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  1. Today
  2. bbuxton

    V-Ray update

    So 7 months on.... Is there a working public beta yet?
  3. Yesterday
  4. Last week
  5. I watched the webinar given by the developers for the GI engine in Unreal 5.0 early release. The realtime GI requires at this time (in addition to at least a Nvidia RTX 2000 series card) that the walls in your project be separate meshes! The whole thing looked really great but it reminded me of Renderzone Plus, where raytracing does the reflections, AO is handling the nooks and crannies and the final gather handles the big lights. It can do IES and emissives already, but emissives are like the tricks we are already used to (they can't just replace all the lights), except they do propagate in AI. Like always, good diffuse maps win the day. They were also brightening diffuse maps to make them bounce more light. What is interesting about this is that you can get very sharp 4k (and this method doesn't blur textures at close ranges) at frame rates we who are not gamers drool over. In the time of one rendered animation, you could have the whole house presented with lots of pans and sweeps with all sorts of cool lighting. I don't know if UE has the same sort of simple camera animation as TM, but I suspect this GI engine will come to TM in a year or so. They showed some good solid archvis results. Certainly makes animation easier. I am finding that all the final compressors sort of wash away all the detail and having the ability to make 4k mp4's right of the screen for all intents and purposes I suspect make for awesome 1080p Youtube results.
  6. beyondyong

    V-Ray update

    when the vray 5 for formz release?
  7. Earlier
  8. Thank you for the reply.
  9. Hi Burney, you could try the following to see if it helps. Turn off certain snaps, especially these; Snap to perpendicular, Snap to Intersection, Snap to Tangent. Turn Specular Factor to zero in shaded for all your materials. In the Display Options, turn off "Show line styles & weights", turn off "show Hatches" and reduce Image textures to say 512 pixels or lower. When you open the V7 file, save as V8, reopen in V8 and copy and paste wanted info into a new file, see if that helps. Smarttec is correct that the technology has moved on but you should still be able to operate at a reasonable speed. Des
  10. Are you surprised formZ 8 is 7 year old technology - MacOSX 10.13 is 4 years old technology - formZ 9.1 is for now even Big Sur 11.x 'nothing stands still'!
  11. Hi, I have not use my Form z 8.02 for quite sometime. Lately I need to open an old Form Z 7 project file so I start using the software. But the software is running at unbearable slow speed. example, if I need to create a new material also cannot get the new material when I right click at the material palette. Try to use the color picker to drop a color also sometime work sometime doesn't. What have go wrong? I am running FormZ 8.02 in an iMac with Macos 10.13. Edit: I just download and install FormZ 9 Trial to verify. FormZ 9 work flawlessly. The I go back to my open Form Z 8.02 again, strangely now Form Z 8.02 is back to normal. Thank you for any help. Regards, Burney
  12. Thanks ADS! This is awesome. This TM export preserves the mapping with no prob. It's almost fun doing up the project in TM, so many headaches are eliminated.
  13. johnalexander1571

    V-Ray Render Farm

    Hi Justin, the supervisor wasn't big on the idea, for some politico reasons involving things above my grade. Made sense though. I am really hoping this twinmotion thing works out! I just got 9 and I'm about to take the plunge.
  14. johnalexander1571

    V-Ray Render Farm

    Thanks I may need you from time to time, I'll present it as an option to be explored by me at some point here shortly to my supervisor. I'll get back once he's ok with test and negotiation type stuff. I gotta run a day test to realtime Unreal or twinmotion first though. Unless they have great baking GI solutions, I'm dubious on those. I t seems like everything is dumbed down to mp4 in the end anyway though. We always want little details like cloth texture on a panel be visible, and it's murder trying to keep detail like that with compression happening. I am almost sure realtime will preserve the textures better, but lose on the GI front. Thanks for your answer, I'll get back.
  15. Justin Montoya

    V-Ray Render Farm

    Hi John, I sent you a PM. I should be able to help you out. The GPU for animation is currently not implemented correctly, but I hope that is resolved in the next upcoming release. I can test it here to see if it's an option for faster results. Talk soon.
  16. johnalexander1571

