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Altivec

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Everything posted by Altivec

  1. I want to add roof tiles with real geometry to my roof (I know, you can use bump and displacement maps to get a faux effect and that real geometry will slow down my renderings) Anyways, first problem is that you can't use a roof object as base surface so I converted the roof object to a nurbs surface and used that. seems to work Next thing I did was to create my Array item by creating a simple polygon profile and extruding it. I then turned this object into a symbol. I then selected a symbol instance and my nurbs surface and used the Create Surface Array menu command to create my array. I fiddled with the setting to get exactly what I want. The problem is, I want the tiles to be trimmed at the edges so I have my Edge Conditions set to trim. Although it shows up perfectly in wireframe, the tile loses its solid attribute and texture. If I change the drop down to Omit or Overlap then the tile gets back its solid attribute but like I said, I want trim. Am I doing something wrong or is it not possible to have a solid object used with the Trim condition?
  2. Jim, at first I also thought that maybe vectorworks had a limited color pallet or like you mentioned, it was just rounding off to some sort of nearest color to allow for CMYK, but this is not the case. If this were true, I should be able to copy the new converted values and enter them into a new texture. If you do this, and go back in to the picker again, you will notice that the values change once again, sometimes dramatically, even though this value was acceptable and chosen by vectorworks in a previous texture. This makes it virtually impossible to match colors amongst different textures and impossible to tweak colors when you are trying to match something by eye. Really frustrating. Regardless if this is a bug or not, which I believe it is, I don't deem this as acceptable behaviour. If I choose a color, I expect it to stick and it should be editable from its last current values that you entered. I have never seen this happen in any other software so I hope that this gets looked into.
  3. I'm not sure if this is a bug or if there is some plausible reason for why this happens but its been bugging for a long time and hopefully VW2016 addresses it. When making textures, I usually use HSB Sliders in the Apple Color Picker for color selections. After adjusting the sliders or entering values into the boxes I believe I am getting the color I want after committing. The problem arrises if I want to tweak the color. If I go back into the color picker, the color that shows up has slightly different values than the ones I previously committed to making it impossible to adjust unless I wrote down the previous values prior to committing. Has anyone else noticed this?
  4. Just to add to this... With the ever increasing use of renderworks and the amount of textures used, It would be really nice to have texture folders. Again with a sticky toggle that allows us to keep things in their appropriate folders. In other words no matter how I import it (using import command or double clicking) a maple texture would go into a folder named wood.
  5. Pat, I understand your position but I respectfully disagree with all your points. 1) You claim that we are shooting the messenger. I have been active in these forums for a while. I have never attacked or disrespected Jim, in fact I praise him at every opportunity I can. I know that Jim doesn't make the decisions or the software but as a "messenger" it is his job to relay our frustrations to those who care, if they care. In Jim's reply, he gave a reason to why 3D tools are so bad. Whether that was his own opinion or whether he got it from the powers above, that reason opened him up to a debate. Are you claiming that we should just shut our mouths if we disagree with something Jim says? Jim's a big boy, I'm sure he can handle someone disagreeing with him. 2) Yes that's the problem. VW keeps expanding there focus instead of keeping what they have up to date. Your analogy is incorrect. Because when I bought VW 20 years ago, I bought a sports car and my needs haven't changed. Still today I want to keep driving a sports car but every year when I go in for a tune up, instead of improving the performance of my car so that I can keep up with the competing sports cars, I leave the shop with monster tires. I get it, the world doesn't revolve around me. But when I bought this software, it was marketed to me as a 2D/3D CAD package and last time I checked it is still marketed as a 2D/3D package. It is irrelevant to me if 99% of the people only use it in 2d. As long as they claim its 3D I have the right to expect 3D tools that are not 20 years behind. This is the equivalent of going and asking for a steak and cheese sandwich and they serve you with some cheese in a bun. When you go and complain that there is no steak, their reply would be that most people only like the cheese so we leave it out. So either change the name to cheese sandwich or give me my steak.
