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Tanner Shelton

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Posts posted by Tanner Shelton

  1. The render works perfectly as far as I can tell in a viewport. I haven't noticed issues there. For geometry, I'm not sure exatly, I have some complex ceiling pieces and then quite a few trim pieces along the walls. I also have a lot of lights. It isn't the most I've ever had and one that had probably twice as much geometry didn't have any issues. I have 32 gbs of 3200 ram.

  2. A very big issue I have been having recently. I was working in a file and everything appears just fine in Open GL, but when I render, half of my objects disappear and are no longer visible. They are still there, because if I hover over them, their outline is highlighted. Then I go back to Open GL and they are still there (This is all from the normal 3d view, not a viewport) There aren't any classes hidden. It gets progressively worse every time I render again. The only way to fix it is to close vectorworks and reopen the project. Then it'll work just fine for the first render, then have issues right after that.

     

    I usually use realistic interior fast or realistic interior final, but I have also tested it with fast renderworks and final quality renderworks with the same issues. I have a lot of geometry in the scene, and a lot of lights, but it still should be able to handle this. I've had this issue in multiple files recently. Any thoughts?

  3. I just recently started having this issue. I am on the newest SP of Vectorworks 2020 and I will use the push/pull tool, and click on just a rectangle, and try to pull it up, and it will lag Vectorworks. So much that I have to wait for 5-10 minutes for it to respond and finally complete the action. It doesn't happen every time and it has happened to me in multiple documents (Even in a brand new file). The only change I made recently was I assigned a hot key to the push pull tool (E). I don't think this could cause any issues but thought I would bring it up.

  4. I really like the Substance Painter color picker, and the Illustrator color picker. I wish the Illustrator version had an eyedropper for anywhere on the screen, and I wish the Substance one used normal RGB values and had a place to enter a hex code. I really like how Substance painter displays the information with the Hue Saturation and Brightness seperate levels so you can very easily just increase the brightness or decrease the saturation or change the hue. It makes it really easy to get the right colors. Both are not perfect, so if the Vectorworks version could include the good of both of these features, that would be awesome.

     

    Here is the Illustrator color picker

    ZxLh5.thumb.png.b919b813f2dcba081d0533c9dceb546b.png

     

    Here is the Substance Painter color picker

    colorpicker.thumb.jpg.44f66d2b8e2f20f4e1cd57908c1fba21.jpg

  5. I noticed the other day that Unreal Studio can use datasmith to import Cinema 4D files. https://docs.unrealengine.com/en-US/Studio/Builds/4_23/index.html I tried exporting a Cinema 4D file from Vectorworks but it wouldn't let me load it into Unreal. So I think you have to export directly from Cinema 4D for it to work. But this could be a good way to get it into Unreal now while we wait for twinmotion integration. 

  6. Is there a way to refocus the clipping in a way? I know in Blender when you zoom in on something, sometimes the perspective is set weird in a way that it clips items up close, and to fix it, you just select the object and click "." which centers that object in view and adjusts the perspective. If something like that were in Vectorworks it would be very helpful. I'm not sure exactly how it works in Blender.

  7. Did some tests and rendered the scene. The first is just a plastic shader with roughness and the second has every material using the metallic shader clear coat options. You can tell that the reflections are a bit more accurate with the metallic shader, but not a big enough difference to be worth the increase in rendering time. I really wish they had a reflectivity shader with roughness, reflectivity, and fresnel. So basically the glass shader but with the addition of roughness. Blurriness is okay, but setting roughness looks much more realistic I think.

     

    Plastic Shader (Render time 10 minutes)

    Plastic.thumb.jpg.d8b61ecded31ccb8a11873e627cd29da.jpg

     

    Metallic Shader (Render time 50 minutes)

    DielectricRenders.thumb.jpg.b933afef39529689ec60de5e64656bc3.jpg

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