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Posts posted by zeno
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1 hour ago, Gunther said:
Do you use a second display or eGPU? If so, does disconnecting the second display or eliminating the eGPU resolve the issue?
Hello Gunther,
on 2019-07-07 I did the VB-162563 "Zeno36_Videogame Mode on walkthrough tool don't works with 2 monitors" where I reported issues with the second monitor. The issue get the system uncontrollable, and the problem persist through years, moderate priority, unresolved, fix version "future".
Maybe is it connected to the same issue? Actually I have the same problem on my M1 but I did not reported it.
My English is bad now, 2 Yeats ago was a disaster, but I think you can understand the issue
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6 minutes ago, Gunther said:
Do you use a second display or eGPU? If so, does disconnecting the second display or eliminating the eGPU resolve the issue?
Did you already have several issue with second display?
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4 minutes ago, Mark Aceto said:
My M1 Max was delivered yesterday. I plan to take it out of the box next month after Monterey is more stable for everything. Godspeed, ye early adopters.
When did you order it?
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Hello to everyone
sorry for not reading all the posts, but I noticed that on my 16" M1max will I keep Monterey and need to do big models on Vectorworks. Can someone tell me where are the big unresolved issues? Thanks and apologies
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2 hours ago, line-weight said:
Did you make a troubleshooting thread in the forum, or just file as a bug?
And was this recently, or some time ago?
I guess you have not had any response as to whether it's something we might see fixed?
I think that is a important issue and the VW team are working to find the solution. And we need always to find the best way to do the thinks, now
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21 hours ago, Will said:
I get this on my intel MacBook as well. After updating lots of section viewports Vectorworks uses lots of memory and becomes very sluggish. It’s like there is a memory leak in the section generation process. I also have to quit and reopen to be able to continue working.
I did a Bug for the same reason- 1
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19 minutes ago, Dave Donley said:
Point cloud imports in Vectorworks have a hard limit of 100 million points for a reason, higher values can run into usability and slow performance issues. Stacking multiple ones is indeed a stress test for how to get Vectorworks to run out of memory. IMO this test is not using a typical model.
confirm is not. But it runs on a 2017 iMac and not on m1 machine- 1
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8 minutes ago, Tim Norman-Prahm said:
Thanks @zeno for reporting your test, really interesting. I also have a low brow question, do you notice any added performance in say more ‘normal’ files you work with (ie no point cloud) with the m1 max over the m1 while you navigate and draw? Or due to single core being the same is it fairly neutral?
Tim
Actually not I'm focused on big files. I'm worked with this machine remotely, it's not mine. Mine is the same and arrived at end November. Maybe I will test big section viewport later. If you have something send me on PM
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Good morning.
I can confirm that the data for now has defined a 50% faster CPU rendering time and 70% faster GPU rendering than a 13 'MBP with M1.
The tests concerned for now only viewports at 300 dpi rendered with custom renderworks on one side and redshift on the other, repeating the same operations with both machines.
There have been some problems with unified memory though. I wanted to do an important stress test. I opened a file I worked with two years ago on a 27 'Intel iMac quad core (2017) with 64GB of RAM at 2400. It is a file with 6 referenced files. In each of these files there is a 100 million point poincloud. So the final file features a 600 million point cloud.
Well, the iMac as long as it had 40 GB of RAM in doing this process ran out of virtual memory and crashed. The entire operating system was crashing, not just the software. By reaching 64GB of RAM, I was able to finish the job by the time. With difficulty, but I did it.
With the MBP 13' and M1 there was no way to overcome 3 pointclouds.
I was sure I could handle everything with the test machine which has the following characteristics- MBP 16 'M1 max
- 64 GB unified memory
- 2 TB SSDBut with great regret he managed to barely open 4 and then close. It failed to finish when VW started asking for around 94-95GB of memory.
Something important must therefore be changed about virtual memory, and this could be a problem in these cases, because VW with very large files consumes a lot of virtual memory and does not get it free until the software is turned off.
In the night I calculated an Panorama with redshift. As soon as I can I'll show you some images
Z
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Today I will have the opportunity to compare my m1 Mbp 13" with a 16" m1 max with 64gb unified memory.
I have big point cloud file (6x100 million point referenced files) and panorama with redshift rendering file for testing.
If someone is interested, you can send me files with some description via PM
Session will start in 7 hours from now
Thanks
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8 hours ago, rjtiedeman said:
Are there any actual instructions as to how Redshift works in Vectorworks. I have been experimenting with old files that rendered correctly in Renderworks but the Redshift version is terrible. So I am missing info which would make this a successful experiment.
from same situation. I suggest you to test new rendering styles, in few time you can find good results. -
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Hello everyone.