  6. M5d that is a very good point. When I first bought Vectorworks it was ahead of the curve in 3D and that is why I purchased it. If I were entering the market now or if I were a 2D user and was testing out 3D, there is no way I would invest my time learning 3d if I think this is what the end output would look like. That could be why there are so many 2D only users. As the years past and Vectorworks not improving there 3d, I was forced to skirt this issue by making everything myself. I use my own doors, windows, cabinets, railings, plumbing, baseboards. etc... I take for granted that this took decades for me to make and new users or people wanting to switch to 3d would have to do this if they want any kind of decent results with this software. We are at a point where clients are expecting realism. There is no point investing time making a tool that generates archaic 3d. If it can't create real geometry then don't wast your time on it, just make a 2d version of the tool and use your resources somewhere else.
  7. I am very surprised that a huge portion of users are 2D only. The only reason I started with vectorworks (MiniCad) over 20 years ago was that it was easy to do 2D and 3D at the same time. There you have it, I learned that the world doesn't revolve around me. LOL I understand the need of being more specific but for this one request, I was trying to be more general. It would be a lot of work for me to go in and analyze each tool. I would if I knew it would be fixed, but I know its impossible for them to fix everything at once. I am sure that they know what I mean about the quality of 3D being generated from the built in tools are subpar. The only reason I wanted to point this out is that if no one mentions it, they may feel that this acceptable and that everyone thinks its great. Well its not... not even close.
  8. I am not sure how others feel about all the tools that come in vectorworks. Everyone I know that even does basic 3D would be embarrassed to use any of them. We must create everything from scratch. It sure would be nice to have some time saving tools that people can actually use. Although, this goes for most tools, I will pick on the “handrail” tool as my example. The 3D result of the handrail tool is a bunch of blocks. Really? Is this acceptable in 2015? Everything needs to be user configurable. We need to be able to select our own custom profiles for the top and bottom rails. We need to be able to select our own custom made posts and spindles.
  9. Texture mapping control has just got to get way better. Even the most primitive 3D programs have separate x, y and z scaling so that textures can be stretched on an object in each direction. There should also be control of how a texture repeats (Normal or mirrored). Finally, other than planer mapping, the current mapping attribute mapping tool is a nightmare to use. I can watch my hair turn grey by the time I finish adjusting a cylindrical or spherical map type. Its just not intuitive enough for me to figure out or its just not easy to do. Either way, that’s a problem.
  10. it would be nice to get a UI for animation that would be more advanced than something found in the early 90’s. Although I want a lot more, I would settle for a simple Video Camera tool which would be a merge of the polyline tool and the camera tool. We should be allowed to make simple editable paths in plan mode and at each set point we would be able to fine tune the camera as well as set ease-in and ease-out for that point. Allow us to assign a period of time it would take the camera to follow that pollyline and you have a simple animation tool that will at least move this up to the late 90’s
  11. For years I haven’t understood symbol organization in the resource browser. Since I have many symbols, I import them from various files each with there own folder structure. For example I have one file with all my plumbing symbols with folders named tubs, sinks…., I have another file for my electrical with folders named pot lights, wall lights…, etc. I make these files favourites in the resource browser so I have quick access to all my symbols. If I select a symbol from one of these files and hit import by using the right mouse button, I am greeted with a dialog box that gives me the option to “Preserve folder hierarchy” This is great. Everything stays nice and organized in my project files. The problem is, who wants to right click and hunt through the menu searching for the word import and then deal with a dialog box every time you want to import a symbol. The default method of symbol importing is to just double click the symbol and insert. That’s the way it should be (nice and fast), however, we then lose our ability to keep our resource browser organized because the default does not preserve folder hierarchy. Is there anyway that this option can be a toggled on and off and stay that way of for that particular file. People either organize their symbols or they don’t. To have to jump through hoops and review if you want it organized each time makes this important feature impractical to use.
