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Claes Lundstrom

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About Claes Lundstrom

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    Journeyman

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

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    touchcad

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  1. 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.
  2. 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.
  3. What size is it of those objects? Could it be that they are too big for Illustrator's drawing area.?
  4. Have you tried it with some other software ? Mostly to extract there the problem is. I have two or three programs to verify with.
  5. 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.
  6. 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.
  7. 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.
  8. 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.
  9. 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.
  10. I have used it a lot over the years, though perhaps not so much lately, as I nowadays mostly do product renderings. On the plus side, it's easier to use and learn than Renderworks. You get pre-view renderings in realtime, which you don't get in Renderworks. The effect of moving lights can be seen in realtime, which is time consuming in Renderworks. Reasonably priced compared to more high end rendering programs. On the minus side, you have to organise the model in textures to get a reasonable workflow. Having to export also takes time compared to using the internal rendering features. The rendering quality is not quite top notch compared to the very best, but generating results quickly on a decent level can also be a virtue. Renderworks typically needs quite a lot of work to get really good. Here are couple of examples by Artlantis.
  11. Easy. Here is an example as VW, exported as OBJ, 3DS, and Collada. Set.zip
  12. for 2D objects, stay with these simple rules: 1/ Reduce everything to the simple basic drawing objects such as lines, circles, arcs and polygons. 2/ No symbols, fills, textures, layers, poly lines, NURBS, Berzier curves, splines, 3D, etc, unless you are sure that the receiving program is able to handle it. 3/ I typically run "Decompose" on everything and ten group the objects if required. 4/ Remember to save you work first, and don't save it after exporting. 5/ Make sure that the models actually fit into the machine area in scale 1:1. Check that both sides use the same drawing units when using DXF, as it may not be obvious when reading the files. For 3D usd for milling, be sure that you use real solids, that is closed shapes. For more simple machines and 3D printers, STL usually works. OBJ may also work. Experiment!
  13. I would not say that it's the same software, but you should be able to communicate using a number of different intermediate file formats. The very essence of their software is to import and process imported files, and not so much being a top notch modeler in themselves even though you can do some things with it. These smaller developers usually have much volumes compared to major CAD developers, so their import filters may be more flaky and fussy than stuff coming from the bigger developers. This is what I could extract from their web site: For 2D, you can use DXF, DWG, EPS, and perhaps SKP files if I read their specifications. VW does not export SVG, yet and unfortunately, but you can use for example Affinity Designer as an intermediate exporter. For 3D, you can use STL, OBJ, 3DM, 3D-DXF, VRML, and SKP files. I'm pretty sure that most of it will work in one way or another, though you may need to experiment to find the optimal file format or file formats.
  14. These types of surfaces have to be designed quite precisely to work well as the very much rely on gravity to work. Unfortunately though, I always use TouchCAD for such jobs.

 

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