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Swift Action Needed: Rendering integration so VW companies can stay Competitive

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@Andy Broomell 

 

Yes, I agree.  Check out my latest frustration if you have a chance.

Issues with imageprops, textures, and 3D models using alpha channels potentially.

 

 

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I would think that for most users who do not already port via c4d for their renders, they will use the in house mapping VW supplies, just like they have always done.  VW somehow exports the UV tag for all of its objects, since they show up in Cinema that way.  And unless I'm mistaken, you can tweak the textures  in Unreal, using the material editor's nodes.  

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Just now, grant_PD said:

I would think that for most users who do not already port via c4d for their renders, they will use the in house mapping VW supplies, just like they have always done.  VW somehow exports the UV tag for all of its objects, since they show up in Cinema that way.  And unless I'm mistaken, you can tweak the textures  in Unreal, using the material editor's nodes.  

 

Materials are editable, yes (I love the node editor), but the UV maps are not, unfortunately.

 

Yes, some sort of UV-mapping is indeed exported from Vectorworks, but there is zero control over it. Some objects work fine, but many others don't, and there's nothing you can do about it in Unreal. Even if the texture looks correct, that UV mapping might not work properly for the lightmaps (which are an additional, separate channel of UVs that need to be configured in a certain way).

 

Unreal can Auto-Generate lightmap UVs when importing the FBX, but I've not found it to be fully reliable. So to be successful, you need the ability to control UVs outside of Unreal. I just hope we're not expected to go VW > C4D > Unreal.

 

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I would think that is exactly what you are going to be expected to do.  Or go the "lite" version and just work through twinmotion or lumion.  Both of which are pretty lite in their control but can catapult your rendering output/quality if all you ever did was true renderworks.  

 

I think the possibilities of Unreal are inspiring, but I'm not sure if it warrants VW doing a whole rework of their mapping process just for those that want to build in it.  I'm still waiting for them to get the light to fall off correctly 🙂

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I suppose for those that don't want to pay for C4D simply as a shuttle to Unreal, Blender might be a nice alternative since it's free. I'll have to play around with that...

 

 

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Posted (edited)

@Andy Broomell - here’s a LINK to an old wishlist thread requesting improved texture mapping functionality: I’ll be happily surprised if / when Vw addresses this problem, as that wishlist thread is almost 5 years old (as of today).

 

In that thread, @PVA - Jim posted THAT: “I think we need to replace the current one completely, it's so far from being able to do the detail needed for advanced product modeling and interior design that I'm firmly in the Start Over camp.”

Edited by rDesign

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6 hours ago, Andy Broomell said:

 

So I have a relatively important question regarding this, having played around quite a bit recently with current methods of getting a Vectorworks model into Unreal (via FBX).

 

When this new integration debuts, how are we expected to work on UV maps? Unreal Engine, as fabulous as it is, doesn't let you edit UV maps, as it's expected that you finesse those beforehand in your DCC (digital content creation) software, which in our case is Vectorworks. There is currently no capability to edit UV maps in Vectorworks, so unless there's some additional UV functionality coming, I'm not sure how a link with Unreal will be usable?

 

It's important to note that Unreal relies on well-constructed UV maps not only for texturing, but for lightmaps and shadowmaps as well. All UV-based.

 

I want to make sure the folks working on this connection with Unreal are thinking through a complete workflow, not simply the file connectivity aspect which alone might not lead to usable results.

 

That being said, I'm really looking forward to further progress in this direction. Thank you for opening up more avenues for us!

 

 

 

 

 

Upvote.

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5 hours ago, grant_PD said:

I'm still waiting for them to get the light to fall off correctly 🙂

 

You mean like it used to (before they changed it in v2015 or whenever)?

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On 6/1/2020 at 2:19 PM, rDesign said:

@Andy Broomell - here’s a LINK to an old wishlist thread requesting improved texture mapping functionality: I’ll be happily surprised if / when Vw addresses this problem, as that wishlist thread is almost 5 years old (as of today).

 

In that thread, @PVA - Jim posted THAT: “I think we need to replace the current one completely, it's so far from being able to do the detail needed for advanced product modeling and interior design that I'm firmly in the Start Over camp.”

 

Looks like I've already upvoted 😂

 

By the way, the more I've worked with other 3D modeling packages, the more I actually really like many aspects of the way Vectorworks handles textures (particularly in regards to size, scale factor, and tiling). But two things should happen:

  1. Finesse existing functionality simply from a UI/UX standpoint.
  2. Add one additional level of mapping ability: custom UV Mapping. As I watch many industries swiftly move towards programs like Unreal, this will soon become imperative for Vectorworks to keep up and not lose market share. 
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If you are going for hyper realism, especially in animation, you need a render that allows separate passes that you can later on retouch in either 2D such as Photoshop or 3D/Motion compositor such as Fusion. That's utterly important for our school anyway. So far we've figure out few workarounds thanks to VW's extremely flexible export options.

 

Here are few renders we use

 

Keyshot - great for fast and quality interior shots - great for hyper realistic cloth material render thanks to new Realcloth material - superfast with RTX GPU support - Supports passes (limited compared to other renders)

Vray Next - for very obvious reasons if you are into product or presentation industry

Octane - the best I've used so far personally - ultrasonic fast - unbiased - PBR - volumetric lights and scattering in blink of an eye - render out all the passes you can imagine - because it's ultrasonic fast rendering custom camera motion is so simple.

 

I'm pretty sure all three renders would pick up VW as soon as VW opens up. Happy to hear about Redshift, even though it's significantly different from Octane in workflow but we would never miss out on the opportunity to learn new tools

 

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