mrZ Posted June 22, 2011 Share Posted June 22, 2011 In RW 2009 / 2010, I used to use the Artistic - Cartoon style of rendering with a thin line width to present concepts to clients. These had good coloration with edge definition to assist quick concept understanding. With the switch to the new rendering engine in 2011, the Artistic - Cartoon style was woefully inadequate for concept presentation. I stumbled upon a technique useful in RW 2011 to generate these concept sketches with good edge definition. While looking at the viewport rendering settings, I noticed the background & foreground rendering options -- I started to experiment. Using a high level of detail for either the openGL (w/o edges on) or Custom RW options for the background render & a hidden line option for the foreground render yields the result I was looking for -- good shading with excellent edge detail w/o a big rendering penalty. WARNING: This technique is only available for viewports on sheet layers & not on the design layers. ~mrZ miniCAD/VectorWorks user since miniCAD 0.9 VectorWorks/RenderWorks Designer 2011 SP3 SL 10.6.7 macPro 3.33GHz 6-core Xeon, 16GB/1TB, Radeon HD 5870 Quote Link to comment
Monadnoc Posted June 22, 2011 Share Posted June 22, 2011 That is the technique I use, too. Only sometimes there are extraneous lines between walls/walls, walls/floors, etc., so when that happens I first render the viewport as Hidden Line, then Convert Copy to Lines, then edit the group to remove the unwanted lines, then re-render the viewport as Final Quality Renderworks with the grouped lines on top (in place of a foreground rendered viewport). Either option works real slick for me for 3D Elevations (with shadows/shading). Monadnoc Quote Link to comment
Dieter @ DWorks Posted June 23, 2011 Share Posted June 23, 2011 (edited) That is the technique I use, too. Only sometimes there are extraneous lines between walls/walls, walls/floors, etc., so when that happens I first render the viewport as Hidden Line, then Convert Copy to Lines, then edit the group to remove the unwanted lines, then re-render the viewport as Final Quality Renderworks with the grouped lines on top (in place of a foreground rendered viewport). Either option works real slick for me for 3D Elevations (with shadows/shading). Monadnoc Unwanted lines mean that you didn't draw accurate enough or that you need to change the object to structural objects. Working with structural objects and drawing accurate is far more productive than patching with the method you use now. Edited June 23, 2011 by DWorks Quote Link to comment
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