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Mark Aceto

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Posts posted by Mark Aceto

  1. HP’s are also great for floor packages (draw a rectangle, convert to hanging position). They’re also an “advanced container” for when you need a little more control (for example, editing within its own discreet plane / edit mode). Or when converting to a symbol, just edit the symbol to update all instances for a streamlined workflow. It’s a powerful tool for when you need it

    • Like 2
  2. 1 hour ago, Sky said:

    @Mark Aceto Thank you for all your advice. I bought an M2 Ultra Mac Studio and the rendering speeds are phenomenal. These 4 renderings went from 4 hours to 1 hour and 20 minutes. I still have a problem with doing multiple complex renderings at a time. It'll do the first one and the remaining ones go completely white when each is done. I need to start each one after the last one is completed. Any idea what the issue might be?

    A-900-Perspectives.jpg


    Could you post screenshots of your settings for rendering style, background, lighting, etc? Also, what page size and DPI?

     

    Also, there’s some great info here: if your scroll down to the rendering section: https://www.andybroomell.com/resources

     

    Typically, there’s an expensive choice (like receive shadows) that’s the culprit.

     

    Also when monitoring system resources, how does that look? Assuming all cores are pegged for RW. What about memory, fans, etc?

  3. Announcement:

    https://forums.unrealengine.com/t/unreal-engine-5-3-preview/1240016

     

    Roadmap:

    https://portal.productboard.com/epicgames/1-unreal-engine-public-roadmap/tabs/88-unreal-engine-5-3-in-progress

     

    I did a quick search for "mac" and found nothing.

     

    If I had to guess how this "VHS or Beta" scenario will play out:

    • Mac / Unity
    • Windows / Unreal

     

    After seeing my Blender instructor's 3090 machine destroy my M1 Ultra, I'm just waiting for Puget to confirm that they can build a system with a Fractal North case. Mac for daily driver. Windows for rendering and heavy lifting. This is the way.

  4. 1 hour ago, Tom W. said:

     

    Since this was introduced in VW2023 I use it every time in preference over the previous 'Use world Z for origin' + I'm not clear why you'd now choose to use the latter over the former. Under what circumstances would you do so? And what effect is checking both meant to have?

     

    Good question.

  5. 19 hours ago, grant_PD said:

    uv mapping tools are clunky.  

     

    Half-baked (no pun intended) for sure. Not sure what's on the roadmap but needs to be improved to keep up with other 3D design software.

     

    See also: PBR textures and procedural workflows.

    • Like 2
  6. 19 hours ago, Mark Aceto said:


    From memory, Autoplane works best with curved walls. UV mapping should work best but… 

     

    I lied. It's Plane (and Generic Solid in this case). I can see a logical challenge of mapping a single texture across straight and curved walls... 

     

    ScreenShot2023-08-09at13_38_59.thumb.png.db04907b15055cda7bd9a6a54a40bf13.png

  7. On 12/16/2022 at 8:29 AM, David Dauphin said:

    We need to have our yoke, with correct geometry, and with real insert point. Now, the insert point is systematically at the center of the speaker, but that's not right in many real speakers. There is usually a Y/Z shift. Real yoke is very important to have corect geometry with scenography, decoration, ...

     

    Offset the symbol from the insertion point (0, 0, 0) in the symbol definition.

  8. 2 hours ago, grant_PD said:

    For what it's worth, I did need to go through and line up the textures horizontally to get the map aligned across straights and curves, but it was not too bad.  I will still need to build a UV map that I can work with in a flattened elevation and then re-map it to these walls, but that will most likely be in c4d and not vw.

     

     


    From memory, Autoplane works best with curved walls. UV mapping should work best but… 

  9. 2 hours ago, jmcewen said:

    I used my mouse to get around my numpad placement, but I had to remap all the numbers on the mouse to make it match the numpad layout in my mind. Plus i get a few of the single key shortcuts that aren't worth mapping on the streamdeck, but do just fine going under my right thumb.  Cheap mouse, works well, pretty long battery life.  It is just really big, and that puts some people off.  I recently saw a different mouse with 16 thumb buttons, but i don't think I could handle that.  UTechSmart Venus and RedDragon Impact Elite are essentially identical.  Razer makes the Naga, which  seems pretty similar but is 2x the price and you can swap the thumb pad for some different custom key configs as well.image.png.6a7e0e437f90c7196366620655890ec8.png


    Been actively exploring this option in my never-ending search for a better UIOP[]

  10. 1 hour ago, Sam Jones said:

    Any idea what these are for?

