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Elite Exhibits

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  1. Any suggestions on Hybrid Symbol Editing with VW 2011 ... Not to get the Layer Plane / Screen Plane issue going again. Editing of Hybrid Symbols is more complex more steps in 2011. Looking for suggestions on connecting the 2D with the 3D When editing. Typically this is with existing Hybrid Symbols or Symbols created from other Hybrid Symbols. One example of an induced problem with 2011 is when a Hybrid Symbol is rotated on the drawing. Double clicking an instance on the drawing is now a different "edit mode" than locating the symbol in the Resource Palette and selecting edit. To work around this issue, we no longer double click an instance on the drawing to edit. In place we use the Locate Symbol in Resource Browser option from the contextual menu (right click) and edit from there. Pre VW 2011, one could edit the 2D portion and create / edit any needed 3D. Now the 2D may end up as 3D ie: Layer Plane. At this point, we find it easier to draw / redraw new geometry, then edit the symbol in question by pasting in the new and deleting the old. This sometimes requires one to get the geometry from inside the symbol. Two Trips or two "Convert to Group" operations ... Any easier suggestions? P.S. It appears that VW 2011 SP4 has a bug fix for the disappearing 3D (VB-93548 3D elements of symbols disappearing during edit) ... that may help Thanks in advance - Peter
  2. Been a bug for some time ... set the dpi up Typically we set it to 1200 You may also find it easier to "Print" the pdf vs Export - Peter
  3. Horst - I dissected the "Spiegelkugel" and find es ist eine sehr magische methode! Not a Mirror at all, but a light squeezed thru small holes. -Peter ************************************************************ I'm kind of lucky, that I know The C4d Material Manager (a bit) otherwise I would not have been possibilbe for me to create, for example this Mirrorball shader, which is in VW 2010 impossible. ************************************************************ Would you please ask for more information from this person? ... and where is the location of the Maxon C4D manual that contains textre information ? - Thanks - Peter
  4. Several simple suggestions. Alway have the texture start at some logical location. If that is the lower left corner then so be it. But make it uniform. Add some check boxes: 1. Lock Shader Origin Location (This would keep the X and Y from changing when the scale is changed) 2. Center Texture on object (This would keep the object centered when the scale is changed) 3. Scale texture to Object Width (This would automate the match process when a shader need to fit the object) 4. Scale texture to Object Height (This would automate the match process when a shader need to fit the object) Is there a reason we are not able to use the Nudge with the Texture Map? One major continued failing with the attribute mapping tool is where the texture IS and where the object IS, when the object is remote from the center of the drawing world. We work in an isolated environment, with the Attribute Mapping tool, by the nature of the object. Make it a Symbol or a group then edit that object. (In the past the old texture mapping was isolated from the drawing.) The issue appears, for example, with an Image based Texture applied to a simple extrude. The location can be 90 degrees off and at the other end of the drawing. Often off the screens current zoom. (In the attached LPEG the Texture is 195ft away from the 10 ft object?). Assumption is, the texture maps to the drawing world, not the object. We find that the new iteration of Attribute Mapping is a step up from 2010, but still illogical in several ways. More often than not we are making duplicate textures, or going outside to Photoshop to alter or fix the image shader size / ratio in place of the struggle that is the past tradition with applications like Form-Z where you spend your time entering number guesstimated numbers in the OIP, then re-render, then entering a different number in the OIP, then re-render then ... Peter
  5. I have also had similar results when I attempted to "Batch Print" to PDFs. (Never had one run past 20min before I escaped.) - (I have a request into VW Training as to what the issue is - Traditionally we used the Batch Render Feature, although there are limitations in this process when some drawing items are changed (lighting is an example) and there is a class based Bug that makes for some work around fun. (With Batch Render you are able to specify a very high resolution output with the Batch Render Que - Ironically we do some screen captures (32 in cinema displays make for a nice big screen capture ... ) that rival export, mostly sent as PDF to clients, but they look good even when printed to 11x17 laser - Peter
  6. I have noticed that some Symbols (those with lights as part of them) need to be "Edited" - Nothing changes, simply select them in the Res Browser and say Edit. Then Exit right away. The bounding box is now back to a better size. (This is also a Bug with groups inside of Symbols) - Peter
  7. Question on The Mirror Ball Texture - Why does the "Reflection" Shader not handle the reflection? Without the "Transparency" Shader there is no reflection? Illogical, but I am sure there is an explanation - Peter (das ist einnettes "Spiegelkugel" Horst)
  8. Noticed that Textures are discussed in different locations depending on the way the topic is worded. Attached is a file with mostly NON image based textures. I dug through those provided by VW / RW 2011 and for the most part they are image based. There is a huge gap in the Getting Started Guide and the plethora of Shaders and options in the Tile and Noise settings. As these take over for several Shaders lost to VW 2010 it really would be good to have examples. - Peter
