Jump to content

Kaare Baekgaard

  • Posts

  • Joined

  • Last visited

Posts posted by Kaare Baekgaard

  1. 20 hours ago, elepp said:

    Thanks, elepp. I suppose Colada is better than obj, but I will give it a try.

    Does anyone have experience,  a best practice or a different approach?


    Here is a software guide, I found elsewhere:


    Adobe Project Aero: The first company to announce development support for the format in their Adobe Creative Cloud Suite. Quickly animate standard 2D and 3D assets from Photoshop and Illustrator and create 3D objects from them and third-party applications such as Cinema 4D. Use the free Aero app for viewing the files, and then output it to USDZ.


    Adobe Substance Painter: Export textures to USD and USDZ.


    Autodesk Maya: Use the Multiverse plugin to export USDZ.


    Blender: Use the Export menu to convert files to USDZ in this open-source program.


    Nvidia Omniverse: The Omniverse platform provides utilities, USD Python 3 bindings, tutorials, and a library of pre-built USD assets.


    Pixar RenderMan: A plugin for Maya, this utility ensures textures transfer in USDZ.


    Python-based tools: Using these tools eliminate the need for a Mac. Export a USDA file which you rename to USDZ, or use the gltf2usd python module. Drag and drop OBJ, STL, or DAE files into a 3D scene and export as them as USDZ.


    Quixel: Quixel provides shading and rendering, plus connections to all major 3D platforms.


    SceneKit: Create a USDC first, and then saves it as a USDZ.


    SimSoft Composer: SimSoft exports to USDZ, using files from programs such as Rhino, 3DS, Maya, SketchUp, SolidWorks, Inventor, Revit, and Fusion.


    TurboSquid: TurboSquid now includes USDZ models for download.


    Unity: A leading real-time 3D and AR development platform for the industry.


    USD Manager: Created by DreamWorks, USD Manager is a tool for viewing contents, links, and references in a USD.


    Pixar USDView: Use the USDView utility with Python to run USDZ.


    Vectary: With this browser-agnostic tool, you can upload a 3D file and export it as USDZ.


    ViewAR: You may need to convert the material files first for your 3D model. However, this free application exports USDZ files.


    Xcode 10: Use the built-in conversion capabilities of this integrated coding environment from Apple. Convert UV-map textures to JPG or PNG for OBJ, ABC, or DAE and then remap it in XCode. Drag files into Xcode, and under the Edit menu, select the output you want.



    20 hours ago, elepp said:



    • Like 1
  2. Mapping textures using "Auto Align Plane" with "Follow longest edge" should follow the longest edge.


    It fails to do so when the object is filleted - in the fillet the texture is often at a 90° angle to the longest edge for some reason.


    This makes a difference when you do a closeup of a board with filleted edges and an image-based wood texture.


    "Follow longest edge" should follow the longest edge – universally for the entire object. 


    This is probably a simple error in the coding, so please fix it.

    • Like 1
  3. There are several tasks, that simply cannot be done reliably without the so-called legacy 2D features.

    It is the screen plane only setting, that remains indispensable.

    I guess programmers would not know this because they are so focused on the building/architecture aspects of VW.

    But I know, because I use it for product design. (don't ask, I've used it forever).


    Can we perhaps agree to not call them legacy, when they are essential to a few users like myself?

    And please, kindly put the unified view menu items back in that menu.

    I change it several times every day - except now it has become really tiresome.




    • Like 3
  4. When I try out the redshift renderstyle – even on very simple geometry – I get the teapot symbol for an inordinate long time with no feedback whatsoever and no end in sight.


    The one time i let it run out, the result was less than dazzling.


    If it requires some special hardware, am I likely to get it anytime soon? My Imac has a few years to go, before I get a new one.


    So it does smell like vaporware.


    Do anyone have positive experiences with the new rendermode?

    • Like 1
  5. When I try to tune a perspective in VW 2022 using the translate view tool in wireframe, my geometry disappears until I let the mouse button go.

    This renders the translate view (and the flyover) tool rather useless.


    So I try to use the tool in shaded mode, but then my backdrop disappears. Some new gimmick, that has not been coded properly, I guess.

    So I try to make a Renderworks background from the backdrop, but backgrounds are screwed up in VW2022 and do not display properly.

    So now what? Back to VW 2021?


