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Mark Aceto

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Posts posted by Mark Aceto

  1. Twinmotion 2020 is out now, and available for $250 (half price) or free if you were already using v2019:




    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.


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  2. 36 minutes ago, JuanP said:

    To answer some of your questions:


    • Lumion - Completed last year 2019

    • Enscape - Soon, good news. All I can say without getting into much troubles

    • Redshift - We are working on getting Renderworks "REDSHIFT Ready" for the 2021 cycle.  Even though this is not a realtime renderer per se, It is a faster RW rendering.  It will be a quantum leap for Vectorworks built-in rendering.

    • Twinmotion - We are working with Epic Games to connect Vectorworks with Unreal Studio, Twinmotion, and any other Unreal-based applications.  Ready for the 2021 cycle.

    "We are opening up our data connections so that all the work a user puts into a model can convey outside Vectorworks.  We are investing a lot in real-time rendering and connections to real-time rendering engines.  We are giving our users more options.  These new options will greatly speed up their workflows." - Dave Donley Director of Product Technology


    Dave Donley  will be covering these topics in more detail during the 2020 Design Summit April 22-24 in San Diego, California. 





    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?


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  3. 10 hours ago, line-weight said:

    They don't have the time or brain space to learn multiple programs on top of everything else you have to keep on top of in architectural practice.


    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.


    • Like 1

  4. This was posted on Facebook yesterday:




    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)?


  5. 10 minutes ago, Tanner Shelton said:

    Currently with my workflow, I don't texture at all in Vectorworks. My only items in the resource browser has been symbols. I also don't light or even try to mess with cameras either. And then I do all lighting, cameras, and texturing in Cinema with Coronas material node editor and Corona lights. This way my Vectorworks file is a lot smaller, and others can work on my layouts without having all of the fluff slowing down their computers.


    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).


  6. @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


  7. 20 hours ago, Amorphous - Julian said:

    That’s really awesome to know @Diamond I’ll sign up to follow the news. 


    I’m open to getting C4D + REDSHIFT for our office, but than everyone have to learn another software (C4D) just for rendering our models, it would be so much better if a REDSHIFT plug-in was available for Vectorworks directly.


    Lets hope the guys from Vectorworks will shed some light on this.


    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".


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  8. 23 hours ago, zoomer said:

    Depends on what realtime Raytracing is.

    Twinmotion or Blender Eevee do "screen space" Reflections/GI only to stay realtime.

    (a mirror won't show anything object behind the camera and such things)


    Blender Cycles is a real GPU renderer, which does real Raytracing and GI like VW RW.

    Still a GPU renderer with raytracing and faster than RW, but far from realtime.


    So far AMD had not the fastest GPUs overall (RTX 2080 TI) but attractive midrange cards.

    That may change soon ("big Navi"), beside that Nvidia's next generation is expected

    to be pretty faster again too.

    Not very important for Apple users as AMD is their only choice.


    AMD has a real GPU Renderer since years which is AMD Pro Render.

    But that is a real Raytracing engine like Cycles, VRAY RT, Octane, ..... so not for real time usage.



    For Real Time Nvidia offers an OpenCL, Vulkan, Cuda, RTX and Optix API.

    With these anyone can develop a Realtime Engine, using any or all of these.

    AMD offers all open standards but of course no proprietary Nvidia stuff like Optix, Cuda and RTX.

    Nvidia RTX API is necessary to use their RTX cores at all.

    If AMD will really offer another kind of special Cores for RT like Nvidia, that needs again a new special

    API to access these cores, isn't very important. Maybe they will do that raytracing compute work

    just do on regular cores.

    The only problem for AMD users would be if all developers would support only Nvidias proprietary stuff

    (no matter if that would be RTX or just Cuda) and nothing else (unlikely), or that Nvidia can offer

    much faster and more effective GPUs forever (let's see).



    But current GPUs are still years away from offering enough power for real Raytracing in Realtime.

    So currently Games with RTX can only choose to use one single raytrace feature - either GI or Reflections.

    And even though, activating that single RTX feature means 40 FPS instead of 150 FPS without.


    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.

  9. 5 hours ago, zoomer said:


    Game Engines like Unreal can afford support for Metal.

    So I see not much  problems with Unreal on macOS/AMD in the future.


    Apple support may just have lower priority.



    AMD will support Raytracing Accelleration soon.

    Not sure if AMD will need or offer any special GPU cores, similar to RTX cores

    on NVidia. RTX also runs on NVidia GPUs that have no RTX cores.

    If such special raytrace cores are really faster than standard cuda cores for

    that specific task - than fine.






    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).


  10. 10 hours ago, grant_PD said:

    I would welcome TW as lumion style interactive real time window for working within VW.  After investigating the Unreal engine for a bit, it seems that TM is really just a very light version of Unreal, geared towards architecture.  

    And it does a fantastic job for exteriors, placing entourage and exporting video, hands down.  I realize how important that is for lots of users.  Just not for entertainment users.  


    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.

  11. 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.


    • Like 1

  12. 2 hours ago, Smatticus said:

    I'm still trying to wrap my head around the increased degree to which the latest versions of VW are using sub part classes for objects... making the actual class assignment of the object as a whole somewhat meaningless in certain situations and respects.


    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.



    Screen Shot 2020-01-07 at 10.02.10 AM.png

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  13. 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.


  14. 18 hours ago, scottmoore said:

    Perhaps it is just me, however, from a design mindset, it is important to get ideas out of one’s head and into the computer as quickly and accurately as possible. It seems like the initial design process has become overly complicated in service of simplifying the details required after a design has been approved. I find it frustrating and typically just avoid it altogether. 


    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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  15. I don't need to open the file to know this pain. I can live with the logic of replacing a longer stick with a shorter stick (adjusting the assembly for that would be a nice-to-have) but the unrotated 3D orientation of the replacement symbol (a must-have) is what really grates my gears.

  16. On 12/10/2019 at 9:10 AM, bgoff said:

    If you need to move the geo image just click and hold using the Geo locate tool and move to the desired location


    @bgoff thank you! As a VW user since 2012, I never would have guessed to click and hold vs move by points.


    The other thing that threw me at first was drawing a rectangle to create the geoimage. Although that sort of made sense in hindsight (cropping images and viewports), it took hours of trial and error until I randomly noticed a rectangle being drawn in the promo video (must have watched it a dozen times before I caught that).


    I totally get the choices made but some of them break with Vectorworks logic / behavior, and the documentation in the help app is like reading a Jane Austen novel, so a quick video or cheat sheet would be really helpful to get us started with this tool / feature set 🙏


    Continued thanks for making this possible - it's a massive game-changer in the outdoor live events industry 🙌


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