     

    image.png.a5ef0a6d5c50a65c2728d4ff61df8c97.png

     

    Rotary knob:

    • Clockwise
    • Counter clockwise
    • Click

    So that could be volume up, down, mute... Or many other things: zoom in, zoom out, loupe... Navigate up and down layers (or saved views).

     

    The other 3 keys are macros that can be mapped to pretty much anything. In fact, most of the keys can be remapped to whatever you want across multiple layers using the open source QMK VIA software. That's what this video highlights:

     

     

     

     

  11. 11 minutes ago, Kevin Allen said:

    I've had and solved this problem, now if I could recall how? Yours is a shape and an extrude? Have you also tried a line and a tapered extrude?

     

    Check the box: Use world origin?

     

    Also, walls work great for me but extrudes go haywire (the opposite of what I hear is supposed to happen). UV mapping in VW is definitely interesting... (don't get me started on SubD).

  12. On 6/30/2023 at 12:18 AM, Mark Aceto said:


    If I understand that “Top 2D/3D” key, I need to steal that. It’s like a home button. No matter where I am, I can always press the center of the matrix, and it will bring me home. If I’m in perspective view but want to go ortho, I go home, double tap... I also have a few workflows where I alternate between Plan and ortho Top. If the icon also swaps, that’s even cooler. Definitely a power up move from 5 and 0.

     

    In practice, decided I like toggling Projection (Ortho, Narrow) and Render mode (Wireframe, Shaded) but don't like toggling Top and Plan (as a single key) because they also override projection and render modes I'm working in. Definitely a personal preference depending on your workflows. Different strokes... 

     

  13. 15 hours ago, jeff prince said:

    Now, does anyone know how to turn geometry into...

    a light fixture that will do lit fog...

    within Vectorworks?

     

    I know the glow trick with materials and the fog trick with environmental lighting and fixtures.

    I just don't know how to set geometry to do the job instead of a light fixture, or if it is even possible.

    Seems it is not, but I could be wrong.

     

    I think the question about emissive materials answered itself. Would you mind sharing your file, so I can test something?

    • Like 1
  14. 6 hours ago, MartinBlomberg said:

    BTW the other thing I'll sometimes do is put the towers (and ballasts) on a different layer (at least until everything is connected in the drawing. Just depends... Will that help the connection process somehow?

     

    I don't recall exactly why I would do this but keep it in your back pocket if you get frustrated with a particular drawing / workflow.

     

    6 hours ago, MartinBlomberg said:

    There were also few big improvements to BW in 2023 that allow for editing truss systems with much less aggravation. I don't own BW for the time being, but that's good news!

     

    I believe the same improvements are built into Spotlight. If I'm not mistaken, the only things SL is missing are calculating and reporting. Maybe a few tools? But the auto-connect operations should all be built in. Specifically, there were improvement to dragging and reconnecting various selections in a system that use to have very unexpected results (to say the least).

    • Like 1
  15. 8 hours ago, MartinBlomberg said:

    Ah, that's a good one. I'll try this one out straight away 😃

    Thanks!!

     

    I do a lot of ground supported structures, so before I discovered that, I wanted to throw my computer at a wall. It makes sense but, as a best practice, it's not very well documented. For me, a lot of the confusion is that's not the sequence of how we're gonna build those ground supported structures onsite (typically a goal post, a tower, connect them with a horizontal, wash, rinse, repeat).

     

    BTW the other thing I'll sometimes do is put the towers (and ballasts) on a different layer (at least until everything is connected in the drawing. Just depends... 

     

    There were also few big improvements to BW in 2023 that allow for editing truss systems with much less aggravation.

    • Like 1
  16. The workflow has to be:

    1. Connect all horizontal truss and CB’s
    2. Connect vertical truss

     

    Think of the vertical truss as hoists (same order of operations to vertically support the horizontal grid).

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