Steve Clarkson Posted January 24, 2018 Share Posted January 24, 2018 I've searched through other posts looking for a solution, but I think I'm missing something fundamental. I don't think I missed it in the intro videos. Hoping I can be pointed in the right direction. I'm using fixtures that came with the package (Spotlight 2018), Source 4 PAR, and Microh RIO PAR 126. The Source 4's turn on in OpenGL, the Microh's don't. (I'm only using 4 Source 4's and 1 Microh currently - I know about only 8 instruments illuminating in OpenGL) Both types shine right through objects whether Cast Shadows is checked or not. Also whether Use Fog is checked. Some responses I've read indicated a reference to a RW Background Texture setting, but I haven't been able to find that. Any help would be appreciated. Thanks Quote Link to comment
markdd Posted January 24, 2018 Share Posted January 24, 2018 (edited) The first thing to know is that OpenGL will only show 8 light sources. Secondly you will need to make sure that shadows is enabled in your OpenGL preferences. This will have the effect of making your light from the instruments disappear because it shows up a problem with the way symbols are currently handled in VWX. What is happening is that OpenGL does not understand fully the properties of the lighting instrument texture in that it cannot read the "Not Cast shadows" option within the texture, which means that currently the light is blocking itself! The concept works brilliantly in a render works mode such as Fast/Custom, etc but in Open GL it doesn't. If you want to see the beam of the light and the resulting shadows in Open GL then what you will need to do is : temporarily remove the fill from the class that the 3d portion of your light is controlled by refresh the instruments That works fine and is a quick workaround till VWX eventually enable more of the texture modes in OpenGL Hope that helps! Come back if you have any other issues. Edited January 24, 2018 by markdd 1 Quote Link to comment
Vectorworks, Inc Employee PVA - Admin Posted January 24, 2018 Vectorworks, Inc Employee Share Posted January 24, 2018 In addition to the above, you will not see ANY Fog effects when rendering in OpenGL, only in Renderworks modes. I am actively working on an explanation of Lit Fog now and the more advanced uses of it, but the very basics are explained here: Quote Link to comment
Steve Clarkson Posted January 24, 2018 Author Share Posted January 24, 2018 Thanks Guys! Quote Link to comment
scottmoore Posted January 25, 2018 Share Posted January 25, 2018 11 hours ago, JimW said: In addition to the above, you will not see ANY Fog effects when rendering in OpenGL, only in Renderworks modes. I am actively working on an explanation of Lit Fog now and the more advanced uses of it, but the very basics are explained here: I’ll be very interested to see what you have to say about using lit fog Jim! Quote Link to comment
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.