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scottmoore

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About scottmoore

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    www.goliveproductions.com
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  1. I don’t know that I agree with your last sentence but I agree with all the rest of it. It’s often good practice to model detailed and specific items in a clean file where one can absolutely track any classes you are adding. It’s not entirely necessary, but it can become a real issue when you create something inadvertently on an incorrect class. I think it is ALWAYS good practice to insert someone else’s model into a clean file to fix it up.
  2. While not difficult to simply model spansets or Gacflex, I tend to think you would have to physically wrap a specific unit around the specific truss and then measure the outcome. You could mathematically calculate the resulting length and probably be close enough, but not as accurate as physically wrapping a truss. You also would want to consider just how accurate and realistic you want your wraps to look. Do you really need curved surfaces and realistic looking straps? You can do that, and even put the labels on them, but those become things that slow the program down. I created mine as pretty simple geometry and added a miniature “target” in 2D to line up with the rig point and a piece of text detailing the truss size, type of wrap and height of the hook above the lower chord so I know where to place a hoist. All that hides beneath a rig point symbol. That, of course, does not take into account any BraceWorks functionality.
  3. It’s funny, but a colleague of mine and I were just talking about upping our section view game. I think this solves most of that. Brilliant!
  4. That is a brilliant idea!
  5. After looking closer, I’ll walk back my comments about OpenGL. It does work quite well for my usage, but I wouldn’t use it for detailed section views on architectural plans. For my purposes I need vendors to see how items fit together and get a handful of dimensions and call out text blocks and OpenGL works great and looks somewhat artistic, but not really for detailed architectural work.
  6. I am not entirely sure off the top of my head as all my symbols follow a similar line weight preference. Worth experimenting though. I will say a decent SL DPI and ambient occlusion are what make OpenGL worth using.
  7. I’ve started to transition away from hidden line renders in favor of OpenGL for most of my drawings. If there is a really close detail, I’ll use hidden line but otherwise, I find the performance and results are better using OpenGL; at least for my purposes. When doing this my sheet layers are set at a minimum of 300dpi, textures and colors off, shadows and lines on, and ambient light set to 100%. Once VWX added ambient occlusion to OpenGL, it was kind of a game changer. That’s just me though. if I were doing straight up architectural sections I would probably still use Hidden Line.
  8. Here is an image of some lighting symbols using more realistic lenses. These are all my proprietary symbols, however, this is easily enough achieved with spotlight symbols as well. You will need to add a class to the standard set of spotlight classes for the lenses. I perhaps suggest calling it "Lighting-lens". In each fixture you can edit the 3D component from the Resource manager. Once in the edit window, click on the body of the fixture. The body of the fixture should be grouped so double click on that to now edit inside the group. In most cases a fixture will have a physical lens in the model so you should be able to select that. Once selected, you can add a texture to it as I have done and that texture should have a glow shader included and receive its color by the object fill (see below on creating those textures). You will also want to move the lens to the "Lighting-lens" class. Then exit the group and exit the symbol. In the FILE menu, drop down to "Spotlight Preferences". Select "Lighting Devices: Classes and Color." In the middle of the resulting pane turn "Modify Lighting Device Color" ON and then select "Lighting device set by color field" which means that the lighting device will respond to the color filed in the Object Info Palette or by directly editing the lighting information for that fixture. Select "use color field for the fill color" because we are wanting to basically change the fill color of the lens object. Finally select, "Modify only geometry in the class _________________ which is where you input your personal lens class. Note that my class is specific to my workflow so that will not be something that shows up in your file. So now the color filed for that fixture will modify the lens class for that fixture and the result should show up on your lens. As to creating the textures, I just snag a screen shot of a lens that I find online and make sure it is cropped nicely. - Create a new texture - Upload your image file in the COLOR shader. VERY IMPORTANT! Make sure that under the "Filter Color" pane that select "Use Object Fill". Once you do all of the above, Spotlight will adjust the