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Hi everyone I remember when I started using Minicad, I used to create my renders in Artlantis because I had no idea how to add textures in Minicad. My logic made me look always for the textures inside the atribute palette. Years later I learn to use renderwoks and since then Im happy using Vectorworks to create my renders. I got used to find my textures in the resourse palette and object info window. But I still think, that the Render Options should not be insite the Object Info Palette, but in the Atributes one (or may be a new window just for the render options) joey\ Vectorworks 2018
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The nice thing about the Lines and Shadow Artistic Renderworks mode is that you have very fine control over the colour/shade of lines and shadows. But it's missing one thing: Crease Angle control. Here's an example of OpenGL with Crease Angle set: And here's an example of Lines and Shadow, which has my preferred tones and shades, but too many lines:
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Hello all I am trying to get some final rendering done and I seem to have issues with the final resolution. I have tried final render works and custom render works but the image quality I would say is not as crisp as I would like. Is there a way to increase the final resolution on the rendering? Average rendering time is less than a minute so I have no issue with how long it should take. Can anyone help with this? Thank you! Matt A0.pdf
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Renderworks textures unable to Receive Shadows in 2018
Severn Clay-Youman posted a question in Troubleshooting
I've run into a problem where I am unable to set Renderworks textures to "Receive Shadows" - the setting unchecks itself after I finish editing. This is pretty much a deal-breaker for a functional renderer - has anybody run into this, and found a workaround? I've also been having problems being unable to set bump textures in the Resource Manager.- 1 reply
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I like to composite screenshots in photoshop as opposed to rendering with renderworks. Is there a way to render multipass like in C4D or a "white model" render? I'd like to isolate the SSAO pass from the openGL render if possible, and I really hate turning everything white... maybe there's a script that temporarily (or permanently, but undo-able) turns all objects white? Thanks in advance.
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It would be great if viewports retained the last render time in the OIP so you can see how long it took when you have to leave it do its thing. I saw on a video concerning maxwell that there is a setting to enter a rendering time in that software and it will produce the best quality rendering for it. A plugin for maxwell would be great too - seems to be available for other nemetschek products, just not VW.
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I was wondering if anyone has had success in creating Controllable Conventional Lighting Fixtures IE 100w bulbs. I am working on a project and I would like to have a few set pieces light up like a lamp. I was hoping to have it in the visualization pallet to control intensity and what-nots. Thanks!
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I have a project where we are unfolding the 3D model for presentation purposes. We have a complex 2d polyline "image" that is meant to appear on top of the 3D objects. I have the linework complete as 2D polylines of that image. The problem is the 2D polylines are not appearing in a non open GL white box 3D rendering of the 3d objects, even though it is on a plane above the objects in "real space." Working view... it looks correct. Rendered view the lines are not visible. Any ideas if/how I can get quality 2D linework to show on top of nice 3D rendered white box geometry/in a non-open GL high resolution image? Can these two ideas be rendered to quality and peacefully co-exist in a 3D render? Any help would be appreciated... Thanks!
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Just installed VW2017 and the High Quality Renderworks seems to have a bug. When rendered in VW2016 the solid black lines seen in this rendering (representing clear acrylic tops) render the color they are drawn at: light blue. As you can see in this image, VW2017 renders them black. I'm using the SP4 version of 2017. Any ideas? I tried changing to Custom Renderworks and tweaking a bit, but the results are the same. I'm on an iMac, with 16GB RAM running OS10.12.6 Thanks, MHBrown
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Hello Renderings aficionados. Last week we participated on a new AIA webinar, this time we focused on taking a BIM model, tailored it and created several renderings from it. Here we explained the process and the recommended steps to achieve decent presentations. Check it out when you can, I guarantee you'll learn a trick or two. Plus you may be eligible for a one AIA learning education point. Here is the link: http://www.vectorworks.net/inspiration/industry-webinars/see-it-to-believe-it-next-level-rendering-techniques
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Hi, I have tested a few computers rendering a large model, filesize 1 GB. My "Old" computer did it in 1:41, having i7-6700 @3,4 GHz, boost up to 4 GHz. Our new Ryzen computer, having a fabric clocked 1800X, did it in 1:38. Not much extra speed on the render. What I see is that the "symbols"part, prerender, and edge part of the render is not utilizing the processor at all, and it's just the pure rendering part where the processor goes full tilt. I think the i7 is par or maybe a bit faster than the Ryzen in single thread, so it seems most of what we at our company has thought of rendertime is not actually rendering but some kind of single threaded operation. It seems like a i7-7700K overclocked would be a good bet for a faster CPU for rendering viewports for Vectorworks. Does anyone who have a bit more knowledge on this? OJ
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Vision and Rendering integration
VClaiborne posted a question in Wishlist - Feature and Content Requests
i'm going to update this suggestion I made last year with a solution: Combine Vision and Renderworks into one integrated product (called VisionWorks or RenderVision or something like that possibly) that comes with Vectorworks, but with external console control functionality disabled.. then, when someone wants to use Vision as a Pre-Viz, you charge for universe licenses and the dongle. This will make both Vison and Renderworks usable by a wider audience while also eliminating the need to develop both products when they are both essentially doing the same or a similar thing. Old post: I'd love to see Vision and Renderworks become so integrated that they seamlessly share the same info and operate in the screen space. In other words, I would love to be able to create my stage with 3D objects, truss etc, add my stage lighting including address and mode info, then when I export to Vision, I want to be able to take control of the 3D space like we can in the Rendering menus, e.g. ambient lighting, solids vs. wireframe, background. Also, when I create a stage scene, I want to be able to 'light' it with the stage lighting I've added into the space, not have to use other types of lighting objects.. and there should be some kind of internal lighting control for selecting a fixture and controlling it's attributes without having to hook up a lighting console to Vision. this would be extremely beneficial in terms of using Vision for rendering out images for clients. Now that Vectorworks is moving toward integrating Vision into the software, Vision and Rendering should be a part of the same tool base, not separated. They really should work hand in hand. -
There's an important setting under Render Styles that let's the user set Environment Reflections, separately from the RW Background or Environment Lighting. This setting is super important (for creating sky reflections in windows) so should have it's rightful place in the OIP just under RW Background too, making it available for when the user isn't using Render Styles.
