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Luis M Ruiz

Vectorworks, Inc Employee
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Everything posted by Luis M Ruiz

  1. 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.
  2. 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
  3. 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
  4. 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?
  5. Here is another early model made only with solid modeling.
  6. 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.
  7. What is your percentage for transparency? if past 100%, then objects show solid in OpenGL but look super in renderworks
  8. 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.
  9. 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.
  10. @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.
  11. 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.
  12. Try not to use that same glass material. Use other simpler glass textures, no images.
  13. The problem is not with the rendering styles, it has to do with materials. Also, I noticed you added an image to the glass, something that looks wavy, frosted. I'd recommend you make use of noise-turbulence and increase the size to 400%, that'll get you the effect you are looking for.
  14. I noticed in your file that all textures are set to receiving no shadows and all of them have no preview. I assume at some point you created a texture from an image? That triggered a problem and corrupted the rest of the materials. I know the solution here is to transfer all to a new fresh file but the steps for transferring the materials I'll have a ask my friends over here.
  15. This one is a mystery. Working on it...
  16. I think it looks fuzzy in wireframe or OpenGL but once you do a higher rendering they look decent. I'll double check.
  17. That is the beauty of creating panorama renderings. These are flat distorted high-quality images that can be edited and embellished when needed, and then can be viewed and shared using our mobile technology.
  18. Don't be afraid to pop those colors and highlights with a little help of post editing. The raw rendering contains all the information, it just needs to be enhanced a bit. here is a sample of your beautiful rendering.
  19. My mistake. @lgoodkind, file?
  20. Hi Kevin. Would you post the sample file? I'd like to test something with it.
  21. I'll invite you all to check out this interior rendering webinar: http://www.vectorworks.net/inspiration/industry-webinars/see-it-to-believe-it-next-level-rendering-techniques
  22. This is such a great challenge. Here is my approach., a combination of Nurbs > Create surface from curves >stitch and trim surfaces. then I wanted to test create a surface array and finally rendering the model including two colored spotlights.


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