  9. Once used an application that had a command called ":Gravity" essentially any item you clicked when "down" to ground level. With VW ... some where back in 2008 ... When I also wanted to use the Send to Surface command ... I requested a working drawing to dissect. Tech Support never gave me enough to go by. Questioning other users, this was part of the email trail: "...I'm not sure but I believe that the "send to surface" command was designed only for use with a Site Model (DTM). If that is the case (Robert can correct me if it's warranted) then I think the command is working as designed." " ... Essentially, the send to surface works only on a dtm. Your questions about how to create the dtm from the polygon tool? You need to use the 3D polygon tool, not the rectangle tool to create your original rectangular shape. If you then convert this to 3D loci, you?ll have a 3d locus at each corner with a Z value of 0. The convert won?t work if you use the rectangle tool as it doesn?t see this as a polygon. Select all your loci, create the site model and you?ll have your flat starting point. However, on a general note? I do find the dtm stuff rather flaky from time to time? I am just about log some bugs?" I really wish that VW would see the use for some tools in other disciplines, and provide real solutions. The people at Tech support are great, but some times it feels like you are told not mix commands / tools into other workspaces. ... with that said I rarely use the Send to Surface command as select and move is less time consuming. I do assume that the command actually works. Also see the attached - Peter
  10. ********************** Try for example scanning a lot plan (a plan with the lots and their numbers and streets) and set it to the ground plan, then show your 3D with it ... ********************** We started doing this for Tradeshows - and easy way to show the 3D Exhibit property with out drawing the product. Only we did it years ago as a texture mapped to a 3D poly. I still think the thrust of the Layer Plane / Screen plane issue is the Marketing Speak vs the Reality. It started out as ... "You can work in Top/Plan view as usual, or switch to a 3D view and continue working in the same way, with the same tools and operations!" - Evolved into ... "Top/Plan view is no longer mandatory for many tools; you can now use common 2D and 3D tools to interactively create and edit all planar 2D and 3D objects ... " A work flow with added steps is not a new paradigm. Its a view changing time drain. (Ironically I bumped into a VW Plug in the other day called: Plane Mode - There are two flavors - Objects to ?Screen Plane?.vsm and Objects to ?Layer Plane?.vsm ) Just like the Attribute Mapping tool in 2010 they will work at it, change it and I hope they fix the issues. - Peter
  11. I dug through the drawings that shipped with VW / RW 2011 - when I opened and then closed - each asked ? Do you want to save. I did not find a single native VW 2011 drawing yet (Yet ...) Add to that, most of the textures are image based. (I have collected a few that are not for future dissecting) It is ironic that the architectural Textures (Some of the brick patterns for example) are Image based. (reference: Textures_Exterior Finishes) while a procedural shader named "Bricks" exist. (?) I think that the ... "the constant "trial and error" technique" ... is the norm since Renderworks was started. (Long for the Stratavision approach?) Why should there not be a guide to each of the Shader variations (Not each possible setting, just an example for each Shader. Bricks and Pavement are what I refer to as Singular Shaders. Some trial and error is easy. Tiles and Noise, on the other hand, have dozens of sub shaders. This is especially true with Shaders that do not transfer well. (ie: they do not look anything like their VW 2010 counterpart.) I have lost of struggled to recreate some VW 2010 "Eroded" Shaders in VW 2011 Based on the VW / RW track record, I do not think that anyone knows what the shaders actually do - (I say it again: What was that "Square" Trans Shader in the first RenderWorks?) - Peter If there any any suggestions on finding info from Maxon - Cinema 4D etc / Let me know.
  12. matt m oz - Thanks Again I find it ironic with VW 2011 as viewed in the Layer Plane / Screen Plane Video is essentially 2D Plan views mapped to four planes surrounding a plan view. Is this presentation what the architectural world wants? - Peter
  13. MattG ... Take a look at the attached JPEG - Is this what you are looking for ? one texture across 9 objects - Peter
  14. Great work Mike (Truly Addicted...) Thanks. ( If users can't understand it after all this then in all likelihood they never will. ) Understanding what happens has not been the key, understanding why the default was Layer Plane (With no preference) - Me thinks this be the key to confusion and complaint. What helps the novice is to think of Layer Plane objects as 3D - NOT as 2D - Like Screen Plane object is 2D - Maybe one should think of a Layer Plane objects as a 3D object that can not have the "Z" set to more than Zero. They can be moved, for example with "Move 3D". Like a 3D Polygon only with better color retention. It also appears that in VW 2011 all 2D edit operations do not work on Layer Plane Objects as one expects them to work with Screen Plane objects ala VW 2010. (Move Command is an Example) As for drawing Layer Plane in the Screen Plane / 2D world of a Hybrid Symbol, that's easy. But there in lies the rub. Not understanding the process (and the default set to Layer Plane) "Objects Disappear" - Not as expected with the traditional combination of 3D and 2D - Layer Plane objects and Screen Plane Objects combined with 3D geometry can create some new style Hybrid Symbols. Visibility is based on View (as with Traditional Hybrid Symbols) and also with the Rendering Mode. (Though there still appears to be a Rendering "Bug" in this combination.) One plus we have noted - The ability to Edit a Layer Plane Object rather than the Static condition rectangles take when you convert them to 3D Polygons. A definite plus. - Peter
