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  1. I have tried creating a fabric texture by importing a image but i can't find the perfect setting for it. while rendering i can't active what is needed? i have attached the image of the fabric. please do suggest a setting for it.
  2. Hi, I'm using the Send to Cinema 4d command and the fist time I did the export everything worked perfectly. Now I have updated my project in Vectorworks and have wanted to Send to Cinema 4D once again. The result is terrible. The main problem is that many Instances of Vectorworks symbols are now broken and some symbols export with no texture tags. It's not possible to work this way. One needs to be able to update the Vectorworks model and send it to Cinema 4D.
  3. Hi, I'm wondering if there is a way to save a render in pixel dimensions instead of what's supported in sheet layers which are millimeters. I'd like to export a render the way you do in Cinema 4D, by telling the width and height of your rendered image in pixels... This would work if one would want to make a render that would fit snuggly to a specific 4K TV or any screen really... Hope someone can help me figuring this out. Thanks in advance.
  4. hello everyone, I have already tried to see in a test render file how the new 2018 renderworks engine work. I also noticed that in the Indirect Light options Vectorworks now allows setting16 rebounds. But not 8. So I'm in a little Trouble, because: -with 4 rebounds I see some circle on textures (not very good to see) - with 16 rebounds there are too many reflections and the results are not how I expect. Here is an area with no light or similar, but it looks in 16 rebounds mode like an overpowered light (see the arrows) Can I fix this? PS: the pictures are in low res (50 dpi)
  5. Hi, I'm trying to render some scenes in spotlight and each time I try to render them in anything other than openGL, they just come out blocky and weird. Occasionally they're fine and take a few minute to render as normal, but most of the time without making any significant changes and updating the viewport, they take 2 seconds to render and end up looking like this screenshot. Does anyone know how to fix this? I'm using VW2018, SP2 on an iMac (Retina 5K, 27-inch, 2017), 4.2GHz i7, 40GB RAM.
  6. HI can anybody help me? I'm having issues understanding why i can't get a grass shader to render correctly on a site model. I'm using a custom render style with grass checked in the options but it always appears as a flat image rather than as grass blades. The site model is set as a 3D mesh solid with the grass shader applied as a texture. I've tested the grass shader on a smaller site model mock up and it works fine - but not on the larger model. All things are equal so what am i missing!? Files attached showing test screenshot and main model. Using VW2017
  7. Hello- I'm trying to add multiple textures to a single solid object. I have an extruded rectangular shape that's serving as a "ground" covered in a sand texture. There is a point where it runs up against a wall that has its own texture and I would like to add a tall grass where the two meet. could someone help with adding both textures to the "ground"
  8. Can we have an option in the preferences that a confirmation is required before actually starting a render instead of e.g. a short cut immediately starting a render when it is typed unintentionally?
  9. Hello everyone, i'm trying to resolve an issue. In a previous render without camera settings i could to see the sky on the scene. After that i tried to set the rendering style with this setting BRIGHTNESS 30% BACKGROUND HDRI no AMBIENT LIGHT Indirect lightning 4 rebounds Heliodon ON phisical sun ON phisical Sky ON sole 35 % power cam 400 ISO 1/250 sec exposure but.. i can't see the clouds and the sky like the previous render could anyone show me the clouds? ;-) thank you and have a good work Z
  10. Hello everyone, i just have a simple question. I would like to improve the render scene with some 3d support images.. but: could i set the light settings about these objects? they appear all time too bright. I attach a screenshot: there is a dark scene made deliberately thank you
  11. Hi I like to use the Pen (thin distance) artistic render on my proyects. It would be neat if the render could calculate the pen thikness of the whole model and not just from each element. In the example A, you can see each element generates its pen thikness individually. It only works when I add all the solids together (example B) , but normally you don't add all your solids in a complex 3D model. It would be also great if the sketch render could also calculate its pen thikness through distance. joey
