TimG Posted April 28, 2016 Share Posted April 28, 2016 Any ideas on if this is a bug or if I'm missing a setting somewhere. Essentially my window tags in elevation are not showing correctly in my custom rendered VP...the tags themselves show up, but the txt does not. my vp is custom rendtrworks background with hidden line foreground (planer and screen objects both turned on)....I copied the VP same settings, but turned off hidden line foreground and it still doesn't show... but if I copy the VP and change background to just hidden line they show up. I can work around this y having two VP's overlaid on top of one another, but I figured it should work the way I expect with foreground / background settings in one VP. Any ideas appreciated. Quote Link to comment
zoomer Posted April 28, 2016 Share Posted April 28, 2016 Does it make any difference if you set foreground to HL but background rendering to OpenGL only ? Quote Link to comment
TimG Posted April 28, 2016 Author Share Posted April 28, 2016 yes, open GL shows the tags as expected Quote Link to comment
Vectorworks, Inc Employee PVA - Admin Posted April 28, 2016 Vectorworks, Inc Employee Share Posted April 28, 2016 (edited) Same here, I think I have filed this as a bug and/or feature request before. Ideally the tags would show properly without having to have a Hidden Line foreground, but they should certainly show with one and shouldn't require overlaying two viewports to get the desired effect. Submitting this again now if I can't find the previous case. EDIT: And after some poking I can see the ID tags when rendered on the design layer, but not when rendered in a viewport even with the exact same renderworks style for both with no HL overlay. Submitting this as a new bug. Edited April 28, 2016 by JimW Quote Link to comment
zoomer Posted April 28, 2016 Share Posted April 28, 2016 (edited) Strange. I know that C4D doesn't render 2D geometry in a normal way, so does RW. It makes just a plane with a too low res image texture. I have to convert to 3D Polygons first. But I don't know why RW hides Text of your well working HL foreground render ? There is no option in RW to not use your annotation Class. Does cranking up any 2D/3D geometry quality setting or VP DPI make a difference ? Edited April 28, 2016 by zoomer Quote Link to comment
Vectorworks, Inc Employee PVA - Admin Posted April 28, 2016 Vectorworks, Inc Employee Share Posted April 28, 2016 Pretty sure this is a new problem, I see it was fixed in versions from a few years ago but I absolutely see the problem now. It is supposed to show the 3D tags regardless of quality. Quote Link to comment
Benson Shaw Posted April 28, 2016 Share Posted April 28, 2016 (edited) Fonts involved? eg true type vs other, or same result for all fonts? -B Edited April 28, 2016 by Benson Shaw Quote Link to comment
TimG Posted April 29, 2016 Author Share Posted April 29, 2016 The font I'm using shown in my attached samples is Segoe... which is ttf I'll try changing it in a few to another type of font to see the results. related, I'm noticing some of the tags are not showing up on the hidden line rendering... see attached... the two second floor windows on the left and the slider tag on that same corner.... is anyone else replicating that too? seems to be about 3% of the windows or so on my elevations, particlarly happens to windows shown at a 45 degree Quote Link to comment
zoomer Posted May 9, 2016 Share Posted May 9, 2016 Hmmhhhhmm. I once complained about my Windows exceeding the Roof in Viewports side views. Now I see problems again when having background to OpenGL and foreground to HL. HL seems ok. But OpenGl seems to have problems. Cranking up OpenGL resolution does change something, but doesn't really better (95% orthogonal geometry). OpenGL not only looks blurry in some but not all parts, it also seems to be offset quite a bit. The only way to solve this is to crank up Sheet Layer resolution to at least 300 DPI, which is not necessary for the HL only VP's. In my 1:100 drawings, for a Wall (32 cm width) Top, the OpenGL filling stops about half a wall width length below the Hidden Line. If I calculate that right, those missing 1,6 mm OpenGL Fill should be 9,4 Pixels when using 150 DPI. So OpenGL is undersampled in Viewports ? Quote Link to comment
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