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Claes Lundstrom

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Posts posted by Claes Lundstrom

  1. As always, it's a question of using the right tool for the right job. You can use a screwdriver to paint you house, but why bother when a brush i much quicker. 


    Why do I use Keyshot? Because it's FAST, and offers stunning realtime renderings. The enclosed image is where I was after exactly one minute, twenty-one seconds, after having pressed the Import button, based on a textured model in OBJ format from TouchCAD. It's as fast as it gets if you ask me. 

    TC to Keyshot.jpg

    • Like 1

  2. 4 minutes ago, Dave Donley said:



    Q: What format(s) are you using to get VW models into Keyshot?  Are these exports doing it for you?



    Keyshot actually communicates fairly well with VW in a number of file formats. DXF, DWG, STEP, IGES, Parasolids, 3DS, Collada, FBX, OBJ, SAT, STL, and Rhino can all be imported, with more or less success. Textures works with many of the more graphics oriented formats, though the output seems to be a bit sketchy from some VW generated file formats, at least as seen from Kesyhot point of view. File formats with proper normals are much preferred for rounded polygon based objects, as Keyshot  has an inherited weakness in that it does not handle recreating the rounding well (unlike most other rendering programs I should say). This has sometimes been a problem with files coming from VW, as the normals have not worked well in some recent versions and formats (including RW I may add). Haven't done too much experimenting with VW 2020 though in this respect. 



  3. On 9/16/2019 at 5:06 PM, ColinW said:

    I use a Canon ImagePrograf TM-200, it's hard to describe as small but it's quick and produces outstanding results on most media. Table top or you can get a stand. Uses Pigment inks so they don't run when they get wet. 

    I have been very happy with this machine. I've had HPs, Epson and Canon over the years and in my experience Canon has proved to be a good brand.


    Have one too. Works fine once installed and running, though the installer of the drivers for Mac could be way better. The installer pretty much needs a Canon technician to make it work. 

  4. I use Keyshot daily, though mostly processing models from TouchCAD. I agree that it's more focused on product visualization rather than architectural renderings. For product renderings, it's phenomenal. You get from A to B quicker than anything I have tried, and it looks good too. The edge is smaller on architectural renderings though it can for sure be done, especially if you make use of the VW texture library. 



    Keyshot by Claes Lundström.jpg

  5. 2 hours ago, mgebel said:

    I have a lot of experience working exclusively in Sketchup, and I can honestly say that I love it, and it is super powerful and fast. For generating any kind of quad-faceted geometry, which is most of architectural drawing, it's hard to match the speed of modelling. Not to mention that Layout is a snap to use, and one can generate super well designed 2d drawings with no trouble at all. After having switched to VW and gotten into the weeds with it for a few months now, I still ask myself daily if it was worth it to switch over, as I can still produce more geometry and great looking sheets, more quickly in SU.


    There are a LOT of limitations with SU, however, and I'm not talking about accuracy. For one thing, the simplicity, which is intrinsic to the lightning fast workflows, is also crippling when it comes to simple modifiers like fillet and chamfer. One needs to resort to 3d party plugins, of which there are many good ones, but because they are not native they tend to be buggy. For another, SU is a only a mesh modeler. While solid operations are a thing, objects (water-tight groups of faces) are still only meshes. The fact that VW deals with many forms of geometry means that there are many possible workflows and I/O options.


    But Sketchup is ubiquitous, which means that it is compatible with everything. I can send just about any client anywhere a native file and expect that they will be able to view it natively - I'm talking about 3d, not 2d. I.e. anyone can view a SU model and get useful info from it with the free version of the software.


    Also, Sketchup, in my humble opinion, is simply the best way to get an architectural model quickly into VR. Revit and Navisworks seem to have equally good VR compatibility with the current leading VR viewing platforms (enscape, insite, and prospect), but neither Revit or NW can touch SU for the speed of going from a concept into a 6DOF VR environment.


    I don't regret switching, though. I've been enjoying learning VW, and I can clearly see the advantages. Plus, I genuinely believe that with a little more practice VW will be a serious competitor for modelling speed. I just wish it were easier to get a VW model into a collaborative Oculus Quest environment! 

    There is a reason why VW takes longer to learn. It's vast compared to SU. Just compare the program folder sizes.... 


    Also, you always tend to like what you are used to. You prefer SU because you are used to it.

    • Like 3

  6. In the Affinity Designer case, the trick to get the scale right is to set the DPI right on both sides. I set it to 300 DPI in VW and 300 DPI in Affinity, and the scale works perfectly. I assume that the same thing applies to Illustrator. It also works fine with CorelDraw, though I don't use it as I mainly use Macs. 

    • Like 1

  7. On 3/2/2018 at 2:27 PM, Marissa Farrell said:

    There is currently no direct way to export to SVG (to my knowledge), however you can export to PDF without rastering and get most of the vector information when you import it into a vector software.


