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Posts posted by Andy Broomell
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2 hours ago, Dave Donley said:
Old thread yes, in 2023 spot light objects have a Texture setting in the Object Info palette Render pane. You can directly apply a texture to a spot light and it will project the image in Shaded and Renderworks render modes.
https://app-help.vectorworks.net/2023/eng/VW2023_Guide/Rendering2/Light_source_properties.htm#h1
Sweet. Is this new to 2023? I don't remember learning about this in any of the beta videos, though I may have missed it.
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I definitely have a wish list on file to rename Shaded "Details" to "Curved Geometry" since its the only thing this setting affects, and then it would match the corresponding setting that's already named "Curved Geometry" in Renderworks Styles.
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9 hours ago, Tom W. said:
The Detail Level setting is something else: it relates to how much geometry you have set up your symbols/PIOs to display at different settings. That's why it isn't having any effect.
I think you're referring to the OIP dropdown called "Detail Level," while (I assume) @tsw is referring to the Shaded render setting called "Details." The latter is indeed supposed to control the geometry LOD in regards to curved surfaces. Faceting should NOT be affected by Sheet Layer DPI, at least historically. (And in the barrel example, notice the straps are still weirdly faceted at 300 dpi).
Notice how the barrel looks good in the Design Layer when "Details" is set to Very High, but this can't be replicated in the Viewport with the exact same settings.
I think that T02353 needs to be reexamined because these uncontrollable changes to what's being rendered are HIGHLY disconcerting to me.
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42 minutes ago, shorter said:
Use filters, @Christiaan use filters…
How can you use filters when the other person's class and layer names are sorts of a mess? I could see filtering out their classes and layers if they all used a common prefix, but that's pretty rare.
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Yes and it’s super annoying 😞
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Did you just update to SP4? I have a suspicion that it might be related to T02353 – Sheet Layer Viewport Imaging Optimizations. There's some Auto-LOD happening for Shaded render now, and I think the optimization algorithm isn't working correctly for your scenario. I had similar issues while beta testing, though the bugs I submitted were fixed.
You should probably submit as a bug so they can examine the file.
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Are Classes set to Show/Snap/Modify Others?
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1 hour ago, line-weight said:2 hours ago, jeff prince said:
Are your classes set up with “use at creation” active?
Hm. They generally are, although I've just realised that my "none" class isn't. Have changed that.
I personally don't check "Use at Creation" for the None class, because that means that even if you wanted to draw red rectangles with no fill (for example) and set up the Attributes Palette that way, you could never draw with those specified attributes since "Use at Creation" will override them upon object creation, using the black/white colors from the None class instead.
So to your original point, it would be nice to figure out when & why the Attributes Palette is changing itself. That way you can check "Use at Creation" only for the classes where you truly want that (which for me is about 60% of them).
And I'll just say that I too have had issues with the Attributes Palette resetting itself, though it feels like it used to happen more frequently than it has lately. I seem to remember hypothesizing that Saved Views were the culprit, or perhaps navigating into and out of symbols? I'm 100% certain that I've experienced the palette resetting itself, but I never once observed the moment it happened.
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If setting the Attributes Palette Fill to None doesn't fix it, the second thing to check is that the Viewport doesn't have a RW Background applied in the OIP. For example, the background called "HDRI White" might look the same as a white fill, but the solid white would be coming from the background, which would have to be removed (set to 'None') to get the alpha transparency back.
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Yes, I've noticed this issue too. I believe it only occurs with textures that had a Bump shader applied. If the bump isn't important for other renderings, you could remove it from the texture and that'll hopefully fix the issue for this viewport.
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If anyone has a PlayStation 5 or Xbox Series X/S, download the free "Matrix Awakens" Unreal 5 demo and fly around the city. It makes heavy use of this kind of '3D texture' (though I'm not sure whether they're from this company or not). Regardless, it's a really beautiful demo and fun to explore.
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My SpaceMouse has been working fine in 2023 but I also don't really use the buttons at all...
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Oh, you're not using a "Renderworks Camera" object you're using a "Video Camera" object. The Renderworks Camera tool is used to get accurate perspective views, and would allow you to get a view that matches what the PTZ camera would see. But it doesn't create any actual 3D geometry. The Video Camera tool on the other hand creates 3D geometry, and has a Renderworks Camera sort of embedded within the tool which allows you to also see the perspective camera view as well.