I want to share with you some experiments conducted with ies files in the 2022 version, comparing renderworks and redshift with a texture bump and with 3 ies lights placed in front of a wall pointing 90 degrees towards the wall itself and the same three lights placed at the top, oriented downwards. I think the redshift rendering is much more realistic and beautiful to look at.
On the left of each photo the renderworks version on the right is the redshift version.the image is 300 dpi 90cm x 50cm
Z
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10 hours ago, Tobias Kern said:
I specially want to know how VW 2022 (native Apple M1) runs under macOS now!
Does anybody feel a difference between 2021 with Rosetta and 2022.
… for my important because i want to buy a new M1X Macbook later this year.
Greetings
Tobi
Trust me, it changes a lot. Performance, boot time, big files. -
consider also the section viewports and clip cube are not able to reproduce correctly the profile
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3 hours ago, Stephan Moenninghoff said:
Hi Zeno!
We do not show the profile currently in the part layout. We'll need to add that. Argh, yuck, we messed up the texture mapping badly for the profile. I'll need to get someone from engineering to look into that.
OK great, but actually if you can do something it's really more important the correct profile on layout instead the rendering. Thanks a lot 🙂
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41 minutes ago, Pat Stanford said:
@Zeno First, I am very glad this discussion has gotten you a workable solution.
Second, my apologies for not truly understanding your problem and making assumptions based on my inaccurate understanding.
My recommendation in the US has always been that while it is nice that you can do takeoffs based on the model, unless you are a "design/build" firm doing the construction yourself, to include quantities ads a high level of risk to the architect. Risk that did not exist 20 years ago because drawings were issued and the contractor had to do their own counts and material quantity calculations to generate their bid.
Now if you provide a complete material count and the contractor relies on it for their bid and it is wrong, the architect has some liability for either the change order is the count is low, or potential from the contractor if they ordered too much.
Buildings like your 10 story tower have been built for over 100 years. For most of that time they were built without 3D models and detailed material counts.
And at least here in the US, the structural engineers only want to work in 2D because they have tools that work well for doing their calculations.
I guess I just don't understand the pressures pushing for perfection instead of enough information to get the thing built.
Thanks a lot and don't worry, no problem. This is exactly the point. I have to convince a manufacturer to follow my work to rely on one of my models. I have to prove that I have everything under control. Hopefully, I will make a model that is so complex that I assure you it will be very interesting. But I always find several problems. For example: the last one is this. I can't hide the "behind" symbol on the wall. I can't figure out how to do it.
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2 minutes ago, Tom W. said:
I was going through these posts + was just about to suggest using the wall hole component to subtract the material from the wall! Glad you got it sorted
@lorenza solved this! 👩⚕️
I am happy because I was going to create tons of niches in the walls and all of this looked like a nightmare
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17 minutes ago, Stephan Moenninghoff said:
30%;30%;10%;# will work for example.
Yeah that's exactly what I need, thank you!
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On a cabinet I can put 1:4 input to manage 1/4 of total space
The results Is 1:4:#:#
So if I try to write 1:4:#:1/4 to have 1/4 above, 1/4 top and the rest in the middle it works, but the impute is modified to 1:4:#:1 and it generate 3 spaces (not 4)
If I try to write 1:4:#:#:1/4 there is no way to have 1/4 above, 1/4 top and other 2 space in the middle
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RESOLVED WITH @lorenza
Is enough to add a 3d solid into the hole part of the simbol.. and it works correctly
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9 hours ago, DBrown said:
If you are using light construction method's is ok, but when you are using brick/concrete/mortar/stucco the correct quantities are very important, so is sad Vectorworks can't insert beams into walls and the wall be smart enough to surround the beam with the components, the same issue with the columns, if you insert a column into a wall the wall components are ignored and this is very important in the quantities of large buildings, all other BIM software's do this, except Vectorworks.
Yes, exactly, that's the point, thank you.
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14 hours ago, Pat Stanford said:
Are your beams really a high enough percentage of your wall volume to really make a difference in the schedule? What is the typical tolerance and waste on a construction site? Maybe 10% on things like studs, drywall, insulation? If your beams are only 1% of the wall volume isn't that already taken care of by the waste percentage?
I can see trying for 100% accuracy on things like doors, windows, fixtures that come as individual items, but there will always need to be allowances for damage and unexpected conditions on everything else.
It's almost 17%, do you think is enough to be considered for a right calculation?
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Yes please