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Luis M Ruiz

Vectorworks, Inc Employee
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Everything posted by Luis M Ruiz

  1. 100 Occlusion and 6" distance and I try to let the real lights do the job and not the ambience
  2. About ambient occlusion. For my white models, just to check forms before adding any textures, I typically give it 100% and a short distance, just to see those edges a bit darker. Here is a recent project.
  3. I was recently having the same conversation, area/line light vs glow materials and I discovered a "disturbance in the force". If you only use glow textures and not a single light source then you won't be able to achieve that contrast light effect, the fix? add a single light source and turn it off, let the glow do the job of illuminating the scene. Here is s pict of my test file. I call it, the emerald room.
  4. I was having a similar discussion with some of my colleagues over here about modeling on isometric or perspective and we got to the conclusion that when modeling small objects isometrics is the way to go but for larger projects like architectural projects and sites perspective makes more sense. Now, if someone is looking over our shoulder and need some type of report on progress then perspective seems to be normal for none graphical clients. After all, life around us is always in perspective. So, I guess we'll all choose what makes us comfortable as long as we get the job done right?
  5. Unfortunately and fortunately, Vectorworks allows you to set different scales for different layers. The 3d navigator to me feels ultra slow when creating shapes 1:1 scale, probably good for testing and learning volume creation and navigating at same time, I'd recommend this for beginners, but the majority of the projects I create are set to 1/4" scale or 1/8", yes the navigator moves mega fast, so in that case I go back to my 3dconnexion settings and move the speed slider to 25%. About tips, since 2015 OpenGL responds really nice and love it when I model using ambient occlusion, great to view shapes with no color. Now, again, OpenGL, since navigation and modeling is the reason for me to seat in front of this screen I set my options to medium, yes to edges, no anti-aliasing and probably no shadows or no textures, that depends when I am at with the design, with these ease settings I can get things done and move around without hiccups. Another tip, get use to not only navigating, try creating objects using push/pull and ultimately get on Subdivision objects, this stuff is meant for that tool exactly. Give it time.
  6. Here is a sample and I am including the file (2017) perforated_metal.vwx
  7. wait, wait, here is another idea. give this one a try. I had a similar case and solved it by only creating a 3d flat surface, (0 extrude) and apply a texture. Basically you are only using a single surface. Now, your texture, since it has a notorious black and white contrast just give it a displacement mapping, the desired thickness. Use a custom rendering setting and check the texture mapping box.
  8. @zoomer Try this configuration for your joystick.
  9. Try switching your view to perspective normal and set navigation mode to helicopter. It seems to me this is the only way I work with it now. Rare for me to model in isometric or attempting to rotate objects to add or select geometry surfaces.
  10. 3d fanatics. If you are interesting on more 3dconnexion "hands-on" experience, join us this year at our Design Summit Baltimore. We'll have these devices available at our 3d modeling workshop. Plus you'll get to take a selfie with our own super @JimW http://www.vectorworks.net/design-summit
  11. Luis M Ruiz

