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Everything posted by Luis M Ruiz
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About 10 years ago I think, I had the opportunity to model a building that I've never been to, but I admire the architecture of it. I decided to test it and make use of a sketch prompt and apply the create similar: Prompt: loose hand architectural sketch, storyboard style 20% creativity Here are some images.
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At some point, and this is just an advanced suggestion, it maybe time to include ChatGPT. Ask for help improving your original prompt, then edit it and paste in your prompt location. Don't forget to start incorporating things your do not want in your scene. Start with a high level of creativity and as you get results, lower it and find the happy medium between quality and precision.
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For our dear Landmark users and friends. For Landscape scenes. Here is a recommendation. Help the AI Visualizer to narrow the type of style you are looking for. Not just leave it as watercolors or color pencils, that is a bit too vague because there are gazillions of watercolors styles everywhere and you'll always get random results. Instead, give the AI a hint by typing an artist you know. Then the AI will try to match the hand style of that person. Here is a test using a Park file and adding to the prompt an artist, Greg Rutkowski. Look him up and you''ll see the type of illustrations he goes after. You have to test and test by sliding that creativity level. The less creative, closer to your model but more restricted on the style. Too much creativity, AI style will be great but it will not resemble your own project. Just keep that in mind.
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Hello AI aficionados. I have for you a few extra prompts that are extremely simple, and trigger cool sketches for when you are in need to show your project progression. I am using a cafe file with lots of chairs, tables and overall everything that makes an interior project look interesting.
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Hello, hello all. I thought I'd start this AI topic with something easy to control. An interiors Vectorworks model of a lounge and bar as the source, and let the AI palette create a pencil sketch as my starting base. Prompt is simple: "Black pencil architecture hand sketch, storyboard style, corporate Interior lounge, interiors project, designer's furniture, plants, hanging vines" Creativity: 20% It took me a few tries to get an image style I liked, at that point I could lock it with the create similar button and move around the model to create more views. Some keywords that are effective for triggering sketches are: Line art, sketching, Doodling, comic drawing style Manga, Cartoon, Fantasy Art, loose hand.
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We are investigating...
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Lighting tutorial NOT related to Spotlight
Luis M Ruiz replied to MGuilfoile's topic in General Discussion
Thank you MGuilfoile for posting such a detail list of questions. I'd like to go over each one of those in detail. -
Lighting tutorial NOT related to Spotlight
Luis M Ruiz replied to MGuilfoile's topic in General Discussion
Talking about lights. Recently I made this project where lighting was a key aspect of the renderings. Here are a few samples produced. All Redshift by the way: For some tips on how to control light and renderings, please check put my latest webinar: ITERATIVE DESIGN FOR INTERIOR ARCHITECTURE https://university.vectorworks.net/mod/scorm/player.php?a=619¤torg=articulate_rise&scoid=1238 -
You do not subtract a solid from a mesh, you delete portions of it. A mesh object is edited only by making use of your marquee selection.
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Layer Scale question - why not just 1:1?
Luis M Ruiz replied to yasin2ray's topic in General Discussion
My thoughts on why design layer scale not 1:1 My personal approach to start drafting or modeling in a design layer: If the project is residential, then from the beginning I'll prepare my scale to be 1/4" or 1:50 depending on the units. Why? because I am old school and I like to see that my line weighs match my final target plots (floor plans and sections). I know, I know, things are different now when it comes to setting up viewports to match my desire output. Then again, if the task is a 3d furniture piece or just a simple flower base then, I could switch it to 1:5, just so I can see more detail when I zoom and also no line weighs necessary. The big rub for me is the 3dnavigation, I control the speed or sensitivity based on the scale. Moving in 3d in a design layer that is 1:1 (slow) is not the same to a model 1:50 or 1:50 or 1:300 in the case of a large city. Give it a try and you'll see what I mean. -
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For fine detail, make use of per face texturing and adjust mapping individually
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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¤torg=articulate_rise&scoid=292
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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.
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Lighting tutorial NOT related to Spotlight
Luis M Ruiz replied to MGuilfoile's topic in General Discussion
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/ -
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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.
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Rendering timber beams generated using the Frame Member tool
Luis M Ruiz replied to inveresk's topic in Rendering
Texturing mapping is solved in v2022. Plus the mapping now is applied differently so it helps for better translation between Enscape, Lumion and Twinmotion. -
Rendering timber beams generated using the Frame Member tool
Luis M Ruiz replied to inveresk's topic in Rendering
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. -
Rendering timber beams generated using the Frame Member tool
Luis M Ruiz replied to inveresk's topic in Rendering
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. -
Rendering timber beams generated using the Frame Member tool
Luis M Ruiz replied to inveresk's topic in Rendering
v2022 allows per-face texturing control. Please check it out.