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Luis M Ruiz

Vectorworks, Inc Employee
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Everything posted by Luis M Ruiz

  1. I tried creating a pattern of black and white triangles. Here is what I was able to test. test displacement mapping.vwx
  2. I'll be curious about how you achieved that bubble effect. I never had that problem with my files. Would you like me to take a look at your Renderworks settings and backgrounds? if so, send me a link to your file and I'll send you back a report.
  3. For shortcuts, try including Multiview, switch to iso and perspective view, clip cube and for the cherry on top, add boolean operations and rendering modes to the radial buttons, these make my days super fun.
  4. Well.......When all is needed is to fly around and through models for presentation purposes, then my small bucket is cool enough. If it's production at someone else's office then my middle companion does the job well. My big friend over here is my goto device for serious production, especially on any Friday before 5:00 pm. ūüôā
  5. yep. I have about 30 of these macros. List is long
  6. @Mattsaxon Since you mentioned you had v2017, here is my troubleshooting first recommendation. Plan A- Download the latest 3dconnexion driver. Migrate your custom workspace Edit custom workspace, now, since you skipped two versions, plenty of new tools and menus are missing from your 2017 workspace. Plan B - Start a new custom workspace from scratch but pay attention to those shortcuts that you are used to. For me jumping from 2018 to 2019 was all about adjusting my workspace, from 2017 to 2018, I created a new and fresh custom workspace, typically for me is a copy of Architect. Is it tedious? Well, I find it to be not an immediate task, but it is something I take care of only once a year. Is it worth it? totally.
  7. After migrating my super workspace and update it with all the cool new features in v2019, my 3d enterprise works as usual. Although, I assigned new macros to some of those buttons, for example, activate clip cube seems to be one of my new favorites.
  8. @Zeno Here is a sample model that worked well with the box approach. The illumination is generated from real light sources. The materials are very simple, wood from our library, a bit of blur, reflection, glass, carpet and white texture for the ceiling. And as you can see, no weird spots. If you save your settings as a render style you could reuse it when creating a panorama for example. see link: https://test.vcs.vectorworks.net/links/11e8a20bc32623609be50efe23c56710/
  9. @Zeno Correct, literally inside of a box, a cube. But here is the approach, for interior renderings that only make use of real lights inside the model this works, as Jim Wilson said in one of his workshops, prevents the bounces of light from traveling infinitely. Think about this method like building a fake store inside of a black warehouse. But you are right, in case of needing a heliodon object, then no use.
  10. @Zeno Here is a little trick I found from several files users sent. For interior renderings and interior elevations models, instead of just leaving the 3d model seating empty on a surface, how about placing it inside a box? this will contain all bounces of lights. Finally, once you get the viewports ready, crop them as needed and adjust the contrast and brightness using image effects. Here is an interior rendering for a virtual model, I used to have plenty of those spots and after testing this new technique, seems like light can be controlled better. Tell us later if this suggestion makes any difference for you.
  11. thank you for taking the time to make a video and explain the benefits of this new configuration, all good ideas. A "playlist", very smart.
  12. plastic reflection at 5%, Blur 5%. Use custom renderworks. as always, create a viewport, set the sheet at a tabloid size and 300dpi for the final
  13. I found that the objects that disrupted the scene were mainly the chairs and their metal tubes.
  14. Recently I went from this (see attachment with spots) to this (see the latest rendering). Solution? My materials were too reflective and competed with each other. By reducing the unnecessary 40% reflection to just 5% at most and I achieved the look I wanted.
  15. As promised, I tested the theory of light sources affecting the quality of Soft Shadows and, nope, I think I got the same conclusion, soft shadows quality seems to be driven by anti-aliasing. To me almost seems like soft shadows settings are not even needed. Here is my file. test-soft shadows.vwx.zip
  16. I have the feeling that we'll see differences depending on what type of light source we use: Spot, Point, Direct, HDRI, Heliodon. I am preparing a sample file and I'll post my findings
  17. I can see that as a possible enhancement to Clip Cube...What do you have in mind? (to gain some traction) What do you see as the benefit of being able to toggle the view of the clip cube boundary on/off?
  18. Here is another early model made only with solid modeling.
  19. Hello, renderings addicts. For those of us who enjoy creating project presentation boards, I'll share that some of my v2019 personal favorites are Clip Cube Views on Viewports and Image Effects. Try them, combine them and stack them using different rendering modes and olé! cool new illustrations for cover sheets. Here I leave you a few samples. Post some of yours, so we can all learn new tricks.
  20. What is your percentage for transparency? if past 100%, then objects show solid in OpenGL but look super in renderworks
  21. Hi Kevin. You got me thinking and yes, there is currently one way to filter textures with hatches associated to these. In your resource manager search for "surface hatch", that'll show you over 400 materials, but there are others that have hatches but the name does include the search word, for example, CMU and I am trying to locate others.
  22. Luis M Ruiz

    Stage rendering

    Where do we start? Here is my checklist. The level of detail of any rendering depends on the level of information you want to covey on this illustration. If all is needed is to show form and space then a sketchy level of detail may be sufficient. If you are going after the final presentation including all bell and whistles then you need to spend the time on deep 3d modeling and testing rendering techniques. Know all 3d modeling techniques along with navigation, learn to create and manipulates textures, learn camera setups and benefits of all its settings. Make use of viewports and resolution control, understand the difference between Custom Renderworks and Rendering Styles, learn how to preview renderings, getting other objects from other sources, lights, very important, these make renderings sing and look professional.
  23. @Kingstone That was a great piece of information, the fact that you started with a template gave us the clue we needed. We are on it.
  24. Here is my personal recipe. If my goal is to create a rendering, say size 8.5x11". I set the sheet min res to 300dpi and after being done export the whole page as an image (tiff or png). Now, if my illustration is just an OpenGL, then I set the res to 600 dpi, this makes the lines, textures, and solids look gorgeous. I must also mention that since the speed of our cloud is better than my laptop, I've been processing my files using publish.


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