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Found 78 results

  1. 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
  2. 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.
  3. 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 I note from the tutor's screen that he is using VW Designer 2016 - a software version that is now 4 years out of date.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?
  4. 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.
  5. 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 🤦‍♂️.
  6. 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
  7. 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!
  8. 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
  9. 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.
  10. 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.
  11. 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.]
  12. 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?
  13. 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?
  14. 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
  15. 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
  16. I'm being asked to create a rendering of the exterior of a restaurant that my company is proposing some lighting upgrades for. One of the options is a direct-view flexible RGB LED rope-light-like solution around the top of the exterior wall. In order to get the brightness that I need out of the glow or backlight textures, I have to pump the brightness up significantly in order for them to look correct. But the amount of light that they are throwing off onto my exterior walls is too much. I thought maybe I could make some sort of "invisible wall" for the lights to throw their light into that the renderworks camera could see through, but I don't think that will work because in Vectorworks, if an object is transparent then light passes through. Anybody got any ideas?
  17. Hi there folks and friends, at the moment, i am checking different ways on how to get a correct LED light, here you see my test file: rendering with a glowing material makes the render a bit quicker, but i don't have that photometric light that comes with an ies file. so waht is your suggestion on an LED-stripe that you can buy from OSRAM and so on. The one's you attatch on the lower side of your kitchen furniture or tv shelf. Like use a ies-file and use a lot of lights in a row? Is there a passibility to use ies-files with arealights? or line lights? Really looking forward to your comments on this one, and thanks in advance!
  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. Guest

    strange black

    Hi, with VW 2017, in a small bathroom, I used two mirrors that form a 90 ° corner. In the rendering, a strange black portion appears. How can I fix this? Thank you.
  24. 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?
  25. 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?

 

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