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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. Hello DaveBB: Can you post an example of a slow imported file? Also when you say edit them do you mean reshape or ?
  2. @Gabriel-VW We are seeing the same bug. The cloud renderings are working fine when initiated from VW 2021 but not from 2020. I will let you know when we have a fix up there.
  3. Thanks for the file, how were you generating the PDF was this with Generate PDF in the web browser or publish or ?
  4. Hello zoomer: These features have not changed.
  5. Hi: Our graphics modernization efforts continue apace. As the graphics in Vectorworks are modernized we get access to more profiling and debugging tools, and these have been critical to showing where Vectorworks graphics (and the geometry etc in general) can be optimized further. So both platforms are being developed. Our crucial goal is to support Metal on the Mac, since OpenGL is deprecated. Apple Silicon GPUs are also in the mix now, so our users may be on Intel, AMD, NVIDIA, or Apple Silicon for the future.
  6. Hello MartinBlomberg: C4D only uses triangles or quads for geometry. (They also have splines but these are not exported to C4D except for line lights) Unfilled lines are not exported I believe.
  7. A quick way to make a textured 3D polygon is to use the create image prop command and choose to create a 3D polygon instead of a plug-in object. This will figure out the aspect and mapping so it just fits on the rectangle.
  8. I don't think so, the main purpose is to get the interesting fringes and pattern of light from a complex fixture made out of reflectors and lenses. Without calculating that from first principles. With a lighting device I think you get a pretty smooth distribution without interesting fringes, if the device is good right?
  9. Hello SGNLE: As rDesign said, the brightness in the rendered image is relative to a virtual camera. If you are feeding in physical values on the input side with the lights, then you also need to attach a physical camera on the receiving end. To do this you use a RW Camera object, set it as the active camera (easiest using the Viz Palette) and turn on the exposure settings in the Obj Info palette Shape pane. I tried this with your model and it is still pretty dim without overriding the IES brightness manually in the Shape pane. Could you attach the IES file here? Office IES Brightness v2022b210.vwx
  10. 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)
  11. 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.
  12. 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.
  13. 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.
  14. 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.

 

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