Jump to content

Nicholas Kargel

Member
  • Posts

    66
  • Joined

  • Last visited

Everything posted by Nicholas Kargel

  1. Thanks for the reply. Here is a screenshot with the more-or-less desired effect. I've used a workaround (large object behind the frame) that will cause some difficulty, but I can probably live with it. The second shot show two test cubes showing that with planar mapping (non-auto) the image shows on one surface and stretches across the others. I don't know how to make the image show correctly on the front-facing surface. I doesn't even seem that it is necessarily applied to the "top," as I tried creating some panels in top view and then turning them, without predictable results.
  2. I'm doing something similar, although a more complex mosaic with maybe 50 extrudes, so doing the math for the offsets would become cumbersome at best. I think I could avoid that by using the attribute mapping tool to map the texture on each object to the same point. Here's my confusion: in the sample picture above (with the camera across 5 boxes) the image is on one face, and stretched across the other faces. This is okay, but I can't figure out how to determine which face will get the image ad which will be stretched. In auto-aligned planar, it appears correctly, but can't be edited with the attribute mapping tool. If I turn off auto-aligned, the image goes to a different plane. I'm sure there's a rule, but I can't figure it out.
  3. Hello! I'm working on a set design that will have a wall contain one large graphic image, split into segments. There will be gaps between the segments, but the graphic should continue as if the gaps weren't there. As if I had a giant graphic and cut slices out of it without changing their relative position. Like a triptych painting. Is there a good way to map the image texture across all the extrudes such as they have the same reference point in space, so I don't have to endless fiddle with H and V offset? thanks.
  4. If only I could make real-world set pieces with that property!
  5. Does the curtain have a texture? What color is it? I just did a little experimentation and found this: With a black curtain with no texture, I could light it in openGL (I had to make the light very bright). It would not light in Renderworks. If I made the curtain even a very dark grey, or gave it a texture, it would light. So I'd guess that RW interprets the black as a theoretically perfect true black that will not reflect light.
  6. Thanks. I suppose somewhere there was something that would have told me where those options had moved to. In my defense, I did a fair amount of looking in the help system before coming here.
  7. It started working after a restart. Now I know.
  8. OK, that lets me turn it on, but can I change its intensity?
  9. I feel like I'm losing my mind. In earlier versions I could place a lighting device with the instrument insertion tool, and there was a checkbox in the OIP to turn it on and adjust the dimmer, just like a light object. Now I don't have that. How do I render the light from a lighting device? I've inserted the device and assigned a focus point and a position. I can draw the beam, but no rendering.
  10. I played with some area lights, but the edges of the beam as displayed on the translucency are still pretty sharp.
  11. This is the first time I've tried video screen objects. I've made an RP screen. I've set the screen image to one of the defaults (also tried other image textures) and nothing appears. Nothing shows in the preview of the Edit Screen Image dialog, either. I've played with the scale and shift with no result. Am I missing something?
  12. Howdy. I'm rendering a set make of of backlit translucent panels. Currently I'm using spot light objects, about 4' behind the set, pointing straight forward. Works OK but I'd like the edges to blend better (trying to imitate LED washes). I've tried many combination of beam and spread angle, distance and angle fall, and this is the best I can come up with. Any suggestions?
  13. Oh, that's something I was fiddling with trying to solve the problem. Seems maybe it's a bug in my system? I did reboot and all that. Also tried recreating the viewport with the same effect. Hm.
  14. Line weights have no effect. I'll try to attach screen shots from VW and print preview to show the difference.
  15. I have a viewport of a 3D model on a sheet layer. It looks fine on the screen, but most of the lines don't show up on a print or PDF. It works OK in wireframe or OpenGL, but fails in Hidden Line or Dashed HL. I've tried adjusting line weights, render settings, etc. In this instance, I worked around it by redrawing the missing lines in the annotation, but would like to know a real fix, if possible. I'll attach the file if anyone wants to take a look. 2010 SP4 (build 126481) MAC OS 10.6.8 2 GHz Intel Core 2 Duo 4 GB 667 MHz DDR2 SDRAM
×
×
  • Create New...