Tanner Shelton
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Everything posted by Tanner Shelton
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@rb-arch This was brought up in another thread, here is a link to a post from JuanP His comment on Twinmotion was "The development is happening during Q1, stay tuned for more updates!"
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It wouldn't be every render, but it definitely would be fairly often for events needing those specific light shapes. After looking into it quite a bit today, I think I will go with Corona and just render a Volumetrics pass in Cinema 4D for now, with the option to include Redshift later. I'm hoping I'll be able to still use spotlight instruments in Vectorworks with the gobos they want included, then just import to C4D and attach a Corona light to the hardware, then be able to clean everything up for Corona but still be able to use the Cinema lights for a Volumetric pass with Physical Renderer. I'll be testing it all today and this week and see how it works out. (But in my testing this week, I think I will get a demo for redshift and corona and see the pros and cons)
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@EAlexander I've been heavily looking into Corona vs Redshift, and I think I would choose Corona over Redshift, but for those times that I would need the volumetrics, it would be nice to not have to purchase two programs. How inferior would you say Corona Volumetrics are? Could I do make gobos work? Or does Redshift has support for Gobos? I think Corona may render faster with my 32 core cpu with denoising, vs one 2080ti in Redshift.
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Ah that makes sense. The grain actually adds a rough edge to it that I think really matches the style of the events. 8-10 minutes is amazing, considering I just waited 45 minutes in Vectorworks for a render to finish with no volumetrics, sub par lighting, and unrealistic textures. (Being able to undersample and denoise really makes a huge difference). Light mix is absolutely amazing and mind blowing! That is one of the major reasons I am very interested in this renderer in particular. I will get the trial for C4D and Corona on Monday and test it out for a bit and see how it goes.
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@EAlexander Thanks for that feedback! So will you add in the Corona lights to the light symbol in C4D? And then when you rotate the hardware of the light, the connected light rotates as well? Or do you just position the corona light where you want then move the hardware to match? Redshift sounds awesome for what I am looking for, and Corona looks really good as well. I will have to try a free trial of both at the same time and see which one I can get better results out of. I love to talk about this aspect of the pipeline, and the artist in me has a hard time with what the Physical Renderer is giving me. Your renders are awesome as well. Do you add a grain filter or something at the end or is that a by product of Corona? I noticed that same look on some other Corona renders but haven't really seen it anywhere else.
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@EAlexander I have a few more questions for you that I have been thinking of. I decided to push Vectorworks as much as I could to get the most out of it and understand the limits. The extremely frustrating things are handling any type of mesh imported in, it goes so slow. And then the cameras are one of the most frustrating things I have ever worked with. And the lighting of the Physical render used in Vectorworks really doesn't look realistic. And the lack of PBR materials is really hard to get something believable as well. So I am looking into switching again to C4D and either Corona or Redshift. So my questions for you: 1. How do you handle creating the hardware for the lights in your sets? I notice that you have the 3d geo there for them, do you create them in C4D or Vectorworks and then do you just add in a custom corona light and glow texture for the lens and rotate the light hardware to make it look like it is producing the light? 2. How would Redshift compare in reliability and look compared to Corona? I work on large venues, usually recreating an entire ballroom with trim and details, and then all of the chairs and lighting. Is this something that would be too much for Redshift to handle and be better suited for Corona?
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@DLDINYC Do you have a picture of what you are wanting it to look like? That will probably be the first step in figuring out how best to handle it.
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If you want to use the glows without an area light, you'll have to raise the glows above 100 on brightness, and turn on indirect lighting. Indirect lighting is under View > Set Lighting Options > and then Indirect lighting up top.
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GI means Global Illumination, or as it is called in Vectorworks, Indirect Lighting. Basically that the light that hits a wall can then bounce off and light up other parts of a scene. It is necessary for more realistic renders as it mimics what happens in real life. Edit: Ah Grant beat me to it
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It is technically 10 because I have one at the bottom where the tech table is, and then one at the back because the seating was a little too long.