Since you're using the latter, I'm going to assume that the 3D portion of your PTZ camera is currently part of the Video Camera (i.e. selected in the OIP, not just a separate object). To get rid of the extra lens, one way would be to go into the Resource Manager, activate the current file, then delete the geometry out of the 2D and 3D components for camera lens symbol. Sort of a workaround since there's no way to uncheck it completely in the OIP. Then you'd still be left with the stand and camera body.
Let us know if this gets you where you want.
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I'm not sure what you mean by "without a lens," but a quick Google of the product shows that it has an equivalent focal length range of 25mm to 600mm, so set the Renderworks Camera to 35mm (default), switch the Aspect Ratio to 16:9, then click the "Fine Tune Camera View" button and enter a focal length such as 25 in appropriate field, then click OK (yes it's dumb that Focal Length isn't a field directly in the OIP).
This should give a good approximation of what the real camera will see. In regards to focal length you'll hit an upper limit of 196mm in Vectorworks, but I doubt you'll want to zoom in that much anyways.
Let us know if you meant something else.
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I had a stall at 70% a Service Pack or two ago... I wonder what might be the cause...
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Also with Clip Cube you can't use Hidden Line. Another one of those caveats / idiosyncrasies / inconsistencies.
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Weird... I can't get the viewport to render anything other than the cut plane geometry.
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Is that a simple file you could attach so others could poke around?
I don't use many wall components so I haven't run into this.
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6 hours ago, line-weight said:
Also worth bearing in mind that a palette (including any custom palettes) can contain multiple tool sets.
(and it's actually tool sets rather than palettes that you assign to the SOD quadrants)
And to make it slightly confusing, the default Tool Palette is named "Tool Sets." 😆
Thankfully SOD doesn't really care which Tool Palette a Tool Set is in since the preferences dropdowns simply list ALL Tool Sets. The only distinction is that if you're making a custom Tool Set for use with SOD, if you place it in the default "Tool Sets" Tool Palette it will ALSO show up in the workspace as a Tool Set on the left side of the screen along with the others. But if you don't want this, you could instead make a new, separate Tool Palette in the Workspace Editor and place your custom palette in it, then it wouldn't have to show up anywhere in your workspace except for in SOD.
(The names are irrelevant BTW)
Also... If anyone is now putting in the effort to make a custom toolset and wants to use the same star icon that I did, I'll attach it here: StarIcon.zip
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12 minutes ago, Benson Shaw said:
- Connected them w/ 2 lines on layer plane. Extruded the lines .001 units.
I'm pretty sure you can omit this step since Solid Additions don't need to be contiguous. But otherwise good approach 👍
You can even then delete the object used for the plane mapping from within the Solid Addition, and the mapping should be retained for the other objects.
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Just so everyone is aware: when importing DWG/DXF formats, the import setting called "2D/3D Conversion Resolution" under the Conversion pane actually affects the quality/accuracy of any curved geometry. If your project has any curves, make sure this is always set to "Very High."
I only recently learned this. Everywhere else in the program, this setting only affects the conversion of curves into faceted straight lines. However, in the case of DWG/DXF it somehow affects the "quality" of curves too. I wouldn't have thought this to be the case, since the curves aren't being converted into facets, they're being imported as curves. Regardless, this setting affects their accuracy.
While I think it's weird and poorly implemented, I simply wanted to share the info.
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2 hours ago, Pat Stanford said:
But has anyone put that in as a specific Wish or Enhancement request??? If not, it may have gotten lost.
As of two minutes ago I can say that VE-104087 exists.
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I wish the tool would be updated so that when you have a lot of parameters selected and click on an object that doesn't have all of those parameters, it would still Select Similar based on those relevant to the clicked object. And perhaps in the lower right-hand corner a red message would alert the user that "Some Select Similar options were ignored."
This would make the tool more useful and less limiting. This thread isn't the first time the issue has been raised.
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Gobo effect from regular spot light? (VW architect not spotlight)
in General Discussion
Posted
Why can't I search for or even navigate to any gobo texture libraries directly in the Render tab Resource Selector?
Here's the full Resource Manager:
And here's the Render tab Resource Selector:
If you search for "gobo" in the Resource Selector, there are no results. So you have to switch to the full Resource Manager, search for Gobo, Import the one you want, then switch back to the Light to apply it.