Jump to content

bbudzon

Vectorworks, Inc Employee
  • Content Count

    233
  • Joined

  • Last visited

Everything posted by bbudzon

  1. Hello all, There has been a slew of problems surrounding video capture cards and Vision. A large part of this is due to the number of manufactures that are out there and the number of proprietary drivers required. Some capture cards explicitly state that they only work with certain software suites. We have been doing a lot of investigation into the capture code to figure out why some devices were working and some weren't. As it turns out, this was more a matter of how the operating system handled the capture device rather than how Vision handled it. What we have found, and tested to a limited extent, is the requirements you should look for in a capture card. First and foremost, all capture cards must be supported natively by Window/OSX; meaning no drivers are required (they can be recommended, just not required). The way these devices work is through a universal driver for video capture called UVC. UVC drivers ship with Windows and OSX so again, no installation required; UVC ships with your OS. Lastly, video can be output in several formats; RGB24, RGBA32, ARGB32, ABGRA32, UYVY422, YUYV422, YUV420P, H264, MJPEG, and many more. Currently, Vision only supports YUYV422 and YUV420P. Once we were able to determine what the Operating System's requirements were for video capture cards, we were able to make educated guesses as to which devices may work. We happened to have a AV Bridge MATRIX PRO lying around (http://www.vaddio.com/product/av-bridge-matrix-pro) that we were able to determine supported UVC. We weren't sure what pixel format it was sending out, but we decided to give it a shot anyway. Turns out, it worked!! We will be purchasing more cards over the weekend that we believe meet the Operating System criteria to test them out. Once we have those cards in house, we should be able to determine that most (if not all) UVC compatible / YUVY422 capture devices will work with Vision.
  2. bbudzon

    Change fixture type

    We are very sorry for this and realized the missing feature not long ago. I'm trying to get it bumped up on the priority list. Hopefully using MVR makes things a little easier in the short term 😉 I assure you, this is something we'd like to get resolved sooner than later as it has caused a lot of users headache!
  3. bbudzon

    VW to Vision

    I thought maybe I could help out by recording a video demonstrating the workflow of how to set colors on conventionals in VW and how you can send them over to Vision via ESC. When following this workflow, you do not need to worry about making changes to the plot in VW and re-sending it to Vision. So no worries there!! Untitled.mp4
  4. bbudzon

    Texture Reflectivity

    An Alpha texture is like a Transparency image shader in VW. It is a black and white image where black is transparent and white is opaque. Here are a few examples from the Sponza file to give you an idea of what's going on:  Regular Image Texture Shader  Alpha Texture for the Regular Image Another example of a regular image texture/shader  Another example of a alpha texture for the regular image above I would HIGHLY recommend taking a look in the Sponza Demo file's texture folder. Some REALLY cool examples in there 😉 That file uses bump textures, specular textures, the whole 9 yards! 😎
  5. bbudzon

    Texture Reflectivity

    Let me explain a few limitations of Vision 2019 and a few limitations of the Export MVR command in VW.  First and foremost, Vision 2019 does not support "transparency" as you might think of it. Things either either fully opaque (i.e. rendered) or fully transparent (i.e. not rendered at all). Things that are fully opaque cast shadows and things that are transparent do not. The best use case of this is Vision's Alpha Texture (somewhat related to VW transparency shader). Let me provide a good example...  You could model a leaf or a truss with each and every little poly modeled out. This increases quality but severely decreases performance. If you want to get clever with it, you can model out a stick of truss as a plain extrude and apply an "Alpha Texture" to get the "sticks" of truss to appear. The same can be done with foliage, as seen in our Sponsa Demo file (note: Texture Quality must be set to Very High for a lot of the advanced materials to take effect).  No Alpha Texture applied!  Alpha Texture in action! If you look closely, you can see that even the shadows are cast properly and they respect the Alpha Texture. Very cool!! 😎 I stated earlier, this Alpha Texture can be used to create very "performance friendly" sticks of truss or even a chain link fence. I've even wanted to create an example of a rectangle with an Alpha Texture applied to create a performance friendly industrial fan! Next on the list, let's discuss a bug in Vectorworks. Vectorworks currently is not exporting anything other than the Color shader in MVR. If a color is applied in the Color shader, it should come over. If an image is applied in the Color shader it should come over. It skips over the Reflectivity, Transparency, and Bump shaders. We are working to address this as soon as possible. In the meantime, any reflectivity/transparency/bump shader images that you may have in VW can be manually applied in Vision via the Properties Palette (note: Vision does not support procedurally generated textures yet, only images). We are very sorry for the inconvenience and are hoping to get this export issue resolved quickly.
  6. bbudzon

