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scottmoore

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Posts posted by scottmoore

  1. Just a note to everyone that has purchased the backline symbols package: first of all, thank you. Secondly, there is a bug with VW2020 as it relates to image textures that can be colorized by the object to which they are applied. In a word, that functionality does not work. As such there are some issues with the symbol package. 
     

    - drum kit finishes are not correct and can not be colorized per the instructions.

     

    - the same is true for grand pianos. 


    - some percussion instruments will look a bit odd. 
     

    I am hoping that VW will sort this out soon as it not only impacts the symbol package but also deeply impacts a lot of my rendering workflow.  If anyone has any issues, I can create some temporary textures for you. 
     

    thanks,

    Scott

    • Like 4
  2. On 11/12/2019 at 2:20 PM, EAlexander said:

    In your example, it is really the light falloff that gives the space the vastness. I think you just need to model a huge floor and a grid and keep the lighting focused around the stand so it falls off nicely. Once you build a few basic scenes, you can use them for templates to render out multiple projects. 

    I would agree. You can make your facility render as simple or as complicated as you like. Use textures in place of some of the complicated geometry to keep render times down. 

  3. I’ve been posting about renderworks “caching” for several years now. It’s never been a reproducible problem that I am aware of, but simply shows up from time to time. The symptoms are updating geometry that works just fine in wireframe and OpenGL but reverts to a previous iteration in Renderworks. The solution is to restart. 
     

    While I can’t say the problem has been rectified in 2020, I can say, I’ve not seen it since upgrading. 

  4. Neither restarting the application or the computer solved the issue.  
     

    - create new “Renderworks” texture

    - under “color” select “image”

    - select an image file

    - select “use object fill” under the “filter color” option

    - set texture size as necessary. 
     

    render in OpenGL? Just fine

    render in Renderworks? Nope

     

    very frustrating as I’ve created a ton of symbols with this very useful functionality which are now (pun intended) rendered useless. 

  5. I am finding an issue, at least on my MBP involving textures created using an image and having the color filter set to object fill. When using that particular parameter, textures render correctly in OpenGL but turn black in Renderworks. If I disable the filter by object fill parameter, the textures work just fine. 
     

    To test I just tried this with a blank document, one piece of geometry and one texture. 

  6. when creating symbols, you could set one each of the BEAM and FIELD fields to their min and max settings so you can see your range at a glance. That would mean you would have to adjust a fixture to use it properly but you probably have to do that anyway. Just a thought. 

  7. it depends on how accurate your Photometrics need to be. That data is typically available from the manufacturer. If you are rendering, then it is more of a question as to how sharp your edges are. Play around with it for a moment and you will figure it out. Generally you want both BEAM fields to have the same value and both FIELD fields to have the same value. There are two fields each to accommodate non-axial mounted PAR lamps that project an oval beam. Now that those lamps are no longer manufactured, it will eventually become a moot point. 

  8. You would need to know the parameters of the fixture. It should be noted that VW doesn’t care if a fixture can zoom or not, you can still update information in the Ben and field cells as it is simply a lighting object parameter. Likewise you can put a gobo in any fixture you want; PAR can, LED wash, Fresnel. 

  9. I would start with setting your view to a side elevation. I am still a big believer in keeping polygon counts low to speed up rendering so I create mine as fairly simple polygons and then extrude them 2” or so. Basically, the width of a spanset. Mine are all hybrid symbols that include a tiny circle with cross hairs to get the spanset installed correctly and then a bit of text explaining how high to raise the hoist to above the truss to make it appear correct. 

    • Like 2
  10. Brad,

    There are some significant differences between WYG and VW. WYG was designed as a visual design tool first and foremost while VW was designed as a drawing program. One of the great features of VW has always been its’ inclusion of hybrid symbols. In other words, a symbol with both 2D, for detailed plan view drawings, and 3D information for various renderings. As far as I know, this feature was unique back in the MiniCad (precursor to VW) days. It allows you to do cool things like insert a motor that in 2D looks like a circle with a cross hair in it and in 3D looks like a hoist with a chain. This a seriously powerful feature.
     

    The problem arises when one wants to rotate a 3D object. What is to become of that 2D information when you rotate that truss? Often one ends up with an awful looking wireframe assembly that, in my opinion, is unsuitable for a professional-looking plot. Also, how do your shop personnel determine exactly how to install the system if what they have is an angled, wireframe representation. 
     

    There are a few approaches to this. Some have been mentioned. The new “schematic view” in 2020 and the existing “plot and mode  view” are some methods to deal with this. I am currently a proponent of the “design layer viewport” as it offers a ton of flexibility and can be implemented to be a fairly seamless part of your workflow should you desire to delve into it. 
     

    In very simple terms one draws a truss and everything associated with it on a dedicated design layer. Once drawn (in straight forward 2D by the way) you create a “viewport” of it and place it on your standard drawing layer. Note that your dedicated truss layer does need to include at least one Spotlight lighting device. Once you have your viewport (which is like a really smart, 3D image of your dedicated layer) you can rotate and move it any way you want to. Any edits you want to make to the truss or objects on it are easily modified in 2D on your dedicated design layer. It allows you to present detailed 2D design plots and accurate 3D elevations and renders. 
     

    It all depends on what is important to you. 

  11. quick question: has the status window for viewing the process during “publishing” disappeared?  I’ve noticed it missing the past few times I’ve published which means I have no idea if the program is locked up or simply in the process of publishing. Have others had that experience?  

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