    Line Light

    I have one suggestion (an insider tip) For renderings, abandon use of area or line lights and replace by using glow shaders and custom IES lights.
  12. @Andrew Daviesif you look closely to the view keys, these have a box with a letter and a small letter in blue color, this means that if I press the key at a normal speed I can switch to a view, say right but if I keep holding the key down a bit longer I invoke Left. Same aspects with the other keys. Totally I have at my disposal 35 shortcuts. That also means I am getting lazy at moving the mouse, click the menu and scroll until I find what I need.
  13. Hello 3d fanatics. Yes, I've been using these devices for a couple of years and this one is newest baby. Can't live without it. And yes, it made my modeling much faster and fun but I have to share some insides, I had to create a special workspace (copy of Architect) and add some shortcuts so I can create special macros. I think I added must of them to my favorite tools and menus keys (LCD display). Here is a pict of how I configured it.
  14. Now, I wish I can get to this level someday. @Stephan Moenninghoff Every student requires a master and we can all learn things from this good friend.
  15. Remember I mentioned, starting a sofa with subdivision but then transform it to another object depending on the mapping capabilities. In the case of this object the sofa got converted to a mesh.
  16. Sharing the sofa file: v2017 sofa.vwx
  17. That is a super pro for the software, the ability to import different formats and I am sure the list will keep expanding.
  18. let me share the secret recipe for this small model:
  19. An important part of modeling and texturing items is knowing the pros and cons of mapping behavior on certain objects, mesh, polys, nurbs, etc. Recently more and more I rely on subdivision objects to get me the solid shapes I need and later convert it o a mesh or whatever is required. Here is a sample of how a tailored scene started with a simple subdivision sofa and some light and texturing control.
  20. Here is my workflow as I need to test material and lights in Renderworks: I set up a viewport, say 7" x 4", set resolution to less than 50dpis and render using fast Renderworks or a render style but don't use high results (shadows, blur, etc) and do not check antialiasing, don't need it. Also, if I use a render style go for the "render preview". These settings will give me a pretty good idea where I stand in terms of materials, light, camera view, etc. Once I am confident with then I create a larger page, say C size and set resolution to 300dpi and I let it cook, like I said before, here is where I use the cloud to my advantage. Back in the days I used and promoted Artlantis intensively, did my tour, learn the knowledge and provided the services needed, can't complained. But my clients after selling the idea of the project needed to move on to construction docs and that's when I wished I had the best of two worlds in a single solution. Now, things are different, I can render, produce drawings, and estimates and all for the same price and without leaving my environment, is it worth the effort? I'd say certainly, designers who know all aspects of this application are appreciated and very valuable around the globe. I get to see this first hand. Now, what I'd really like is to see animation done here but that is my secret wish until then C4D all the way. ArboledaC4D animation.mov
  21. I'd try making a copy of that viewport and render it using artistic lines and shadows. Make the lines super thin and make the shadows black. You'll have the model white solid. If you were thinking on using Photoshop then the deleting the whiteness will be easy.
  22. Since I am creating more and more images for use in Power Point presentations and also passing material to our graphics team, once the viewports are ready, I've been exporting directly to PDF. What is interesting is that more and more I make use of my Vectorworks cloud account and take advantage of my Nomad folder to let it take care of updating the file and creating the pdfs I need. That way I manage to get production going in two places at the same time. I invite you to give it a try.
  23. It looks to me from the image I saw the glow effect of the screens is set very high, is it?
  24. In my personal opinion, I think renderings start by observing details and making a list of items that will make part of the overall scene. A rendering can be very shallow or very intense and elaborated, plus on top of that if you are going for realistic like Stephan M said one time, you have to make things look old and used, scratches here and there, dust, a bit of dirt or coffee stains over a newspaper, that level of realism. Yes, details take time but so is a painting but must important, you have to enjoy the process. Now, what makes a list of learning items when it comes to rendering? I'd say, everything start with knowing how to 3d model, we are not making flat illustration here, we'll be working with volumes. Then lights, very important aspect and light comes from different sources and different intensities, environmental, direct lights, points and custom sources. Shadows, another topic, blur vs straight cast, make a big difference. Textures and their characteristics, some are shiny, some are very dull, some emanate light and others need bump, noise, etc. and don't get me started on the mapping. Creating and selecting the right materials takes dedication, then again for an indoor shot, if we are collaborating with a professional interior designer then the selection is all up to them, all we do is match. Camera composition, just like a smart photographer selects the best angle, that helps to tell the story. And finally, the rendering style, lights settings, detail control, backgrounds and final size and of course having a fast computer helps. I'd recommend checking out the training videos posted on our youtube channel (I so wish we had those when I started doing renderings). As promised, here is the file, v2017 Wes_Lamp_render.vwx.zip


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