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line-weight

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Posts posted by line-weight

  1. 2 hours ago, zoomer said:

     

    But the good news,

    the Display issues seem to be solved now !

    At least, for the first time my M1 Mini behaves like any Intel Mac now. I can put it

    to sleep, without my Wacom Display reawakening every few minutes. And awake

    it again with out the need to restart and reconnect my Wacom Cintiq.

    M1 Mini feels like a Mac for the first time.

     

    Hooray! I'll look forward to moving to Monterey when it's stable.

     

    Meanwhile one of my frustrations is to do with running several monitors - for which Displaylink works pretty well, except for one annoyance which is that Displaylink does not support rotated monitors on M1 macs. And I have one of mine rotated, so I have to make that one the "native" one even though it's not my main one. And my main monitor (which for most of the time is my Vectorworks one) works just about fine via Displaylink but I do notice that it's just a little more glitchy when doing stuff like flying around in 3d, compared to how it runs if it's the "native" one.

     

    There's a very long thread on the Displaylink forum of people asking when they are going to support monitor rotation... but zero response from the company on whether they have any intention of doing so. I wonder if the problem is somehow on the "apple end" and things will change with Monterey.

  2. On 10/7/2021 at 9:25 AM, zoomer said:

    According to rumors,

    the next M generation should be twice as fast for CPU Tasks

    (8 instead 4 performance cores)

    and even faster for GPU Tasks

    (16 or 32 instead of 8 cores)

     

    Which is nice but not the problem.

    The bottleneck is the current limit to max 16 GB of shared RAM.

    And I run into that limit very often, even with my typical project sizes.

    Like when working with SLVPs.

    Also no chance to comfortably open your project in more than one App

    at the same time. Like VW, Bricscad and Twinmotion plus Safari, Mail, ....

     

    So I would no more go with less than 64 GB RAM (like on the PC).

    But that amount of RAM, with Apple Tax, may get quite expensive.

    If available at all (?)

     

    This prompted me to watch what is happening with memory on my M1 when I'm working in a big file in VW2021.

     

    Because sometimes, the file becomes really unresponsive, but is fine when I quit and re-start Vectorworks. It seems like VW gradually fills up the memory while I am working, but it never does anything to reduce the memory use. So eventually it always reaches the limit. I don't know enough about how things are supposed to work, to know if this is what should be happening.

     

    Here is what it looks like after I have had the file open for a day or two while I work on it.

     

    304755158_Screenshot2021-10-08at10_22_25.jpg.c902bbf5a4645bc89e814bfed785b027.jpg

     

    Here is what it looks like when I close that file (but keep VW open):

     

    539940271_Screenshot2021-10-08at10_23_54.jpg.6304d68b01d46fa892d8d72349dbb132.jpg

     

    And here is what it looks like when I quit VW, and then re-open that file to start working on it again:

     

    676035934_Screenshot2021-10-08at10_26_08.jpg.a0bfb3d01c560b8b5aed7aa4016ce87e.jpg

     

     

    So, is it when I am working on sheet layers that it is somehow filling the memory up?

    • Like 3
  3. I'm curious about this too. One thing in particular I don't understand... if I am looking at my model in 3d perspective view (which usually means I'm using OpenGL) and then ask to see it in hidden line... some time passes while it works it out, and then the scene appears in hidden line. But then I am able to fly all around my model (including parts not visible in that initial view) with it rendered (apparently) in hidden line, and this all happens in realtime. I can look at any part of the model in detail, all in what looks like a hidden line render. But as soon as I stop flying around, VW asks me if I want to rerender the scene - and if I say yes, it stops, thinks for a while and then shows me what I was looking at a few seconds earlier and seemingly rendered in realtime.

    • Like 1
  4. I haven't used it a lot for real, but some testing did seem to show that VW2022 was slower than VW2021 for certain things, mainly viewing sheet layers with a lot of complex vports, and switching to a design layer view, again in a complex and large drawing:

     

    (copied from another thread)


     

    Quote

     

    VW2021 // VW2022

     

    Open Vectorworks

    40 seconds // 18 seconds

     

    Update several viewports, mixture of hidden line & OpenGL/shaded:

    18 seconds // 13 seconds

     

    Open large file (1.17GB) into sheet layer view:

    22 seconds // 28 seconds

     

    Then go from sheet layer to openGL/shaded 3d view of design layers, by activating a saved view:

    10 seconds // 22 seconds:

     

    Update renderworks viewport

    2m31 // 1m50  (according to VW progress bar)

    2m50 // 2m13 (according to my stopwatch since pressing update button)

     

     

  5. 3 hours ago, hollister design Studio said:

    I always stayed away from NURBS and subdivision modeling as they were so imprecise when modeling in MAYA.

     

    Plus MAYA's polygon editing is close to perfect and I never needed them!

     

    ...but it looks like I'm going to have to take the NURBS dive!

