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Redshift Render - cannot get lit fog to work
Anthony Neary replied to Anthony Neary's topic in Entertainment
Sorry folks, I posted a followup in the rendering forum but not here. As David mentions above my issue was fog density. Redshift needs a denser fog for the same look vs RW renders, so just needed to crank up the density. I also had smooth falloff, and realistic seems to be doing better results. Thanks for the help David, it was much appreciated. -
Redshift Render - cannot get lit fog to work
Anthony Neary replied to Anthony Neary's topic in Rendering
Putting an answer here for anyone else running in to the same "issue." Redshift needs a higher fog density than RW renders, so all I needed to do was increase the fog density. What also helped was setting spotlight instrument light settings to realistic falloff. -
Redshift Render - cannot get lit fog to work
Anthony Neary replied to Anthony Neary's topic in Rendering
DM'd you. Thank you very much Dave. -
Apologies for the double post. I had posted this in entertainment but I should have posted it here instead. Hi all, for the life of me I can't figure out why lit fog is not working for me. - Background has lit fog engaged at 20% with smooth consistency - Background is assigned to the Render Style set for Redshift type - indirect lighting set as exterior 1 bounce for faster test renders - Lighting is set as Ambient Lighting 5% - Ambient occlusion on at 50% strength at 4' - shadows are engaged - textures are engaged - colors are engaged - denoise and camera effects not turned on - all of my lights right now are Spotlight objects - via the Edit Light menu - lights are all set to cast shadows, lights all set for soft shadows, lights all set for lit fog, not using emitter but just using the regular brightness, falloff set to smooth I can see the beams in the fog in OpenGL but they won't render in Redshift. I am at a total loss, but I must be doing something wrong somewhere. Thoughts? Thanks all.
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Hi all, for the life of me I can't figure out why lit fog is not working for me. - Background has lit fog engaged at 20% with smooth consistency - Background is assigned to the Render Style set for Redshift type - indirect lighting set as exterior 1 bounce for faster test renders - Lighting is set as Ambient Lighting 5% - Ambient occlusion on at 50% strength at 4' - shadows are engaged - textures are engaged - colors are engaged - denoise and camera effects not turned on - all of my lights right now are Spotlight objects - via the Edit Light menu - lights are all set to cast shadows, lights all set for soft shadows, lights all set for lit fog, not using emitter but just using the regular brightness, falloff set to smooth I can see the beams in the fog in OpenGL but they won't render in Redshift. I am at a total loss, but I must be doing something wrong somewhere. Thoughts? Thanks all.
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I am going to put this here in case others are looking in the future. On my Windows 11 machine, it looks like Windows has taken over assigning programs to the graphics card, so I had to go in to System > Display Settings > Graphics, and in there list Vectorworks to only use the GPU via the windows dialogue box. Things seem to be behaving better now. Making those selections/decisions inside the Nvidia control panel were having no effect.
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This might be reviving a bit of an old thread at this point, when running a Redshift render with Denoise as on is it expected that the denoise phase should run on the CPU? Right now that phase runs on the CPU for me, not the GPU. I am not seeing the Cinema 4d process in my process list, but in the Nvidia settings VW lists as Maxon Cinema 4d, so I suspect everything is configured correctly there.
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Having a weird issue, and I'm not sure when it started cropping up, but recently I can't move Vectorworks from my laptop display to the external. The program locks up completely and stops responding. If I open VW with no file open I can move the program window to the second monitor and everything is fine until I open a file, then it locks up once the file loads. I don't think this is a VW issue specifically, Zoom does the same thing. If I move an open meeting window across monitors it completely locks up graphically until closed and re-opened. This is just a graphical issue as audio on Zoom keeps working. So not specifically a VW issue but maybe someone else ran across this and figured out the fix. VW is running on the graphics card, and the external monitor is running on the graphics card. Both confirmed via the GPU activity display. Not sure if the signature has updated, so just in case: VW 2023 SP5 - Build 702742 Alienware M15 Ryzen R5 AMD Ryzen 9 5900HX 3.3Ghz NVIDIA GeForce RTX 3070 GeForce Game Ready Driver 536.4 - latest update available Hoping someone might have some thoughts. Thanks.
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Going to give this a try, thanks for info on the Studio Drivers.
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For me this is what I see. If I drop a TV using the tool, it gets a negative Z value as you also seem to be seeing: But if i look in the symbol itself at the Record data: The negative Z height is the same as the Height value, and seems to be for every TV I drop using the tool. This is new behaviour in 2023. At first I thought maybe TVs no longer need an entered height and width, but the generic ones all still have a value entered for those.
- 3 replies
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- spotlight
- television tool
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I am seeing something weird, and I don't think it's just me or the custom symbols I am using. If I add a TV object using the default Spotlight tool, the TV object is placed with a Z height (even when dropped from plan view). The Z height seems to be improperly looking at the "Height" screen parameter stored in the TV screen data in the symbol. This is something new happening for 2023 after moving resource files over. This is also happening when inserting the stock symbols as well, so I would not think that there has been a change to the tool and what the fields mean/do. Anyone else run in to this? It's minor, just having to correct the Z height, but it's bugging me.
- 3 replies
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- spotlight
- television tool
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Vectorworks crashing in DirectX 11 on some Windows systems
Anthony Neary commented on JuanP's article in Tech Bulletins
Hey everyone, just posting in this thread as I ran in to a similar issue with my 2023 install. Same Alienware laptop as I had my 2022 issue with, but instead of throwing an error VW 2023 would work fine on the laptop's built in screen, but would freeze up 100% when moved to an offboard monitor. Adding VW2023 as a blacklist in Nihimic (see many posts above on how to do that) solved the issue for 2023 again. -
Vectorworks crashing in DirectX 11 on some Windows systems
Anthony Neary commented on JuanP's article in Tech Bulletins
Alienware users - the information at this link: https://www.nvidia.com/en-us/geforce/forums/game-ready-drivers/13/297952/nahimic-and-nvidia-drivers-conflict/ has so far worked for me on an alienware M15 R5 Ryzen edition. I can now change workspaces and resize my windows and I am not getting the DLL crash. Remains to be seen if I run in to issues elsewhere, but so far so good. Essentially you need to add the VW executable to a blacklist of programs for the Nihimic audio tools.