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bbudzon

Vectorworks, Inc Employee
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Everything posted by bbudzon

  1. I'm glad I was able to help! To answer your other question, only Vision Unlimited has more than 1 NDI Stream. So, I bet that is the issue you are running into. You could reach out to our sales team if you'd like to upgrade. You may be able to get away with combining two videos on the media server side into a single NDI stream and cropping it back into two videos in Vision. But, it will degrade the stream quality and is generally not as easy to work with.
  2. I believe they are kind of mixed in with the VW requirements since they are very similar. Vision requires a little bit higher end of a graphics card. Check the link below and search for "Vision" to see specifics.
  3. I don't remember what version we removed the remap from the Spotlight prefs. But, it is now hard coded. Here is a link to the help article which shows the new hard coded mapping: https://app-help.vectorworks.net/2024/eng/VW2024_Guide/LightingDesign1/Visualizer_data_mapping.htm
  4. I will sometimes see this if you accidentally have one or more objects in your VWX that are VERY far from the main scene. Vision tries to fit the entire bounding box of the scene in view when first opening an ESC/MVR from VW. Two things you can try: 1. See if you can hunt down any objects that may be far from the rest of your scene. Either delete them or try to leverage visibilities to stop them from exporting. 2. More of a workaround, but you can select an individual item in the Scene Graph Palette (such as a lighting pipe) and then use the Fit To Objects tool in the toolbar. This will zoom you in to that object. From there, you can likely navigate to a view you like and save the Vision file. Since the camera position saves with the VSN, you shouldn't have this issue when re-opening the file.
  5. Ok! That is good as Send to Vision should use MVR behind the scenes. I mostly wanted to make sure you weren't using ESC as it is a much older format and more prone to breaking as time goes on. That being said, you could try exporting an ESC as a workaround so long as you are not using GDTF. Could you post/dm your VWX for us to investigate? Thanks!!
  6. I'm just curious, are you using the Export ESC or Export MVR menu command? Or, perhaps, you are using Send to Vision? As far as I'm aware, this was working for all of the listed menu commands. But, if one of them broke recently, knowing which one you are struggling with will help us figure out what is going on more easily. Thanks!
  7. Are shadows working for regular lighting devices? I'd want to see lighting device shadows first to ensure your settings are correct before trying to debug projectors specifically.
  8. So, the reason you can only get one NDI stream working at a time is because your license is for Vision Plus. This allows for up to 4 universes of DMX and so only 1 NDI stream is unlocked. When your license gives you unlimited DMX universes, then you will get unlimited NDI streams.
  9. Can you post a screenshot of your "About Vision" dialog? This will give us information such as the build number and licensing information, and may help us answer your question.
  10. I just want to make sure you understand that everything should be set up in VW such that no work is needed in Vision. If you set up VW properly, all you need to do with Vision is open the MVR. So, I am assuming that you are not asking about inserting textures in Vision as that is a step which should not be required. If you are asking how to insert a texture in the VW application, there are probably dozens of ways to do so. I would highly recommend you checkout the help articles, vectorworks university, and/or training videos. I tried to find the "birds eye view" of textures in the VW Help. This should get you started and hopefully allow you the freedom to explore the VW Help to determine which technique you find easiest or most suitable to your workflow. https://app-help.vectorworks.net/2024/eng/VW2024_Guide/Textures/Creating_textures.htm EDIT: This link *may* be more helpful as I think it covers the application of textures and the various ways it can be done. https://app-help.vectorworks.net/2024/eng/VW2024_Guide/Textures/Applying_and_mapping_textures.htm
  11. It is important to "prep" the VWX properly before exporting an MVR for Vision. Video in particular can require steps you may not be performing. All that Vision does is replace the pixels of the RW Texture applied in VW with pixels from the video. So, the first thing is making sure you have a RW Texture assigned to the object which will playback video. One thing that I find very helpful is the built-in ColorBar RW Textures, as these come in various aspect ratios. So, if the video you are going to playback in Vision is 4x3 apply the 4x3 ColorBars RW Texture to the object. If the video you are going to playback in Vision is 16x9, apply the 16x9 ColorBars RW Texture to the object. While you are in VW, you can "imagine" the video replacing the RW Texture. So, make sure the RW Texture in VW is scaled and offset the way you'd like. Once all of this is done, you should be able to export the MVR to Vision. And, once in Vision, you should see that the video frames from your source are replacing the RW ColorBar Texture. This should give you the result you're trying to achieve.
  12. The setting you are looking for is Surface Light Quality. Normally, an NDI stream is played back as a texture on geometry using UVs. In this case, there is no beam or cast light. And so, selecting High Bandwidth will be immediately noticable. However, when an NDI stream is being cast as light out of a projector, there are other performance implications to consider. So, selecting High Bandwidth may not be enough to project a crisp clean image. I would suggest trying to stick with Low Bandwidth and setting your Surface Light Quality to High. If this doesn't work, try bumping up to High Bandwidth. If this still doesn't work, you can increase the Surface Light Quality to Very High but this will use significantly more VRAM. I hope this helps!
