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Christiaan

Colour discrepancy between 2D elevations and 3D?

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Could be that your view is parallel to your light source.

Try rotating the light a touch to see if things improve

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All elevations look the same. This isn't so much a question of how to fix it as why does it do it like this in the first place?

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Christiaan,

What are the render settings? I've seen this often. I always thought it was because the Cinema 4D engine has proper colour management and Vectorworks itself does not....

Kevin

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So the render settings are: Fast Renderworks background, Hidden Line foreground.

Lighting is set to defaults (for both).

ubbthreads.php?ubb=download&Number=8788&filename=lighting.png

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By the way the 3D version is the correct colour. And if I use OpenGL for the 2D elevation it comes out the correct colour also.

ubbthreads.php?ubb=download&Number=8789&filename=opengl.png

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All elevations look the same. This isn't so much a question of how to fix it as why does it do it like this in the first place?

Actually, now it is a case of how do I fix this? I thought this was just some kind of default behaviour and a setting or two would change it but I think it might be a bug.

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Christiaan

I use 50% ambient brightness, daylight temperature (6500k) and 120% for sun brightness. Your elevations and sketch may be underlit.

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I wasn't offering my standards as a solution to your problem necessarily, but the default indoor lighting level you are using is perhaps wrong for external depictions, and I have found that the ambient light level of 35% is too low, so maybe the default levels are affecting the elevations and perspective in different ways.

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so maybe the default levels are affecting the elevations and perspective in different ways.

If so I would consider that a bug.

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Same model, same render settings. Different view projection = different colours. Why?

I'm glad you asked that question I'm having the same problems I thought it was just my settings, I spent several hours trying to get 2D elevations, from a 3D model to look the same colours, without success, using renderworks.

I notice that moving the light source does help a bit tho, but far from what i need.

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But they're both using exactly the same light settings (the defaults).

You know, I don't think this is true however not your fault though.......I think the problem is the fact that you are using an ortho-view, in perspective views only part of the light is reflected back at the viewer while in ortho-view (which basically is a none realistic view) a much larger fraction of the light is reflected back at the viewer and this makes it look 'lighter', mind this is only my theory, I don't really know how the function is programmed to reflect light.

You could try this theory by making the ortho-view into a perspective and see if there is a difference.

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They're using the same light settings in the sense that the lighting interface settings are exactly the same.

This is what happens if I change the orthogonal to perspective. A wee bit darker.

ubbthreads.php?ubb=download&Number=8814&filename=perspective.png

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On a side note I don't use ambient at all anymore, I find these settings to give the most realistic renders. (You can fiddle with emitter brightness and HDRI background brightness to get lighter or darker images and I believe, vary shadow darkness)

ubbthreads.php?ubb=download&Number=8815&filename=Sk%E4rmavbild%202013-03-13%20kl.%2020.17.28.png

Edited by Vincent C

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This is what happens if I change the orthogonal to perspective. A wee bit darker.

If the textures are reflective in any way this phenomenon is likely to be more acute.

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Thanks Vincent. It became a non-issue because I ended using entirely different settings anyway.

But I think my original point still stands. Why does it do this? It shouldn't. Imagine a new user coming across this. There's no logical reason for it to behave this way.

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