  12. Unless my machine is really messed up or something, this does not happen for me. I just created a new blank document, right click "new renderworks texture" in the resource browser, import a 126kb jpeg image into "color", close the texture and then "extract image(s)" and I get a 1Mb PNG. That is almost a 10X expansion in size. I am more looking at it from the other side. I am willing to give up a little quality to gain speed. So if I spend all this time tweaking my image to get it to 128kb only to have vectorworks change it to 1MB I just wasted a lot of time and accomplish nothing. So what I am gathering from all of this and please correct me if I'm wrong, is that 1) there is no way for the user to optimize or control their graphics. 2) We should be importing the highest quality image because vectorworks will do its thing no matter what we throw in there.
  13. FYI - The links on the page you sent me to do not work but I assume you just wanted me to make a fresh OS X admin user account in which I knew how to do. Yes, I had to re-enter and activate vectorworks. Hopefully the activation guys don't get suspicious on me as I'm activating a lot of copies here. The pref file was obviously new because all palettes and windows were in different locations. Unfortunately, the problem still existed in this new user account.
  14. I finally had a chance to bring some files home and try things out. I installed a fresh copy of vectorworks 2015 and tried it on OS X 10.10 and I had no texture loading problems. I added SP1 to see if the problem was introduced there and again I had no problems. So I guess my problem is specific to my work computer. Since it happens on both vw2015 and vw2014, I have to conclude it has got to do something with my yosemite install. Its just strange because I have no other issues. Everything else in vectorworks runs fast, and all my other applications work great too. I guess I will have to live with it and hope it corrects itself in the future.
  15. Awesome thanks. If you are having a meeting and it does end up working the way you described it. Can you ask them if there is still some sort of conversion/compression applied if we import our images as PNG's to begin with. In other words, If I spend time tweaking the quality and size of my PNG is it just a waste of time because it will just get recompressed anyway.
  16. Thanks zoomer That is a very good description of where to use the various formats. Besides the conversion of vector to bitmapped graphics, I use PNG for anything that has a very small palette of colours or any black and white images that will be used as image masks. Now we just need to verify if Vectorworks actually use the images in the format we import them in or if they all get converted to PNG. Jim: I hope you are still asking this question to the renderworks gods. That question, with the follow up question of Why? and if the answer is no, Why does it get converted to a PNG when we extract the images? If it does convert it to PNG's, it is a big no no for us to compress an image into JPEG only to have it recompressed as a PNG and I would definitely alter the way I make my textures.
  17. Jim: As my slow loading texture problem may or may not have anything to do with the PNG conversion thing, I am very interested in finding out more about the best image format for creating textures regardless of this issue. I am curious why you always used PNG's as your image type of choice? PNG is basically a glorified GIF replacement and used as a portable internet image format and not intended for professional quality graphics. It has its place like for BMP maps and such, but JPEG will give you better file size/quality and if you are going strictly for quality TIFF is the best proffesional format. This is why I am puzzled by all of this.
  18. Unfortunately, I was not able to try it out on my home computer last night but I did some more testing today. I was no longer confident in the export down to 2014 results because I wasn’t sure if 2015 changed my textures and included these changes in the 2014 file. So I found an old 2014 back-up of this file that was never upgrade to 2015 and launched it in 2014. The problem exists there too and it never existed there before. So I booted up in OS X 10.6.8 which I have on another partition and launched this same file in the same VW2014 and the textures loaded in seconds. I was not able to try VW 2015 in 10.6.8 because it has a big can’t open symbol on the application. So In summary: OSX 10.10.1 + VW2015 = Bad OSX 10.10.1 + VW2014 = Bad OSX 10.6.8 + VW2014 = Good So I guess the last thing to try is to see if I have this same problem on another computer running Yosemite. Jim, I will try that at home and based on those results I will send you the file.
