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Dave Donley

Vectorworks, Inc Employee
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Everything posted by Dave Donley

  1. Hello @Ridder Yes we plan to add support for export of lights. Not all lights types are supported in USD but we will send over what is possible. For Unreal, you can use Datasmith and MVR export together. Export Datasmith, then export MVR into the Datasmith "assets" folder. There is an Import MVR plugin available in the latest Unreal that will combine the Datasmith geometry and MVR metadata to connect everything together in Unreal for pre-viz workflows. https://gdtf-share.com/news/2022_12_05_Unreal_Engine_Announces_Support_of_GDTF_and_MVR https://docs.unrealengine.com/5.1/en-US/unreal-engine-5.1-release-notes/#dmx
  2. Hello Tom W: We only have major version for this not minor versions, but I will add that support as a wish considering we are adding new features in service packs these days.
  3. Hello @Kaare Baekgaard I see ads for these on my Facebook, definitely a neat technology for adding interest without cost. Kind of like a holographic image prop. Since they work in Cineware it keeps this alive as a possibility for the future.
  4. This is a clip cube problem can you direct message this file to me for bug fixing?
  5. No I am seeing in SP4 that it still uses only the active layer's bounds, thanks for the clarifications. Still an open bug. Workaround for the moment would be select all then turn on clip cube to get bounds of all objects.
  6. @line-weight Traditionally mid-March. We increased the number of Service Packs so what used to be around SP3 is now SP4.
  7. Hello @line-weight Thank you for the test file, this is indeed fixed for 2023 Service Pack 4. The regression came from a fix for the several large models reported over the Summer where selection highlighting, general geometry, draw edges, and shadows rendered poorly. The change to fix that hurt models when zoomed in a lot like the cube23 example. The fix for 2023 SP4 fixes cube23 example without the original bugs with the larger models coming back (I tested with your Chalford model for example, which had shown poor draw edges in the past and it looks good in SP4). There is only one value used for the near and far planes for the current view. It is theoretically possible to have a scene where say you are very close to some geometry on a lamppost with an entire city in the background. In that case either close-up or far-away will show some compromises, with draw edges, or other artifacts related to choosing the "wrong" values for near and far planes. We think the current solution is good for human-scale scenes like these examples.
  8. Hello @pschawe If I am remembering correctly, you might be able to double-click on the Cinerender app, since it is like a demo version of CINEMA 4D. If you do this does it launch or show some alert that might provide more info?
  9. Ah I see, yes we will buglist that problem, thanks for the details!
  10. @Corbin Dallas If you can send me a simple version of this file that shows the problem I would like to take a look.
  11. Hello @sara_JMA Is Unified View off in the document? Or, is Accelerate Graphics pref off in the Vectorworks Preferences/Display dialog? A rasterized zoom would be what is shown if those are off.
  12. Hello @Corbin Dallas my first thought is the lights might be set to have soft shadows. The dark pixels can happen when some raytraced samples are blocked but others are not, when the shadow is sampled to make it look soft.
  13. If you use the walkthrough tool's "look around" mode I would expect the camera position to stay the same, you could try that.
  14. This shows cast shadows off if my zoom is correct
  15. Hello @TaniaD Is the floor a 2D object or a 3D object? 2D objects won't receive shadows in the rendering.
  16. If nothing is selected the whole model is used for the initial clip cube bounds, it is effectively the same as selecting all objects in the model.
  17. Regarding the look of the rendering, Shaded with Draw Edges on would look very close to your example. Crank up ambient light value to wash out the shading so it looks like hidden line.
  18. Hello @bpsabatier The clip cube bounds are set to the current selection, is an object selected when you turn the clip cube on?
  19. Hello @DMcD Try SP3 now that it is out. It may remove this problem.
  20. Dave Donley

    RedShift SP3

    Hello @mjm Yes Redshift has always done glow, it does not do area or line lights and glow is important as the alternative for area lighting. Glow in Renderworks requires indirect lighting being on, I don't recall if Redshift requires some indirect lighting bounces to show glow; from memory I don't think it requires indirect lighting being used. A lot of visual effects are part of a unified sampling system deep in the core of Redshift, blurry reflections, anti-aliasing of edges and textures, soft shadows, blurry transparency, indirect lighting are all samples of the scene and Redshift's relatively new unified error tolerance control we use for quality controls all of these visual features. If you set sampling quality in the Redshift render style it controls this intelligent sampling in Redshift's core.
  21. Hello @Mat Caird Are your lights listed in the Visualization palette?
  22. Hello @Chris Fleming It's called the Datasmith Direct Link tool, does that help?
  23. Hello @Clint Alderman Are you on Mac or Windows, and what is your hardware config like? It sounds like Cineware did not start up on launch. If you are on Windows make sure to run the VW installer on that computer because it installs necessary system libraries.
  24. Adding export web view to workspaces will give you the old legacy web view which is not as good as the new one. The new one (Export VGX) uses Unity for the rendering and there have been improvements over the last year in every area with the new 3D viewing. Export VGX will give you the best exported model and can be viewed using web browser and/or with Nomad. To share the VGX you can click to get a link to share with them either as a text link or QR code. https://cloud.vectorworks.net/portal/help/pages/generate-3d-models-from-vwx-files/?app=VECTORWORKS#
  25. FYI the kernel used for Photos to 3D Model feature was updated very recently to use macOS Object Capture. We have seen much better success rates, better results, and faster performance from this change. If you had Photos to 3D Model jobs that failed in the past you should see them work better now.
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