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Vectorworks, Inc Employee
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Everything posted by bbudzon

  1. Interesting... that definitely seems like a bug! I'll try to investigate and see if I can tell what is going on. Thanks for following up!
  2. It can get a little confusing at times having the different gobo and color options. The main reason we separated the "previz" gobos and colors is because previz supports multiple gobo wheels (with multiple gobos for each wheel) and the same with colors and color wheels. If you're working with previz, it can be advantageous to set all of this up on the VW side. But, if you're not working with previz, it can become cumbersome and a simpler UI beneficial. Apologies for the confusion, but glad it all makes sense now!
  3. No problem! But, be very careful adjust "tilt" that way. I do not believe it saves into the document and so it will "reset" the next time you open the file. Just to reiterate, you should never really modify anything inside of the fixture's scene graph like that in Vision. So much so, that we've had many internal discussions about disabling the expansion arrow. If you want to pan or tilt a fixture, you should use a Focus Point in VW before sending to Vision, the arrow keys inside of Vision, or rotate the entire fixture at the top most level.
  4. Ahhh, yea this was the issue! Sorry I didn't see this the first time around. You should never go inside of a fixture like that and modify things in Vision. We've deeply considered removing the expansion arrow so that this just isn't possible even if you try. The three options you have are: Set up a Focus Point in VW. This should come over to Vision whether you use ESC or MVR. Rotate the entire fixture to get the beam / surface light pointed where you'd like. Use the arrow keys and or the Focus Selected Lights Here context menu to get the beam / surface light pointed where you'd like. Note: I'm not a fan of our Focus Selected Lights Here implementation. So, I'd recommend the arrow keys in that approach. And, if you decide to use the arrow keys to focus the lighting device, make sure that the "mouse focus" is in the viewport. I usually do this by right clicking in the viewport and then clicking somewhere to "cancel" the context menu.
  5. Hmm... that does seem odd! When I opened your VSN file, the fixture geometry and the beam were all pointed up: I wanted to make sure that they rotated correct, both beam and geometry, when I modified the rotational values in the Properties Window. It worked as I expected: My only suggestion is that you try to ensure that you have the proper item selected in the Scene Graph when modifying the rotational values in the Properties Window. It is okay to modify a Fixture Group, as I have done in my screenshots above. And, it is okay to modify an individual fixture. But, the rotational stuff will break if you go inside of the fixture and start rotating its internal parts (you could think of this like modifying the symbol in VW). I hope you figure out what is going on or what steps we might take to reproduce the issue so we can investigate further.
  6. Color should work with ESC, but it does not yet work with MVR. Make sure that you are assigning the Color in VW in the appropriate area for Vision: This is the result in Vision: All tests were run in VW/Vision 2023. I've also attached the VWX and ESC to this post for your reference. colorTest.esc colorTest.vwx
  7. That's definitely an interesting use case and one where I can see that being valuable! Appreciate you explaining your workflow. It makes it that much more relatable when discussing the issue with others. Thanks, again!
  8. The fixture speed is hard coded in the content and should be accurate. If it is not, I would like to see a bug opened to address the issue. That being said, some fixtures support an MSpeed that is controlled via DMX. I could be wrong, but I always thought this MSpeed to stand for Motor Speed. You can send various DMX values to the MSpeed channel of the fixture and it will increase/decrease the motor speed accordingly. For example, the Robe Wash 250 XT in Mode 1 has a "Speed of PAN/TILT movement" on Channel 5; where 0 is max speed and 249 is min speed. I hope this helps! And if you've found fixtures which do not support the MSpeed or just generally do not pan/tilt/zoom/iris at the proper speeds, contact Technical Support and let them know the make/models and we can have our content team investigate the values that are being used.
  9. Vision currently does not support custom texturing on Lighting Devices. You did do the right thing by turning Render Fixtures to On. But, that will just render our hardcoded textures; which is still arguably better quality wise than forcing fixtures to black 😛 But yea, Vision does not support the functionality that you are trying to accomplish with those custom textures. That being said, there was no real reason behind this restriction. We mostly noticed that fixtures almost always had no textures. And, so forcing the hard coded ones was not an issue. I can bring this up in some of our internal meetings and see what it might take to expose/handle more custom textures for Lighting Devices.
  10. Unfortunately, GDTF fixtures must be patched in VW as this cannot yet be done in Vision. A big part of this reasoning was technical limitations in the Vision UI for handling DMX Breaks, which GDTF supports but Vision does not. I always suggest that all changes to the document be made in VW as opposed to Vision. But, sometimes this is unavoidable. If you must update the patch of a GDTF in an existing VSN file, I suggest updating the patch in VW and exporting only that fixture to an MVR. You can then merge this MVR into the VSN document to pull in the new patch information. Because MVR contains UUIDs, it will ensure that you don't end up with duplicated fixtures.
