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About scottmoore

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  1. markdd "Something rather lovely about that lone shaft of light." Mies van der Rohe was correct in his assertions.
  2. 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.
  3. 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.
  4. 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.
  5. 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.
  6. Well dang Josh! I actually thought those were one and the same. After 20 some odd years I had no idea. Thanks!!
  7. Doesn’t the ambient light have to be turned off manually in the “lighting options”? I know it turns on automatically if VWX doesn’t recognize a lighting object regardless of settings.
  8. This tends to come up randomly in most of my drawings on both my laptop and desktop. Next time I find one that has a consistent issue I’ll forward it on. For me, it’s just that textures disappear when using RenderWorks. On my design process I keep both custom RW and Final Quality RW (I know....) on hot keys to quickly render and see what textures or geometry appear. It seems that once a texture disappears (and I believe it is always an image texture) that it then continually has an issue. I’ve investigated the file sizes of the images in question and that does not seem to be it.
  9. Steve, we’re you rendering on the design layer by chance?
  10. 125% is generally my default. My opinion is that most LED displays will emit more light than that even when the NIT level is dialed back. I often help things out a bit by adding an “ambient” light or two to a render.
  11. No. As you can see, at 250% the image gets quite blown out. I generally find that I can’t go much over 125%-135% before the image becomes unusable. Of course, that also depends on the image.
  12. A few examples depicting light emitting displays. The room in which this display is placed is 100' x 100' x100' and just uses white as a finish. Another note is that the screen tool applies the texture to BOTH SIDES of the face so if you want to block the back side from being visible or emitting light you need to make the base structure the same size as the modules. Likewise, in the example where I included simple geometry to create a screen, you would also need a blackout piece of geometry in the back. In this case, it would also NOT cast shadows.
  13. Also note, if you want to actually see the glow you will need to a) enable indirect lighting, which incidentally is true of any glow texture that emits light, and b) you will need at least one other light source in the drawing so that you can turn the VWX ambient light off. For instance, if you just want an LED wall to illuminate your scene, you will need to turn off ambient light and place a light object with an intensity of 1% and possibly even give it a dark gray color. The light object will effectively be “off” but VWX won’t know that. If you have no legitimate light object in the scene, VWX will turn on the ambient light by default.
  14. I tried it. Didn’t work. Since the glow texture emitting light is not actually a light source that VWX recognizes, it does not penetrate through a piece of geometry that includes a texture that does not cast or receive shadows. Kind of a drag as that would have been a useful tidbit. You can certainly put a light object behind that texture but getting the shape of the light source correct would be a nightmare.


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