     

    I find using NURBS useful in many cases but also often hard to control, partly thanks to a lack of documentation about how they actually work in VW, which I have complained about several times.

     

    I also find that they are useful for generating one-off objects but as soon as you want to fit anything to them, they become very inaccurate, so when I've got curves where I need things to fit together exactly, I often end up resorting to segmentedlines instead of true curves. There's an additional problem with the way VW renders gradual curves, which has been the subject of a few lengthy threads.

    • Like 4
  6. My approach would have been less sophisticated than those described by @Benson Shaw ... I would convert the 3d polygon to mesh and then to generic solid, then I'd duplicate it, move the duplicate up or down by the desired Z value, manually draw 3d polygons to make the "sides" connecting the two meshes, and then do an add solids of everything to get the end result.

     

    Reading this:

     

    16 hours ago, Benson Shaw said:

    Note that a 3d poly is a perimeter, not a surface. It can have several trimesh schemes from same vertices employing straight connectors and flat facets.  Add concepts of quadmesh and varimesh and curved connectors and curved faces to reveal infinitely many interpretations of surface from a 3d poly. VWX needs guidance when asked to make a surface and generate a volume from a 3d poly.

     

    has been very helpful for my understanding of what a 3d polygon actually is.

     

    VW seems to understand that if I draw a 3d polygon all on the same plane, it's a flat "surface", because it will let me extrude it.

     

    Also useful to have it pointed out that there are several different possible trimeshes that can be made from a 3d poly. As VW will convert a 3d poly into a mesh... it must somehow make its own decision about which one to choose. Is there a rule for how this happens?

  7. 1 hour ago, shorter said:

    You can also use custom selection to find similar objects, when there are objects that fail to purge.

     

    Once selected use the buttons in the top right of the object info palette to find the object you want to delete, and then delete it

     

    1282564378_Screenshot2021-09-29at09_37_50.thumb.png.a3e54c9d5831ba4fc399d6621f0bba90.png

     

     

     

    I have never noticed this before either!

     

    I can see how to use it to toggle between the multiple selected items - they are briefly highlighted in red and the OIP shows the details for each object in turn - but how do I then delete one of them?

  8. 26 minutes ago, Tom Klaber said:

    The direct link button in Twinmotion does not work on Windows- anybody else having this.  Looking to test - but can not even get past the first step.

     

    Have you made sure you've exported the direct link properly from VW by pressing on the eye icon? This got me stuck for a while too.

    • Like 1
  9. I managed to get this - but had to contact my local VW agent  to re-issue an activation email for my VSS account (or something?) when it didn't work to start with.

    The Twinmotion licence then seems to exist somehow, even if there is no direct record of it when I look at my Epic Games (ie twinmotion) account which until recently I was just using to run a trial version of TM.

     

    Seeing as there seem to be various aspects of the VW<>TM export process that are still not working properly, it seems a little academic for the time being anyway.

  10. 38 minutes ago, Bunjimun said:

    @line-weight, thank you for this solution, yeah i noticed the curve and mine does indeed have a slight one, but i think it might be ok for my purpose (i may change my mind and do your way later), both ways are super handy to know and ill be copying these answers to my notes for future ref, thank you both

    The best solution often depends on what you need the drawings to do - if they are schematic then the slight curve probably doesn't matter, while if you're at the details stage it might, and in fact I often find that working out how to draw something in 3D is quite informative for how difficult it will be to build in real life.

    • Like 1
  11. The problem I find with the loft tool for this kind of thing is that it'll often give you a slightly curved section between the two profiles where you want it to be straight. I think that might be visible in the images above. It depends on exactly the geometry you want but I might approach something like this as an extrude-along-path instead. I hate using the EAP but sometimes it's what you need to do the job. My example doesn't exactly match the geometry desired but shows the general principle. You'd want to do the sides & top separately from the "sill" part.

     

    1038767294_Screenshot2021-09-27at10_32_35.jpg.5be6ce668dbb73887cd57d00ca8cbae5.jpg886032510_Screenshot2021-09-27at10_35_41.jpg.24ca608702a74d19969aadb5db361a5c.jpg474813059_Screenshot2021-09-27at10_35_51.jpg.e97eb528fc4618b210044e7770ceedf7.jpg

    • Like 1
  12. 2 hours ago, MartinBlomberg said:

    Is there a setting in the rendering tab that doesn't take forever? Thanks all!

     

    Sort of but not really... you might find this thread of some use

     

     

  13. 2 minutes ago, joestewart4669 said:

    Thanks Line-weight.When you say 'snap' do you mean move away then ensure that when I move back the snap tool is on?

     

    What I tend to do is go into a 3d view, double click on the wall object to go into reshape mode, grab the handle at the middle of the top or bottom edge of the wall, move it up or down and then move it back to where it should be, snapping to the top or bottom of whatever wall object it is supposed to be continuous with. Sometimes this solves the errant line problem for me, sometimes it doesn't.

     

    I think you just need to have "snap to object" turned on.

    • Like 1
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