  11. I apologize as I had not provided an update on this. This issue should be resolved with Vision 2023 SP2. Keep an eye out for that release. EDIT: Just to clarify, for technical reasons this feature is only supported on PC. The framework we use does not allow web palettes on MacOS. So, until our third party framework resolves that issue, we cannot proceed with supporting this feature on Mac operating systems.
  12. It sound like you are using procedurally generated renderworks textures. VW does not support exporting these types of textures into any file format as far as I'm aware. So, any program that opens these files will not be capable of rendering them. This is more of a limitation of VW than Vision. Whenever you are planning on exporting a file with textures out of VW, you should follow some guidelines we've created: While this guide is aimed at exporting to Vision, this really applies to exporting to any other program. A few things to note: Vision does not support partial transparency. Pixels of a texture are either fully transparent or fully opaque. Essentially, this is an alpha mask. So, something like opaque glass isn't possible as opaque glass is both opaque and transparent. Also, the best way to do scrim is with an alpha mask that is mostly opaque, but has some small "holes" in it. We leveraged this tactic / technique in our Vision 2021 Demo file. The texture we used for the VW Transparency Image Mask is this one: There is a LOT of information packed into that guide I linked. So, it may take some time to digest all of it. If you have any questions about the guide, please make a comment in that post and we'll do our best to answer there. This way, other forum users will benefit from the questions/answers/knowledge. Hope this helps!
  13. Currently, Vision only supports the VW Projectors that act more like a screen area. It cannot actually cast / project a video from a projector. This has been coming up more and more, recently. I think our content team even played around with trying to hack something up with our current capabilities by leveraging a video/ndi texture placed into a lighting device gobo wheel. I cannot remember how well this worked. Because this has come up on more than a few occasions in the recent past, we've already started some discussions internally about how we may go about supporting this in a future version. I am curious... Is your workflow simple enough that you just want to be able to cast projector video into the scene and that is all you're looking to accomplish? Or, is you workflow more complex and closer to something like projection mapping?
  14. I cannot provide an estimate on this feature as it is a company wide decision that requires collecting a lot of feedback and working with various departments within Vectorworks. But, we do greatly value your workflow and suggestions and I will be sure to bring this up in our future task and enhancement discussions!
  15. Unfortunately, Vision does not support various units of measurement and is always in inches. It is obviously possible, and often recommended, that all modeling be done in Vectorworks where meters can be specified. But, I understand this doesn't always fit the work flow. That being said, we value feedback like this from our users as it allows us to gauge and set priorities for future tasks and development!
  16. Ahh, my apologies! I didn't realize you were aware of the RGB Meshes as a lot of users do not know they exist. Unfortunately, when it comes to casting light onto surfaces and/or having beams, Vision really only supports spotlights. What you're looking for is something more along the lines of a point light that can emit light in all directions. While we do not support this currently, it is something that has not really come up in the past. So, now that you've hit a use case we do not handle, I think we can investigate internally what it would take to handle implementing something like that. In the meantime, RGB Meshes may be your best bet.
  17. One way you can do this is to model the cylinders in VW as plain cylinders. When you send this over to Vision, you can flag the cylinder as an RGB Emissive Mesh so that it acts as an RGB light (one that does not cast light but simply "glows" in the dark). If you set the candela high enough, it will trigger the Bloom effect in Vision giving it more of a "glow" that bleeds off of the object making it appear to emit light. Because this kind of mesh does not cast real light and merely glows, this is very friendly on performance while still providing the desired look. Don't forget that you can leverage multiple selections in Vision to assign the Emissive properties to multiple cylinders at the same time. This will drastically cut down on the amount of clicks you need to make after sending the scene from VW to Vision.
  18. @neurain, I'll double down on @TomWhiteLight's request. I inserted all 4 variants of the Sceptron 10 1000 into a blank document in Vision and I'm able to select these lights without crashing. Perhaps, this is somehow tied to your file. If you could post it, we might be able to debug the issue further. Thanks!
