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trashcan

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Posts posted by trashcan

  1. I'm checking myself for places in my projection design knowledge that need some improvement and this is something I'd like to work on. I also think this will be useful to others!

     

    What is your method for determining appropriate projector brightness in a given situation?

     

    In general, my rule is that projector brightness needs to be 50fL (foot-lamberts) or higher, but some situations call for higher brightness and in some situations lower fL is totally acceptable. I keep track of what fL worked for most of my projects so I have many frames of reference. Sometimes I even take photos of other folks' designs and projectors and calculate what their fL was and am sometimes surprised. Point being: I do it "to-taste" which seems to be outdated given this can be "calculated". 16fL for a well controlled room works pretty well, but I try to shoot for at least 30fL. 50fL for a convention center looks meh. 80fL in a retail situation where ambient light is fairly aggressive looks pretty good. 90fL in a broadcast studio can look good if lighting is well controlled. 

     

    So for the experts out there, I wanted to start a thread that discusses your tricks of the trade and how you calculate what is acceptable and what isn't. 

     

    How do you measure fL against ambient light to determine what level is acceptable? Do you have a rule that you work with? Do you measure ambient light and determine what works well against that ambient light? Do you use an ambient light sensor? Which one do you use? Is there a secret chart somewhere that says what fL range looks good against an ambient lx range? Is it something like: the projection brightness needs to be 5x the ambient light fL? Can you do this with a smartphone? 

     

    (for reference foot lamberts is calculated by brightness divided by total square footage:  a 10,000 lumen projector hitting at 16x10' screen has a brightness of 62.5 fL).

  2. Just a quick add here. NDI might be a better option above Spout/Syphon because it's universal between Mac/PC. I've tested NDI on a Mac running Parallels where I'm using MadMapper on the Mac end and using NDI to send video streams to a program on the Windows side. Worked great. Obviously, you can use NDI to send video over a network so hypothetically, if VWX/Josh/Landru integrates video stream(s) into their tools, you could Vectorworks on one machine and use a separate server for video if the needs is there. 

    • Like 1
  3. For what it’s worth:

     

    In my experience, many companies send out a compatibility email if there is a significant problem. In this situation, I’m surprised (am I though?) that VWX hasn’t done that considering this makes the program unusable for some folks. Maybe highlight and bold it in a help article at the very least😷
     

    Luckily checked this out yesterday and decided to wait.

     

    I definitely roll the software upgrade dice pretty regularly, cutting edge and all that, but VWX is one I’ve learned to check on first.

    @markdd I am pumped to hear about your experience on the M1 ( and congrats)!!

     

    But OP! you should still check before you upgrade.

  4. This is new in VWX 2022, some kind of snapping bug or priority issue. 

     

    The only snapping I have on is SNAP TO POINT:

    image.png.55024b2b5ce8326e83bebd9d66ea5543.png

     

    But even with that being the only snapping option I have on, it's still snapping to angles, which is off:

    image.thumb.png.d0cb6f7088c0275ebcc2a98783a946da.png

     

    With those same settings, I want to draw a line from these two locusts:

    image.png.a52e860ca89e75be264348ede91c4e27.png

     

    When I try to do that, this is what happens:

    image.thumb.png.35411aefed552bd497e6e607b92c9a31.png

     

    If I switch the draw mode to unconstrained mode, it works as I'd expect it to:

    image.png.408232e1321f4704ab189a7d62a528fa.png

     

    Holding shift to temporarily turn on CONSTRAINED MODE works as it should, too. It's only a problem with constrained mode on. 

     

    Any ideas? Or just another funny buggy thing. 

  5. Got a little confused trying to make this happen just now. Here's what I did, and how I figured it out. 

     

    SHADED:

    image.thumb.png.57317391b46e21cccfb8bbf4283dda39.png

     

    HIDDEN LINE:

    image.thumb.png.230749dccddd15774e1e658aa8a47e8b.png

     

    SHADED Black and White Only:

    image.thumb.png.92029681f3c78731561179efb7847590.png

     

    Oh, just kidding "Black and White Only" is for something else (what?). You need to go to Background Render Settings (Not Advanced Properties):

    image.thumb.png.01f6bcf29f2f40b416c21933e04ccae5.png

  6. Meant to update this from info I gathered on another thread: Any scripted command you create and add to the menus (i.e., move selected objects to the none class), it will show up in your quick search. So with this example, if you create a command script that is “create new class” and add it as a menu command, it will show up in quick search. 

  7. Here are a few I missed:

     

    Bullets, Indents, lists

     

    This one is a great, previous roundup asking for better typographic controls across the board in Vectorworks. Also covers some additional missing features

    like:

    • Active spell check (and better spell check in general)
    • Visual font menu (see image below)

    While not literally rich text, the features here accompany rich text in most applications

     

    Active Spell Check:

    image.png.a05a950fdcc3d7aa96819a08d95111ec.png

     

     

     

     

     

     

     

     

     

     

    Visual Font Menu:

    image.png.bed97e14539bc4c377e77d1537e0ed78.png

    • Like 2
  8. Only you would know this is a frostum ! 

