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Found 74 results

  1. Can Vectorworks add a "compute on GPU" option to Renderworks modes? OR, if the programming obstacles are too high, can Vectorworks create a new class of rendering modes that are run on GPU compute so they massively faster than raytracing on a CPU, but with more fidelity options than OpenGL? I'm happy to say; I just got a screaming fast video card for my primary workstation. This is primarily to have enough VRAM for Vectorworks' VRAM-hungry OpenGL render mode. On my main machine I've gone from the AMD "Pro" 460 discrete internal GPU with 4 GB, to an RX580 with 8GB for about a year in an eGPU, to now a Radeon VII with 16 GB of the fastest VRAM on the market. Around my office, we also have a Titan X(p) in our windows machine and a few Vega FEs with 12GB and 16GB respectively. To be clear, we don't run out of VRAM on the 12GB+ cards, I just got the VII because of the 1TB/s HMB2 is as fast as it gets without spending all the dollars; and Vectorworks is a connoisseur of VRAM. The difference in framerate stability and model pop-in is quite noticeable with each step up that ladder when working in big files. However, the amount of processing power that Vectorworks utilizes on those ever more expensive cards is largely flat for a given resolution. Anecdotally meaning: a model that would utilize 90% of the GPU clock on my 460, will utilize maybe 65% on my 580, and less than 40% on my VII. While dropping many thousands of dollars on video cards and enclosures has absolutely made the user experience a more pleasant and stable one, when it comes time to do a high quality render, most of our users are back down to 4 CPU cores. The performance difference is so stark, that we have a dedicated workstation just for rendering-out big packets with a 14 core Xeon. I'm contemplating a 64-core Ryzen down the road, but good golly it would be nice to dump off something like a ray-traced render to a piece of hardware that is purpose built for something so easily made massively multithreaded. like a GPU. Maybe this means tearing Renderworks down to the ground.... but Apple is always going on about how easy it is to move code written in C over to Metal. So, while I waited 28 minutes for my render to export, I figured I should suggest it. I was frankly surprised by how quickly the developers of DaVinci Resolve put out a Metal API enabled export module, and really impressed by the 20-30% speed increase over OpenCL. I know that some users will try to use a GPU-compute mode on integrated-GPUs that are like to see worse performance. However; unlocking horsepower for the typical user that has a capable discreet GPU would save me, for one, dozens of man-hours per week I imagine. The dialog could even offer some low grade benchmark to let the use know what the time difference would be for a given set of hardware. Food for thought.
  2. I'm not sure what I am doing incorrectly here. I am playing around with the Renderworks Camera Tool with the exposure, bloom, etc settings, and I am not seeing any differences when rendering. Now, I am just in my design layer and using a selection of custom render styles to mess around here. Is there a setting in the render styles that has to be active for the camera effects to be applied? Or do they only work on viewports in sheet layers? Otherwise as I said, I am not seeing any change in my results when adjusting camera settings like exposure and bloom. What I am playing around with is wanting to adjust exposure and bloom so that my spotlight lens glow texture looks like the fixture is actually emitting light as in real life. Then will adjust exposure and spotlight object light brightness to get my renders looking more realistic. This was a suggestion from Jim a while ago I just haven't had time to sit down and play around with it. I feel like I'm missing something. Running 2020 SP2.
  3. I would really like to be able to use a renderworks camera as a source feed on video screen tools. I have clients that change minds on scenic/staging all the time and its quite an ordeal to have to capture and export an image file, then re import it as a texture then apply it to a screen. When a client changes camera locations, scenic etc, I just want to be able to move the camera and have it update my video screens. Is that possible?
  4. The first image on the left is a Design Layer view of my model. Note that the mapping of the grey texture has an equal module each side of the bay. This is an Autohybrid containing an extrude and looks like this in OpenGL or RenderWorks. The second image on the right is a Sheet Layer Viewport in a Workgroup Reference file rendered with RenderWorks. Note that the texture mapping is offset slightly and doesn't match my model. Any ideas how to fix this and synchronise them?
  5. Dear All, Hopefully an easy one for one of you talented bunch. Please go easy on me. Whilst not new to Vectorworks I am new to Renderworks (usually export and render in c4d). So I have a simple model with some simple textures applied. One of my custom textures appears 'correct' in openGL (bottom image) but flipped in Final Render (top Image). See attached.. Is this usual behaviour? Many thanks in advance...
  6. I was hoping someone could shed light on this issue. I may be setting it up incorrectly as I don't have much experience with textures. Basically what I am unable to replicate the preview of a renderworks texture in the actual model. I've attached a couple reference photos. The desired result is to map this texture to a flat surface or bulge to emulate a densely packed crystal chandelier. Thanks!
