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Found 6 results

  1. Thanks to VW Cloud Services cloud rendering, I'm getting reacquainted with Renderworks. Also, how is cloud rendering not the headline screaming from the mountain tops right now? I feel like I have a Threadripper with a 3080 next to my 6-year old MBP that's quietly letting me edit the model while multiple renders are being processed in the background (multitasking heaven). I've watched the VW tutorials, and referenced @Andy Broomell's excellent guide to texture creation (that fills in all the undocumented explanations and techniques) but I'm having a bit of a design paradox... Client is converting an old venue into a black box. We're doing demo work, exposing brick walls, removing walls, keeping the art deco drop ceiling soffit feature... so I'm helping them visualize that transformation but I'm running into some design decision challenges: True black textures seem to create a light-sucking void into a fourth dimension, so I've stopped them all at 1% (versus 0%) Brick textures are bumped, parrallaxed, and displacement mapped but I'm not really seeing it because of the LX choices I've made Color Force IES files were not visible at all as custom light sources I tried a couple S4's but the file started freaking out, so I wanted to keep it simple for this round by using Light Source objects Maybe I should reconsider that choice for Renderworks vs OpenGL? Point lights in OpenGL worked great but they're kinda boring in a final render Spot lights in OpenGL had amazing punch (and a chromatic vibrance) but cannot show bump or displacement mapping (plus limited to 8 lights) Lit fog is usually my friend but it just mutes everything here, and hides the ceiling soffit The more light bounces around the room, the greyer the room gets (makes sense) Reflection is 0-3% on most textures Blur is in the 5-10% range Trying to find a balance of light scraping the bumped / displaced brick but the beam / field angles have a soft edge At one point, I added "neon tube" tucked in the soffit (extrude along path with a glow texture) but I felt like that was faking it too much Maybe that's something I should continue exploring? Once we have a show in there, the black box will fade into the background as it should, so this is a strange challenge. I could add the existing work lights for accuracy, which I will in the next round but I doubt that will look very sexy. I guess what I expected was hoping for was more of a glossy black look than a neutral grey... When I had reflections turned up, it was still grey but mirrored on the floor, walls and ceiling. Maybe the solution is repositioning the lights closer to the walls, so they'll scrape the bricks (instead of washing them out at 45º tilt) because the trade-off of the beam spilling onto the floor is worth it... I'll say it's "dramatic" instead of unintentional. And use a plastic reflection on the painted black brick wall texture (similar to the one that I created for the truss). Thanks in advance to the 3D artist render masters here in the forum! The pano link below is best viewed on a phone or table (or Google cardboard) in full screen (on Safari: Hide Toolbar), and then tap the screen to hide the control panel: https://cloud.vectorworks.net/links/11eb3086045e75ca89a10aa721e465bf/
  2. Hi, I'm in the situation that I need to create around 1000 objects with a mapped texture each. Now I'm doing it manually and, as you can imagine it takes a long time. I've tried to automate the process by creating a python script but it just happens that python doesn't have the functions to load an image file (png, jpg, etc.), create a texture/material and set up the correct aspect ratio for a right object mapping. My question is: Is there a way to archive the functionality described above using the VW SDK? Thanks in advance. Carles
  3. It is very nice that the Grass Shader in VW also works within Symbols. That makes it easy to create instances of plant tubs or other green furniture. However, that will not work in C4D after Import/Exchange when you keep your Symbols als Instances in VW order. Which I think is the recommended way to go for Symbols. Grass Shader Materials (like Lights) in Symbols will not work as "Render Instances". Export as "Render Instances" is VW's only option to get VW Symbols into C4D and not dissect them into separate geometry. So if you encounter such problems with Symbol exports not working as expected, try to search the Instance Copies in C4D by Name (You can't isolate them by Single Layer (Class) display, as Instances from VW unfortunately don't have a Layer assigned like their Symbols Original) and deactivate the Instance Copies "Render Instances" option - so they will work again.
  4. Hi, I don't seem to find the way to create a texture color shader that will use a bitmap imported from the file system. Looking at the documentation I found this possible sequence: texture = vs.CreateTexture() vs.SetName(texture, "Test Texture") shader = vs.CreateShaderRecord(texture, 1, 41) bitmap = vs.CreateTextureBitmap() image = vs.ImportImageFile("E:\IMG_8509.JPG", importPt) paint = vs.CreatePaintFromImage(image) vs.SetTexBitPaintNode(bitmap, paint) vs.SetTextureBitmap(shader, bitmap) There seems to be some problems with this sequence: vs.CreateTextureBitmap() is not doing what the documentation says; Instead of creating an empty bitmap object, it opens a dialog to pick an image. It seems to be deprecated also. For some reason vs.CreatePaintFromImage(image) returns always 0 when an a Type 14 (Bitmap Image – BITMAP) coming from vs.ImportImageFile() is used as parameter. Some help will be appreciated Thanks --Carlos
  5. Two requested improvements to the Grass Shader (which is really quite fun to play with): 1. Enable 'Variation' within 'Length' — this would make it easier to render grasses and weeds having natural variations in length. Right now, everything is the same length. 2. Inside the Grass Shader seetings, in addition to 'Choose Image' — also enable the Noise Shader.
  6. Here's a Vw2016 file containing my attempt at creating a grass shader to be used as natural grasses on a green roof. The grass has a low density on purpose so that the render times don't get too crazy.
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