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Selin

Vectorworks, Inc Employee
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Everything posted by Selin

  1. Hello again, I could reproduce this issue a couple of times but there are days where it just won't happen. So, investigations are going frustratingly slow. Maybe you could help us. I have a few questions: - Have you ever experienced this on Windows? - Which version of OS you're using/experienced this the most (My thinking is Mac OS 10.13 made this more frequent at least. All of our bug reports are filed with 10.13) - Which RW mode you're using? Could this be related to styles or does it happen in FRW too? - Did you realize if a particular render setting triggers this? (I was thinking environmental lighting from backgrounds could be a cause somehow. Because when I turned it off, I couldn't reproduce it again. But it's not reliable so I can't be sure. I know indirect lighting and edges are not the cause.) - Did this ever happen with a simple scene? (if so please send them to me, they're much much easier to debug) - What was the earliest version of Vectorworks where you got this? My thinking is that, canceling a rendering and then sending another one is causing this. Lighting setting change or render option change cancels a rendering so it'd be the same thing. Thank you all so much for the help, we really appreciate it.
  2. This looks like a corrupt file in the debugger. I can't even create new textures in this file. Can you create a new RW texture? We need the steps that lead to this corruption. I've heard from some that textures stop responding to changes after an image texture is created, but this is not confirmed. Could it be something like this?
  3. Uh oh my hope did not last for long.. Thank you so much Kevin for letting me know!
  4. Here's a question for y'all: do you happen to have caustics turned on when the black VP/crash happens? I've tracked down a random CineRender crash in a RW viewport which is strictly related to caustics. I'm wondering if they are the same issue.
  5. Hi @frozenwaffles! If there are particular files that you can reproduce it with, can you please dm them to me?
  6. @Andy Broomell that'd be really helpful, thank you! Can you please dm me the file or send it to maydin@vectorworks.net? Yeah, cancelling/switching to another job might be the cause. I'll try that heavily. Thanks for your notes these are pretty useful!
  7. Thanks @zoomer this info is pretty helpful. I'll see how we handle CineRender taking too long or hanging.
  8. Hahah I believe you 🙂 I've seen it happen on Jim's machine along with others. Though seeing it reproduced in a release build doesn't help much. I need to see what's going on in the code before it happens. We need to find out the cause, we can't fix a bug with only a result. Does this happen when you have a specific plugin object in the file? Does this happen after you run Vectorworks for more than 30 mins? Did this ever happen in the first render? Is the file bigger than a certain size? What type of textures do you have in the file? The cause could be anything. So yeah what @zoomer said.
  9. We've already put these fixes they are talking about to the installer before we shipped VW2018. So those issues were solved even before any user experienced it. But, if you're talking about the warning message that suggests restarting the program, we can consider that.
  10. I also send CineRender crash reports to Maxon whereever I can get my hands on them. They also need a file and reproducible steps to investigate what happened before the crash. Unfortunately, crash reports aren't always magic documents that tell us what caused a specific crash. This is so random, anything anywhere gone wrong might cause it down the road. Whatever planted the seed of it might not even show up in the crash document. So really, the only thing you can do to help us is to send files and steps that lead to this. But if you really wanna do more here's this: If you confirmed from the activity monitor that your issue in fact is the crash, Maxon reports live somewhere here locally on a Mac: Users/ UserName/ Library/ Preferences/MAXON/ ... It places a different folder anytime a report is saved so I can't give you the full path. But it'll probably be the latest folder starting with 19.0 ... inside the MAXON folder. CineRender crash report still doesn't help a ton, since some code in Vectorworks might be causing this. It's also not saved for every crash.
  11. No worries, we talk about this in house every day, and not just with Jim.
  12. I will play with lighting/rendering settings on every viewport I encounter from now on and hopefully I'll be able to reproduce this.
  13. Ah, sorry @Wesley Burrows I must have missed some issues discussed here. What I'm talking about is black/white viewport renderings. Just to be more clear, if you're seeing something in the rendering but parts of geometry missing, that's likely another issue. If the whole rendering is just one color and Renderworks seems to stuck in a bad state, it's probably coming from the same thing that causes black VPs.