    Texture Reflectivity

    Sure! Bad news first: - Vision does not support procedurally generated shaders. The only kind of textures/shaders Vision supports are in the form of images. - There also seems to be a bug in the MVR/3DS exporter in VW. Even if you do add Image Shaders to all of your various Renderworks Textures, they are not exporting into the MVR. - Vision does not support transparency. It only supports alpha masks which render parts of a mesh as fully transparent and other parts as fully opaque Good news! - We want to get procedurally generated shaders working in Vision, hopefully sooner than later. We also believe that there is a way we can back some of the procedurally generated information in the MVR at export time from VW such that Vision will pick up on at least some of those changes. - We are working towards fixing the bug in VW when Image Shaders are selected as these will work in Vision without issue. - While it may be some time before Vision gets real transparency/translucency in it's rendering engine, Alpha Masks allow you to make some REALLY cool high-quality performance-friendly meshes. The examples I always use are sticks of truss, plants/foliage, and a chain linked fence. Normally you would model these out in their entirety and they would take up hundreds of thousands of polys. But something like a chain link fence could be a simple rectangle with an alpha mask applied such that light passes through it in a chain-link-shaped fashion. Not only does our primary renderer abide by alpha masks, but are shadow map renderer does as well! This means you can use this effect to cast chain-link-shadows onto, say, a curtain. Very cool! When it comes to detailed texturing in Vision, I highly recommend everyone dig down deep into the Sponza Demo file. Look at the textures that are being applied and find those textures on your computer and open them up. Take a look at the bump map images, the normal map images, the reflectivity/specular images, and the alpha mask images. Also, play around with the "Render Normals" and "Render Specular" options in Vision and navigate a little bit around the Sponza scene. This will give you a much better idea as to how image shaders work in Vision and how you can leverage them in your workflow! (Note: I realized I made a detailed post about this with images for examples but it was in the BETA section of our forums. I'll look into posting that here as a follow up to this comment)
  7. bbudzon

    Saved Views in Vision

    We're really working on flushing out the help system to please check there! Vision > Vision Basics > The Scene Window http://app-help.vectorworks.net/2019/Vision/index.htm#t=2019_Vision%2FVision%2FThe_Scene_Window.htm It will be under Saving User Views! One thing I want to clarify just to make sure it's understood, the numpad is only for switching from front/back/left/right/isometric views. The keys above 'qwerty' are the ones you'll use for saving and recalling saved views. These are the views that DMX Controlled Cameras are associated with! 😉
  8. I just wanted to take a moment aside to stress the importance of using MVR moving forward when exporting from VW to Vision 🙂 MVR has solved a LOT of issues for us with the Vision application. ============================== - For starters, ESC files always had a textures folder next to it which was annoying. MVR has everything baked into the file so no more lugging around extra files/folders like you had to in the past when sharing ESCs! - Next up is the improved rendering quality. Because the MVR file format uses a more standardize backend for its geometry, we can use 3rd party libraries to correct some things at import time. This allows us to enable the "Use Normals" checkbox by default for the MVR file format! ESC Truss: MVR Truss: This is just ONE SMALL example of the improved quality of renderings when using MVR. - MVR also now exports each object uniquely, regardless of whether or not they share a texture! No more exporting each stick of truss into it's own ESC file!! - MVR now names geometry according to the data contained in the MVR! This means that you can name objects in VW and they will come over to Vision with the proper name instead of coming over with MeshShape everywhere! If you do not provide a name, we will default to the name in the OIP. Straight Truss will come over with the name Straight Truss, Slabs will come over as Slabs, Doors will come over as Doors... you get the point! No more giant lists of MeshShapes with absolutely no idea what is what! - MVR contains a unique identifier that allows Vision to detect updates when merging an MVR into an existing MVR document! This means you no longer need to do special exports when you move your truss around. Simply export the entire scene via MVR from VW and merge it into your existing document in Vision. It should auto-update everything for you without duplicating anything! - MVR contains proper local coordinate systems which allows for proper DMX XForm Rotations! ============================== I'll try to field questions here, but I'm excited for you guys to play around with some of this new stuff!!
  9. bbudzon