  13. I was able to figure out what as going on with the aspect ratio and keystoning in the code. I'll work on getting the code reviewed. I was unable, however, to reproduce any of the issues from the video I quoted. One thing I did notice was that the double dialog thing seems to be asking about "Demo.cap" and "demo.cap"; notice the difference in casing. I tried to get the double dialog by assigning "Demo" and then later "demo", but it did not break. And, it seems like no matter what I do I cannot get the odd tiling behavior you are seeing with NDI. If you could attach your VWX/MVR/VSN files, I'll try to dig deeper.
  14. No worries! I'm glad it's working better for you. There is an option called "Keystone Color". Most of the time, this should be black (0,0,0) or near black. But, when you are in the process of keystoning, I find it helpful to set it to a color such as green (0,255,0).
  15. I mostly work on Vision code. But, I'll make sure to bring this up in my meetings. That seems very odd, @Oaktown. Maybe you could upload your VSN for me to test with? In my tests, all 3 corners (the ones not being dragged) stay in place when aspect ratio is forced 1:1. Only when aspect ratio is not 1:1 does dragging one corner effect the others. See my videos below. Broken: brokenKeystone.mp4 Working: workingKeystone.mp4
  16. So, I looked into this and it appears that there is an issue with the order of operations regarding Aspect Ratio and Four Corner Keystoning. The Aspect Ratio is getting applied after Four Corner Keystoning, but it needs to be the other way around to prevent the "3D movement" you are seeing. The only workaround I'm aware of, for now, is to ensure Auto Aspect Ratio is not checked and that Aspect Ratio is set to 1.00 (ie; 1:1). I'll start looking into a fix in the code and keep everyone up to date here in this thread.
  17. I do not believe there is a way to do this with MVR yet. What you suggest would work, but there might be an easier solution. You can export your conventionals with shutter cuts into an ESC and everything else into the MVR. You can then open the MVR and merge in the ESC file. I hope this helps!!
  18. Yea, unfortunately everything going into Vision is essentially one way. We recommend that all changes are made in VW and sent to Vision for this reason. There are some technical difficulties exporting things like MVR out of Vision, but we are looking into a wide variety of alternative approaches to solving this issue.
  19. What an absolutely tremendous recommendation! This functionality totally escaped my mind and it is a great way to get a more detailed mesh if desired.
  20. Of course! I realized that 1 inch is pretty small for a light bulb. I'm pretty sure there's a variety of generic sphere sizes you could use in the Fixture Mode dialog. Obviously, you can make a symbol in VW to match whatever size you need. I'm sure you'll find something that will work well. Also, just a tidbit, Vision does not support point lights as it was primarily designed for spotlights. So, you might have to get clever with a light bulb if you need it to emit light; perhaps, where it actually is made out of several lamps with a really wide spread pointing in a variety of directions.
  21. It's not quite a naked lightbulb, but I think this idea below will work for you. In VW, you can make a 1 inch sphere and turn that into a symbol. You can then use this symbol with a Lighting Device. In the OIP, click the Fixture Mode and select Other. In that list is a Generic 1in Sphere. Once this is brought over to Vision, it will be emissive only (meaning it doesn't emit light, but has a glow effect). It will be RGB controllable. That's probably as close as you can get to a lightbulb like this between VW and Vision without trying to make your own custom content (probably using the GDTF Fixture Builder).
  22. I decided to check in the code before getting others involved. It does look like you only have 4 universes. If you had unlimited, the Product would read Vision Unlimited. You should be able to confirm this pretty easily. If you want to upgrade to unlimited universes, you can contact our sales team or whoever your distributor would be. Hope this helped with figuring things out!
  23. Historically, Vision has had separate licenses for 1, 2, 4, and unlimited universes. But, I think they did away with some of these. IIRC, it's now just 4 and unlimited. But, I'd have to check with someone who knows the licensing better to confirm. Could you take a screenshot of the About Vision dialog and post it here? That will have some of the license information which I can pass along and try to get you a response as to how many universes you have unlocked.
  24. How many universes are you trying to use? Is it possible that the 1/3 that is working is all located in, say, Universe 1 and the other 2/3s is in a different universe?
  25. Yea, this is a tough situation. The only control you really have over the perceived brightness in this case is the Bloom Lens Strength and Exposure. But, these effect all lighting devices, not just the ACME Pixel Lines. The only code solution I can think of that doesn't run into technical limitations is exposing a Bloom Lens Strength value for each lighting device as well. Then, you could turn up just the bloom effect on these particular lights to get a brighter appearance. I also had never considered the "highlight" case you talk about. It shouldn't, in theory, be too tough to implement an application preference for that. Lastly, I'd like to investigate this file or this fixture in more detail when I can find some time. It also fully locked my machine up when I selected all 148 of them, which didn't necessarily surprise me given one of these devices has 48(??) lamps in our content (for a total of 7104 lamps). What DID surprise me, however, was MacOS reported something like 150GB of memory usage at the time of the lockup... which is alarming to say the least. I do think I had my settings cranked to max; meaning the light mask image was 2048x2048. So, that probably played into it. But, nevertheless, I just want to make sure we're not leaking memory or anything.
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