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Everything posted by EAlexander

  1. Hi, Render time should decrease with Physical a bit, but mostly your time in setting up lighting and doing test renders will decrease dramatically, so this is where you will mostly see the benefits. Moving to a third party render engine will save you tons of render time right out of the gate. All the third party render engines for cinema use their own materials, cameras and lighting systems. A lot of them CAN render native materials and lights, but not as well or efficiently as using that engines native systems. I know Corona and Redshift have automated conversions for materials - these still need some tweaking, but it gets you close to where you want to be automagically. Since I switched to Cinema for my workflow - I don't do any cameras, materials or lighting within VW - but that is just me. Others might have other workflows. See what Grant says and also talk to @Wesley Burrows who does a VW to Cinema with Corona workflow similar to mine. I know Grant is trying out Corona as well. GPU rendering on your 2080ti will blow your current rendertimes out of the water. Also - most of these engines have free trials - so download some and try them out. e.
  2. This is a really good start - I think it's mostly lighting that needs work. Here's a few things that jump out at me on this render: The chairs are hot, but no clear direction or motivation for the lighting - and no shadows for anything, which feels odd. Screen isn't giving off any ambient light. If you put white chairs in front of a LED screen with rainbow streaks on it - the room and chairs would pick up that color i.e. bounces light. Also - white feels too white/hot. I use 70-80% grey as my "white" for objects. Camera lensing is pretty extreme giving you a Cezanne like perspective. Camera should be lower. Blacks are too black. Are you setting your black color to pure black? This is unrealistic and keeps any light from reflecting or bouncing off these surfaces - even matte black. I use 3-5% grey for "Black". So the stage apron skirt and the masking left and right feels like a black hole. When I do shots like this, I try to let the screen be the main lighting source in the room. I'm sure you've been in a ballroom with a 40' wide LED screen and had to shield your eyes, right? Ceiling looks good since you are getting gradients of value from the cove lighting. Photoshop paint over could push this along a lot to balance the lighting and then make it pop. Hope that helps some! Keep going! e.
  3. How about making a pitch to your supervisor about them (the company) buying it for you and the benefits that could bring to the organization.
  4. If you just want to view it in section, you can go into OPEN GL and then turn on the clip cube for a live section view.
  5. I think my initial post comes across as a bit harsh on VW - I love VW and I use it every day. I think VW and Cinema together are a great combination. VW frustrates me and I stay about a year behind development for stability - but all software frustrates me to some degree. Renderworks has improved a lot and I do open GL and realistic white interior renders of a lot of our work for clients. I appreciate the work that goes into it.
  6. Thanks very much! If you already have experience with Blender and Maya, I think you'll find Cinema very easy to pick up. The workflow with Vectorworks isn't perfect, but it is pretty great. Let me know how else I can help. e.
  7. I have so many thoughts about this, but I will try to keep it top line: Lighting - the entire lighting system is miles ahead in Cinema. Just the ability to move and point lights via gimbal alone makes this much faster to light scenes. Object management - the ability to see the hierarchy of your whole scene and manipulate it via a manager as well as per object in the scene makes the workflow much faster. Materials - I think the material system in VW is clunky and hard to use. Cinemas material system is miles ahead in ease of use and realism. Object handling - I can rotate millions and millions of polys in Cinema without it even blinking, where the same scene in VW is slow to refresh. Add on render engine support. I haven't used the built in render engines in Cinema in about 5 years. I use Corona as my main render engine and use Redshift for all of my volumetrics. Once you go to GPU rendering and get real time feedback on lighting and material creation, you cannot go back. That said - Corona is CPU based, but still offers a real time preview window to build your scenes with. Redshift, Octane, Arnold, Unreal - we are rich with render options these days. Render Speed - it just cooks faster all around. Cloner tool - think live, parametric duplicate array Parametric workflow - things like Extrude along path and sweeps are run by splines and generators in Cinema - keeping them as objects you can manipulate and update in real time. Cameras - there is no way to even compare the two. Cameras in Cinema are so much easier to use and more physically accurate. so many more....... Yes - it is technically the same render engine, but if you put a Ferrari engine into a Volkswagon, you are still sitting in a VW. If you just run vanilla Cinema, your workflow has improved, but when you start to add some plug ins and render engines, things go to apples and oranges very quickly. Look at Poliigon.com for example - with their plugin, you can add any of their materials to a scene with three clicks with all maps in the right place. I use VW as a modeler and to generate sheets and elevations from - but I do all the materials, lighting, camera work and rendering in Cinema. If you look at my website - everything there is build this way. Happy to answer more specific questions. e.
  8. I'm still on 2019 SP 3 and I haven't noticed a change, but I'll look for it when I do upgrade.
  9. Do you mean pictures of those things? If so - you can go to FILE>IMPORT>IMAGE FILE and you can import JPEG or PNG files. These can then be scaled, but they will all be just images/pictures i.e. they will have a white square or rectangular background. If you mean 2D or 3D objects, then, yes, you can import them from other programs (Sketchup, DWG, .OBJ, .3DS, etc.) or make them in VW. Does that help?
  10. I don't actually use it, but Grant is referring to STAGE for Cinema. https://hantmade.com/stage/ Native Moving light symbols in VW come into Cinema as static Symbols only.
  11. That is actually Corner Vertex mode - not straight line mode. If you only want straight lines either click without dragging the mouse once clicked or use the polygon tool. Clicking and dragging (even a slight amount) puts you into a curve. This is working as designed. More info here:
  12. Mark and Bas are correct. However, I would draw this with the polyline tool from the get go instead of nurbs. I think it gives more control and easier to edit, but just my opinion - There is nothing wrong with nurbs. e.
  13. This would be amazing - especially for those of us working in a 'Hybrid symbol for everything' workflow.
  14. When you make a section viewport - there is a class created called Section Style. This will have the default line weight and fill color for a section cut - adjust this class, and your section should update. Note, you'll have to use the UPDATE button on the Object Info Palette to update the viewport with the changes.
  15. I don't think it helps with live feedback much, but overall on large projects it can cut down on file size.
  16. Well curious about this, but I don't think it matters which one. Some of them make editing, say, C easier with less clicks, but I wouldn't think it really matters. Curious what others think. This is definetly a case where I would keep it parametric for the design development phase, but then I would throw a copy onto a hidden layer or separate file in case I need to adjust later, and convert the original to generic solids once it's locked in to save on overhead.
  17. You're going to need fill on those objects for them to show up in Cinema. I always use Export to Cinema4d (3d only) and then I merge that file into a clean cinema scene. I find if I just open it, I get too many culling issues. Make sure geometry is checked in both the export and import dialogues.
  18. In your example, it is really the light falloff that gives the space the vastness. I think you just need to model a huge floor and a grid and keep the lighting focused around the stand so it falls off nicely. Once you build a few basic scenes, you can use them for templates to render out multiple projects.
  19. Keep in mind that hybrid symbol and Auto hybrid are two different things. Hybrid, you have to draw the 2D manually. Auto hybrid will draw the 2D for you automatically, but you can only control the appearance/attributes via classes. It's up to you which makes more sense for your workflow.
  20. Just to follow up on @mjms post - yes, when you make Hybrid symbols, you can use opacity on the 2d data without affecting the 3D. I do it all the time.
  21. My approach to this issue has always been to use Hybrid Symbols. You can look at AutoHybrids in the Help section as well, but I prefer to control the 2D properties myself. e.
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