    Connect vision to grandMA3

    @zeroInf I'm so glad you got things running! You have a few options as far as increasing the quality of the beams/volumetrics. First and foremost, you can toggle the "Enhanced Volumetrics" on and off. When they are turned on, we use our new 2019 ray-tracing algorithm which looks FANTASTIC when doing audience scans. When they are turned off, we use the older Vision 4 style volumetrics which use a slicing algorithm which can look more "choppy" but less "fuzzy" at lower resolution (as we will see in my next example). Enhanced Volumetrics On Enhanced Volumetrics Off I tend to prefer the newer 2019 Enhanced Volumetrics, but the older style volumetrics can look "sharper" at lower "Resolution Quality" settings. Enhanced Volumetrics On - Low Resolution Quality Enhanced Volumetrics Off - Low Resolution Quality That being said, you have a GREAT graphics card 😄 And you can generally afford to bump those settings up as you've stated!! So here is what that same image looks like in 2019 with the Resolution Quality as high as it goes. Enhanced Volumetrics On - High Resolution Quality As you can see, there is still SOME fuzziness to them but in general they are MUCH sharper. Whether you are using the old style volumetrics or the "Enhanced Volumetrics", be sure to adjust the "Volumetric Quality" to get more slices (in the old algorithm) or less fuzz (in the new "Enhanced Volumetrics"). Also make sure you maximize Vision or go into Fullscreen mode to fully leverage your screen real estate and resolution when aiming for higher quality real-time renderings. We are also looking into additional settings for the ray-traced enhanced volumetrics for 2020 for higher end graphics cards that will reduce the "fuzz" even further 😉 Stay tuned!!
  10. bbudzon

    Connect vision to grandMA3

    @Charlie Winter To provide a little more information, when testing the MA3 over MANet with Vision we ran into issues. When contacting MA about getting an updated .dll for MA3 support we were told this is not currently being worked on. What I'm getting ready to say is just what I was told, so take it with a grain of salt. That being said, it makes sense to me. MA, at one point in time, got into a little bit of political drama with what previsualizers they chose to support. WYSIWYG and ESP Vision were, at one point in time, the only previzualizers that supported MANet as MA supplied the companies with .dlls but did not supply the other companies with one. MA, rather than playing "favorites", wants to come up with a more universal solution to hooking up MA3 to 3rd party previsualizers. This just may take some time. I hope that sheds a little light on the matter, and I certainly don't blame them for the choices they make. It makes business sense to treat all previsualizers equal and to not waste development time making a .dll per previz (which I understand is what was done in the past). Having a more universal approach makes the code more reliable and more readily available. If you'd like to express your interest in getting the MA3 to connect to Vision over MANet, I would recommend contacting ACT.
  11. bbudzon

    Connect vision to grandMA3

    To the best of my knowledge, GrandMA has decided that they are dropping support for non-MA3D pre-vizualizers with there MA3 console. If you want to use an MA3 with Vision (or as far as I know any other previz not created by MA), you must use Artnet or sACN. Please let us know if you run into any issues with those protocols, however! We have not had any problems here in-house, but if you experience issues we'll be glad to help!!
  12. bbudzon

    Connect vision to grandMA3

    Are you sending Artnet or sANC out of your MA3?
  13. bbudzon

    GDTF Fixtures

    Currently, Vision is working on getting better GDTF support. We support a large chunk of MVR, but GDTF support needs improvement. What happens right now for current libraries/symbols in VW is Vision maps them back to the litfile content that existed prior to GDTF/MVR. Hope this helps!
  14. bbudzon

