Phileas Posted June 26, 2019 Share Posted June 26, 2019 Hey guys I'm trying to render an exterior elevation of a building I've modeled. I'd like to use OpenGL as a main rendering mode so I can display shadows and colours for the site model, and Hidden lines as a secondary rendering mode to emphasize the linework. However, whenever I change the main rendering mode to OpenGL, the building disappears and only the site model remains. when I hover over the building's location with the selection tool, some geometry outlines in grey and I get points to snap to, so the building is obviously still there, it simply doesn't show. Layer and class visibilities are all absolutely normal, and when I enter the viewports by double-clicking and choosing "edit objects in section" (I make my exterior elevations using sections at the bottom end of the wall), the building reappears and shows normally. Exiting back to the Viewport deletes it again. Has anyone experienced similar issues? Quote Link to comment
Hans-Olav Posted June 26, 2019 Share Posted June 26, 2019 Hi Phileas Have you made a sheetlayer with viewports? It is mush easier to adjust rendering and visibilty in viewports Quote Link to comment
Phileas Posted June 26, 2019 Author Share Posted June 26, 2019 (edited) @Hans-Olav yeah I created this "presentation sheet" (or however it is called in english), gave it A2 dimensions and a 300DPI resolution, and created the viewport on that sheet. I didn't create a design layer if that answers your question. Google tells me this is called a sheet layer in english. That's just the standard way of creating viewports isn't it? Edited June 26, 2019 by Phileas Quote Link to comment
Hans-Olav Posted June 26, 2019 Share Posted June 26, 2019 Thats the right way to do it. On the sheet layer, choose the viewport of the exterior and adjust the rendering settings in the OIP. choose Open GL for background rendering and hidden line for the front. Quote Link to comment
Phileas Posted June 26, 2019 Author Share Posted June 26, 2019 @Hans-Olav Exactly what I did. Except you can't have openGL as the background render (the option doesn't show in my OIP, only hidden lines is possible). So I have OpenGL as the front and hidden lines as the background render. I'll show you my problem: here's the setup you described. You'll quickly notice there are no shadows showing and no other openGL components like colour either. I't just a plain hidden line render, despite OpenGL beeing the front render. VP Setup.mov I skipped the VP update, here's a screenshot of the end result: no shadows, no colour, just hidden lines. Something's obviously wrong with OpenGL. weird behaviour of openGL.mov watch this and if you understand anything of what is going on please help me. I just don't get it. All my viewports behave like this. File in Attachement: EXE CR59.vwx Quote Link to comment
Hans-Olav Posted June 26, 2019 Share Posted June 26, 2019 Hi i couldn't make the open gl to work either here is a link to your file with render works viewports https://we.tl/t-G40cgVOXkk sorry didn't have much time today (-: Quote Link to comment
Phileas Posted June 27, 2019 Author Share Posted June 27, 2019 @Hans-Olav no problem thx mate. I figured out I had a few objects with infinite XY coordinates, and rebuilt those. Now it seems to work fine. Quote Link to comment
Hans-Olav Posted June 27, 2019 Share Posted June 27, 2019 You should also test if there is objects far from the origin make all classes and layers visible and fit to object Quote Link to comment
Phileas Posted June 27, 2019 Author Share Posted June 27, 2019 @Hans-Olav that's the method I used to find out all my stairs had a weird 3D loci associated to them at around 2e98 Z value... Any idea how this could have happened? Quote Link to comment
Hans-Olav Posted June 27, 2019 Share Posted June 27, 2019 I dont (-: I tried also to reduce the DPI of your sheet layer. When using hidden line as foreground render, the background shadows doesn't need to be so sharp , 150 dpi is often enough and speeds up rendering Quote Link to comment
Phileas Posted June 27, 2019 Author Share Posted June 27, 2019 @Hans-Olav Thanks for your help man I've played around a little with the options I have, and came out with this: I like the design like this, I'm really happy with it 🙂 I drew above the site model with polys to get rid of the triangulation of the 3D polys making the mesh, and drew polys with a "Shadow" class above the shadows of the openGL model with 600DPI to get vectors (polygons/polylines) as shadows instead of pixelated ones 🙂 Quote Link to comment
Hans-Olav Posted June 27, 2019 Share Posted June 27, 2019 Looking great you can adjust the triangulation in the hidden line settings 60 degrees is usually good Quote Link to comment
Phileas Posted June 27, 2019 Author Share Posted June 27, 2019 @Hans-Olav tried it with this, and was only half happy with the result, so I drew over them 😉 Quote Link to comment
archdaly Posted April 20, 2021 Share Posted April 20, 2021 Is ambient occlusion turned on in your viewport lighting options? I find that makes the difference between a flat OpenGL render and one that has a lot more depth. Quote Link to comment
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