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Mark Aceto

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Everything posted by Mark Aceto

  1. Saved Views would certainly be a workaround but it would add as many clicks as it would save in the long run. Another similar workaround I've been entertaining is Filter Views but that hits a law of diminishing returns pretty quickly too. I'm really trying to work within the framework of how the app is designed / intended with a minimal amount of tweaking and fiddling, and just wondering if I'm missing a setting that's buried in some hidden document preferences menu (or even in hiding in plain sight but oft overlooked).
  2. I just watched the excellent Hidden Treasures Seminar presented by @BSeigel, and was thinking maybe there's a setting hiding in plain site that I've missed all these years... See attached screenshots: Some Child Classes are set to Invisible Parent Class is set to Invisible to hide that entire department Parent Class is set to Visible to restore #1 settings (but overrides them) Is there a "nondestructive" way to change Parent Class visibility? The reason I continue to use Layers for Departments is because I'll have my Classes set to all manner of Visible / Gray / Invisible, so I can easily hide an entire Department by hiding it's Layer. Then, when I restore that Department's visibility, the Classes aren't affected. In addition to using VW the way it was intended (Layers are "where" and Classes are "what"), this also helps myriad other areas, like exporting to DWG. The goal is to have a proper Layer hierarchy like Production Air Production Stage Production Ground Surely, there must be a way to do this that I'm overlooking.
  3. Thanks for posting (and creating) this. I've been eagerly awaiting this webinar since the release of v2020 but never received an announcement. Is that because I'm in the US or do I need to changed my settings somewhere?
  4. Does that mean you: Exported from VW as C4D, and then imported into TM? Exported from VW as C4D, imported into Cinema (the app), and then somehow "transferred" to TM?
  5. Time for another maintenance release (v2021).
  6. Twinmotion 2020 is out now, and available for $250 (half price) or free if you were already using v2019: https://www.unrealengine.com/en-US/blog/twinmotion-2020-1-delivers-new-levels-of-realism-and-much-more It also introduces direct link (1-click synch) with Rhino in addition to ArchiCAD, Revit, SketchUp and RikCAD. Safe to assume the new release will be buggy until at least 2020.3 so save, save, save.
  7. Replying to both of these posts that address similar contexts... PROCESS Rendering a SketchUp, Rhino, 3DS Max, Cinema...model to win a bid Rendering a VW model as the design develops My experience is taking a conceptual design from someone else (#1), and "bringing it to life" in VW (#2). In other words, making it a reality. For context, this is the type of rendering I'm addressing. INTEGRATION I take all manner of 3D model file types from someone else in the pipeline, remodel them from scratch in VW, and then: Render in OpenGL because it's fast and "good enough" Render in Hidden Line because it's the right tool for the job (i.e. an iso perspective view of a stage) although it really needs to speed up with high LOD Hand off to Cinema, Unreal or... However, as I'm also project sharing that VW model with production riggers/electricians, audio/video engineers, scenic/production designers... exporting to engineers, fabricators, site surveyors... I really can't allow that file to bloat. The process of plating up the plots and plans in the sheet layers is bad enough. So are all the built-in textures. For that reason (and obviously speed), I haven't used Renderworks in 2 years. Furthermore, watching colleagues take screenshots in Unreal... That's why I keep going back to the title of this post: INTEGRATION. The way we bid on projects and developed designs 5 years ago is neither the same process or integration as today (or 5 years from now). GPU-biased rending wasn't available. Mac OS supported NVIDIA. VW didn't provide Project Sharing or Braceworks. ConnectCAD was maybe version 1? GIS import was barely useable. Point Cloud import was brand new. Did eGPU's even exist? Right now, VW has an identify crisis, and it doesn't seem to understand its own strengths and weaknesses: I'm up to NINE workspaces which is absolutely insane to manage No other 3D modeling software comes close to what VW is capable of doing with data (the whole marketing push of v2020 BTW) There are plenty of 3D rendering apps that run circles around VW Priority #1 is a fast, stable multicore (8+ cores, not 3) app that doesn't bog down in either design or sheet layers Priority #2 is to minimize the thousands of unnecessary clicks to navigate the UI Priority #3 is live-sync integration with the top rendering apps Priority #4 is to eliminate the Update button in the OIP (in other words, speed up the built-in rendering engine however that's accomplished with Redshift or otherwise) We don't need a jack of all trades. We need an ace of some.
  8. Surprised to see Twinmotion at the bottom of this list. I'm not mad; just disappointed (that Unreal can't get their sh*t together by SP3). Sounds like mid-March (aka SP3) for limited beta support from Enscape: https://enscape3d.com/features/ Enscape system requirements for Windows or Bootcamp (not compatible with mac OS): https://enscape3d.com/community/blog/knowledgebase/system-requirements/ @JuanP how long until the Update (viewport) button disappears from the OIP?
  9. In the hours and hours and hours and hours spent rendering in Renderworks, one could very easily learn another set of very similar tools. And ultimately save time in the long run. Not to mention that Cinema runs circles around Renderworks in both quality and speed.
  10. Meanwhile, VW has no clear roadmap for Metal... At this point, I'll consider it a win if I can use more than 3 cores on a design layer.
