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Dave Donley

Vectorworks, Inc Employee
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About Dave Donley

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    Moderator

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  • Occupation
    Director of Product Technology
  • Hobbies
    Aquaponics, flying cars
  • Location
    United States

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  1. The displacement control in C4D is just a recursion level based off of whatever triangle size is given initially. I wish the control was more about "subdivide to this size no matter the input triangle size". For displacement that would help. Instead of displacement the newer parallax mapping is helpful and doesn't have any downsides at all, if you are OK with the silhouette not looking displaced (which might be the case). VW subdivides a bit higher when a displacement texture is applied, for this reason (otherwise there wouldn't be enough detail for the recursion method)
  2. Hello PeterYip: Currently Vectorworks Cloud Services doesn’t have sharing of folders with read/write/edit/delete permissions, but we are keen to look into adding this.
  3. Hello tfr: I am also interested in the Oculus Quest it's a nice tidy and affordable and reasonably capable package. Unfortunately it is very difficult for companies to get their apps on the Oculus Store (which seems to be heavily biased to games), which is why you sometimes see strange registration methods where you pretend you are an enterprise app. Vectorworks can export a good number of 3D formats, so if a viewer understands C4D, FBX, COLLADA, 3DS, OBJ then you could import the model into the viewer that way.
  4. The entire point of a separate alpha mask is that the alpha pixels values in the diffuse map should be completely irrelevant to the renderer. The alpha mask and only the alpha mask should be required to get a masked texture in a rendering. Twinmotion does not understand separate alpha masks. Vectorworks assumes a renderer can understand separate alpha masks correctly. Modifying the alpha channel in the diffuse color map would normally be irrelevant, but is not for Twinmotion. I will look to see where we change the alpha channel of the diffuse maps.
  5. I contacted Twinmotion tech support. Twinmotion apparently does not support separate alpha maps. The alpha channel needs to be part of the diffuse color map image. This Twinmotion limitation would require a code change in Vectorworks to put the alpha pixels into the color map, just in case you take the textures to Twinmotion. I will be looking for how to incorporate this info so that you have a nicer experience. Until then the color image must have the alpha channel pixels in it, for Twinmotion to understand the mask.
  6. It looks like the None class might be turned off too. As a general rule keep the None class visible. Objects inside other objects are often in the None class and will act strangely when None is turned off. HTH
  7. Hello zoeageorg: Make sure the heliodon class and layer are on in the viewport. According to the Visualization palette there are no heliodons active in that viewport.
  8. For this file I just used the alpha and color image files from VW exporting to C4D. The color image and alpha image both have black background. In your image above the two sides of the cube look dark. (this is a C4D cube object) Is there a control for "double-sided materials" in TM for the import? If you want, I can look at a few example image props from your library to make sure they show correctly in C4D.
  9. What does this attached file look like imported into TM? If the alpha image is being imported correctly it should not matter what the background colors are in the color image. The color and alpha are separate images. If the alpha pixels are black then you should see clear - the alpha of the color image shouldn't matter because it is only supposed to use the RGB not the A. The A comes from the alpha channel image which I think looks correct (white plant black background pixels). Plant with Alpha.zip
  10. The plants look fine in C4D I am wondering about the conversion from C4D to Twinmotion. Maybe Twinmotion doesn't import them from C4D properly. Does it matter if the image is set to Glow or not? By default they have Glow so they have consistent flat shading.
  11. Yes, part of a presentation.
  12. Yes, exactly. You drag hotspots onto each to link them together. There is also a map view where you can show the hotspots for each room on a map image for context.
  13. Hello jeff prince: Can you attach the C4D file (including Textures folder for the C4D) you are importing into Twinmotion?
  14. Very nice rendering! For the shadow length problem, try turning off Soft Shadows in the Heliodon. We learned recently that soft shadows can sometimes be too short with large models like skyscrapers. In latest version we turned this option of the Heliodon off by default. For non-skyscraper-sized models it is nice to see the soft shadows for visual quality.
  15. I think the Image Effects might give you some of the control you need. Its a button in the viewport Obj Info palette Shape pane. https://app-help.vectorworks.net/2019/eng/VW2019_Guide/RenderEffects/Rendered_Effects.htm

 

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