Jump to content

Search the Community

Showing results for tags 'renderworks'.

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Announcements
    • Announcements
    • News You Need
    • Job Board
  • Feedback
    • Roadmap
    • Wishlist - Feature and Content Requests
    • Known Issues
    • Wishes Granted / Issues Resolved
    • Forum Feedback
  • General
    • Troubleshooting
    • General Discussion
    • Architecture
    • Site Design
    • Entertainment
    • Vision and Previsualization
    • Braceworks
    • ConnectCAD
    • Energos
    • Rendering
    • Workflows
    • Buying and Selling Vectorworks Licenses
    • Hardware
  • Customization
    • AI Visualizer
    • Marionette
    • Vectorscript
    • Python Scripting
    • SDK
    • 3rd Party Services, Products and Events
    • Data Tags
  • Solids Modeling and 3D Printing
    • Subdivision
    • Solids Modeling
    • 3D Printing
  • Vectorworks in Action
  • Archive
    • Resource Sharing
    • Machine Design

Calendars

  • Training Events
  • Coffee Breaks
  • Essentials Seminars
  • Webinars
  • Community Groups

Categories

  • Knowledgebase
    • Tech Bulletins
    • Troubleshooting
    • Workflows
    • How To
    • FAQs

Categories

  • Marionette - Objects
  • Marionette - Networks
  • Marionette - Nodes
  • Marionette - Menu Commands

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


Occupation


Homepage


Hobbies


Location


Skype

  1. I have reset the cameras countless of times. Setting up consistent renderings to place into photo montages takes a while and the camera's z setting will often go haywire moiving hundreds of feet vertically or shifting off horizontally. I don't know what's going on, if I should put down a locus to reset the camera, but that defeats the purpose of having a camera set up in the first place. I notice when the camera palate is open and the camera is selected, there seems to be a glitch in that the corrupted camera will stay selected even though a different camera is active. Has this happened to anyone else. It happened in multiple files for different projects so I think there's a glitch somewhere mac 10.10.5/VW2016 sp4
  2. I have VW 2016. If I render an image using custom render setting it looks great on screen. If I then try to export this as an image file it renders but the final image is terrible and looks worse than a fast render (but takes an age to render) What am I doing wrong? I have tried to export using different file types but with the same outcome. I'm render at 300dpi in the settings.. Thanks
  3. Currently we have to type in 'AM' or 'PM' in order to change the Heliodon time from AM to PM (for 12-hour time locations); We also have to type in a number to set the time. I think it would be more user-friendly to have up/down buttons to set the time and AM/PM. An alternative to up/down buttons to set AM/PM would be a pull-down menu. Example from other BIM software package:
  4. Aside from having to reset my Vw Preferences just about every other week in order to fix tools that spontaneously decide to no longer work properly, I've been having issues with the Heliodon tool and was wondering if I'm the only lucky one. 1. Select a Heliodon and on its OIP, select a Month and Day from the pull-downs. (To test my issue, don't select March, June, September or December) 2. Now select one of the Solstice or Equinox dates at the bottom, do the Month and Day both change to the correct Month and Day? For me - when I select one of the Solstice or Equinox dates, the Day changes but not the Month, so even though I select the Equinox on September 22nd, the Month remains July but only the Day changes to the 22nd. Does anyone else see this behavior? Thanks. Additionally - why do we have to type in 'AM' or 'PM' in order to change the Heliodon time from AM to PM? Seems like an AM/PM pull-down would have been much more user-friendly. ( I have started a wish-list item for this as it's tangentially related to my issue).
  5. Here's a Vw2016 file containing my attempt at creating a grass shader to be used as natural grasses on a green roof. The grass has a low density on purpose so that the render times don't get too crazy.
  6. Two requested improvements to the Grass Shader (which is really quite fun to play with): 1. Enable 'Variation' within 'Length' — this would make it easier to render grasses and weeds having natural variations in length. Right now, everything is the same length. 2. Inside the Grass Shader seetings, in addition to 'Choose Image' — also enable the Noise Shader.
  7. Custom IES lights should show the .IES lighting distribution in OpenGL. Currently in Vw2016 SP2, Custom Lights with an IES distribution file do not show any light pattern and therefore do not render as light sources. See this thread for additional information.
  8. I know it is a long-standing wishlist item, but I thought I would submit a new request to improve the poor texture mapping in Vw, partially due to lacking support for UV Texure Mapping. A perfect example of the result of this missing functionality is demonstrated by the way that a Subdivision object has to be converted to a Generic Solid before it can be properly textured with an image-based texture. Of course, you lose all Subdivison functionality once you convert it to a Generic Solid. A select list of objects that are currently hamstrung by the lack of proper texture (UV) mapping, I'm sure there are others: Subdivison Objects [slightly improved in 2017 for small-scale image texture materials] Cabinet PIO Door PIO 3D plants with textures can't be scaled Framing Objects Meshes NURBS Surfaces Links to related threads regarding texturing limitations & UV mapping: Subdivision Objects Different colors on different surfaces of objects Textures that scale automatically- Image Props do, 3D models don't, why? Free XFrog Plants Too Big Textures with grains UV Mapping for Coolux Venue Site Texture Mapping on Stretched NURBS Surfaces Render Issues Model UVW Mapping Question Edge-banding Tool Tip For Texture Mapping on Non-rectangular Object Please Make Cabinets So That They Take Wood Textures Properly [I was doing some further reading on mapping techniques for Pixar's OpenSubdiv (basis of Vw's Subdivison objects), and I came across Disney's Ptex open-source API as an easier mapping alternative to UV mapping.]
  9. I've been testing Vw2012 and I'm disappointed to discover that the Wall Cabinet PIO still displays a Renderworks texture on recessed panel doors as a 'sunburst' pattern. Anyone else have this behavior? The texture is the 'Wood Panel Mahogany Clear' from the Libraries/Textures/ Textures_Wood.vwx file. It is a relatively ugly texture, but it has high contrast so that you can see the bug properly. The only way I found to work around this is to convert the Cabinet PIO to a Group or Symbol, and then individually correct the texture mapping for the cabinet doors. But then you've lost all of the PIO functionality. This is the same behavior that I get in Vw2010 (and Vw2008..) and I've brought this bug to the attention of NA before - where I was told that if I wanted more control over my cabinets' appearance I should purchase the third-party InteriorCAD add-on package. Sad to see that this bug still hasn't been fixed. I have attached the Vw2012 file in case anyone is interested. Regards
  10. Can someone clue me in on how the Reflectivity Image Map shader channel is supposed to be used in v2011? There were more Image Reflectivity options in v2010 that seemed to give better results than in v2011. The RW help file was no help, I thought it would at least say what type of image to use. I looked at many of the NV provided textures and none of them use an image in the Reflectivity shader channel. Is this for a reason? I tried using a greyscale specular map in the Reflectivity Image map channel (as you would in any other 3d rendering application), and it just made the whole surface grey, completely overriding the base Image color map. So it appears that RW cannot use specular maps. Generally I guess I'm asking how to make more realistic textures in RW so that I don't need to use a 3d-party rendering app (like C4D). Regards, Tim
×
×
  • Create New...