    Vision MVR issues

    @DBLD As far as the lights go, it sounds like VW is having issues picking up the new fixtures you requested. This could be confirmed by exporting an ESC and verifying that the issue is not specific to MVR. As far as the trusses go, if you try a different brand/stick/symbol of truss does it work? I ran into some weird issues testing some trusses myself, but I thought we had gotten them all resolved before shipping VW 2019 SP3. Thanks!
  15. bbudzon

    Vision "FOV"

    It should be horizontal! Thanks for asking! I'll work with Tech Pubs on adding this to the documentation 😉
  16. bbudzon

    Vision Running slow

    @Gaspar Potocnik Can you please give me the ticket number? I'm having trouble locating it in JIRA 😞
  17. bbudzon

    Vision Running slow

    I'll ping tech support and QA on this again and see if we can reproduce the issue on any equipment in house. That will make it much easier to debug the code!
  18. bbudzon

    Vision Running slow

    @Gaspar Potocnik What DMX Provider were you using before Artnet that seemed to be break the renderings unless the mouse was moving? sACN! Sorry! You are on OSX, correct? Also, can you please post your system specs?
  19. bbudzon

    Vision 2019 SP3 MVR Improvements

    @Jake DeGroot Thanks for trying things out! 1. All of this is on the VW side, which I am less familiar with. I'll pass this info along to @klinzey and @Moritz Staffel, however! 2. Same as 1. 3. Same as 1. 4. This seems like an issue with VW not respecting the Data Visualizer Mappings? I know ESC uses those mappings, perhaps MVR isn't? I'll pass this info along as well and try to do some testing on the Vision side. 5. Because MVR is spec'ed to millimeters, this should almost always be selected. The only reason I decided to include it was in the event a 3rd party program implemented MVR in a non-standard way (didn't want to leave everyone hanging!). Millimeters is the default and should rarely be changed, regardless of the units in your VW document. I'm glad you're finding reasons to adopt MVR into your workflow! If you haven't tried out the merge functionality, give that a shot too! Very cool 😎
  20. bbudzon

    Vision Running slow

    Yes, unfortunately that is a known issue on the VW side of SP3. We are working to resolve the problem in SP4. Layering issues aside, did MVR fix your rendering issues with being forced to move the mouse? That will definitely help us narrow the bug down in the code!
  21. bbudzon

    Vision Running slow

    @Brandon Any help you can provide will help us help you as well as the next customer that comes along so it's greatly appreciated! One thing I noticed was you kept using the phrase "send to vision". I just wanted to make sure you saw my post about MVR support in VW/Vision 2019 SP3. If you aren't exporting an MVR and opening that in Vision, give it a try! We weren't able to switch the "Send To Vision" command from ESC to MVR in a SP release, but it should switch to MVR most likely for 2020 😉
  22. bbudzon

    Vision Running slow

    @Brandon We've done limited testing of external GPU's over Thunderbolt. I can't see any reason it wouldn't work if you aren't having issues with other OpenGL applications, but perhaps there is something wonky going on in the Vision 2019 code that is messing with the drivers. Do you have boot camp installed? If so, does the issue happen there as well? Would you be able to test Vision 2019 on a system that has a dedicated graphics card to verify the issue is specific to the external GPUs? Sorry for any inconveniences this has caused you! I've let the Vision team know about the problem so we can look into acquiring equipment for internal testing.
  23. bbudzon

    Vision Running slow

    Can you please post your system specs?
  24. bbudzon

    MVR Export Process

    I think this may be a known bug in VW; it exports everything everytime. I'll pass this along to the team and try to give you an update.
  25. bbudzon

    Vision Running slow

    If VSync is enabled, I do not believe it should be pegging your GPU at 100%. If you select ROOT in the Scene Graph Dock and press the 'o' key, it will show an FPS meter. If this is a very large number in an empty scene, you likely have VSync disabled. I highly recommend running with VSync unless if you are testing/comparing performance of the rendering engine. Have you seen this issue in previous SP's of 2019 or previous releases of Vision such as Vision 2018?

 

7150 Riverwood Drive, Columbia, Maryland 21046, USA   |   Contact Us:   410-290-5114

 

© 2018 Vectorworks, Inc. All Rights Reserved. Vectorworks, Inc. is part of the Nemetschek Group.

×