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I like to composite screenshots in photoshop as opposed to rendering with renderworks. Is there a way to render multipass like in C4D or a "white model" render?

I'd like to isolate the SSAO pass from the openGL render if possible, and I really hate turning everything white... maybe there's a script that temporarily (or permanently, but undo-able) turns all objects white?

 

Thanks in advance.

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Both OpenGL and Custom Renderworks have options to turn off both textures and colors.  The style Pat mentions above combines those Custom RW options with a few others to make the render look more stylized.

 

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Pat's method produced a hidden-line style rendering for me. I didn't get any AO... not sure why. What does it look like for you?

 

Thanks for the OpenGL recommendation. Didn't realize I could do that. Fast and works well for me. 

 

Thanks

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1 hour ago, ford519 said:

Pat's method produced a hidden-line style rendering for me. I didn't get any AO... not sure why. What does it look like for you?

 

Thanks for the OpenGL recommendation. Didn't realize I could do that. Fast and works well for me. 

 

Thanks

 

I discovered yesterday via JimW in another thread that you can have AO in OpenGL. Its found under View>Set Lighting Options.

You could add it to a copy of the Render Style White Model. Once you choose this option from the menu as shown by Pat, it will show up as a resource in the Resource Manager. If you select it there you can edit it to customize it further.

 

Kevin

 

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Also, the render style has Artistic Edges on. (Possibly a change to the style?).  If you don’t want this, when you edit the style, you can turn these off. 

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10 hours ago, Kevin McAllister said:

 

I discovered yesterday via JimW in another thread that you can have AO in OpenGL. Its found under View>Set Lighting Options.

 

Well this is kinda great - but why so hidden?   Add this button to Open GL options!  Love the look!

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1 hour ago, EAlexander said:

Well this is kinda great - but why so hidden?   Add this button to Open GL options!  Love the look!

I agree. @JimWmore support for unification.

 

KM

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Well, ambient occlusion isn't an OpenGL option, it's a light and shadow option, just like the ambient lighting settings, that affect all raster renders, not just OpenGL.  This is like the DPI settings, which affect OpenGL but are not exclusive to OpenGL.

 

One thing that is a bug is that AO should not be dependent on ambient lighting being on.  You can turn it off and still see AO (especially if using RW and HDRI lighting) even though the options are grayed.

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1 hour ago, JBenghiat said:

Well, ambient occlusion isn't an OpenGL option, it's a light and shadow option, just like the ambient lighting settings, that affect all raster renders, not just OpenGL.  This is like the DPI settings, which affect OpenGL but are not exclusive to OpenGL.

 

Sort of. Its implemented as a Custom Renderworks option..... Regardless of what it technically is, it should be implemented consistently across the user interface. As discussed in another thread, I had no idea AO was even possible in OpenGL until the other day. This is because I don't use lighting options in the Design Layers since they are for modelling in my workflow, not presentation. Having AO presented in two different ways when setting the options for Sheet Layer viewports is not great user interface design in my opinion.

 

Kevin

 

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