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Selin

Vectorworks, Inc Employee
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Everything posted by Selin

  1. I also came here to mention shadow catcher by design it zeroes everything out but the shadows so a displaced texture (or any other texture) would not work with it. I'm afraid the only way to do it would be to create bumpy geometry.
  2. Is this a specific file that does this or do you experience this every time you're exporting? If it's a specific one, I can take a look at it if you send it my way.
  3. Well, the engineering would be me I haven't seen any bug reports about this or anything else from tech support. I can't reproduce this myself either, so my hands are tied. I can only guess why merge might not be working with geometry changes. When you add solids, convert something to a symbol etc. you are essentially creating a brand new object and merging won't work. But, you're saying you are doing a fresh export every time so this exception would be irrelevant anyways. @zoomer after you export a vwx file to cinema, can you please try to export that file from Cinema to FBX? Are the materials still missing?
  4. Hi Steffen, can you create a RW texture after RW options disappear? If you can't create a texture and CineRender does not appear in the Activity Monitor, that means Renderworks is not running. Can you please confirm that this is the case?
  5. Hey everyone! CineRender merging recently changed (it's annoying for me too :sigh: ) So I might have missed to check some cases. If you could send me your files and export dialog settings through DM, or attach them here, I can take a look at them. Sort by class is usually the problematic one but the includes should work regardless of scene organization.
  6. Hey Chris, if you have a visible background in the viewport, the rendering will be black unfortunately. It should work without the background though.
  7. Apologies, I'm just getting caught up with the forum We used to export all symbols in VW as render instances without even asking the user. Because, they are the C4D equivalents of VW symbols in the sense that object geometry is being referenced instead of being duplicated. The geometry of C4D's instance objects DO get duplicated and the scene is being rendered as if all the instance objects were regular objects (this does not help with the render time whatsoever). Therefore it will take too much memory of a scene that has very many copies of one symbol in VW. So, correct me if I'm wrong but I don't see much of a difference between exporting everything as regular objects and exporting VW symbols as C4D instances besides the file size. Still, I think it's possible to work around this. Because your workflow contains putting light objects in symbols, I would export the symbols that have light objects in them as regular objects and make them instances in C4D. Then I'd export the rest of the scene with render instances and merge the two. It'd be easy to differentiate between the two kinds of symbols using class visibilities, layers or just by selecting them and doing an export with the corresponding options.
  8. Yeah, native organization helps sometimes but in this case the link between the symbol definition and instance was broken no matter what. Sorry about that, I was very bummed to find it out myself.
  9. The merge dialog should show up on Cinema 4D's side every time you do a 'Send to Cinema'. We don't show a merge dialog in Vectorworks for a couple of years now. Are you on Windows? Which version of C4D are you using? For beginning tips: Grayscale gorilla's youtube tutorials are great. Also, Cinema's own help documentation has really helped me. If you already installed the help, right clicking on any control will take you to the corresponding place in the documentation. Most of the help has demo pictures so it was especially useful for me to understand the reflectance channel and materials in general.
  10. Hi @alan_e Duplicated symbols not sending to Cinema is a bug. CineRender changed their symbols merging algorithm in later versions of R18 which we were not aware of for a while. It was too late for 2017 to fix the problem but it is fixed in VW 2018. Does using Native Organization when sending the document help? I'm sure it doesn't work with Sort by Class or Sort by Texture.
  11. Ah I see Yes, the fresnel strength will be 100%. By the way if you'd like to misuse the metallic shader, the clear coat is a Beckmann layer with Dialectric Fresnel set to the Glass preset in C4D with 100% strength. Not sure if this helps your case but it's a way of creating glass using the reflectance channel. The glass shader still uses the legacy modes.
  12. Hi zoomer! 1. Yes. Metal and Cloth shaders are the only ones capable of creating a texture using the reflectance channel for now 2. Not sure I understand this 3. Fresnel settings are not exposed in this version other than the metallic presets (maybe next year?) I will have to check the imported materials as I didn't implement them.