fill of the object (the lens) based on your selection of color for the fixture. When the lens class changes, it will need to change the texture as well and this is the functionality that allows that. Very useful for any number of other things as well by the way. - Under the REFLECTIVITY shader, select GLOW. I would suggest an output of at least 100%, however, much higher than that will cause your colors to bloom. You can decide wether or not you want the texture to emit light. Frankly I turn that off just to keep rendering as efficient as possible. - Set the SIZE of the texture to the. size of the actual lens you are emulating. This will save time mapping. - Lastly, MAKE SURE that under the SHADOWS pane you turn off BOTH cast and receive. The way Spotlight fixtures work, there is a light source placed back and the yoke location and it has to shine THROUGH both the fixture and the lens. If the texture is CASTING a shadow, that basically means it s like throwing a piece of sheet metal where your lens is supposed to be. Not good. I hope that helps.
  9. I’ll scrounge up some images for you. To my knowledge, there is no new “magic” in the VWX department, though the ability to do this has been available for years.
  10. Kind of late to the party. All of the above suggestions are good ones. Indirect lighting (multiple bounces” makes a huge difference in the appearance of renders. Not having all the walls to reflect off of will impact the overall look. Otherwise, spending time adjusting light levels, possibly selecting various ies files, is critical. It can take a while to get right but usually worth the effort.
  11. markdd "Something rather lovely about that lone shaft of light." Mies van der Rohe was correct in his assertions.
  12. Interesting view of an IES file in volumetrics just for the sake of conversation. This is one light source with all other ambient light off.
  13. Just an update on the processes discussed in this thread: - Volumetric control has not changed at all which is not overly surprising but certainly disappointing. - The beam origination issue has not changed in Spotlight lighting devices. I am not really sure we should expect to see changes there either until there is some entirely new processes put into place. My solution is using my own lighting fixtures for presentations only. They are not "legitimate" lighting fixtures and have no records attached. That said, I find VWX performs really well and does not get bogged down at all when using standard geometry and not a bunch of plug in objects and symbols with records which has improved my overall attitude and sense of well-being whilst working in VWX. 🙂 But that is just for my in-house usage. - VWX did seriously step up their game in 2021 with the advent of vastly improved focus options which was part of the wish-list on this particular thread. My assumption is avoiding focus points as much as possible will improve the overall performance of the platform. Of course, now that I seldom use Spotlight lighting devices it's not that big a help to me personally, however, someone was indeed listening and I seriously appreciate that. Hopefully that is a marvelous improvement to others. - I have messed about with using IES files for lighting renderings and they can be useful to an extent in volumetric renders, however, performance is seriously degraded as there is a lot more detailed information that the CPU has to render. I find they might be best used for large format wash lights such as multi-cell 4-light, 6-light, 8-light units perhaps? None of this solves the "inverse square law" (as I jokingly refer to it) where the beam is basically computed as a piece of geometry; the larger it gets, the brighter it gets as there is more of it for lack of a better explanation. Continue on my friends.
  14. Great info as always Sean. I've not run into too many issues with this and have frankly found that just using colors as opposed to layers or classes has worked fairly well. Then it simply becomes an issue as to how best to organize the drawing in the first place. Attached is an image of a map I made of our downtown area as a project for my wife's side hustle. This thing is a bit addictive.
  15. I would agree with the above. When thinking in terms of processing time, keeping things as simple as possible while generating the information you need to communicate the intent is paramount. Things like threads on bolts, nuts, screws and other fasteners will slow down processes. Depending on what elements are visible in 2D, you can even slow down standard plan views. Case in point, my personal truss symbols include simple (a rectangle in 2D, an extruded rectangle in 3D), standard (detailed 2D and square tube 3D) and detailed (detailed 2D and round tube 3D) class options. I only ever use the round tubing in scenarios where the truss is fairly close to a renderworks camera or if I need to show a close up detail of how fixtures and accessories mount to a truss. Otherwise, square tubing works just fine and is MUCH faster. That said, if there are nuts included, it would be nice to have those line up correctly.

 

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