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Dave_Donley

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Everything posted by Dave_Donley

  1. Hello Jim: (In the US) RW 12 is $450, (physically-accurate light brightness and color, advanced light objects, volumetric lighting, HDRI and HDRI export, IES light support, Quicktime export, QTVR and VRML export, Piranesi export, radiosity, Artistic RW, 100s of pre-made textures, pre-made image props, integration with VW features, etc etc etc) Artlantis R is $645 Artlantis Studio is $1000 C4D + Advanced Render is $1420 Add texture content, RPCs, objects $$$
  2. Facade model by Yass Haneda
  3. Model by Christian Porras http://www.binaridesign.com/
  4. Rendering by Frank Clementi http://www.rchstudios.com/
  5. Rendering by Dan Jansenson http://www.practical-architect.com/
  6. Hi: You can get HDRI files to use with RW 12.5 here: http://www.debevec.org/Probes/ http://www.lightworks-user.com/hdri_starter_collection.htm Content providers ($): Dosch Design: www.doschdesign.com http://www.doschdesign.com/ HDRI Maps: www.hdrimaps.com http://www.hdrimaps.com/ RealTexture: www.realtexture.com http://www.realtexture.com/ Sachform Technology: www.sachform.de http://www.sachform.de/ HDRI Studio: www.hdri-studio.com http://www.hdri-studio.com/ Hyperfocal Design: www.hyperfocaldesign.com http://www.hyperfocaldesign.com/
  7. Hello oscarr: What render mode? Note that only OpenGL render mode makes use of the card, RenderWorks modes use the CPU. If RW mode it may be as simple as showing more pixels on the desktop than on the notebook. Dave Donley dave@nemetschek.net
  8. Hello Markus Dohner: Depending on the package you have, look in the Libraries->Objects-Imperial->16_Electrical_Accurate_Lamps.mcd file. In this file are light bulb symbols predefined with accurate light color and brightness. You can drag and drop these bulbs into you model and they produce accurate lighting. The View->Lighting->Layer Lighting Options color temperature should be set to 3400K. Also you will need to use Auto Exposure with the renderings (enabled through the Custom RW Options dialog). IES files are useful to replicate the non-uniform light distribution from a fixture. Almost all lighting manufacturers make these files available on their web sites. RW will pick up the total intensity from the file automatically if it is in there. Dave Donley dave@nemetschek.net
  9. Hi eyestormer: If your object is backlit, try using the Translucency reflectivity shader. Set the texture to not cast shadows. A light will have to be behind the surface for it to light up. If you are looking through the object, try the Glass, Accurate shader, and Wrapped Rough bump shader together. If the bumps are of a small scale then the bent light rays will fuzz out the objects behind the glass.
  10. Hello Michelle: Was this in a viewport, or a design layer? If in a viewport the sheet layer DPI like PRetondo is talking about can really affect the speed that a viewport regenerates. Is there a lot of glass or mirror textures being used in the model? Area lights? Which version were you coming from - was 12.0.1 an acceptable speed in the same situation? Thanks for the info, Dave Donley dave@nemetschek.net p.s. You can email me the file and I can try to debug it.
  11. Hi lucylou: Select a textured object, go to the Object Info palette Render Pane, and click on the little down arrow next to the texture popup menu. This lets you edit the texture while just rendering the one object. Is this what you're talking about? Also, you can use the Render Bitmap Tool to marquee an area to render, with a low DPI for speed. HTH, Dave Donley dave@nemetschek.net
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