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  1. As a test I rendered a SLVP of a Renderworks Camera in both Redshift Exterior Fast and Renderworks, not changing any materials, only changing the Background Render style, and the windows in the Redshift version show much more refraction than in the Renderworks version. The roof beams are shown accurately in the Renderworks version, but in the Redshift version they have an unrealistic amount of refraction. The windows are standard Window PIOs. (Note: to make sure it wasn't due to some low quality setting on the Redshift Exterior Fast, I also ran a Redshift Exterior Final version and got the same inaccurate results, just muuch more slooowly).
  2. I like to do do a very simple, i.e. loose/rough, watercolour or colour pencil effect in a viewport. My drawing is all 2D, just a group of classed polygons that I'm building my plant list from. I've followed Pat's advice from here - But the effect is underwhelming, just simple blocks with loose edges but no colour blending or splotchiness. I've been doing my nice images in Rebelle (which is now close to the real thing), but some times I just want quick and dirty like now. Has anyone developed a workflow to do this? Also, how do I avoid a black background?
  3. Hello, Usually I make elevations by creating section viewports en using renderworks as my background render mode. Since VW2022 windows look very strange in these viewports. Here is a comparison between VW2021 and VW2022: These are the render modes from top to bottom: Hidden line OpenGL / Shaded Renderworks (Realistic Exterior Fast) All classes are set to visible, yet in VW2022 some parts of the window are not rendered. I think this is a bug, or did something change in VW2022 and do I have to do something different to render correct elevations? Any help would be great! window tool renderworks v2021.vwx window tool renderworks v2022.vwx
  4. All my Spotlight lighting fixtures seem to go straight through solid objects. Cast shadows is ticked. Makes no difference whether fog or soft shadows is enabled Renderworks lights dont do this. Any clues?
  5. Hi all, 2 questions: A: I`m wondering if it is possible to get Renderworks textures in an worksheet with an image of the texture. The idea is to create elevations with data tags which refer to a worksheet for the: material, texture, color, ... B: Is it possible to get the name of the chosen color fill in a data tag?
  6. Hello Vworks World, I come to you all in a time of great need, struggling with creating a digital stage lit virtually, and facing some issues/maybe bugs with Default and Ambient Lighting. So, after some tinkering with two .stl files I've received from my Set Designer for a digital proscenium (with a metal black texture for now), and an inner piece meant to glow like a molten iron texture, I've discovered that there was a rather unsavory, very pale white light that seemed to stay on my final quality renderings coming from the angle of wherever my view was pointed, or whatever texture was on each of the objects. I've read in the forums that this is probably the Default lighting, as I've removed the ambient lighting from the document. But what I don't understand, is that no matter the amount or brightness of other lights that I add, there seems to always remain the ugly default lighting. I don't know if this is something to do with STLs ( I had the same issue with it in .obj form as well), or if default lighting is bugged rn, but I am honestly trying to achieve a true black with a small glow from the inner piece for a lot of the looks I'm trying to generate. I've added the vwx file as well as a screenshot with the issue showing for me. Any solutions, tips, or fixes would be greatly appreciated. Thanks, -Hrindous Prosc Test.vwx
  7. Hi, i have a pointcloud as an "environment" but when i want to make a renderworks render of my project the pointcloud just renders in front of everything. (Even when it is "cut out", on sheet layers too.) Check the pictures attached. OpenGL shows the pointcloud good. Is this a bug or a feature? (It does this in VW 2020 and in 2021...latest sp.)
  8. Hallo, I am trying to increase the rendering quality of my interior perectives. I would appreciate any advice. At the moment, this is the best i can do (see below). The lines and edges, as you can see, look pixelated up close and when i print out, its even worse. Way too dark with a grayscale covering the rendering. I've tried everything i can think of. The layout Sheet and viewport is set to 300 dpi. The viewport has a scale of 1:200. I have used only spotlights as lightsources. The quality of the Rendering is set to Very High. Shadows are turned off. Could it be the surfaces and materials in the drawing? Can anyone tell me what im doing wrong, cause this quality isn't good enough, in my opinion. Thank you.
  9. Hi I'm looking at migrating to 2021, but I'm having a problem with a degradation in rendering quality. This view is rendered in 2020: The next image is rendered in 2021, if you look at the glass you'll see a weird dappling and there is something strange going on with the lighting of the stonework. They are both rendered with the exact same settings. Are there any significant changes to Renderworks in 2021 that could explain this?
  10. 2020 Vectorworks Architect + fundamentals + Renderworks E-License for Sale. NOW £1,650 (inc VAT) Comes with 2019 legacy serial number. I’ll sort out transfer including paying transer fee E License so compatible with mac & windows Thanks Jonny
  11. I have 1x Vectorworks Architect 2015 license for sale. It includes Renderworks. I have been using it on mac OS, should be compatible with Windows also but I have no experience with this. The license was originally purchased from the Australian distributor and is located in Australia. I have used it with El Capitan (10.11) predominantly, and didn't notice any new issues after upgrading to Mojave (10.14). I will consider all reasonable offers. Please PM me or reply with your email address.
  12. Is the Vectorworks University rendering course completely broken? The downloadable example file is in 2020 format, but the accompanying video appears to be referring to tools and operations that I find completely different in VW2020? For example, I have got as far as the rendering viewports example on a sheet layer. The tutor is asking me to select 'high quality render' in the 'resource browser' palette. Isn't the 'resource browser' now the 'resource manager', and if so, the 'high quality render' option is not one of the resources I can find. I note from the tutor's screen that he is using VW Designer 2016 - a software version that is now 4 years out of date. Isn't this module completely obsolete now? If it is, where can I find some up-to-date resources about this topic?
  13. Doesn't seem to be a hot key / shortcut to Fast Renderworks. Am I missing it? Would be super helpful, obviously. I know I can make a custom one in System Prefs-->Keyboard -->Short Cuts (Mac) but I'm guessing there's a better way to do it than that 🤦‍♂️.
  14. 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.
  15. 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.
  16. 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?
  17. 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?
  18. 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...
  19. 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!
  20. 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.
  21. 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.
  22. 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!
  23. 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?
  24. 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.
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