  15. ********************** Noise settings like 'Cell Voronoi' doesn't really compute with me. I prefer settings called 'Leather' or 'Brushed Steel' or 'Plaster' etc. I suspect that the german owners of NNA have intentionally withheld an adequate rendering solution from Vectorworks, so that we are more likely to buy Cinema4D. ********************** Interesting concept ... I always thought that no one really knows what some of those weird shaders do in the first place? (I always remember the "Square" trans shader in the first RenderWorks.) - Peter
  16. Take a look at VectorBits - ********************************** 2 - Who sells the plug in for "remove duplicate objects" that I have heard referred to. ********************************** http://vectorbits.com/VectorBits_2011/vectorbits/Entradas/2008/1/8_Optimize_Drawing.html Peter
  17. Does the file render in another setting like Fast RW ? - Peter
  18. VectorBits plug ins work great ... think some are now available for 2011 http://vectorbits.com/VectorBits_2011/vectorbits/Entradas/2008/1/8_Optimize_Drawing.html Peter
  19. Thom My suggestions ... don't use the decal tool for what you think it is for. Attached is an example of a Decal that is simply a texture on another bit of 3D geometry. Easy to size and adjust. Assumption is: Attribute Mapping tool is still buggy - Peter
  20. Mike M Oz and others ... More on Layer Plane vs Screen Plane Please see the attached File. Paste In Place is functional, as mentioned, in VW 2010 and apparently in VW 2011 Only when a Hybrid Symbol is edited from the Resource Browser. (Example: Symbol-Screen Plane) have a movie to document same. The Layer / Screen Plane has added several steps of complexity to what was a simple workflow with Hybrid Symbols. I don?t have an alternate, yet, that is as easy with VW 2011 as it was in 2010. But, I have boiled some of it down to two tracks. One. Edit (Hybrid) symbols ONLY from the Resource Browser Edit 2D First. Screen Plane objects / Hybrid Symbols appear to behave as expected. Two. Move from the 2D or Screen Plane world to the Layer or ?Extrude Plane? world. And the number of steps will be minimized. (ie: you won?t have to remember if it was drawn as Layer or Screen Plane its ALL Layer plane now. Unfortunately this equates to ... Do not use the ?double click to edit? a Symbol method to edit an Instance on the drawing. There is a Video on You Tube that would lead you to believe that the switch from Screen Plane to Layer plane is simple. Reality is different. Consider that once you make any Screen Plane objects into a 3D Object, such as an extrude, you are NOT able to go back to a Screen Plane. It appears that you can edit the ?2D - Layer Plane? geometry in Top - Top / Plan - even Right Isometric View, all as if it were ?2D - Screen Plane? geometry. So that is a plus for VW 2011. The problem with this is multifaceted. Those accustomed to calling up commands on the key board, for example, now are instructed to keep the OIP open and work in this mode. (added complexity) If, as the ( VW2011_whats_new_bro.pdf) states ... ?You can work in Top/Plan view as usual, or switch to a 3D view and continue working in the same way, with the same tools and operations!? - Then one would think that all the tools would work. Layer or Screen Plane. They don?t. Some assumptions that need confirmation: In a Hybrid Symbol, there appears to be a 50% tint coloration when a Layer Plane ?2D? object is viewed in non rendered views other than Top / Plan. Full coloration denotes a Screen Plane object or when a Layer Plane ?2D? object is in Top / Plan View. Not sure if this is an aberration - unable to find documentation about this feature ( ... Or Bug) Question? What is the difference in the third (or fourth) Plane? Screen - Layer - Extrude #1 - #2 etc - Symbol. Peter
  21. Post a sample file ... I have complained of pasting existing symbols into a new drawing and having the Z be incorrect. I have learned that the best way is only in Top / Plan - Peter
  22. In VW 2011 there is what appears to be a new feature when you double click a symbol to edit. Open an existing drawing in VW 2011 to edit. An existing hybrid symbol is in the design. This symbol is created from other hybrid symbols. The original symbol and sub parts were created pre VW 2010 in plan view (X=0 / Y = 90). Several instances of the symbol are placed on the drawing and rotated to different angles. If you double click to edit any one of these symbols, the specific instance remains in its visual location on the screen, while the drawing boundary takes on the rotated angle. This not what traditionally happened in VW 2010. If you want to use certain command or tools you may need to rotate to a traditional Top / Plan view. Easy to do with Top / Plan View (Command -5) When you exit from this mode, it is quite puzzling. The symbol now remains visually in the Top / Plan rotation, while the drawing boundary is rotated. The fix is to select Top / Plan View (Command -5) again. The question is why is the double click to edit a symbol, now rotate the drawing by default and what is the advantage? - Thanks - Peter
  23. Question for Mike M Oz or anyone ... How do you work with Hybrid Symbols? Open an existing Hybrid in VW 2010 - Modify the "Fundamental 2D" component. An extrude for example. Copy that modified 2D element. Exit the extrude. Paste in place. Exit Symbol Edit. (In Top / Plan view you see the 2D and in Top view you see the 3D. Now try this in VW 2011 - Peter
  24. RSA - What kind of objects? - Peter
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