Tanner Shelton
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Posts posted by Tanner Shelton
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I solved the issue, it required changing the color of the metal in the metallic shader to 100% black. When changing that, it no longer rendered the black diffuse and instead rendered my image texture. Rendering time didn't seem to be much longer then the glass shader as well, so might be something I will try fully on my next project for all dielectrics and see what type of impact it has on rendering time and how much it improves the overall quality of the render.
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@zoomer I was actually just reading that thread during my research, I'll continue to check it out. It makes sense that it would default it to black, as is required for a PBR metal.
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I'm trying to use the metallic shader as Zoomer suggested he does sometimes, where I use it to get a fresnel and roughness on a dielectric material for more realistic rendering. My main issue is I can set the roughness and speculiarity to what I need, and it looks great, especially with my normal map, but the actual color data from my image texture doesn't show through.
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It is an interior scene and has lights and other objects around it.
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@zoomer I'm trying to use the metallic shader, but it textures my material black, I have metal reflection and roughness set to 0 and clear coat reflection set to 5 and clear coat roughness to 30 and everything else off. Color is white, how can I get it to not color my material or is this impossible and I won't be able to use an image texture for the color?
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Ah that makes sense. And modern PBR states that every material has a fresnel and specularity, but dielectrics just have a very minimal amount of specularity. I've been trying to figure out how to accommodate this line of thinking within Vectorworks. With the glass shader, though, are you able to use any kind of specular map? (I'm used to the roughness metal workflow)
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What is the difference between the mirror and plastic reflective shaders? And when would you use each? Since plastic has a roughness value, I'm assuming its use is much greater then just plastic, and probably more useful then mirror?
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Honestly, I wish we could just create layered textures instead, but using Photoshop or another image editing app does something similar, just in a workaround way.
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What I did recently that worked well at least for Vectorworks, was to create a tileable texture, then I tiled it in Photoshop then added another larger texture on top of that, which slightly modified the diffuse in various places. This helped break up the feel of it tiling and added some larger scale variance. What you would realistically do in another 3d app as well would be to create variations of one texture then texture paint the variations around and hide seams with props. But that isn't possible in Vectorworks.
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Usually for something realistic you would take a seamless image file (A real image of a brick wall that has been modified to be able to tile without seams). You can put it through something like this to generate normal maps and specular maps. http://boundingboxsoftware.com/materialize/
Generally all textures like this will have a repeating pattern that can be picked out, but you can remove this effect by using a high pass filter in Photoshop or tiling it large enough that it isn't noticeable.
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You select the light instrument and right click it and click "Turn On". They build them to try to be accurate to what the lights would look like in real life. It takes some fiddling with to get to look right sometimes. So maybe it would be better to just become comfortable with how those lights look in real life, then just place the instruments and build the lights in Corona. Do gobos and lit fog work in Corona? This is something I have requested a lot, but takes forever to render in Vectorworks.
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I figured out what was causing this issue. It was being caused by my RAM being overclocked to 3200. I pulled it back and the issue stopped happening. I am going to run a software in a bit to make the RAM more reliable with my CPU and bring the overclock back up to 3200 (Since that is what it retailed at being able to run)
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My first venue I recreated, I went all of the way with bump maps, specular maps, and bevels, but it added a ton of time to the render and didn't help much with the realism, at least in the internal rendering engine. I do think I need to get out of the internal rendering engine and move into something else, possibly corona like you have mentioned. The main hold back for me is it wouldn't pull over the spotlight instruments (At least as far as I can tell. I tested it last night and wasn't getting any lights from the spotlight instruments when rendering in Corona), meaning I'd have to build those again when rendering.
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What do you use to create your textures? Are those spotlight fixtures you used from Vectorworks rendered in Corona?
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Thank you @EAlexander! A couple things to add to the discussion. First, the screen at the back actually isn't a screen, it is a printed paper backdrop that they will be using (There are actually screens on the left and right that are just out of view, being projected on, not LED's though). About the pure black, it actually already is a gray as you suggested, I have always had issues with soft goods not rendering well. Even set as gray or even white, there are no reflections for me. Even uplighting the drapes gives me issues. Any thoughts there?
Do you have any sample renders you have done?
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I wouldn't mind switching over to a different render engine. I am used to a PBR workflow, and I think that does a really good job of selling realism. Would spotlight instruments work in these other render engines do you know? I'll have to try some out probably.
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@EAlexander and @grant_PD I'm looking into requesting Cinema 4D after all of your great suggestions. Would rendering time decrease with the default Physical Render engine in C4D? Or are there options I can lower specific things to decrease the rendering time? (I feel like when using renderworks, I can lower settings but it greatly compromises quality, there is no in between)
And since I do mainly event design, will spotlight instruments work well with other render engines like VRay or Octane?
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@fabrica Here is one I just worked on.
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Hello all,
I've been using Vectorworks for a bit now, and I feel like I've been having a hard time really pushing my renders to the next level. I have a lot of detail with my modeling, but when it comes to rendering, it ends up looking good, but not realistic. I have a background of Blender and Maya and a PBR texturing workflow.
So mostly I wanted to see if anyone has some tips they use to push that realism, either within Vectorworks rendering or outside with Photoshop.
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Oh and this has happened more then once in different files. I was able to fix it one time by moving everything to a new file through "Tools" "Organization" but I would like to avoid doing that again as I would lose my sheet layers and linked cameras and viewports.
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Hello all,
Any ideas what may be going on? I keep trying to render this scene and it keeps crashing about halfway through the render around 20 minutes or so. I've modified the render settings and turned them down, and turned off layers with more geometry with the same issues. It even crashed my computer with a "Memory_Management" error. I ran a memory test and it said everything was fine. Any ideas? I've also attached the bug report referenced by the error.
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@mike m oz I think dark mode will be really popular honestly (Especially with the adoption that everyone has been giving it with every other program/phones/OS) And not to mention that almost every other 3D program has a dark UI. But having both options for a light and dark mode would be essential. So hopefully they would be able to design an icon set that is built to easily be modified to fit a light or dark UI.
@JuanP It might also be a good idea to open up a public beta of a UI redesign to be able to get lots of user feedback as you modify it. That happened with Blender 2.8, and it's interesting to see how the UI changed through the iterations. They overhauled it a few times in the course of production based on feedback and usability until they found something that fit the best and people were happy with. This would give the developers a chance to do something crazy and really mix it up and see what sticks.
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@MartinFahrer The funny thing about that screenshot you posted, is that those icons are all the new icons, but they look a lot better because the unselected ones have been grayed out and only the selected one is colored. I think this could be a really easy fix and would look great reversed on a dark background as well.
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I remember watching the 2020 promo videos and thinking, "Oh wow! 2020's UI looks awesome" Then getting 2020 and realizing mine didn't look anything like that.
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Mirror VS Plastic
in Rendering
Posted
@zoomer For rendering dielectrics, should I set the reflectivity low like 2%-5% and the roughness set accordingly per material? I've got a glossy coated wood I am trying to render.