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Mark Aceto

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Everything posted by Mark Aceto

  1. That is specifically what I was referring to because of this issue: For clarification, never mess with Bracewurst classes. If we want to take the conversation of best practices a step further, I would suggest creating a blank template file, and adding your own classes. This would: Eliminate the classes created by PRG ATL that may be superfluous ("event" seems to mean "site") When importing symbols that add their own embedded classes, you can make a more intelligent choice about whether to keep them or not: Delete the superfluous lighting, ceiling, furniture classes Keep every class that a truss, hoist, rigging symbol auto-generates Creating your own template file, classes, libraries (of your own favorite custom/edited symbols)... will also help to create Saved Views in that template file. All of those things combined will reduce the incessant clicking, hunting, and pecking required to get the job done. Note: using the Tools > Purge command will allow you delete objects and classes that you definitely want to keep. Chief among them, anything related to rigging—particularly vulnerable are 2D and 3D horz and vert truss objects, hoist parts and classes... Honestly, it's a bug that should be reported to VW engineering.
  2. Delete each class that you don't want. A dialog window will pop up asking if you'd like to delete the class entirely or move those objects to another class. Select the lighting class you'd like to move them to. I guess we all left out that step but we were all thinking it. That's how you thin the herd (of the class parade). Just to reiterate, there's no advantage to, or best practice of, keeping those autogenerated classes around unless you're an architect.
  3. @James McConkey Rob answered the question of how to restore the class but to echo what Scott is addressing (pardon the pun), those subclasses are generated in the same way that adding a door or window will auto-generate the Ceiling-Main class. Same with furniture and a bunch of other symbols in what is affectionately known as turning on the "class parade". While device/instrument type is useful in Lightwright paperwork, I don't know any designers or electricians that organize their classes that way (vs the myriad other ways). Those sub-classes are artifacts that are about as useful as the vestigial arms on a T Rex, so most people just nuke 'em. Add to that the west coast vs east coast vs film nomenclature, and you've either got an incandescent or a conventional or a practical fixture... but a Mac is always a Martin, so purge away!
  4. @zoomer sounds like DirectX for Windows, and Metal for Mac but he also used the words “low level” for Metal, so that doesn’t inspire much confidence.
  5. @JuanP would be great if Vectorworks also had a product board portal broken out as: Under Consideration In Progress Released Love how the Submit New Idea section has the option to tag as: Nice to have Important Critical Seems like some of the new features in 2021 are nice to have while we’ve been begging and pleading for critical features and fixes for years.
  6. No baking required: A first look at Unreal Engine 5
  7. At this point, it makes more sense to use a MacBook Pro for your daily driver (and to take onsite), a Windows workstation for drafting/design work, and Synergy to connect the two. Every year, we keep hoping praying for the Mac situation to improve but the carrot stick keeps moving further out of reach. There are no signs of Apple making peace with NVIDIA or offering an AMD CPU in any of their "pro" models, and they're about to kill support for OpenGL while Vectorworks has not confirmed support for Metal.
  8. You can also apply Image Effects to the image before you make it a texture for the video screen PIO: https://blog.vectorworks.net/teaser-tuesday-image-effects-for-vectorworks-2019
  9. @trashcan although living outside VW, you may want to check out: https://www.mappingmatter.com Oftentimes, I'll be working with a designer that's working in Mapping Matter, and I'll take that info into VW for prepro, rigging, plotting, paperwork... Ultimately, it would be amazing to have the functionality of all three tools built into VW, and the guys to do it are in this thread, so fingers crossed...
  10. See attached screenshot for OIP settings (works with blends too):
  11. (face palm) Yes, 2021, please. I"m in a vortex with no sense of time. Last week was the longest year ever.
  12. Thanks for reviving that thread. VW is due for a maintenance release (not a rebuild). Meanwhile, Apple is long overdue for another 'Snow Leopard.'
  13. As Andy pointed out, the Landru version of the audio tools are capable of inserting symbols (and have been for over a year now). The functionality works and looks exactly as you'd hope. I take a Soundvision report from my audio engineer, and replicate it in VW. The Landru versions also have more annotation options for plating up your plots. And, as I'm sure you noticed, the developer is very responsive (vs waiting for who knows how long it will take VW to update the tools).
  14. 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).
  15. 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.
  16. 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?
  17. 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?
  18. Time for another maintenance release (v2021).
  19. 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.
  20. 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.
  21. 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?
  22. 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.

 

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