    I'm working on a Marionette script that can export to SVG, but it's in a very preliminary stage.

    I export as PDF with files containing both super high res images and vector data as PDF, Import into Affinity Designer and then re-export it as SVG. It works very well, in fact rock solid, including classes with names, groups, size, etc. To maximize the organization, I use divide everything into classes and then group each class. Images at 300 dpi. for both export and import. Affinity Designer cost something like $40-50 and is a great program available for both Mac and Windows. 



    VW to Affinity to SVG.jpg

  8. On 8/25/2019 at 5:43 AM, Lee Keenan said:

    I'm using a laser cutter a lot now for making scale theatre scenic design models. I do all my drafting in Vecotworks and have to jump through some 3rd party hoops to convert to svg. A direct svg export that supports basic colors  (red = cutting, black = raster etching and blue = vector etching)  would be AN AMAZING  new feature for me. I saw this discussed in General and that someone at VW was researching it, but I wanted to signal boost that request.


    18 hours ago, Phil hunt said:

    just been testing a few things I use a lot of curved fascias as I am an exhibition designer and always have a problem applying a decal, to the right position when i use the attribute mapping tool it can distort the decal image....so I have applied the decal to a flat wall and then used the distort to tool to curve the wall and it seems to work fine......it keeps the decal at the same size as when applied..... I have tried it on other deform tools but only seems to work with the bend solid mode.......hope it would work on the deform shapes but it doesn't seem to deform the decal to the deformed shape......this is not a criticism just my findings ......maybe this should have been in the rendering section of the forum





    Texture mapping can be very frustrating in most programs not having proper UV mapping features, and VW is no exception. UV mapping can be quite complex in many programs, but it gives a way better control over things. Nowadays, I always do this externally for more complex shapes. 



  9. 7 hours ago, Lee Keenan said:

    I'm using a laser cutter a lot now for making scale theatre scenic design models. I do all my drafting in Vecotworks and have to jump through some 3rd party hoops to convert to svg. A direct svg export that supports basic colors  (red = cutting, black = raster etching and blue = vector etching)  would be AN AMAZING  new feature for me. I saw this discussed in General and that someone at VW was researching it, but I wanted to signal boost that request.

    I agree. I also make models (product replicas) with super photo realistic high res textures and cutting it out with a cutter. My solution is to compile the high res textures with cutting lines, alignment marks, and scoring lines,  dividing it into classes, and then exporting it as a PDF in scale 1:1. I then open it in Affinity Designer, which imports the model perfectly while maintaining the class structure, and then export as SVG into the cutter driver and the graphics to the printer. Works very well. Affinity Designer can be described as something similar to Adobe Illustrator, but for a very modest price. 


    Picture: Real product, paper model, 1.5 meter high fabrics skin model. 





  10. On 4/3/2018 at 7:45 PM, Jim Smith said:

    A client is interested in obtaining one of these:  https://shapertools.com and asked if we can provide native files. I note that the company seems to be using SVG files, (that I don't think VW can export to, but they mention using DXF files with Pen types as the way to communicate the cutting info. Does anyone have any experience finding a path to exporting to SVG? Is there any talk/plans that VW will be able to export to SVG in the future?

    SVG export would be very useful.


    I use it for exporting print and cut scale models using a Silver Bullet cutter.  The files include both high res images and vector curves for cutting.


    My method for generating SVG files is to export as PDF,  open it in Affinity Designer, and then export as SVG which is opened in the cutter driver. Affinity Designer is highly recommended as an Adobe Illustrator alternative. Very competitive pricing and very capable. 






    • Like 2

  11. The point of importing a model is to save time. In this case, re-skinning or fixing it up takes longer than modeling it from scratch. A lot. A few extrude along paths and you have a model in say ten minutes for a skilled user. You get solids, it renders way better, and the model takes up less space.  SketchUp does not add anything here (it seldom does if you ask me).




    • Like 1

  12. 15 hours ago, Kevin McAllister said:

    All three versions I tested converted the same way, switching to control points. Personally I would prefer the points to remain the same type they started with. I often use interpolated points instead of control points.




    I agree. Using interpolated controls is way easier as they are on the object and not vaguely beside it. Even better would be to finally update the editing of NURBS objects, which really needs an update to stay in par with other packages. 

    • Like 4

  13. On 6/12/2019 at 6:07 PM, Wes Gardner said:

    I might be mistaken but the unfold command will only work on developable surfaces...