  19. Sorry for getting all posty but I must correct something I said in my last post. Apparently, it is documented that the "Extract Images" command does export the images in the PNG format and this isn't something new to 2015. After all these years, this is a totally unexpected process to me. Why does VW do this? When is the conversion to PNG taking place? Aren't the images being stored and rendered in their original format? If so, why doesn't VW just extract the original image instead of converting it to PNG during the "Extract Image" process?If all the textures are being converted and stored as PNG during texture creation, shouldn't we be creating our texture images as PNG's to begin with so that we can control our own conversion and file sizes? I don't understand the logic behind any of this.
  20. I Just found out something interesting. I thought the easiest way to see if I have a stray large image or something was to select all my textures and use the "Extract Images" command and put them all in one folder and sort that by size. The strange result I got was that every single image was a PNG file. PNG is not what I used to create the textures so I'm not sure what has happened there. When I use to use the the "Extract Images" command, I would get the exact same format that I inputed. Can anybody else confirm this. I am wondering if this has anything to do with my slowdown considering that these PNG files ballooned the file sizes.
  21. What... we can't have 2GB PDF Textures... Just kidding. I am very anal about my textures and try to keep all image maps under 100K. This particular file does have over a hundred textures though. I did not know TIF was faster than JPEG. I just thought the smaller the file size, the faster the load and render speeds would be. I usually set my compression at around 40% for jpegs and make sure my images are no greater than 500 pixels square. This usually gets me below the 100k mark. I'm sure these same sized images would be greater than 1mb if they were uncompressed tif's. Jim, can you confirm that Tif's are the way to go to increase render speeds? Your confirmation would definitely change the way I do things as I don't care about file size, its all about speed to me. The file did work fine in 2014 and OS X 10.9, however, I added a lot to it while using 2015 and OS X 10.9 with no problems. I just tried exporting the file down to 2014 and I get the same "Texture" problem running in 2014 under OS X 10.10. Thanks for getting me to try this out because this now eliminates VW2015 as being the problem. I also tried deleting about 20 textures at a time and each time it proportionately got quicker so I can't isolate it to just one texture. Once all the textures were gone, the texture progress bar was super fast but my renderings look kind a white. LOL This is just weird... I have been using many of these textures for years and have never had a problem. Since nobody else seems to be experiencing this, there has got to be something wrong with my specific set up. I will try bringing a few files home with me tonight and try them on my home computer.
  22. Yes, I always keep my resource browser open and set to thumbnails. I tried your suggestion of closing it and it did not make a difference. Thanks for the idea though. Upon further investigation, its definitely linked to the initial "Textures" stage where I am assuming its loading textures. The rest of the stages; geometry, indirect lighting, and rendering are going at its usual speed. The problem is the loading texture stage takes 10 to 15 minutes no matter what quality or dpi the render is set at and the actual rendering only takes a few minutes. I wish there was more info in the textures progression bar to see if its getting stuck on a specific texture. The progress bar is not jumping and appears to move at a slow but steady progression. I am going to try deleting textures one by one to see if I can pin point a texture, but again everything in this file was working fine prior to me upgrading to yosemite and SP1 and I am have the same problems in other files that were working fine too.
  23. Although I am working on one specific file, I quickly tried it out on some older files and got the same problem. I am going to look into it further and see if I can isolate it in any way. I wanted to start here in case this was a known issue. The other reason is because I've never even seen the first progression bar "Textures" before, I always got "Geometry" first, followed by "Indirect Lighting" and then "Render".
  24. Man I am on here a lot lately. LOL. Has there been any changes to renderworks in the last service pack? Rendering times for me have increased dramatically. The one thing I notice is that it gets stuck on "loading textures" for about 15 minutes where before this step took seconds. I have recently applied sp1, I upgrade my OS to yosemite, and I have added an SSD. so I am not sure at what step this problem got introduced with as things were humming along before all that. The ssd seems to be working well and loads file much faster so I don't think that's it. I just can't figure out what the problem is and the slowness is killing me. Anybody else experiencing this or is it just me?

 

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