  14. I've read everyone's frustration comments and trust me, I know.😩 This is the worst kind of rendering bug, sorry for this inconvenience! This issue is about CineRender crashing. When Renderworks is in a healthy state, you'll see a process called CineRenderNEM running in the Activity Monitor. When you start to get black renderings, there's a 99% chance that this process will no longer show in the Activity Monitor. This means Renderworks is dead. It wouldn't matter if you changed the settings or cleared a cache (which is actually done by changing settings) or anything else. So, if you looked at your activity monitor and didn't see CineRender, the ONLY workaround would be to restart Vectorworks. Now that being said, we don't have a well defined set of steps that causes this crash. Anytime someone reports it, they are fiddling with different settings. So far my impression is that changing lighting overrides is likely to cause this but that's not certain. I have tried many different files and steps and I can't reproduce this myself. I need to be able to reproduce it in the debugger myself to see what's causing it. So, if you could determine what's most likely to cause this, please let me know! On the CR version: Vectorworks uses the most current CineRender version since last year. Before that we were following a year behind. So, 2018 has R18 in it and 2019 will have R19. Let's hope that R19 doesn't have the crash.
  15. Yep. Because you have a lot of geometry in the rendering (because of the grass blades) it would take pretty long to calculate reflections.
  16. This might be a better example: Textures_-_Grass_w:_parallax.vwx
  17. @Gadzooks oh yeah that 01_Model.vwx file says it's corrupt after opening for me too.
  18. I made a stupidly simple example. Because I don't have much time and also, y'all are probably much better than me using Renderworks and tweaking textures. I just loaded a tile-able grass image to both image and bump shaders, and left the parallax at %50. I'm sure with different images and different parallax&bump strength values you'd get better grass. Mine's not that interesting. @Jab_beI'm sorry, I had some examples from customers but can't find it on my computer. PS. This technique works pretty well with shaggy carpets and such.
  19. This seems like a problem in generating the texture preview. If the preview looks weird, OpenGL will just show the weird looking image because it uses the previews. Renderworks should render fine though. When you see this issue, one thing that might help is to edit the texture, tweak a parameter or two and bring it back to whatever value you wanted. This should force a new preview generation.
  20. To shorten the rendering time a bit, instead of using the grass shader I would use a grass image and add bump with parallax to it. Not for the long grass but for the short parts. Especially the parts that are further away from the camera. That way you can also better control the color and get it more realistic I think.
  21. Hey @markdd, the reason you're not seeing any effects from Parallax in Parallax-Bump is that you have the Bump strength set to 0. So Parallax doesn't even start to work there. Like I said, it's just an enhancement on bump mapping to fake realism. Just by bringing the bump strength to 30% like the bump only texture, I get more realism with parallax like so: What I would do is, load the same image in both Color and Bump channels, put some bump strength and parallax on it. Now, the reason you see a little bit of Parallax when you have a Color image even though the Bump strength is set to 0, is that the Color shader controls the intensity of other shaders. So, Parallax gets a greater than 0 value from the Color channel instead of the Bump channel. Essentially, Parallax mapping is controlled by both Bump channel and Color channel. This is not clear from the VW UI I know, but each setting inside each shader is controlled by both the Color channel and the corresponding channel. For example, the reflectivity of each reflectivity shader (Metal, Glass etc.) is controlled by both the Reflectivity shader settings and the Color shader settings. This is why choosing a black color in the Color shader makes them look better, because black means zero and that means no intervention from the Color shader, all reflection values come from Reflectivity shader. I hope this makes sense.
  22. It works as part of a bump shader. It's essentially a cheap (time-wise) improvement on bump mapping. It takes an image if you have an image bump, or takes the bump pattern from the other bump shaders. It shouldn't matter if you have a Color image shader or not. Maybe try to bump up the offset value or the bump strength? I'll see if we can post a tutorial on that.
  23. On top of everything Jim said, you can also use Parallax mapping in the bump shaders instead, to get the same effect without much time. However, Parallax won't make the geometry stick out like displacement does. For example, if you were to look at a brick wall from the side, you would be able to see the bricks elevated with Displacement mapping, but you'd see a flat surface with parallax. Use parallax on every surface you want the illusion of displacement but don't need to see the actual geometry distorted. It will not affect the render time and it looks pretty realistic. You can set it using the new 'Parallax Offset' setting in all bump shaders.
  24. Hi Andrew, The dialog you are missing should come up on the Cinema side, so it's their bug. I will contact them but you might want to too, since I haven't seen any other case like this. Which version of OS are you using? VW SP? Cinema version? So I can get a quicker response. I feel your pain though. Merging is next to useless without that dialogue.
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