    It's true that there are limits to what you can unfold, but the boundaries are quite vague. VW has clearly made progress on this tool from being only usable on very simple shapes to being more average compared to many other programs on the market, having unfolding features. I did some testing on some objects being close to the limits and found that it did a decent job, though failed sometimes, and sometimes generated more errors than I would find acceptable for my personal use. In reality though there are an almost infinite number of solutions on such models, so it is hard to say what is right or wrong. My personal conclusion is that I still trust the results more from my more advanced program, which can do more and allows me to shape panels to be optimized for unfolding, and it also tells me where it goes wrong and what to do about it. In it's context though , I think the current VW unfolding works ok, as I assume that most users will never deal with more complex shapes. 

  14. 9 hours ago, jeff prince said:


    Practice, practice, practice 🙂  Most of these 3D programs work about the same, it's just a matter of getting used to the workflow.  I'm going to try a loft with horizontal cross sections and see if that does the trick.  Basically, take the pool outline, copy it down in Z a few times and reshape to reflect the walls and pool bottom.  Not sure if it will work...


    Take a look at this.  Boats are complicated too.


    True that most 3D programs work in a similar way. In theory. However, programs having dedicated boat design programs tend to provide way better shape control than standard  CAD / 3D modeling programs. How efficiently it works is another matter. Some years ago, a friend of mine, a professional naval architect, decided to draw a canoe in MaxSurf and TouchCAD. Both have dedicated boat designing features, but the same shape took two hours in Maxsurf and seven minutes in TouchCAD....

    • Like 1

  15. I don't know how much time I have spent rebuilding or adopting models to a practical level. You can usually import models i various formats, but the quality varies a lot. One reason may be that the suppliers use production models rather than models specially optimized for use as symbols. On for example a chair, the production model contains lots of details that you don't actually see in real life, or as a symbol, and can those parts can therefore be removed in the symbol version. The production models are simply way to detailed to be practical. You just want them to look good and be easily identifiable as a given product.


    In my experience, it is often possible to remove up to 90% of the model data and still have a model that looks pretty much identical to the original.


    It would be useful if the suppliers made an effort to make models for specific use as symbols.


    It would also be useful to make more use of textures for details, like it's done in the computer game industry. Most of the details is then processed by the video card instead of the main processor, which creates smaller models, still looks OK both with Renderworks and OpenGL, and renders quickly. In this example, the model to the right only consists of 14 NURBS surfaces plus proper UV mapping of textures. The models where renders in OpenGL.



    • Like 3

  16. Chris, of course it doesn't work from any view than the top view. What you effectively do is to extract a new version of the model as seen from the top view, rather than actually flattening the model. It's like using a camera to extract a view from the top view. You can't do that from the side unless you have some special software that manipulates the data. What you where used to from your previous program was to manipulate the model in a similar way that you manipulate a selection box in VW in the Object Info palette. Unfortunately, VW does not support a 3D selection box with the ability to manipulate the model in 3D, so the suggested method was simply a way to bypass this limitation. Admittedly it would be handy to do it directly as you first suggested, I do it all the time in my other CAD program, but you can't in VW. 

  17. 8 hours ago, Michael Carter said:

    Can't find any information on unfold surface tool.

    Want find out how to unpack a boat hull design into a 2d pattern.

    (I am using VW Architect 2019)


    Michael Carter

    As a pro boat designer, I doubt that the unfolding in VW will be usable. It's just too limited. I only use VW for basic documentation when doing boat design. 


    Here is an example having about 200 parts plus profiles made of high grade stainless steel, and nested for laser cutting. The unfolds also included on surface markings for precise positioning of connecting parts. The fit was 100% right. 



    Hull plate example.jpg

    • Like 1

  18. The Wireframe mode dialogue comes after having selected Convert to Polygons. The method will flatten the selection to zero height. If yo still want the object to be 3D, you can convert it back to 3D polygons, or set the Plane to Layer Plane in Object info. This allows you to rotate the model in 3D, though still having zero height in the Z- direction.  

    Skärmavbild 2019-03-21 kl. 17.37.45.png

  19. 15 minutes ago, Jim Wilson said:



    Very much so. The smaller solid state units up to 5W seem to be able to cut the very thin 3mm plywood, but I've been eyeballing a 50W CO2 model as well. Maybe next Christmas.

    I think you can get up to 10W now. They seem to have the disadvantage of generating an oval dot rather than circular, so it might be a good idea to wait for that technology to catch up. A CO2 is still a better technology from a cutting point of view, though also more complex with a huge and somewhat fragile tube, fairly sensitive mirrors, and requiring water cooling. In your case you also need to enclose the machine as the light is very powerful, but also to contain the smoke generated. Yes, I have had one in the past mostly for cutting Plexi glass. 

    • Love 1

  20. 19 hours ago, Terry Ackerman said:


    Any idea on possible ETA? Sounds like a good additional capability. I heard back from Carbide 3d:



    Jim, any plans to mount a laser on your rig?

    A blue laser head should be easy to insert as it basically a small box where age milling uint is located. The Chinese ones are quite inexpensive. 


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