  13. Yes! (Can't speak for other visuals but the rendering ones can be produced 100% with Vectorworks)
  14. Yep, they should be fixed. If they're not than that's a bug that I'm going to work on soon.
  15. VW 2018 yay!! I wanted to join the conversation to mention a couple of Rendering features that are not included in this video. Improved Indirect Lighting A new indirect lighting algorithm that produces faster results with more bounces. Your interior scenes will be better lit in a shorter rendering time with 16 bounces instead of 8. New Parallax Mapping (Improved Bump Shaders) A new option in all the bump shaders that gives realistic looking bumps without adding to the render time. Use parallax mapping instead of displacement mapping whenever you don't need the actual geometry to be displaced. New Metallic Shader (Reflectivity Metallic Shader Overhaul) A completely new metallic shader that uses CineRender's reflectance channel. Produce realistic looking metals without the need of a light object aiming at the material, brushed metals or even metallic paint! Put a layer of lacquer on top of your metals using the clear coat settings. A better metallic shader has been one of our top requested rendering features. New Cloth Shader (New Reflectivity Shader) Vectorworks is now capable of producing woven materials procedurally. Choose one of the presets to start with and go from there. Each preset represents a different weave pattern. New Shadow Catcher Shader (New Transparency Shader) This feature was also requested a lot. Now you can easily composite Renderworks renderings with other images including the shadows and reflections in the rendered scene. Just wrap a shadow catcher on a ground object to catch the shadows in the alpha channel. When exporting the rendering with alpha channel support, all parts of the shadow catcher wrapped object will be invisible but the shadows (and/or reflections) that fall onto that object.
  16. Hi all, I've heard about this issue from a couple of sources and I agree with y'all that it should be fixed ASAP. However, I have never been able to replicate this bug so it's impossible for me to debug. So, if you have files that repeatedly show this behaviour, or definite steps that you think trigger this, please send them my way.
  17. What happens when you send them to C4D? Do these objects disappear?
  18. Radeon ProRender is AMD's GPU based rendering engine. Maxon integrated it into Cinema 4D.
  19. Correct. This is not included in our license with C4D out of the box. I can't tell whether it would be available for VW or when but I can say for sure that it will not be an update outside of our release cycle. So no, VW 2018 will not have it.
  20. Hi Nick, So you're unable to see anything but the black lines in FQRW? Could you attach the file please so I can take a look at it?
  21. I'm late to the convo, but I slightly disagree with this. While Renderworks doesn't have the full capability of C4D (to be honest I don't think it should), it definitely does have textures with multiple layers. The limitation is, there's only one layer for each shader type. Also there's some layering inside a few of the shaders, which is mostly hidden from the user to keep the UI simple. As others mentioned before, C4D is one of those pieces of software that you can spend years learning. This gives the users a lot of control but things can easily get overwhelming. Our goal for Renderworks is to give the users enough control without losing much of the simplicity. Which is also the reason we've been focusing on exchange. It's great to hear that it's helped your workflow@zoomer
  22. Selin

    Rendertime

    Correct, the main reason might be that later versions of Renderworks uses the physical renderer instead of the previous (standard) one, which produces more realistic renderings but takes more time.
  23. The advantage is that the users can use readily made C4D materials from the internet. The intend was to expand our texture resources and to be able to use layered materials. Even if it's only 2 layers. That is, as long as they don't use non-legacy Reflectance modes. The workflow zoomer suggested would be ideal I think. This was due to our CineRender license for VW2017 and I hate it as much as you do which is also why we decided to keep the original material.
  24. Hi, Which reflectance models are you using? Vectorworks 2017 is limited in the number of reflectance layers and the reflectance layer types it can show. If you're using a reflectance model other than the legacy modes or you are using more than 2 layers, the rendering in VW won't match the one in C4D. We preserve the original C4D data though. So, exporting to C4D will show the original material you've imported. I hope this helps.
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