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scottmoore

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Everything posted by scottmoore

  1. Make sure you have the classes associated with those labels turned on.
  2. I am continuing my multi-year task to get some serious improvement in the control available to users for lit fog lighting objects. In my opinion, the current implementation is vastly lacking to the control we had in VW2010 and earlier. While the quality of the volumetric space is far superior, there is no longer any kind of realistic control over the visualization of light output. In other words, there is no way to depict a light source that is brighter at the source and then falling off in intensity in a realistic fashion. In my opinion, this will be the difference between a good presentation application and one that is fantastic. Until that is implemented, VW remains less than stellar. I posted about this earlier in both the Spotlight and Renderworks forums, however, my thread title generated no interest. I'll keep banging my drum until I get some traction. I was told a year or so ago this was in the pipeline and was hoping to see the implementation in the current iteration of the software, but no. I will say that I am very pleased that the issues with image props and lit fog have finally been resolved. That had been an issue for about as long as VW has had volumetric rendering. So kudos there.
  3. I believe this will allow the lens to not only appear as an object with a backlit or glow texture but that the texture itself should receive it's color from the assigned fixture color field.
  4. Greetings all. I have posted regarding this over in the Renderworks forum earlier this year. Is anyone else frustrated at the complete lack of useful control over "lit fog" lighting effects? I was really hoping that this would be addressed in VW2016, but sadly it is not. With the previous rendering engine (up through VW2010) there was enough control to at least approximate a real beam of light with resonable fall off. That is no longer the case and I find that extremely frustrating as that control functionality does exist in Cinema4D. I am happy to see that the issues regarding image props and their poor interaction with lit fog beams have been resolved, but my kingdom for some decent control over light beams.
  5. You mentioned view ports in your initial post. I have found that any rendering of view ports takes quite a bit longer than rendering on design layers or at least up through VW2015. My assumption is that you are using view ports to create the client presentations which makes sense. I opt to not do that simply due to that issue. Instead I render directly in the design layer, use an application called Precise Screen Shot to create pixel accurate images of the render and then drop those renders in pre-formatted documents to create presentations. It's another step but I find it much, much quicker than rendering in viewports. Just a thought.
  6. You can add the / into the symbol itself and then set the Universe field on one side and Address field on the other. Unfortunately, you then would need two sets of label legends; one with those two fields set-up correctly and the other reversed to account for fixture orientation. An easier, albeit less "standard" solution is to simply place the universe over the address or vice versa and detail that in your symbol key.
  7. I have updated to VW2016 and am pleased with many of the advances. I am especially pleased that issues with volumetric lighting effects and their interaction with image props have been resolved quite nicely. Unfortunately, we still have no realistic control over the volumetric lighting itself. That is quite disappointing. Any word on when or if this will be addressed?
  8. For what it is worth, I have had EXACTLY the same problem and the only resolution was rebuilding the workspace. Frustrating.
  9. I am working on a project currently and once again feel completely hamstrung by this issue. The renderings look absolutely terrible. Any thoughts on the progress of gaining more control over light objects?
  10. Now that Tony has shown me how to correctly add images, I am posting a few more. Note that the quality of the volumetric rendering is far improved in 2015, however, there is nothing that defines a point source. Not to beat a dead horse....
  11. Jim, Fair enough and very much understood. I appreciate your help.
  12. Thanks for the responses. mjm, I would absolutely agree that lit fog includes many variables and there is probably no way to accommodate all of that and, in fact, I do not believe we would want to. The one thing that is always a constant is that the beam emitting from the source is always at it's brightest and it always falls off in a very proportional manner. That is something that was very easy to emulate in 2010 and earlier versions but is no longer an option. Again, I would certainly agree that the quality of the lit fog is greatly improved in later versions of VectorWorks as, most noticeably, it is no longer as "grainy" as it used to be. My argument is that we simply need to have more control over the light beam so that we have a sense of it coming from a source and that it falls off in a reasonable, definable manner. Thank you for taking the time to post by the way. grant_PD, I believe the feature you describe (One of the biggest giveaways is that the beam begins from a single point rather than the surface of the lens.) is called "clip" in Cinema4D terms. I may be wrong about the nomenclature, however, that functionality exists allowing for the beam of light to be initially visualized somewhere past it's point origin. Where the 2015 rendering engine really fails is the inability to depict "brightness" from it's point source as it appears that the "beam" more or less has a consistent luminosity throughout it's throw (with little regard to the law of squares) and as such, there is very little luminosity emitting from a pin point beam meaning the pin point is, in fact, the dimmest part of the beam. Certainly, placing beams in Photoshop would be an option and beyond that, one can export into Cinema4D and greatly enhance the image. To my mind, it would be far simpler if we could just have better control over the tools that we already have in place and avoid those steps. For many of my clients, renders directly out of VW have been more than satisfactory, but that is not really the case anymore. Instead of enhancing productivity, I am now potentially adding steps, applications, and potentially personnel to a project that I never required before. My point is that Cinema4D has this functionality and then some. I would think it would not be that difficult to add a few parameter controls to accommodate this. Of course, I am not the one having to write the code so....... Thank you greatly for your input.
  13. Interesting that there are no responses in two weeks. That leads me to believe that users don't recognize the issue.
  14. Greetings. I am fairly new to the forum, however, have been using VW / MiniCad for a very long time. I had resided on version 2010 for quite some time and finally upgraded to 2014 last year and 2015 this year. The transition from the old rendering engine to the new one has left me a bit frustrated. My frustration stems from the lack of control over light objects with regards to volumetric rendering. In 2010 and earlier, it was very simple to create a lit fog spot light object and then manipulate it to where the intensity was quite bright at the source and then tapered off in a fairly realistic fashion. While the volumetric rendering quality is greatly improved in the current versions of VectorWorks, I have yet to find a way to realistically simulate a lit fog light object. Regardless of the setting chosen, the beam originates in a pinpoint with little intensity and then extends off with very little fall off. As I understand it, VW is currently utilizing the Cinema4D rendering engine. That rendering engine allows for a great deal of control over the appearance of beams of light in a volumetric situation. It is my assumption that we need some additional functionality to make this truly useful. I have seen quite a few renders from other colleagues and they have the same issue, though I am not sure that they realize it.
  15. Seems simple enough. I would find this extremely useful as I end up with dozens of textures in my drawings and am constantly toggling the drop down arrow to open and close the textures in my RESOURCE window so I can see my symbol folders.
  16. Yoginathaswami, Thank you for your reply. You were correct, in my smart cursor settings, everything had been unchecked. I have been a VW user since MiniCAD 7 and have never had this happen before. Any idea what I may have done to deselect those options? Is there some keyboard shortcut that I may have hit by accident? I certainly appreciate your reply.
  17. Greetings. I have just run into a snapping issue of some sort that I can't seem to rectify. My assumption is that I have inadvertently set some preference that I cannot find to disable. What is happening is that my smart cursor snapping functionality seems to have disappeared. No manner of choosing constraints or snaps seem to rectify the problem. When using the 2D selection tool, my cursor turns from black to white and two tiny red lines appear to the top left of it whenever I hover over a selectable item. The cursor no longer turns into a cross hair to allow selection. The item will highlight for selection and I can manipulate the item, however, I cannot snap to it. When I choose a scalable selection tool option, I do get the diagonal cursor but that is all. It seems to me that I have seen this or read about this before, but cannot seem to place it. I have rebooted the application and restarted the computer as well. Any thoughts?
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