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Found 29 results

  1. Mikedk64

    Rendering problems

    Hi, I have some rendering problems. I have created this small file, where i want to make some renderings, but something seems to go wrong. I have created a camera and created a viewport on this camera. I have then duplicated the viewport, so I have three of them and I have rendered them with three different styles. But there is a differens in these. It looks like the perspektiv on the white line is strange on the fast and final q. also on the final q it seems like that the tiles are jumped a bit up? This is Open GL render This is fast q. render This is final q. render
  2. My workflow is: I make changes to my model, I've set up several sheet layers, using cameras, to show the views I need, and I've set the render style for those. But I have to click and wait for each one to render before going onto the next one. Would be great to have some kind of batch render setting so I could set them all going without having to do them manually. (Have searched, couldn't find a duplicate - apologies if there is one!)
  3. Scott61

    Items not deleting

    I have a very strange issue. This is my first job with Vectorworks so I did some things wrong, I freely admit, so as I am going from presentation of design into CD's, I decided to clean up my layers. I had multiple floor plans (long story), really bad idea, so I was reducing everything to one floor plan, but keeping various design elements on other layers. On one particular layer, I deleted quite a bit, and in 2d they were/are gone, when I go to wireframe 3d view, still gone, but when I render the layer, two floor plans that I had deleted appear. I have no other layers visible. Now the whole screen just goes black, like I am looking from behind a wall. (pictures below). Guesses on what is going on??
  4. Has anyone else had the issue of visualisation light objects renaming themselves after being edited? If I have a number of light objects and I've renamed them Front-1, Up-1, Back-1 etc in series, often after right clicking and selecting edit from the visualisation pallete and making some adjustments my names revert back to a default Light-1, Light-2 etc and I lose my organisation? Thoughts?
  5. So here's what I want to be able to do: Build a drawing, drop in some 3d venue geometry and scenery etc, add some visualisation lights, and then fly around in OpenGL and tweak the visualisation lights until I'm somewhat happy, then bounce in and out of fast render to double check everything before final render. Here's what happens: If I go in to OpenGL view and select a group of visualisation light objects in the pallete I can turn them off and on until the cows come home, but I get one time I can right click from the pallete and go to edit the light objects. After that one time that functionality stops working. What then also happens is after a while being able to turn lights on and off stops working and the whole light objects functionality stops completely until I restart the program. The Vis pallete says I am turning lights on and off but in OpenGL and renders nothing changes. Needless to say this is getting very annoying having to restart every five minutes tweaking a file for rendering. Edit: And I also forgot to mention, if I rename Visualisation light objects to more easily find them in the pallete, they will rename themselves back to the Light-# standard after performing an edit on them. Is anyone else running in to a brick wall with working with visualisation lights or is it just me? Alienware 15 R2 i7-6700HQ 2.6Ghz 16 GB Ram NVidia GeForce GTX 970M
  6. Hey everyone, thanks in advance for your consideration. I have been using VectorWorks for about 2.5 years (Im using VectorWorks 2016 SP6 for Mac) (I have attached a specs list of my Mac in the attachments ) I am trying to do a 3d Perspective View of a room, it has Wall, Door and Window objects along with some furniture items imported as sketch-up objects. It works all-right if i view it in wire-frame mode, but when i go to OpenGl (occasionally) or Final quality (always) it gets garbled and doesn't produce a correct image. For some reason, shaded and other polygons modes are working fine as well. Im only facing issues with Final Quality and Open Gl modes. Please let me know if i am doing something wrong or should check some setting, (My 3d visualising setting is set to maximum : VectorWorks>Preferences>3d Rotation>Detailed) I have worked on a similar project last month with lots of sketch-up objects and not faced any issues. (I am adding an image of this file as well) Thanks for helping ! 3d-Rahul_sir.vwx
  7. acdeslx

    Stopping a render

    Hi all. I know this seems basic. I'm trying to stop a render of a very complicated file. Every time I change a view, it wants to re-render the drawing which is set to a RW Final Quality and takes hours to render. I try <ESCAPE>, I try clicking on a menu but nothing will stop the render at least for about 20 mins or so. I'm going to change the option in preferences so that it asks if I want to re-render automatically but until that point... is there a way to stop a render in progress that I'm missing? All my cores and most of my memory is maxed-out while it's doing this but I can still run other programs so the computer is still accepting input. Ideas? Thanks. Dave H.
  8. 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.
  9. 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.
  10. 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.
  11. Zeno

    4-16 rebounds problems

    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)
  12. I have 2 requests for the render and view mode in the preview pane of the resource browser: Please allow us to change the view and render mode when the file in the library isn't opened/activated. When not active, these 2 functions are grayed out: These buttons are enabled when the file is opened and i's the active file: Is it possible to enable them when the file isn't opened? Let the system remember the chosen render and view mode when the selection changes: The third symbol is selected and I've changed the view mode to right iso: When I select another symbol, the view mode is the default again: Wouldn't it be better if it remembered the last view & render mode? This would mean that you have one preference for all you symbols. Or is the vision of VW that every symbol has his own view preference? If this is the case, could you allow us to change the view & render mode of multiple symbols at once? Not possible atm, the symbols are grayed out again when we have multiple symbols selected: Thank you! Bert
  13. 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.
  14. Hi, It would be very useful that the Vectorworks camera would have a feature that allows one to make sure that all vertical lines are vertical. Similar to what a perspective correction lens does in a real camera. With this new tool we could make sure that all of our renders come out with completely vertical lines and a great perspective instead of one that is deformed. It would also make things faster as one would need to fiddle less with the camera in order to get vertical lines. I attach a photo that makes clear what I'm talking about. I took the images from V-Ray for Cinema 4D Manual: http://vrayc4d.com/live/vrayforc4d-manual/vray-physical-camera/vray-physical-camera-examples/ V-Ray has automatic vertical tilt correction. Hope this gets implemented!
  15. 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
  16. tringas1

    Multiple Textures

    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"
  17. 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?
  18. 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
  19. 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
  20. Sometimes when you finish to elaborate a rendered viewport (maybe after hours) you need to manage the object for impagination setting. Not for rescaling picture, but for exemple you need to move it into the sheet layer, aling it, cut it, eccetera.. Try to move a rendered viewport and then press cntrl+z WIN or cmd+z macOSX. The rendered viewport disappeared, and it's easy not to take it positively. The same when you need to recover the backup file. All viewport are losts. So: could be very helpful to find something for really saving the rendered viewports, even when "saving cache viewport" is enabled. Maybe is just sufficient to create automatically a png image on the final process, like when you separate a pdf file, you know? Thank you and have good work Z
  21. 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
  22. dinga

    Rendering Times

    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?*
  23. murphyj94

    Instruments casting own shadow

    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
  24. Katarina

    Rendering in Spotlight

    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
  25. 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.
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