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  1. What I see in my Vectorworks file is what I want to see when I export the image, but it is not. Is there a file format or setting that will give me the same results as what I see in Vectorworks? This screen shot is accurate. Oddly it can reproduce the colors extremely close (if not exactly the same), but Vectorworks cannot. This is a JPG export: This is a PNG export: This is a PDF export: Murphy Bed Queen Complex.pdf
  2. 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).
  3. 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!
  4. 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?
  5. 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
  6. 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
  7. 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
  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. 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?
  10. 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
  11. 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?
  12. 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.)
  13. 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.
  14. 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?
  15. 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?
  16. 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
  17. 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.
  18. 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.
  19. 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 🤦‍♂️.
  20. 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
  21. 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.
  22. 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.
  23. 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?
  24. 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?
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