     

    If understanding properly:

    image.thumb.png.8910101d0d8f7cef23851e172dda8672.png

     

    Then group those bad boys. Using this method, it sometimes works. 

     

    Right now in left iso, if I use the rotate tool, I get a rotation along this axis:

    image.thumb.png.431cea0810c83a49f102ca4bba780ac7.png

     

    If I go to the side view, I can do it by the side, so now I have rotated it a long a few axis:

    image.thumb.png.95aa95c658bb3970716ef2fc2dabc818.png

     

    Cool. Now how do I tilt it down even more? This is the plane it's giving me:

    image.thumb.png.4529544515ea5ca1d1c781b0521eba96.png

     

    I can use those 3D loci to create a temporary working plane and then use that for rotation. Ah right obvious! 

     

    I've added a fourth 3D loci so I can use the working plane method for both panning and tilting:

    image.thumb.png.07b7605dd412bd1a02891f415cbe0ca0.png

     

    Abracadabra:

    image.thumb.png.9dcb196c7cf6e4bd8fb02da2bd1655d3.png

     

    After some more tinkering, technically, you don't even need 3D loci (though if you add shift your frostrum it might be useful). You can select the mid-points of each plane and the tip to select your working plane. Works like a charm. Can't believe it took me this long to figure this out... Not super intuitive! 

     

    If only you could select a 3D anchor point for an object and control all of this stuff in the OIP 😞 like any other program 🤯

     

    image.thumb.png.481e363dfb0bb0baa5ea0d4ddc004840.png

     

    Or 3D handles:

    image.thumb.png.9fdb057a1507cbd21c2a944b8b4ba22c.png

    • Like 1
  9. I've been struggling with Vectorworks 3D rotate for a long time, mainly when having two rotate non-cube objects along multiple axis. Here's how I'm doing it. There's gotta be a better way. 

     

    I have this multiple extrude object, essentially a rectangular pyramid:

    image.thumb.png.c3cf21f9821bbb2c01dc428b5097d3a0.png

     

    From the side it looks like this:

    image.thumb.png.6f10979cac0f18257baa4e379db156ec.png

     

    From the top:

    image.thumb.png.dd1458e9f03b1e354685e45687598c32.png

     

    If I want to rotate in 3D in ONE direction it's easy. Say I need to tilt it down 45°

     

    I go to the side view, here's what I do:

    image.thumb.png.3818d4b5038058e0b0165d43714f5952.png

     

    Great:

    image.thumb.png.96f0cc921b22fd31e41ed86489d2ab4d.png

     

    Here's how it looks from the top:

    image.thumb.png.b008056558ce30cc2338fe95ca185da9.png

     

    Now I need to rotate it 45° on the Z axis (panning it), great:

    image.thumb.png.8c4b0f1326f47695b161d6cfe3a725a4.png

     

    Now I want to fine tune that rotation. If it was still aligned like the first view, I would do this:

    image.thumb.png.54b69cec426ad4782c25b7290c7bd314.png

     

    But now the side view looks like this:

    image.thumb.png.10f40d3da411366d5556c6847cfd5f3f.png

     

    I would think that solve here is to use the working plane somehow. I need to align my view to the side of the pyramid so I can rotate it along the Z axis. 

     

     So I've made the working plane the "bottom" of the pyramid and then extruded a line on the side of it:

    image.thumb.png.8d4552aa0a45c386ed8450d92ebfd6b8.png

     

    Then I've made that extruded line the working plane:

    image.thumb.png.34f1da17770ee1a6cf3092a74721e4d1.png

     

    Now I can fine tune the objects' 3D rotation on the Z axis. 

     

    Is there a better way to do this?

     

  10. Yeah quick search is incredible and combined with script commands it's unbelievable. 

     

    I need to take the time to learn how to script now... woof. "Vectorworks, always something to learn" 🤪

     

    That's a good thing. Just a lot out there to figure out! 

  11. It would be great if Vectorworks flagged you with things that, when you try to do them, it lets you know why it could be problematic - and added bonus - take you to whatever documentation there is about it in the help so you know what the status is: if it's a deprecated feature or if improvements are in the works. There are so many examples of known issues that VWX could implement those and it would save thousands of headaches. 

     

    Like Redshift "If you're using a Mac, this might not work and if it does, it will be really slow"

     

    A good example of this already happening is when you re-enable 2D Legacy in display settings:

    image.thumb.png.f6183c433beb0ac12d1a1eeb4ce240fc.png

     

    In the future, if you open up a DWG and there are problems with the file, VWX could "detect" what those problems are and say something like "this DWG has X problem, would you still like to attempt to import it?"

     

    This could also be used to collect data of when features that are problematic when being used and what their CRASH or CHOKE time was. Very useful for debug, I'm sure... 

     

    This also will show VWX users what you're working on (or not). 

     

    Putting this up as per @Neil Barman recommendation. Great idea! 

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