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Yeah I put it on it's own layer with no other geometry visible and this is where it was acting slow. I have quite a bit of other geometry in the ceiling and walls with trim and such, so I don't dare try it with the other layers visible.
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I don't know exactly what is going on in the file, but something is making it go extremely slow. I would go into a brand new file, and make your template walls from scratch. Then pull back in the lamp from the other file, only the lamp. And you should have better results that way. And you don't need nearly as many lights to light the scene. Instead, I would just use Realistic Exterior Final. That has indirect lighting bounces turned on to 4 which will allow the lighting from the glow to actually illuminate the surrounding area (Which is probably most of the light now glowing problem). And also change your area lights on the small LED lamps to a glow I would think. The area lights are going to cause it to go much slower and a glow texture will work much faster and look much better with indirect lighting.
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What renderworks style are you using? Here is what I get when I open it and render it. It also is really slow as I move around in perspective view. I rendered with fast renderworks and it took about a minute on my machine which is a really long time with my computer specs for such a small amount of geo and what should be very simple.
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The center of the seating section is right at the origin.
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I wish that weren't the answer, just not using it. I can follow that advice and not use it any longer though as yes, it takes ages to do anything with it.
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It has taken me about an hour of work to finally get to where I am now. I had to move all of the seats back about 10 feet, so I selected them and all of the aisles, and moved them, and it took about 10 minutes of waiting for it to finally move. And after moving it, I realized it needed to go back farther, so now I need to wait for another 10 minutes for it to move again before I can see if it is right.
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Anyone else having an issue where the seating tool is so slow? I have a seating section with 5000 seats, then I add in aisles, 8 or so of them. And it takes forever. I needed to change some aisles, so I would delete one to replace it with a new one, and I would click delete, then it would take about 30 seconds before it would finally delete. It is really hard to work with, especially when it comes to fine tuning.
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This has been happening to me really often recently. Not only walls disappear, but various objects and symbols will disappear. And sometimes even symbols will explode and their pieces will be in random spots all around. I've had it happen on multiple projects. It seems a lot like this issue. The only fix is to restart Vectorworks and everything is fine again. This also only occurs when I render with Renderworks. It doesn't happen in OpenGL for me. It does happen with all of the Renderworks styles though. One more note, this also doesn't happen in viewports, it only happens when you are in the normal 3D view and render directly in there. Here is when I notice it start happening. If I open the problem file and render, there aren't any issues, If I go into a symbol and edit that, then exit out and render, the issue occurs. If I then enter a symbol and exit and render, the issue is worse. And it continues to get progressively worse until I have to exit and restart Vectorworks because all of my walls are gone or floor pieces or important things that it messes with the render. I noticed this start happening on v2020 and the newest SP. It didn't happen to me before the most recent SP. A picture example is attached. The ceiling in one section is missing, and the walls are missing from the right side.
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Do you have a picture of what you are shooting for?
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And I'm not sure how the bulb on the LED's looks, but I would make it slightly frosted to help spread the light more. And you'll probably have to make the area lights quite bright.
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The light looks like it is showing up in your render, it just isn't very bright. I would brighten it up quite a bit. And in your glass settings you can make it less opaque. I just did this recently with a frosted glass panel and I had to mess around with the settings a bit to get what I wanted.
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I don't think that really answers the initial question I asked about differences in scale?
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I use Realistic Interior Final or Fast most of the time. I generally model everything in the scene, usually an interior venue and then all of the event items, then I texture and light then render.
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Does anyone know what the differences, or if there are any differences, for rendering on a project with a 1:200 scale instead of a 1:1 scale? I'm mostly curious if changing scale like this would modify values or attributes or mess with anything? I bring this up because I am adding bloom to my project and the bloom seems very large. I'm working on a 1:200 scale as that is what is requested by my boss.
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Help - Doors do not show up in elevation viewports
Tanner Shelton replied to ilimatiare's question in Troubleshooting
Are all classes active? Sometimes I've noticed that I've accidentally assigned my doors to a class that wasn't intended and that obscure class wasn't active.