  11. This was posted on Facebook yesterday: https://www.maxon.net/en-us/news/maxon-news/article/future-system-requirements-for-cinema-4d/?fbclid=IwAR33VUWdjBwhmIok2ACU4Bc4kCW8Q7uWlaLBcH_bbnrTgJQOYjsD01OUAIQ The comments quickly turned to Redshift GPU support which is currently limited to NVIDIA. Does anyone know the roadmap / timeline for Redshift AMD GPU support (if at all)?
  12. This right here is how everyone should draw (although cameras are the only way that I know of to outsmart the distorted 3 point perspective in VW).
  13. @grant_PD I think we're saying the same thing: separate the wheat from the chaff.
  14. @Tanner Shelton I'm following that Twinmotion thread like a hawk. Fingers crossed for SP3 TM live sync... Renderworks aka "Cinerender" is just a ported (watered down) version of Cinema that's been gathering dust over the years. I totally get why it existed 10 years ago but if it were up to me, I'd remove it from VW altogether. It does not spark joy. #maintenance-release In 2020: The only rendering that belongs in VW is OpenGL and Hidden Line VW should integrate (sync not export) with as many thirty party rendering apps as possible
  15. That would be a nice option for some users but for the rest of us, we don't want all of that entourage and all of those pixels ballooning our file size, especially if working in a shared project environment. That said, I don't believe Redshift offers a library of entourage objects (or textures) as it's meant to be a plugin to speed up GPU biased rendering. VW is the tool of choice for building the bones in the design layer, plating it up in the sheet layers, and using the data for everything from worksheets to Bracewurst. Leave the rendering (and entourage) to an external program like Cinema with plugins like Redshift (see also: Lumion, Twinmotion... ). The key word from your original post is "integration".
  16. I'm basically comparing RTX 2080 Ti to whatever AMD plans to offer in the next year or so for those of us stumbling around in Apple's walled garden.
  17. My point is that Apple only supports AMD (after High Sierra), and AMD does not offer realtime ray-tracing. When asked about it in mid-2019, AMD pretty much dodged the question, so it sounds like we could expect realtime ray-tracing in 2021 (3 years after NVIDIA introduced it).
  18. I worked at a design team that used Unreal Studio (on Windows), and your assumption is fairly accurate. While Unreal Studio is far more powerful, it requires infinitely more tinkering to output the final product. That's where TM comes in by building a front end GUI, specifically for us (not gamers). While our renders weren't as polished as Cinema, they were literal screenshots. Also, to clarify, someone above used the term "baked". Real time does not = baked. Baking lights into a scene is more akin to what we've experienced in Cinema/Renderworks. That's also why one of the toughest things to render in Unreal/TM is atmosphere: smoke, fog, beams (of light). It always has that uncanny valley.
  19. Assuming that's due to Apple's limitation of AMD GPU's on the Mac, so until AMD has their own version of RTX...
  20. January has become my new favorite time of year. It's worth noting that VW2020 didn't port the revolutionary Audio ToolSet 2 update from a year ago. And the stock text fields for LED screens are severely lacking compared to the original.
  21. Can I get an AMEN? Hands down, the single greatest feature of 2020.
  22. To help wrap your head around that, turn off hierarchical display. It's really just an organizational naming convention to map attributes/texures. I've actually started using the same organization in my budgets and other documents (Site, Site-Barricade, Site-Restrooms). That said, there's one caveat that drives everyone crazy, and I think this is what you're trying to wrap your head around: the "parent" class doesn't actually function as a parent (screenshot attached). The forums are filled with debates, complaints, and workarounds to this bug feature. VW's answer for their Spotlight template is to add a "-Main" class to everything. That also opens up a whole debate of classes vs layers... that has very little to do with mapping attributes. Pro Tip: with the "Landru-sourced" tools, I always select the default parts classes except when I'm doing something weird. Sometimes, I'll want to be able to hide a class from a sheet layer, so I'll create a "-Hide" class. This is often the case when I'm masking a projection, tweaking the bases on drapes, using the drape tool for event fence (and completely renaming the default classes "Fence-Scrim" and so on). For clarification, you can change the parent name from "SoftGoods" to "Soft Goods" or "Fencing" or "Nerfherder" or whatever you want, and all the parts class will take it: Nerfherder-Curtains, Nerfherder-Borders, and so on. I will usually make that same name match the class in the OIP ("Audio" vs "None"). Keep in mind, all of this starts functioning a little like the 0 class in AutoCAD. Every sub/part/class must be turned on for it to be visible.
  23. Fingers crossed for Twinmotion live sync in VW2020 SP3 (like Lumion last year). We know it's in the works; we just don't know when (SP3 usually drops in March, and the Design Summit is in April). I assume that some of these 3D design/render apps are competitors, so I'm not holding my breath for future integrations with all of them.
  24. That perfectly describes my chief criticism of most new "improvements" introduced over the past few years: death by a thousand clicks. To Andy's point: a symbol that's properly classed, should be replaced with the same attributes and in the same orientation. Otherwise, it's "Two steps forward (six steps back, six steps back, six steps back, six steps back)". This is why most of the shops and designers I work with don't even use the Title Black Tool (and when they do, they heavily misuse it).

 

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