  7. Hiya & Happy Pre-X-MAS season, I was wondering where the 'Vectorworks Image Gallery' has been? It was not posted on the new Vectorworks website up until about 4 weeks ago when it briefly popped up and then dissapeared again. I even posted the question to technical support but even when following it up never received any feedback. See some of the images of projects Vectorworks users posted. I'd love for this page to be up and running again if that would be possible.
  8. Hello, I'm learning to use render works textures and have a strange glitch where my slab is bright red, despite the applied texture being white paint (bottom) & hardwood (top). I've tried: applying the white paint directly by dragging and dropping from the resource browser applying the white paint to the slab style applying the white paint to the object, both overall and by component deleting and re-drawing the slab out of desperation But the strange red persists. Any suggestions? Screenshot of the very red ceiling attached.
  9. Even if the Curved Geometry is set to 'Very High' some of the curved elements come out shattered when rendered with Renderworks. As you can see, at the revolving door (modeled not plugin) or the street light outside (imported from sketchup). It shows perfectly fine in the Open GL (also attached) mode or in the hidden line. Any ideas on what might be the problem? I can send over the file if needed... Thanks!
  10. Hello. I had some human figures in a 3D model I was doing. Every time I tried to render with the Figures Layer turned off, they still kept appearing. I have deleted said layers and deleted the symbol from my file's resource folder, yet all my renderings still have all my human figures in them. How should I proceed?
  11. I just started using VW 2019 and am wondering if anybody else is having issues with rendering lights with shutters in place. I have a light pointed at a 3d solid and it shows up fine in Open GL, Fast or Final render. If I put a shutter cut in place then I can see it in the wireframe view but it doesn't always show up when I switch it to the other modes... sometimes it does. Sometimes I will change a cut and it will show but then if I edit the fixture and adjust that same cut, when I come out, the change doesn't render. I've tried this in the drawing I'm working on with 50+ fixtures with shutters and also with a test file of just one light and a surface. Is there anything I could be missing that might make these changes visible in some cases but not in other? Thanks. Dave H.
  12. Dear VW lovers, a hideous task I am facing over and over again in customising lights in the Visualization Lights Edit Mode ... Ok, so ... Viewport/VP activated, Visualization Lights Window shows the lights active within the VP, chose a light --> Go Edit, and here it comes ... ... the smallest of pop up windows of Properties shows up ... which I have to re-size/enlarge every single time I am in the Edit mode, in order to see all of the light feature settings below ... over and over again ... see images attached Can this Properties Window somewhat be frozen to be a size I want it to be? Help Help Help please !!!
  13. Happy Monday to all VW & Renderworks lovers, the Obj Info Palette currently displays if a camera is connected to a Viewport. In addition, it would be great and very useful to have the camera settings visible and edit-able here as well, without having to open and access the camera itself inside the viewport. Meaning --> at the moment I have to double click onto the viewport, open the Edit Viewport window under Camera, and only then can see and edit the camera setting for Camera Effects --> Bloom, Shutter Speed, ... Unless I am missing that this is already at hand somewhere else? Cheers, Grethe
  14. Dear VW lovers, a little bit of shameless self-promotion going on here 😂 but I thought I'd share some really nifty rendering results which I have been working on for a veeeeery loooong time 😴 😫 I work with VW Architect, not VW Spotlight. So when looking at the results, you can tell how I brought my VW version to the very brink, including my poor graphics card and CPU or whatever works in the background rendering away ... 😱 My main aim was to figure out the best Renderworks Style settings for backlighting, glowing graphics, LED, neon, shiny, glitter, metal, and reflective textures, fog lighting, lighting, even multi-coloured lighting beams, and the combination of many of the above in one single scene. Now honestly I could not have done it without this forum and the help of the always patient and very resourceful support of @Jim Wilson and @Luis M Ruiz who were outstanding in their knowledge, 1:1 correspondence, video tutorials and even providing template files. So hats off and my biggest gratitude to you both 😘 !!! RW Styles - Event Venues - 2018.pdf
  15. I am an enthousiast user of Artlantis for some years. Should I still upgrade to version 7 or stick with Renderworks? Or maybe buy Twinmotion?
  16. I am an enthousiast user of Artlantis for some years. Should I still upgrade to version 7 or stick with Renderworks? Or maybe buy Twinmotion?
  17. A problem with my viewports occurs more and more often, which is that at some point all viewports on all sheet layers in various of my project VW files disintegrate. All viewports had already been previously rendered. This results in all viewports now showing up in Wireframe = none-rendered, whilst still keeping their settings. How st this even possible?