    V-Ray Render Farm

    This is intriguing because I looked at the list of farms on VRay website and there isn't a formZ native option, so Justin, are you still doing this? I have not been able to use gpu because although the render is faster, there is some glitch where it goes into computing limbo and sticks and never throws the finish notification, so I can't use for animation. I am soon updating to 9 from 8.6 so that may go away then. Do you still have interest in rendering farm?
  17. Hi All, Has anyone had to try rendering with formZ via farm? Stills or animation? Of course I mean with Vray... Thx
  18. Duplication of textures at every export is a pain. I just delete all the extras from time to time. I manage all my textures in a separate folder, so gathering all the extra duplicates is easy to do. I've tried modeling in C4D but my brain just doesn't work that way. I much prefer the precision offered by FMZ. Rhino seems to be looking evermore attractive as FMZ appears to be withering on the vine.
  19. I set by pixel size, per Des's comment. It works quite well and subsequent image exports auto update in Vectorworks & InDesign (my two frequently used programs). No need for resizing in Photoshop or screen shots. For example I set the window to 1600x900 and export as a .png or .jpg. I include a 10'x10' box to easily scale the image in Vectorworks if it is a scaled image (building elevations). Once it is set I never have to rescale again. I export the image with the same file name and it is updated in Vectorworks (or whatever other software I use such as Adobe Indesign). For higher quality I simply start with a higher pixel size. FYI: Scenes save the window image size, so you can set an export Scene with all the correct layers on and image size set. I gave up on printing and PDF export from FormZ a while back. Simply impossible. Easier and faster to export to another program for PDF. I had a request in v7 I think to improve that and have since given up hope on that front. It's possible it is better from Layout, but I have not tried. It could be something worth looking into?
  20. Thanks Shibui. I may give this a try for smaller models. I mostly work with retail displays so what I would be animating is a single group of products, up to around a dozen product (or maybe up to 30 in some cases). So this would mean a LOT of exports and FBX already duplicates EVERY texture in the file regardless if its on an invisible layer. I'd prodbaly end up with 60 versions of every single texture in the file causing a massive bloat haha. Sadly, it seems the best solution (until there is a fix) is to try spending more time modeling in C4D or Rhino for these cases. Oh, and that really sucks that FBX doesn't carry textures in v9. thanks for the heads up. My IT department would be very unhappy with me if I asked for an update just to downgrade.
  21. Hello, Even if it is not the right place, but Autodessys need to improve also the .pdf format. We use to print in pdf but the result is allways shrunk; so we print on a larger paper size expecting to have the complete view. The scale of the drawing is not accurate either.
  22. I sent this issue to FZ Support, and judging from the response they weren't even aware of it. I hope V9.2 (or whatever they call it) isn't as buggy and temperamental as the current offering.
  23. wakening up this discussion again, and now we have already FZ version 9.1. is IFC file support something on the list for future versions? i'm regularly getting projects where this kind of exchange could be really useful.
  24. One solution would be to isolate objects within your FMZ file by layer. Exporting .FBX sends only visible objects to .FBX format. Then import into C4D and then immediately group them into a null object (alt + G). Do this with all objects/layers until you assemble the complete model in C4D. FMZ -> FBX -> C4D recognizes object location, thus all objects should come into the correct place in the model. This could become cumbersome if dealing with complex models, but it is reliable. BTW on MacOS FMZ 9.1 -> FBX does not carry textures. For this reason I still use 8.6.
  25. I have the same issue.... started a thread about it here: No word on when it can be fixed.... slightly annoying because I use Full Shaded all the time. My only work around is taking a screen shot, not ideal but I haven't had much of a choice
  26. thanks for confirming my findings.
  27. Though some of the functionality of v.8.6 does continue to work on Big Sur, there are insurmountable conflicts between libraries, primarily in the UI and display, that will make the program difficult to use. If you wish to update to Big Sur, we recommend updating to v.9.1.
  28. thanks setz! I tried that format but C4D doesn't recognize it 🤔
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