in the result. So I'm kind of back to where I started. Thank you all for the quick replies I'll post whatever I end up with. Sean
  10. Thanks Alan. This is close to what I was doing but your settings are better. Thanks. I'm curious about what you meant by "You can turn off the render for the light bulb so you don't see the solid" Sean
  11. Thank you everybody. I'm eager to give these a go. Sean
  12. Hello all: I'm working an a new show with a lot of onstage practicals--various lamps and such. I'm trying hard to match the quality of light in the attached reference photo. The other attachment is where I'm at. I've been messing with: Glow or back light on the shade, a point light inside the shade with various levels of transparency on the shade's texture. I've tried Fresnel on the shade. Just about everything. In this snap I have an overhead spotlight to cast the light on the floor. When the Shade looks good, everything around it is dark and dingy. It looks like the lamp has a 20w bulb in it. But when enough light is being generated to look like the lamp is giving off a normal amount of light the shade is just blown out all to heck like it is here. I'm at the point of just doing multiple renders and patching then together in PS. But before I do has anyone come up with a good lampshade solution? Curious to hear. Sean
  13. I just purchased an HP z800 workstation. Xeon X5570 2.93 48 RAM 64-bit Windows 10 Pro It came with an FirePro V5800 GPU that wasn't playing well with Sketchup and a few other things. I've ordered a Quadro K2200, and in the meantime the retailer loaned me a Quadro 3800. I thought the problem was the GPU but the same issue has occurred on both cards. When I try to make an image prop or a texture with any kind of mask, clicking on any option on "Create Source for Mask" i.e. "grey scale" or "transparent Color" shuts down the computer. Not a freeze or a crash, a power outage. The first time it happened I thought the power had gone out. It also did the same crash once outside of VW while uploading a large file to Google Drive. But without fail, every time I click "transparent color" while making a mask--boom instant power outage. Does anybody have any idea what is going on? --Sean
  14. What are the rules for modifying an interpolated surface. When modifying the mesh with the Reshape tool sometimes the tiniest vertex move will cause the mesh to fail. Other times it's fine with a crazy twisted shape that defy the laws of time and space. Is there any documentation or tutorials or general guidelines about reshaping a NURBS mesh? It's like playing minesweeper waiting for the "Create NURBS surface Filed" pop up. Anybody know? Sean
  15. Thanks Andrew: Your sample on the thread you included is basically what I came up with it just feels so sketchy. I'll check out that webinar too. Thanks Sean
  16. I had a Canadian guy call me at 8:00am on a holiday (not post a comment or email--but a phone call!) asking me to do a tutorial on Vertical lighting positions. So I start messing around with Plot/Model view thinking I can pull something together in a few minutes. Yikes what a nightmare. So I go to the help--as usual no help. Next the WWW trying to find some documentation on what is a very common thing on a light plot and I can find next to nothing. I mean I can get it to work with Plot/Model but it is so confusing and tricky I must be missing something. How can something this common be so difficult? Mr Earlybird wants to hang lights on a vertical truss and generate 3D light info--not just a 2D plot. A perfectly reasonable request. I want to help this guy but I'd like to know what I'm talking about more before I make a vid. There must be something somewhere for this extremely reasonable question. Can anybody point me (us) toward any resources that can shed some light on vertical lighting positions. Thanks Sean
  17. No it worked, as shown in the image I attached. The only difference is I extruded two circles and fileted the edges rather than sweeping the shape. That's why mine is solid inside. So no, it's not that I didn't get results, I just wondered if there was a more poly-efficient way to do it as creating potentially hundreds of copies of the segment seemed intensive. Thanks for your post. Got an interesting conversation on the forums if nothing else. --Sean
  18. Thanks Mike I am looking for an actual modeling solution. I could get a good effect with displacement maps (although it takes forever to render) but I'm trying to find an actual geometry method. Thanks for the suggestion Sean
  19. Hello all: I'm trying to make a corrugated pipe like the ABS landscaping drain pipe you see everywhere. I'd like it to be able to curve along a NURBS path so the pipe can bend in multiple directions at once. I messed around with the Chain extrude (does anybody use that tool?) and was able to make it work along straight lengths but despite having Bezier options in the mode bar, it only seems to make straight runs with angular bends. The best I could come up with was modeling one segment and then using a NURBS as a path for a "Duplicate along a path" that seemed to work ok but it made dozens of replications of the shape to do it. Is there a better way? Thanks Sean
  20. Thanks Jim In a fresh document I am able to get it to stick with Limited By Selection Length. But I still can't get the Fixed length to work with the auto-inserting drawing labels. I changes the settings in the OIP before inserting one--like you'd do with attributes--and I changed it at different times and ways after being inserted. I can't get that one to stick. It's not a huge issue, I just am pretty sure it was not that way in the past. Thanks Sean
  21. I hope this is an easy one. Is there a preference settings for the default settings of viewports? In the past I seem to remember "Limited by Selection Length" Being the default setting. And I thought Depth range could be set by how far you extended the last leg of the section cut line. Now each time I want to crop I need to go into the OIP then Advanced Properties... and change the setting. Same thing with Line Length Mode for Drawing Label objects being defaulted to "auto fit." I'd love to get these back to my old settings but I can't figure out how. Thanks Sean VW 15
  22. Thank you! This is the most clear and conclusive answer I've ever received from a forum post! Of course that's what's going on. I can't believe I didn't see that. In C4D I just selected the one polygon face to apply the texture to, that's why it didn't happen there. And the funny rectangle test (I realize I posted the wrong image)That's why the black rectangle was slightly shorter than the white--it was shorter by the thickness of the extrusion. Thanks for the bit-depth tip too. However, when I tried to recreate the problem for Jim, and couldn't--I must have made a slightly thicker extrusion--it looked fine. So I think the washboard was also a result of the double sided texture. Thanks to both of you Sean
  23. I’m trying to get a handle on displacement maps. I watched the recent VW youtube video on Maxwell render files and downloaded a bunch to play with. I even got the shingles that Jim recommended in an earlier post. I have very strange results. In VW (very high, 1” 12”sq) there was a strange corrugation in the image and a V-shaped valley in the middle of the shingle. I used the same files in c4d (10 subs) and received the expected result. I tried many setting variations in VW and could not get the same results as the c4d render. So I decided to do some test files. Went into PS, filled with 50% grey. Put an almost white rectangle next to an almost black rectangle. In c4d they rendered as you would expect with the white rectangle extruding and the black receding. In VW both rectangles extruded. The only difference was a small valley around the edge of the black rectangle. I put the d-map in the color channel for reference. I’m hoping I’m doing something silly. Sean Win8.1 i7-4770 3.4 16GB GTX 650Ti VW 15 sp2
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