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Claes Lundstrom

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About Claes Lundstrom

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  • Homepage
    www.touchcad.com , www.lundstromdesign.com
  • Location
    Stockholm, Sweden

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  1. The thing with DXF is that most cutter drivers are notoriously unreliable when it comes to reading files. You typically loose this or that almost every time. This is at least in my experience having gone through a number of them. SVG is by nature a much simpler format and therefore works better.
  2. Fundamentals used to be a lot more complete, but many tools have quietly disappeared over the years. We have some Fundamentals licenses and the missing tools are actually quite annoying when being used to the more complete versions.
  3. I regularly and very frequently import huge image files, 200 - 500 megapixels, with no problem whatsoever. There must be something else going wrong than VW's basic capabilities. One thing to check though may be if the image exceeds 30,000 pixels in any given direction. Not sure where VW stands on this thing, but many programs have such a limitation, even older versions of Photoshop.
  4. It depends on how the shape itself is defined. First of all, it needs to be a closed shape. If the shape is twisted, it is highly recommended that you split it into triangles for the twisted part, and then convert the shape into a mesh. As for texture mapping in VW, you have to make sure that the texture is reasonable in size (if it's tiny vs the model, it can actually be hard to spot), that it's actually located on the shin, and check if it's repeated in both directions (if required). Finding and placing textures on irregular shapes can be quite tricky in most rendering programs, but especially in VW.
  5. VW is a great program in so many ways, but the NURBS modelling side definitely needs a major upgrade to get in par with what other programs can do, as well as what the underlying Siemens Parasolids engine can do. Despite doing very precisely defined free form NURBS based modelling on a daily basis, I pretty much never use VW for this type of work. For me, the ideal solution is to use a combination of programs, where the strengths of each program can be used to it's maximum.
  6. Rumours say that there are some new models in the works fairly soon. May be a good idea to check it out in the Mac media before purchasing.
  7. Transparency, yes, reflectivity, not really. The model was exported from TouchCAD to VW 2020. The transparency works but the shine is lost, and must be adjusted in the Renderworks material editor to look even near as good as it does in TouchCAD. The geometry generally works well, and so does textures, but VW has a nasty habit of rebuilding the model in a weird and random way, and for no apparent reason. This makes it more or less impossible to edit the model after importing it, at least in an efficient way.
  8. What size is it of those objects? Could it be that they are too big for Illustrator's drawing area.?
  9. Have you tried it with some other software ? Mostly to extract there the problem is. I have two or three programs to verify with.
  10. Tried sending something similar (EPSF & PDF) to Affinity Designer (Affinity's Illustrator equivalent) and it worked perfectly. Affinity Designer costs something like $30 on their current sale, and it's surprisingly good and surprisingly close to Illustrator in features. And there is no subscription.
  11. I import a lot of UV mapped textured OBJ files from TouchCAD. Works flawlessly. Would be nice if VW could have a Y-Z flip option in the import dialogue though, as many OBJ models use Y as up.
  12. Used to have a couple of script based tools for that, but they went obsolete many versions ago. Don't know why so few programs have it as it's very useful for some types of work.
  13. I use two realtime programs on the Mac, Artlantis and Keyshot, both available for Mac and Windows. So, it's not all Windows. I have to say that I much prefer realtime rendering. It's definitely the way to go in the future. You may not get to exactly the same the final rendering quality, but close enough, and you save a lot of time.
  14. It's almost impossible to say which delivers the quickest result, doing it internally or exporting. It very much depends of what type of models you are working with. Personally, I prefer using realtime renderers, as I have a super efficient communication path for what I do. The key to fast delivery is how quickly you can exchange data, and how much extra work required to prepare the model for export. It's not easy to create a seamless export from VW, even if you have a dedicated export filter. As for output quality of realtime renders, there is nothing that says that they deliver inferior final quality renderings. There are several products on the market that also delivers superb result. Artlantis is comparatively inexpensive and it delivers good results relative to it's price. My other, and more expensive realtime renderer, does however deliver top notch results.


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