  19. Renderworks uses a complex rendering technology that does allow for things like light bounce. This is also why it can take anywhere from 10 seconds to 5+ minutes to render a single image. This style of rendering isn't very well suited for the kind of "real time" rendering that previz solutions provide, such as Vision, which often needs to be rendering 30 times per second. That being said, there may be some things you are not aware of. For starters, if your machine is beefy enough, go into the Vision Preferences (not Document Preferences) and drag the Performance/Quality slider all the way up to Quality. You can't get things like light bounce with Vision by doing this, but it will give you better looking haze, gobos, and shadows. This level on the quality slider also enables all texturing capabilities; reflectivity/specular images, bump images, and normal images. Which leads me to my next point. Check out the HQ Textures guide we posted for going from VW to Vision. It has some really useful tips for getting the most out of Vision from a quality and performance standpoint. Again, you can't get things like light bounce with Vision. If you are looking for this level of quality you might be better suited to leverage VW to the best of its ability. However, with good textures and the right settings, you can get some pretty impressive renderings in Vision even without the light bounce. Here are some random stills I had lying around that were rendered by Vision that showcase some of the higher quality textures and render settings. I hope this helps!
  20. You may find this link helpful: https://app-help.vectorworks.net/2022/Vision/2022_Vision/Vision/Saving_the_scene_as_a_movie.htm Essentially, you should run through the show with live DMX going to Vision and record it with Vision's DMX Recorder. You can then play this recording back in Vision with the live DMX stopped to see how things are looking. Once you are happy with the DMX Recording, you can use this to render a movie out of Vision to the hard drive. Hope this helps!
  21. Yup! Looked into it, found the problem pretty quickly, and the solution seemed fairly straight forward 😄 The fix tested well on my machine and our internal QA department verified the resolution. This problem should be fixed in Vision 2023. 😉
  22. So, this is such a silly issue. But, the problem is actually that one of the texture resources in your VWX starts with a `*`. Particularly, `*7`. We obviously need to fix Vision so it doesn't crash in this scenario and still works as you'd expect. But, for now, I would suggest avoiding starting any texture resource in VW with a `*`. I apologize for this issue and tried to respond as soon as I had time to investigate. I hope this helps!
  23. Hey! Vision should have no problems with symbols or nested symbols. But, you are still having issues and so there are a few things we might be able to do to "work around" this while we investigate things internally to try to reproduce this crash and hopefully find a fix. For starters, there are two main ways to get a file from VW to Vision. The first involves the Send to Vision commands which automates a lot of the work for you. It is possible that this is causing issues. So, I would recommend that while we work through this issue you stick with the second method. This method involves using the Export menu commands directly, which will save the file somewhere on disk such as the Desktop. Once the file is exported, you can then Open it with Vision or Merge it if you'd like to pull it into an existing Vision document. I'd recommend sticking with the Open command in Vision rather than Merge until we figure out what is going on with the crashing. The next thing I'd like to discuss are the two main file formats we use for sending data from Vectorworks to Vision and the variations of those file formats. By default, and our general recommendation, the MVR file format will be used. The MVR file format has 2 variants. The one we use by default and again recommend is the glTF-backed MVR. If you are having issues with this variant of MVR, I would suggest trying the older but more stable variant which leverages 3DS. To export a 3DS-backed MVR, you simply need to click the checkbox for 3DS during the MVR export. If you are having issues with both glTF and 3DS backed MVRs, there is one other file format we can try in order to get you on the ground running. This file format is very old and limited in its feature set. But, it is the first and original file format used to transfer data from VW to Vision. That is ESC. There are not really any options for ESC exports. It just sort of happens 😛 And ESC was created before GDTF. So, it will not work with those types of fixtures if you are using them. That being said, ESC takes a radically different path through the code base in both VW and Vision and so we might "luck out" by getting your file to import this way. Hopefully that all makes sense! We'll take a look at the file you've posted in-house and see if we can reproduce any issues. From there, we'll investigate things and try to report back our findings! Thank you for your patience and hopefully one of the above suggestions works for you.
  24. After looking into the code history, it appears that this somehow regressed when merging in a feature branch for a SP. The code seems to now always fail thinking that it is not connected to the internet when indeed it is. We're investigating things internally and trying to determine the best path moving forward.
  25. @marveln22 Just to reiterate what @klinzey said, if this is a question about Vectorworks we should move this into a more appropriate forum for you to get help. If this question is about Vision, I may be able to help. It is true that Vision doesn't quite support true mirror surfaces. But, I think people are often surprised by what can be achieved with Vision when you leverage all of its features. For example, I was able to whip this up in just a few minutes. One example is much choppier water. The other is a little less "wavy" and you can better see the environment reflections of the mountain in the background. If you remove the normal map entirely such that the water is "perfectly flat", it kind of stops looking like water. But, the environment reflections become more evident this way.
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