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About EAlexander

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  1. Not to take away from the EAP discussion, but @cberg - in the example you give above, I would just draw the side profile of the object and extrude it. Always more ways to catch that fish
  2. Yes! I would add that it would be nice if the radial dimension (or diameter) reflected either the OD or the ID (ideally we could choose) instead of the middle of the truss.
  3. I think..... Try changing out of top/plan into a 3d view, like right isometric, and then try to export. Truss works like hybrids and will export its current visible state. Weird, right.
  4. $5455.00 for Braceworks: https://secure.vectorworks.net/estore/braceworks Though it says to call for introductory pricing.
  5. Excellent! Now if they could just make it so the Enter key drops focus on that entry field, I would stop importing objects named X on every show
  6. Keep this in mind, Andrew: Naming your objects and groups in VW can really help set you up for success in Cinema. If you build out an elaborate model, but don't name anything, it will come into cinema as "Extrude, Solid Subtract, Extrude, Extrude, Null>Solid Subtraction" etc. While naming your objects or groups can add another step to your work in VW, it makes a huge difference in what you get in return in C4ds object manager. I find that I am now naming individual objects less and less, but putting things into groups with logical names. Groups come through as Nulls in Cinema. Null is just a fancy name for a group folder (parent) with the objects inside of it (children). You can, of course, use empty nulls for other things in Cinema (light targets, animation markers, etc) - but as far as organization goes - its just a folder structure. To name an object or group in Vw, select your object and switch the OIP over to the DATA tab. There is a field for name near the bottom. e.
  7. https://greyscalegorilla.com/intro-to-cinema-4d/
  8. Assuming this is all 3D - it sounds like the axis got rotated in translation from other software. You should grab the whole Stageline model and just rotate it to the correct orientation.
  9. My take - and purely speculation - I think they realized it was important to catch up to the current GPU render engine offerings before they get any further behind the curve. They released it half baked to get it going quickly and refine it in future releases. With the core rewrite, the current rumor mill is that R20 is going to bring huge changes. We'll see. Pro Render is existing tech, so they could bolt it on and then fine tune the integration instead of building completely from scratch. I think a lot of people and studios are still using Physical renderer, but the visibility of Octane and Redshift can't be ignored for GPU power and quickness of workflow. Once you get a true IPR experience when creating lighting and materials, it is really hard to go back to the old ways. Then you have things like Corona and Arnold starting to really show what a CPU render engine can do (fast IPR, simple settings) and I think they wanted to try and keep up with this trend somewhat as well. If you look at the work being generated in Cinema, it feels like most of it is happening now via 3rd party - but I don't have actual numbers. Also - Pro Render is slated to work with AMD GPUs which Octane, Redshift, and other CUDA based engines can't do - so I think they are trying to get something to the Mac users and get their foot into that niche. Personally, I'm full in on Octane and Corona and for the first time in 12 years am back on a Windows machine with multiple GPUs and overclocked cores. I haven't done a job in Physical renderer at all in 2017. Pro render isn't really of interest to me, but I see why they are doing it. I don't always like how Maxon deals with things, but they are very smart and it is the most stable software I've ever used.
  10. I do it a million times a day. Make sure you are pasting into a layer with the same scale. Sometimes that can throw you off.
  11. Zoomer, make sure your glass panes don't have a phong tag. That can mess up flat glass at rendertime sometimes.
  12. If you want amazing render engine that works on the trash can Mac, look at Corona. It's free now while in development. Easy, cpu based, and gorgeous. Ipr is coming (already in the road map and working in Max). I played with prorender on Friday for a bit. Better then I expected, but can't hold a candle to Octane.
  13. 1. Agree 1000%. This is really annoying and kills me with seating layouts and lighting fixtures. There is also something weird when distributing symbols with Move By Points tool - lots of times I won't get instances, but raw geometry for each symbol (LED Video wall tiles). 2. I hate this system so much it generally keeps me from using 2017 and sticking with 2016. It used to be that the master symbol was at the top of the null and the instances were grouped together with it. The hidden symbol folder with everything at 0,0,0 is just awful. There is no way to edit a symbol in relation to other geometry in the scene since they are all out of context. I make hybrid symbols of everything, so this overall workflow kills anything practical for me. Zoomer and I have talked about this before. He likes it - I hate it...a lot. 3. I don't do lights, cameras, or textures in VW - I do it all in Cinema, but I think this is a good request for those who do.
  14. I should mention that the DPI of the sheet layer will affect the "width" of the lines (higher the DPI, thinner the line). If you need thicker lines, try using an artistic renderworks option with a Pen setting that will let you control the pixel width.