  18. Dear VW lovers! Q&A Is there a way to avoid for a Viewport to become 'Out of Date' when simply going to an associated Design Layer of the Viewport? Example I go to a Design Layer - either by: A) Double Click on a VP --> Edit Viewport --> Design Layer or B) via the Navigation Palette I don't change anything on the Design Layer. I only activate everything and copy it. This in order e.g. to copy paste it to a new and unrelated Design Layer to try out some things. By that time ALL VIEWPORTS associated with the Design Layer are out of Date. If I go direct and simply --> 'Duplicate the Design Layer' then of course all associated VPS are also Out of Date because they attach themselves automatically to DL duplicates. Soooo frustrating and time-consuming to re-render everything .... Is there a 'Work-Around" to this or am I the only one experiencing this? Cheers, Grethe
  19. Dear VW lovers, when rendering a Viewport and searching for the best outcome and in a time saving manner at the same time, I do Test Renders of various Viewports along side of each other and monitor the time they take to render apart from the result of the quality. Rendering a Viewport can take some time, so either I work on something else - once the VW program allows it - or I walk away. Either way - once the Viewport is not 'active' the slider on the bottom right hand side of the program won't show the time it took to render. And it cannot be retrieved. At east I haven't seen it. At times it doesn't show the render time at all when the 'Auto-Backup' pops in between. Q&A Is there a Setting or some way I can go back to a Viewport and see how long it took to render? Any insights are appreciated. Cheers, Grethe
  20. Dear VW lovers, would anyone know if it is possible to export Renderworks Style Settings into a worksheet or excel spread sheet? I have multiple Renderworks Styles and currently I am creating screenshots and copy paste them into a file for comparison. This is a huge effort and I would love to have a faster and more convenient work around for this. Any input is much appreciated. Cheers, Grethe
  21. Dear VW Lovers, I am creating a Viewport with Hidden Line RW Style. Unfortunately the process of rendering is not possible, meaning it not only renders indefinitely but also the VW program becomes none responsive. This probably due to a lot of detail in the drawing. As a result I have to 'Force Quit' the program and start again. After many times of trying I am now working around the issue like this: Viewport on-top of Viewport - splitting the drawing into multiple Viewports with different Design Layers visible - thereafter I overlay one Viewport on-top of the other --> Problem Any objects in a Viewport are not filled. --> Which results that you can see through all the objects on any VP. I would like to be able to create a VP that 'closes' the objects and nit the whole VP. Like when you give an object a fill through the Attributes. Only when I give the VP a fill through the Attributes palette the whole VP becomes filled and not only the objects. I have attached a screenshot of the individual Viewports and the one on the right hand side bottom holds the sandwiched Viewports. Here it shows that all objects have no fill. I would be grateful for any input and work around. Cheers, Grethe
  22. Hi all! Working on a small interior project and for the first time only worked with Renderworks. Would like to share the results so far
  23. Hello everyone, I have a rendering problem with Renderworks. I created a cyclorama with the Soft Goods tool and created a special texture for it, to allow it to be lit from the back. The texture settings are : Color : White 100% Reflectivity : None Transparency : Plain 99% Bump : None Cast and receive shadows Override Indirect Lighting, Emit Light and Receive Light checked. With these settings it works well with OpenGL, but with all the RenderWorks (I tried Fast, Final and Custom with different settings) modes the scrim is just black. And I can't only use OpenGL as I want to use more than 8 lighting instruments in my renderings. Anyone ?
  24. Hello everyone, I have a strange behaviour on VectorWorks Spotlight 2018 SP2 on macOS. If I apply a gobo (R71005) to an ADB DW105 (didn't try with other models, but maybe there is the same problem), set a Focus Point and turn on the light, nothing appears in Fast renderworks (I also tried with Custom and Final). Thought I was doing something wrong. So I tried with another fixture (an ETC Source 4 36deg), applied exactly the same settings (with the same gobo texture) and no problem, it works like a charm. Anyone has an idea ? A bug in the lighting instrument ?
  25. Is anyone else regularly having trouble getting Surface Hatches to align with the Renderworks Textures they're assigned to, in spite of them aligning perfectly within the definition? I'm getting all sorts of different results based on the object type (parametric, e.g. walls, generic solids, extrusions, etc.) and the Map Type (Plane, Auto-Align Plane, etc.). Only rarely do the geometries coincide as expected when switching between, say OpenGL and Hidden Line render modes. See the attached example with an extrusion – here the pattern jumps horizontally for me when switching between the render modes. This is really frustrating our efforts to go fully 3D and get both our 3D and 2D views from the same model, as one uses OpenGL or Renderworks, and the other Hidden Line... Cheers, Markus surface hatch alignment.vwx

 

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