  12. Hello everybody, First time posting on here. I did a quick search but really didn't find too many answers. One of my end users builds a lot of large music festival designs in his VW (currently using 2017). He primarily uses the Hidden Line view for all his stage plots. Each page has a different stage and each stage has about 50-100 lights, a stage, a roof, barricade, video walls, and stage risers. Basically, a lot of stuff haha. He was doing this from his MBP and was working pretty good until the designs got bigger and bigger. Currently we have built him a nice little setup an i7, 32GB of ram, and a GTX 10 series GPU. When he publishes in Hidden Line mode the render times take well over an hour. The system memory has peaked at 28-30GB and the GPU load currently sits a 0%........ What can we do to get some of that work load moved over to the GPU? I understand that the openGL render will help offset that, But the openGL view will not work for what he is trying to accomplish. He needs line mode so each light and device shows up in a nice sketch up view with all the names, labels and positions associated with those devices next to the device. openGL mode takes all of that stuff out of the render and that information is more important than the actual render itself. Is there a way to have the Hidden Line mode render through the GPU? Is there anything we can do to speed up the Hidden Line render mode? When we render via openGL it works very nicely, just baffled how a Hidden Line mode takes longer than an actual full color render takes? There HAS to be some way to the GPU to help the render speed on this, right? Sorry if I'm not cleat enough on all of this. I'm more of a computer tech and our end user is too swamped to reach out so I'm trying my best to help Thanks for any help you guys can pass my way. Have a great week! *On a side note, does VW work better on multi cores, or a very fast single core?*
  13. Hello, I'm having some issues with my light instruments not rendering. The problem seems to be that the instruments are casting a shadow on the emitter and "blocking" the light from showing. I did some searching around other topics but nothing seems to be working. I have ensured that my "Default Instrument Texture" is set to not cast shadows, and I tried building a new texture that also doesn't cast shadows and applying it to the spotlight instruments. If I uncheck "cast shadows" the light renders normally. Obviously this leads to the light also not casting shadows on objects from objects being lit... I tried applying "Default Instrument Texture" to other object as well and they continue to cast shadows. This is happening in OpenGL with shadows enabled and also in custom Renderworks with shadows enabled. Any help would be appreciated
  14. Hello, I am trying to render a 3D model in Vectorworks Spotlight, with graphics. I have added these graphics using import Image file (They are JPGS from PNG. It all looks fine, but when I render the model, some of the graphics are not changed, but some are completely enlarged, misplaced, or missing. Can anyone tell me why does this happen and how to fix this? Thank you
  15. The following is a problem that has plagued my files for awhile and im afraid will be a quite a noob problem. All the walls in my projects are classed Walls External or Walls Internal. Each class has a render setting to the right and left of wall. In the attached image I have selected weatherboards as the left render style. Looks fine apart from at some junctions the textures don't line up. Im guessing this is because somehow the texture is linked to the boundaries of the object as opposed to more of a world based setting (similar to ho hatches work). In the Render settings I have chosen auto-align plane for both walls however the two textures still don't line up. I know I can manually adjust the vertical offset but hoping to find away to have all walls set up when drawing so that regardless of texture chosen they will all line up unless specified otherwise. Can anyone point out where I am going wrong? Thanks in advance.
  16. I have a quick question regarding Exported Rendered Images from Vectorworks. When I export an image in whatever its format I get pale colors even though in Vectorworks colors appear perfect. Would somebody know why this happens? I’d like to obtain the same rich colors and contrast that Vectorworks gives me but in an exported image (without having to pass through photoshop to increase contrast..). Hope someone can help!
  17. Does anyone know of any tutorial for the render engine in vision 4 or vision 2017? It would be nice to finally have some reference on it. Cheers
  18. Hi, I have a problem when rendering interior scenes using Renderworks Realistic Interior Fast. I have included a sample of the rendered scene. I have tried numerous settings on the lighting options but I cannot get rid of these artifacts. I'm sure I'm doing something wrong but I cannot find where is the problem and I would appreciate any hint on how to solve the issue. I'm using VW2017 Thanks
  19. I have a series of elevations for a single storey building. For some reason they are taking a really long time to render. Similar projects normally take under a minute sometimes as fast as 10 seconds to update. This current one is at 7 minutes and still going. Is there a way to find out what is slowing it down?
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