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Everything posted by scottmoore

  1. “….might be able to create an Apple script…” You are assuming I am much smarter than I actually am! If there isn’t a button I can check, I am pretty much lost. By the way, I am a big fan of all your posts Pat.
  2. It sounds like textures would be the solution to most of this. Textures are simple to create and allow for a ton of flexibility. Client decides to change that shade of green? Just edit your texture. Otherwise you have to go to every wall using that color and change the fill (not cool). You could even go to the point of creating textures for each room. For instance “living room standard” “living room accent”. Even if all those colors are originally identical, (simply duplicate your textures) it would allow you to go back and change things really quickly if needed by editing the correct texture. If you decide later to add a bit of physical texture to your walls, again, this is as simple as editing your RW texture with either the image of some texture or a physical bump shader. Add some sheen for the client who insists on a semi-gloss wall? No problem. Textures can also be used for multi-colored walls. Draw out your to-scale pattern with simple polygons, colorize as necessary, take a screen shot and create your texture. (Make sure to set your texture size correctly) The only caveat is mapping it correctly to the wall. VWX can be tedious in that regard.
  3. Can one lock your palettes in position? It’s so annoying when your are in a hurry and inadvertently undock or dock a palette. You have to stop and clean up your mess.
  4. That is a good point and worth considering. That said, there have been a considerable number of people reporting render cache issues for several years now (which seems to have improved perhaps?) and certainly texture issues.
  5. Copy that. I think at one point that was not the case so the aforementioned black light has been my go to for a long time.
  6. I would think so. It’s not at all difficult, and I highly recommend adding various types of ambient light to your drawing template. You might have to adjust the Z coordinate per design, but otherwise it will be quite useful and become part of your workflow since you will always know on what class/layer these are located. If your ambient lights receive color by class it becomes very quick to adjust overall ambient light color and intensity via the class color. I also include a “black light” object on its own class which is basically an ambient light turned down to 1% and colored dark gray. Turning this on allows me to “fool” VWX so the app will turn off the global illumination. This is crucial when lighting a scene with nothing but textures.
  7. Oh I knew exactly what you meant by “render buckets” but did not know that was the term. Cool. My comment regarding the dpi of the design layer (I believe mine is defaulted to 72 dpi) is that the resolution of a render on the design layer at 72dpi is far greater than a render bitmap at 72dpi. This makes render bitmaps even less appealing to me.
  8. One more rant; when working on a laptop on battery, the render bitmap tool runs through the battery in a hurry due to having to wait for the entire image to render. When I say "entire" I mean whatever section of the screen I choose to render not the entire screen.
  9. That is true. By the way, is "render buckets" the actual term for that?? 🙂 I've never entirely understood the DPI settings of the design layer. I believe it defaults to 72 dpi but is also impacted by the display upon which you work. The end result is that a final quality render on the design layer is typically quicker and infinitely better resolution than a 72 dpi render bitmap. I typically have to use render bitmaps at 150 dpi which take far longer and still do not look nearly as good. The only way to get a render bitmap to look anywhere near as good as final quality on the design layer would take forever. Just a personal note on my process: I have the standard keyboard shortcuts for OpenGL and Final Quality Renderworks. I also have a keyboard shortcut for Custom Renderworks. I completely understand that Final Quality is not ideal but it is a quick way for me to toggle between low quality and high quality renderworks (custom set to lower quality and final quality) while drawing. I always output with custom renderworks. I should also add that for the longest time (a long time ago), my output renders were just screen grabs of design layer renderings before I understood the SLVP method and never had any issues with it. Seems like the render cache issue was the first bug but it has since become worse and worse.
  10. I would really like to see some improvement in rendering directly on the design layer using Renderworks. For the longest time this worked exceptionally well. Over the past several years it has become buggy and unpredictable. Interestingly enough, the common response is “you shouldn’t render directly on the design layer. You should use a viewport on a sheet layer.” Frankly I find that a terrible solution. Of course I use sheet layers to output designs but during the design process? What a huge waste of time and it completely takes one out of the design head space. If you want to see how that new texture you created looks, or check the lighting you just added, you should simply start rendering. Since you are probably centered up on the item you want to evaluate, you only need the render to run for a moment and then cancel it once you’ve seen what you needed to see. The idea that you have to create a viewport and then set your rendering and lighting options and then render it from a sheet layer seems an absurd workaround. The render bitmap tool is not much better. You have to wait for entire thing to render before it displays anything. If you set the dpi to something slightly better than 72dpi, so it looks halfway decent it takes far longer. I get that I only should draw out the bitmap to the size I need to see, but it still takes longer than a quick keystroke to start a render. Rendering on the design layer used to work great all the time. It would be really helpful if that were the case now.
  11. The trick is to simplify the geometry to give you enough detail to know what the item is but not so much that it ruins your processing. Avoid curves, arcs, circles and all the connection fittings. If you need that level of detail then create two versions, one simple, one detailed and class them prior to creating your symbols. That way you can choose the level of detail for output purposes.
  12. I often find that I have complicated paths that I just cannot get the correct result in an EAP process. Items like compound curved paths in three dimensions. My solution has always been (after a few attempts anyway) to divide the piece up into useable sections and then perform the EAP process. Typically that means I am creating the objects in a similar fashion to how they would be created in the real world. Often that process is quicker than trying to make the entire EAP work correctly.
  13. Working on a project file and I find that I am constantly switching back and forth between Imperial and Metric dimension standards. No worries with that, I do it all the time as we Americans cannot seem to wrap our heads around the far superior Metric system..... I have an annotated sheet layer where all the dimensions, which were absolutely created in an imperial standard, have changed to metric. Changing my document preferences back and forth, re-loading the sheet layer and even re-loading the file did not help. The only solution was to open the annotation and and manually reassert the dimensional standard in the OIP. According to Service Select, this is not normal behavior as dimensions should always follow the standard with which they were created regardless of user preferences. Checking with other users of the file, the dimensions were indeed imperial. Has anyone else seen this behavior?
  14. Also, saved views don’t have to save the page (screen) orientation. You can select your first saved view on either your laptop or descktop, orient the view to your liking; perhaps by selecting the sheet outline and executing cmd+6, and then all your saved views will be correct regardless of the device on which you are working.
  15. Here you go AJ. I added the 4x10 cabinets. Edgelightrgb_Ampeg.vwx
  16. Cmd + A then Cmd +6. Find anything that ended up some odd place in a hurry.
  17. Well played AJ, well played! much appreciated by the way. An Ampeg 4x10 should go on my list for sure.
  18. As mentioned, I recommend using the symbol method for title blocks. Works like a champ.
  19. I don’t know that I can answer your question per se but I never convert my print files to mesh. I add and subtract solids a lot! always export to STL at the highest resolution and it seems to work quite well.
  20. Or you could check out my backline symbol library at edgelightrgb.com. ok sorry, it’s a shameless plug, but you won’t have that particular issue.
  21. Ben, Those fixtures are really cool! I doubt that there is anything like this in the existing library but perhaps I am wrong. I think these would require you to model them. Ideally the second unit would be a plug in object where you could adjust all the angles parametrically. It depends on how accurately you need your control to be as to how complicated it would be to make these.
  22. 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.
  23. 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.
  24. 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!
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