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  1. The "RT" in Redshift RT stand for "Realtime", doesn't it. I read this at the Twinmotion user forum: "Hello, I have no hope that TM will come with raytracing support. TM is actually very user-friendly, even exemplary. One would like the TM to be adapted to new hardware. AMD is now there with ray tracing support. All the requirements are there. As I said, I have no more hope. Lumion 11 is also a big disappointment. No ray tracing support. You shouldn't have great hopes for that either." Isn't this correct? My experience with Twinmotion is that shadows, global illumination and reflextions are faked and far from the realism you'll see i the demos of Unreal Engine 5 RTX. Maybe it has some form of raytracing, but it does not support Nvidi RTX cards. Enscape does that, but the Vectorworks plugin has too many bugs like reflection artifacts and lights missing to be of practical use. Besides it cost money, whereas Redshift as understand it would be an integral part of Renderworks like Cinema 4D and Opewn GL is today.
  2. Found it. Thanks! Looks promising.
  3. Couldn't find it. Do you mean on this forum?
  4. Are there any plans for realtime raytracing in Renderworks. I regard rendering internally in Vectorworks as far more convenient than exporting to an external app like Twinmotion or via a direct link like Lumion or Enscape. I read some rumours that Redshift might be a candidate, owned by Maxon which again is owned by Nemetchek. Renderworks is not bad as it is, but imagine how having a decent level of photorealism with global illumination and reflections in seconds instead of hours would influence your workflow.
  5. How do I create a velvet material in Renderworks? I've seen some realistically looking examples made with Cinema 4D.
  6. A full version of Twinmotion is now free to download (and keep forever). Vectorworks should definitely have a plugin/livesync for Twinmotion. A plugin is already available for Lumion, but Lumion Pro set you back 3300 $ or 1600 $ for the standard edition which includes far less content than Twinmotion. https://www.unrealengine.com/en-US/twinmotion
  7. I would like to have a marionette tool that could make 3d voronois, Gyroids, G_SkeletalGraphs, other skeletal meshes or anything like the lattice you get when you give the edges in a mesh a thickness. If you convert theese to subdivision afterwards you can get beautiful organic shapes that are also applicable to architecture and design. In other words more of the same tools you find in Grashopper for Rhino (which is actually node-based) and in Wings3D and TopMod (freeware subdivision modelers)
  8. I would like to try the voronoiObj.vwx file, but when I press the link I get an error message: We could not locate the item you are trying to view. Could you perhaps upload it again?
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