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Dave Donley

Vectorworks, Inc Employee
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Everything posted by Dave Donley

  1. Hello Eric: You can't exclude objects from certain lights in RW. The Emit and Receive checkboxes Jim mentions are to force objects to participate or not in radiosity rendering mode.
  2. Can you please email me the file with the batch jobs in it?
  3. Hello MicThorn: Are the light objects' classes and layers visible when you start the batch render?
  4. Hello Michelle: Are you editing a symbol or group when you rendering? There is a known bug that a wireframe copy draws on top of the rendered copy for plugins when you're editing them inside a group or symbol.
  5. Hi Pete: The double-surface ones are correct. RenderWorks needs to have an entering surface then an exiting surface for the refraction to be correct. If there is only one surface (like a free-floating polygon) then the ray will behave as if it had entered a glass volume but never exited it. The VW plug-in windows and doors should all be following this convention as of 12.5 (I think).
  6. Yes, overlapping glass objects. There is a raytracing recursion setting that limits how many overlapping glass or transparent surfaces will be handled. For Final Quality RW mode that handles about 2 or 3 glass surfaces. Any more and you should use Custom RW with a ray tracing recursion of twice the number of overlapping transparent surfaces. Note that a glass extrude would have two surfaces, one entering and the other exiting. Image props with masks count too, so if you have any tree props on front of other objects then you may have to use a higher ray tracing recursion value so that the backmost ones don't show opaque. HTH!
  7. Hi Automatic: Was this an imported boolean like from AutoCAD, or was it created in VW?
  8. How many overlapping glass surfaces are in the model? Very many? Try using CustomRW and set the raytracing recursion to twice the number of overlapping glass surfaces.
  9. Hello fosforito: Try using Final Quality RW or Custom RW instead of Fast with Shadows. Fast does not try hard to render glass accurately.
  10. Hello bhorowitz: Each sheet layer has a DPI setting that determines the resolution of the rendered viewports on that layer. The default is 72 DPI; change the DPI to get higher resolution viewports.
  11. Hello again carpalmer: Quad cores will be used during raytraced rendering, i.e. FQRW, FQ Radiosity or Custom RW and Radiosity with raytracing on. While generating the radiosity solution RW only uses one core. If you can pin it down when one of these radiosity freezes happens please email me!
  12. Hello carpalmer: Hyperthreading is a way for the processor to tell the OS that it has more than one "core", so the OS will send it more work. For rendering tasks it is better to have a real core than hyperthreading. Hyperthreading is usually on by default for processors that support it. Newer systems likely have real cores than hyperthreading. http://en.wikipedia.org/wiki/Hyper-threading
  13. Hello aarons: Peter is right, to make the tiling less noticeable you either need to use an image that covers a very large area so it doesn't repeat enough to notice, or make the texture size so small that the repeating is a part of the look. There are also plugins for Photoshop that allow you to make tiled images that don't have a noticeable seam.
  14. Hello aarons: No, RenderWorks does not support network rendering.
  15. Hello Tamsin: The size values are proportions, relative to the Texture Size value in the Edit Texture dialog. So if the texture size were set to 8", a brick width of 1.0 would mean 8". The scale factor is there for each shader so they can be smaller or larger than the other shaders; your bump shader can be 1/2 size versus the color shader, for example.
  16. Dave Donley

    HDRI issues

    Hello SRL: A 3000 x 1500 HDRI will use about 100 MB of RAM (width x height x 24 / 1024 /1024 MB). We are working to reduce the memory use for these backgrounds; one thing that may help is to set the number of undos to zero while you are trying to render this HDRI, and render right after starting up. Some operations will cause the HDRI to be duplicated into the undo list. Undo will use up your available RAM; things will be most empty right after starting up. HTH,
  17. Hello AZ: Raytracing in RenderWorks takes advantage of all the cores on the machine. Only raytracing does this, i.e. other modes do not, and if you turn off raytracing in Custom RenderWorks you will only be using one core.
  18. Hello chrisjo: Was the 5 minute render doing the radiosity solution then rendering the solution entirely from scratch, or was the solution already done (in the viewport cache)? Are you working from a copy of their file? Maybe they set particular objects to override radiosity to not emit and/or not receive? This could affect the solution time a lot. The number of triangle is almost always the determining factor in how long the radiosity solution will take. The other is how uniform or localized the direct lighting is. When you press Start in the Custom Radiosity Options dialog, how many emitting and receiving triangles are listed? As a guideline, I try to keep the number of receiving triangles below 100K, otherwise things move too slow for my patience level.
  19. Hi again Christopher: If you open the Custom RW Options dialog and go to the radiosity pane and press the Start button, how many triangles does it say there are? Looking at the stage, would you expect the indirect lighting to add much to image, over just direct lighting alone, or by adding one ot two fill lights?
  20. Hello Christopher: Spotlight trusses and lighting instruments usually account for a ton of triangles in a radiosity rendering. Are you using Custom Radiosity mode? You might be better off to set the optimzations to have everything no emit and no receive except the stage and any people on the stage. What is the number of triangles listed when you press the Start button in the Custom Radiosity Options dialog? I am assuming you read the radiosity supplement (on this board under VW 12 FAQs). HTH,
  21. Hello Keith: Soft raytraced shadows are a continuing wish for LightWorks. They would have to rewrite their raytraced shadows to do it. Check this thread for info on where to get some HDRIs off the web: http://techboard.nemetschek.net/ubbthreads/ubbthreads.php?ubb=showflat&Board=10&Number=67611&Searchpage=3&Main=15437&Words=HDRI&topic=0&Search=true#Post67611 These are nice: http://www.hdrmill.com/Freebies.htm
  22. Hello Keith: Transparent shadows are only available with raytraced shadows, they aren't available with mapped shadows.
  23. Hello George: These sample backgrounds were missed while creating the updater. Please download them here: http://www.nemetschek.net/downloads/renderworks/index.php HTH,
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