    There used to be a responsiveness setting somewhere, that allowed a setting, whereby I could press and hold the mouse button and wait for a while, until I got a live preview of the scene as I rotated and translated it. Has this setting been removed with no legacy concerns?


    Please advice.

  6. When two or more viewports are present on a sheet,


    And when background render is set to opengl/shaded


    And when foreground render is set to hidden line


    And when two or more viewports are updated simultaneously


    Only one of the viewports renders correctly with the hidden lines. The rest show the background render, but not the hidden lines.


    I can get the hidden lines back by rendering the viewports one by one.


    When I use the publish function, I usually get all the hidden lines correct on all viewports, but I have seen it go wrong on one occasion here as well.


    This is a bug.

    Skærmbillede 2021-10-07 kl. 11.12.42.png

  7. 99 % of all image props in my workflows have the same settings when it comes to masks. If there is an alpha channel present in the image, that is what I use.


    But it takes a frustratingly high number of clicks to get there:


    Click use mask, click create mask, click reuse an image from another source, click alpha channel, click ok, click ok again.


    If there is an alpha channel present in the imported file, I wish VW would just select that by default, so that I can just click OK once, unless i need something out of the ordinary.

    • Like 1
  8. I can do a lot of formatting on callouts, but I cannot pre-assign a different class than the active one.


    Dimensions do this automatically - they use the dimension class.


    I want the same with callouts - I want their class to be 'Dimensions', or I want them to be in a class of their own.


    i wish VW would add this little feature to the Callout Preferences.



  9. On 9/24/2021 at 3:47 PM, Shengxi Wu said:

    Hi @Kaare Baekgaard, thanks for the feedback. I am trying to reproduce the bug and it seems that those unwanted texture overrides will appear as soon as you perform a boolean operation among two textured objects. This is a bug for sure. I will submit a bug report to document this behavior.


    I am not sure how the latter part of your description ("give the new object textures by changing its class") would affect this, please see the video attached below and let me know if I've missed anything.


    By default all new objects, that I make, have their texture assigned by class. I think most users work this way. So when I change the class of an object, I change its textures. Preferably all of them (always!). I may assign an override on purpose after that, but never before.

    Skærmbillede 2021-09-30 kl. 09.19.07.png

  10. On 9/24/2021 at 4:13 PM, Andy Broomell said:

    The result does seem odd when the texture on the two original objects is the same texture, but if those two textures were different to begin with, the fact that the resulting Solid Addition could still display both textures is actually a useful new feature of 2022 that I didn't realize existed. So perhaps the only change should be that *if* all textures in the operation are the same, then all faces are assigned to "Overall" and there are no overrides.


    Interesting results too when doing solid subtractions of different textures. Cool!




    Cool? Sure in a novelty kind of way. Useful? Not really.

  11. When I use an existing textured object to create a new object - by shelling or using boolean operations – and then give the new object textures by changing its class – I get unwanted texture overrides. Leftovers from its earlier incarnations so to say, that I then have to delete.


    This is a bug.

    • Like 1
  12. 16 hours ago, Shengxi Wu said:

    Hi @Kaare Baekgaard, thanks for your feedback.


    I get that Shengxi - but I am allowed to wish 🙂


    While we are at it, I played around with the render tab of the OIP – And i noticed, that I now have much better control over the old, estranged Add Decal feature, which I think has been largely unused since it was conceived. (The nice trick is to add the decal to a texture override face)


    This could become useful. Except that the decal does not show up in the Shaded/Opengl render mode, but only in the Renderworks mode.


    I hope, that this is an easy fix, and if so I wish you would fix it.



    • Like 1
  13. 10 hours ago, Ian Lane said:



    Sorry to hear that you've been having trouble with the feature.  Early on we made some changes to make it harder to accidentally detach the tabs but some users reported that they were still having problems, while many other didn't have an issue at all.


    As Andy shared (thanks!), we added a new Lock tabs option in the utility menu of the palettes.  When this is turned on you won't be able to detach or rearrange the tabs.  Turning this on won't set things back to the way that they were, so you can move tabs around or detach them and then lock them how you want them to avoid accidental changes in the future.


    Hopefully this helps you out and thanks for your continuing feedback.



    I meant tabs, Ian. I am not a native english speaker, so some words become muddled.

    Thanks 🙂

  • Create New...