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Luis M Ruiz

Vectorworks, Inc Employee
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    Architectural Industry Specialist
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    Columbia, MD

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  1. @Kevin K I took the liberty to test your rendering with a bit of post production. Just an idea.
  2. For fine detail, make use of per face texturing and adjust mapping individually
  3. In the mean time, I'd recommend you take a look at this webinar I did a few years back. There is a section about how to approach lights for a model https://university.vectorworks.net/mod/scorm/player.php?a=146&currentorg=articulate_rise&scoid=292
  4. Hello @Adarsh Dhurwey I'l be happy to take a look at your file if you send it my way. I'll return it with a few extra goodies.
  5. Over the years we have put a lot of effort on our dedicated webinars related to this topic: Lights, textures, cameras, renderings styles, all type of settings, resolution, rendering size, use of cloud, and lots of tips and best practices, and sample files. There is not one click solution for creating an incredible rendering, there are several variables depending on the desired result. Interiors, exteriors, day, night, etc? Please take a look at our growing gallery of webinars, it'll be worth it. https://university.vectorworks.net/
  6. I'd recommend to check out our Service Select Portal. Tons of new content for interiors.
  7. I opened the file. I do not think this is a bug. The demo class is set to have no fill. That is why the object appears hollow.
  8. Texturing mapping is solved in v2022. Plus the mapping now is applied differently so it helps for better translation between Enscape, Lumion and Twinmotion.
  9. Negative. Plug in objects offer a certain degree of texture control. But if what I look for is not available, that does not stop me from finding alternative solutions. Most of the times, comissions can’t wait.
  10. Correct. For higher quality renderings, we had to create multiple rotated textures or explode the plug in objects into individual faces and then apply only one texture and control the rotation from the info palette. That’s why latest versions are so welcome by people who create presentations. 3d > texturing > lights > rendering styles > processing > presenting. good times are here.
  11. v2022 allows per-face texturing control. Please check it out.
  12. Here is my personal suggestion. Go ahead and create multiple Heliodon objects, each with different times. Put them in a class for better organization. Create multiple viewports of your scene. While selecting a viewport, check out your visualization palette. You'll find multiple heliodon objects and from there, just turn off the ones you don't need. I am attaching an image for clarification. Let us know if this works for you.
  13. This is an interesting topic and what better way than testing it. There is something to learn from this. Image props, great for a quick presentation but not reliable for an astonishing rendering. Suggestion? replace human prop for a 3d symbol or, how about editing that reflective material so is more blurred? plus add a bit of turbulence noise at 800%. That'll make the rendering reflection more suggestive than perfect. I am attaching a couple of samples. Yes, 3d human choice is ugly but you get the idea.
  14. I'd say try these configurations for shaded and for lighting options. Plus I think you need a solid black background
  15. From the look of this you are trying to export the contour lines? I'd say switch your site model style to triangulated solid, something with volume behind it. Once in TM you'll have fun applying solid texture and painting those trees, grass and bushes.
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