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I find it very difficult to get any substantive cloud reflections in windows when rendering. Any tips?
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Can't Edit or Add New RW Texture in Resource Manager 2017
ericjhberg posted a question in Troubleshooting
When trying to add a renderworks texture from a custom image or edit an existing texture from the resource manager in VW2017, nothing happens. I can't get to the normal dialog box that controls textures. Ideas?- 9 replies
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Hello! My name is Nik Robalino and I'm selling my Vectorworks license with Spotlight (includes Renderworks). I am getting out of the industry and no longer have a use for it. I am asking for $2,650. Thanks for your interest, Nik
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I cannot render the gable ends of a house to match the house bricks or the soffit will only render the overall texture since updating to 2017 Landmark, Roof_Gable_Ends.pdf
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Xspot tunes on in open GL but Not in Final Quality Renderworks
Larryren posted a question in Troubleshooting
So i have an xspot that doesn't turn on in Final Quality Render Works. I am using Lit Fog on both the instrument and the Background turned to 5%. also i have changed the background to an off black. i have turned on indirect lighting 3 bounces, and have receive shadows turned on. it will take about 30min on my computer to render. i checked the light on Open Gl, it turned on. i didn't expect to see gobo or anything because it would only work in FQ Rendtrworks. but it doesn't show up. all my other lights turn on though. I have made sure that there is an Origin point. i have checked all the other gobos in other instruments and they turn on with color. any ideas? attached i will have reference photos of other lights working, and the open gl of the xspot and the FQ render of it as well. thanks! -
I would like to use the clip qube to be the basis for renderings in other than OpenGL. My workaround so far seems to viewport a clip tube view as a section viewport to a design layer and then viewport to a sheet layer and use renderworks on that. however the clipped plane does not poche the objects but makes them hollow. Image shows this.
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Renderworks Viewport Screen or Perhaps Glow Texture Bug?
Wesley Burrows posted a question in Troubleshooting
After doing several viewport FQR updates. The screens and any texture that is assigned glow, seems to do this weird inverted thing color thing. This has happened in multiple files, fresh ones, and older ones. Anyone else run in to this? Is it a bug? Restarting VW fixes the problem for a handful more renders. Vectorworks 2017 SP2. Machine spec's in the screen shot below.- 1 reply
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Selling North America digital version 2017 Vectorworks Designer license. Procedure: VW authorized agent and original seller has been notified of pending sale and ready for buyer details to transfer ownership for VW registry and access to Upgrade and Service Select etc. Call 1 416 832-1647
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Hi everyone. Since Vectorworks 2017 comes with Renderworks, I would like to start using it. However, I haven't been able to find any good tutorials on it. Does anyone here have any? Thanks in advance!
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So...I have only just begun doing 3D modeling in 2017 and we are encountering a weird occurrence where the renderworks engine occasionally disappears. When attempting to apply textures to a class's properties or manually setting textures in the OIP, any texture options simply aren't present. It is as if the program doesn't recognize the rendorworks engine as being present. We never had this problem before when renderworks was a separate license, but now that renderworks is a standard inclusion in the software, this problem seems to be happening occassionally. I have found two fixes so far. completely closing the program/file and reopening...hoping that the issue is resolved. textures still appear in the resource manager? editing an existing texture seems to suddenly kick the engine in and apply it. I still have to reapply textures to existing objects though. Here are two screenshots that show the issue.
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To allow complex C4D Material Compatibility, without bringing that Complexity into Vectorworks and keeping VW Materials reduced, simple and easy was brilliant. I see a ton of Bug Solving in FBX and C4D export also. (Camera Triplicates, Material Duplication and Naming, ...) The new Export Controls are brilliant. Thanks for not forgetting FBX. With these I get a beautiful Vectorworks -> Modo workflow ! This will save an endless amount of time. Same for VW -> C4D Exchange. It saves so many of the tedious workarounds that were needed until now.
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Hi, I am using an image mask texture to simulate pixels on a low res, transparent LED panel. Looks alright, but I would like to add glow to show how it looks with content. I don't necessarily need light from the screen on surrounding objects, but at least a bright "lit up" look on the screen itself. Any ideas how to accomplish this? Texture glow options are not doing anything. Thanks johnq
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