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Bas Vellekoop

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Everything posted by Bas Vellekoop

  1. Wish for a less complicated way of working and visualing of object and viewports in VW and less places where you can find settings for rendering/opengl/hiddenline/wireframe/etc. From: https://techboard.vectorworks.net/ubbthreads.php?ubb=showflat&Number=219143#Post219143 I think its confusing that you have several places to change lightning and rendering settings: At the moment we have: 1 under view: lightning settings 2 the separate open gl settings (1 and 2 influence each other but are not editable in the same dialog box) - the separate open gl settings dialog box in the quick prefs, but not the ambient occlusion or lightning there. -renderworks artistic that shows the button lighting options in the OIP but doesn't have any effect as long as artistic renderworks is selected with artistic lines. - realistic renderworks recourse with his own lightning tab, but as well the lightning tab in the OIP (how do those 2 play together?) - ambient occlusion as part of the realistic render modes as recourse but as well under the lightning tab in the oip - sketch lines that are a resource but hidden lines that are not. etc. etc. I think its getting pretty complicated to see how things work and where to edit them. It would be great if it was possible to create a visualization recourse in the recourse browser where you can create a style with all the different possibilities, even combinations of hidden line with open gl, or artistic lines with ambient occlusion. Or sketched lines with open gl. (we wouldn't have the confusing foreground/back ground render options as well for the combination of opengl and hiddenline) These style would be selectable in the recourse browser, as in the OIP render mode, as in the current render mode tab. Even wireframe would become a resource in this way, as well as polygon shaded or unshaded. The advantage is that you edit your render mode always in 1 place, even for your design layer editing view.
  2. Yes you are correct its possible. Not a rant I think its confusing that you have several places to change lightning and rendering settings: At the moment we have: 1 under view: lightning settings 2 the separate open gl settings (1 and 2 influence each other but are not editable in the same dialog box) - the separate open gl settings dialog box in the quick prefs, but not the ambient occlusion or lightning there. -renderworks artistic that shows the button lighting options in the OIP but doesn't have any effect as long as artistic renderworks is selected with artistic lines. - realistic renderworks recourse with his own lightning tab, but as well the lightning tab in the OIP (how do those 2 play together?) - ambient occlusion as part of the realistic render modes as recourse but as well under the lightning tab in the oip - sketch lines that are a resource but hidden lines that are not. etc. etc. I think its getting pretty complicated to see how things work and where to edit them. It would be great if it was possible to create a visualization recourse in the recourse browser where you can create a style with all the different possibilities, even combinations of hidden line with open gl, or artistic lines with ambient occlusion. Or sketched lines with open gl. (we wouldn't have the confusing foreground/back ground render options as well for the combination of opengl and hiddenline) These style would be selectable in the recourse browser, as in the OIP render mode, as in the current render mode tab. Even wireframe would become a resource in this way, as well as polygon shaded or unshaded. The advantage is that you edit your render mode always in 1 place, even for your design layer editing view.
  3. Can anyone confirm this?: 1 Make a perspective viewport, put it on a sheet layer 2 Make three different sheet layers 3 Copy and paste in place the viewport on the different sheet layers 3 Change the different rendering modes one by one by selecting the viewport on the sheet layer and changing it in the oip to lets say: hidden line, opengl and artistic. (now we have 3 different viewports on 3 different sheet layers. 4 select the 3 viewports in the navigation pallet. 5 edit the rendering mode so that they all become hidden line render. 6 problem: render modes haven't changed if you check the oip on the respective sheet layers if im correct?
  4. Is it possible to combine these two in a render mode without using indirect lighting? At the moment it uses indirect lighting and it takes too long to render in my opinion. The result I want to get is a rendering with artistic lines and ambient occlusion without indirect lighting. But I can not only use artistic lines and occlusion, is seems that I have to use renderworks mode realistic to create this... Is that true?
  5. @rdesign: The linear array is not the problem. I am not able to make a rectangular array. What i got was only one row and one colum, and the row was full of stacked rectangles @ jim: The tutorial from Jonathan i watched, that was pretty much how far i came on my own as well
  6. Hi! I was wondering if there could be made a tutorial about duplicate/rectangular arrays. At first very simple, just some columns and rows of points, rectangles or circles. I was trying to create something like that from scratch but wasn't able to accomplish it. Would give me some insight in the basics Thanks!
  7. Really enjoyed watching! Looking forward to season 2!
  8. I dont think the draw handrails tool is available in the US version It looks fancy!
  9. +1 Nurbses (how do you spell that? ) can use an overhaul. Make them more interactive, like C4D with the lathe, sweep, extrude, and loft command. Then you have the ability to edit the profiles after you made the loft. ability to create bigger/complicated surfaces who dont split in 2 separate surface so you can use them in the surface array command.
  10. +1 Nurbses (how do you spell that? ) can use an overhaul. Make them more interactive, like C4D with the lathe, sweep, extrude, and loft command. Then you have the ability to edit the profiles after you made the loft. ability to create bigger/complicated surfaces who dont split in 2 separate surface so you can use them in the surface array command.
  11. Kevin thanks for posting this! Wasn't able to do this until now. I should consider this as a bug and not as an improvement because it is something that is able in VW but not in the marionette part of it
  12. @Mark I had a quick look at the file. Is it intended to work like this, or should it work as in your post/file from 09/23/15 as well? Don't want to burn it down, but it seems (too) complicated, for the relative simple task of adding or subtracting geometry. I don't have any experience with scripting what so ever so it could be my ignorance.
  13. @mark If I run the script in the edited file I get the two groups again? They do not add or subtract. Any idea what it could be?
  14. I doesn't seem to be possible to boolean/subtract the two groups. Hope you can help
  15. @ Pat: the bli-object object is in one of the 2 groups and in the shelled solid @ kevin: Strange, here it runs without errors, even if I run the script several times, or remove the group and Boolean commands What I`m trying to do: - draw by hand a surface (here it is a interpolated surface) - shell the surface - create ribs on the surface (could be any kind of geometry) - Boolean the shelled surface with the ribs attached the file only with the surface. If I run the command I get 2 groups. One with the lofted ribs and one with the shelled interpolated surface. Both are in a group, I thought: ungroup them and then Boolean them... but that doesn't work? Thanks for helping!
  16. Playing around with Marionette. Not getting two things: How two Boolean the two groups in the file? And why, in the second try, some of the nurbs-curves not offset too the same side?
  17. Thanks for the example! Visual scripting is for me hard enough at the moment Its a shame that the standard commands like duplicate along path aren't part of marionette. It would be easier if they where available.
  18. Is it possible to duplicate lets say a column over a polyline? Cant find how to do something like that. Thanks!
  19. @mark: Great first piece on the wiki page. Very excisable! Hope it will grow over time!
  20. Great! Jim: our very own missing search bar in the Marionette interface
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