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Anthony Neary

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Everything posted by Anthony Neary

  1. Updated to Windows 10 - 1903 yesterday at the end of the day. Today VW is running rather... unsmoothly…. Every couple of minutes I get a short hangup. Anyone else noticing stability issues or do I need to go monkeying around in my settings to figure out what Microsoft just buggered around with. At first I thought it might have to do with the autosave cycle, so turned that off to see, and made no difference.
  2. @Jim Wilson Thanks Jim, I'll give that a try.
  3. Is there a way to get more brightness out of a glow texture other than increasing the glow intensity, which starts to wash out the colour and turn it white? Right now I use glow textures to re create things like LED tubes, etc, that are in view of audience, and I find they don't get enough "kick" in the renders. If I turn up the brightness setting for the texture it gets brighter for sure, but also starts to desaturate the colour. Thoughts?
  4. Not sure if this helps, but I had a render crank through and then turn black, all I did was nudge the VP over and it refreshed perfectly fine. I've been seeing minor issues with screen refresh of objects that the occasional nudge seems to correct.
  5. Yep, that would do it. I blame 2019 for resetting things. I have never touched that setting before. Thanks Kevin.
  6. Here's a weird thing I'm seeing since moving up to 2019. My symbols are not inserting via the Insertion Point, but rather it seems the very most screen left piece of geometry. Two images below: One shows my symbol if I go in to edit 2d geometry. The table and locus points are centered around the 0,0 coordinates for the symbol, and it lists as insertion point properly. Two shoes me inserting the symbol on to a Design Layer, notice the symbol is being handles by the far left locus, not the 0,0 Insertion Point of the symbol. I'm guessing something is going funky, and that I am not missing a new "Insertion Point" feature where to can manually set the point off of the 0,0 for the symbol?
  7. I am referring to this: When I place the cursor over the fields to input a scale value I get the tooltip note noted at the bottom. It does seem to function, but if I set the values, close the window, and open the window again, the values are "locked in" and greyed out, and I can only adjust them after turning off the auto display and turning it back on.
  8. I saw that, but the tooltip at the bottom of the window indicated that the function was only available to Architect keys, and would not function with my Spotlight only key, so I left it alone. It does seem to function, but as intended only when I re-scale the entire drawing layer space does it take affect. So there is not a way to select which detail level to use like in a viewport then?
  9. Query about the new Component Symbol Geometry, I am not seeing a way to take advantage of the layers of detail if working on the Design Layers. I see it functioning on the Sheet Layers, and it's a great feature, I'm just curious if there's a way to leverage the tool when rendering directly from the Design Layer space. Not that I render from there much except for OpenGL on occasion.
  10. I have encountered the same problem, and was not entertained. Had also forgotten to add 2019 to the program list.
  11. I’m away from my computer at the moment, but all I’m doing is looking at my design layer in normal perspective via OpenGL, cutting with the cube, then using the export PDF command from file export. if I go back to iso perspective and try the same thing the cut works fine. Once I activate perspective it doesn’t.
  12. This is weird. I want to take a quick screen capture of a room layout to send to a colleague. I am in OpenGL with Perspective, and have the Clip Cube active to remove the "fourth wall", but my PDF export is ignoring the Clip Cube. That seems weird. Thoughts?
  13. I don't have the crashing issue, but even on a non-4k display I end up with scaling issues with the second monitor at 100%. It grabs the scale from whichever monitor the main window is on it seems, which can throw off the pallettes on the other. I run my secondary monitors at the same scale as the laptop display, 125%. Does that fix your crashing issue if you set your off-board to 200% as well?
  14. so have I, though I may have also submitted twice accidentally
  15. So this is new. My 3d loci are not showing up and the culprit seems to be Unified View. 3d loci are set to display in wireframe, but do not, until I turn off Unified View. This is new, and I do not like it. Thoughts? I don't recall having this issue before the latest service pack update.
  16. In every other viewport they are working as intended, it's just the section viewport. When I have a spare moment I'm going to create a completely blank file and run a test to see if I can replicate in a fresh file.
  17. Here's an oddity I'm running across. I have a file I'm working on for some client renders, there is a mix of spotlight fixtures and regular visualisation light objects. If I cut a section out from the drawing, in this case a front stage view, using the clip cube it technically works, but in rendering it will not visualise the spotlight fixtures, their lights aren't rendered. It's not a huge deal, I'm just missing a couple of gobo breakups on the furniture and my front wash. My workaround has been to just use Vis Light objects for the stage wash, but is this normal behaviour? I haven't tested this yet in a fresh blank file to see if it's something file specific. I normally don't bother with section cuts but decided to do one this time around and then ran in to this little annoyance. Thoughts?
  18. This is something I would love to see, which would make my life insanely easier and hopefully others. Right now Spotlight fixture objects can only handle a single set of beam/field and candlepower figures, but why can't we put the beam, field, and candlepower values in for a low and high end of a zoom range and then have a slider to move along between them in the OIP? Practically every moving light has a zoom parameter, and conventional zooms and fresnels all have posted values for the narrow and wide extremes. As it is, if I adjust the zoom factor of a fixture but want to take advantage of the light calculators I need to manually do the inverse square math on the candlepower values to find the correct number. Surely the object info pallete can handle this level of math and make dealing with zoom fixtures much easier. Thoughts?
  19. What I do is fly around in the design layers bouncing between OpenGL and Fast Renderworks in the walkthrough tool, only looking at small pieces at a time before I page up a viewport and start a full render. Would definitely be on board for an option along the lines of 'focus center of rendering on next mouse click' or something. Also I would just love to be able to put the power of my GPU in to the process and speed the whole thing up.
  20. Has anyone else had the issue of visualisation light objects renaming themselves after being edited? If I have a number of light objects and I've renamed them Front-1, Up-1, Back-1 etc in series, often after right clicking and selecting edit from the visualisation pallete and making some adjustments my names revert back to a default Light-1, Light-2 etc and I lose my organisation? Thoughts?
  21. Is the only way to increase exposure to use a camera object? Or can this also be done in walkthrough as well? That could potentially solve two issues at the same time.
  22. I'll give that a shot and see what the results are compared to what I am doing right now. Right now my glow texture is set to take the object colour, with the glow set to white. This was more for speed, this way I can have one texture to worry about and can quickly assign colours by simply selecting the objects and changing the object fill colour. Right now I have the glow texture set to brightness 400 to get the amount of light I want out of them, but I'm wondering if that is causing the colours to 'bloom' to white.
  23. Does anyone have an explanation or a fix for why the "light" from a glow texture is usually a completely different shade from the fill colour? I have a bunch of LED tubes I'm rendering with a glow texture set to the fill colour of the objects. In OpenGL I set the fills and get a nice selection of blues and purples across the stage, but when I render I basically get two colours, light cyan/blue and magenta. Thoughts? Or do other people run in to this as well?
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