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  1. Today
  2. AHTOH

    Layout fonts outlined

    The only workaround I see to produce more or less viable drawings is: To get your model to layout in a scale (say 1:50) Save as a Copy as legacy FZ 6.5 Rename a file from .fml to .fmz Open it with FormZ 6.5 as a model Get it to a Drafting environment and work in proper made app Of course if you have old FormZ.
  3. Last week
  4. johnalexander1571

    STEP Import not available!!!!

    I think this was it: quit formz goto autodessys folder open folder formZ 8.5 delete: formZ Previous8.64.fpo relaunch formZ 8 I could not get STEP to work with 9.
  5. Justin Montoya

    STEP Import not available!!!!

    Same issue here. Anyone find the trick to the get the Step.fzp to load?
  6. johnalexander1571

    Wet Pavement

    Thanks Justin, this just goes to show... much to learn, we still have...
  7. johnalexander1571

    Wet Pavement

    I got the files and am playing with them now.
  8. johnalexander1571

    Wet Pavement

    Hey, that does look pretty good! I can't see the file format on there as I am not a member. Were you able to open their download directly in the VRmat Editor?
  9. Justin Montoya

    Wet Pavement

    Some great information already shared in here. I wish it were easier to play with displacement. We could really use some baseline presets, just like VRay Fur. Still, I do not think you have to use displacement to achieve this effect. Especially if it's not the focus of the scene. I did a quick test to see if I could follow this Wet Asphalt example using VRay for FormZ - Here are the files they provide - https://www.sketchuparchive.com/product/wet-road-1/ I tweaked it a bit using our VRMAT Editor and got this quick result - It's not bad considering the minimal effort with a simple VRMAT file. If you play with the Fresnal IOR as shown in the example, you can make the reflection channel (puddles) more or less dramatic. Files: Wet Asphalt - JM.vrmat Wet-asphalt-test-1.fmz
  10. ZTEK

    Auto translate Units on Input boxes?

    1+ In addition... why not also improve all the measurement tools in the Measure palette with drop-down menus with the different units that formZ offers? Currently, some of them offer this possibility, for example, Mass Properties and Measure Quantities (partially). It would be very useful and I don't think it's difficult to add.
  11. Justin Montoya

    Auto translate Units on Input boxes?

    Furthermore, what if we could input simple equations? For Example: 11' - 83" ... to automatically generate a 49" input. I realize there might need to be some sort of container added like (11') - (83"), but it would keep us from constantly going back to the desk calculator. WAIT a sec... What if there was a calculator built into FormZ that you could pop out of the numerical Input boxes!? That would be AMAZING! It could handle all the conversion from metric to standard as well. Possible?!
  12. rmulley

    Layout fonts outlined

    Oh I have the same problem and I was apologizing just yesterday to my CNC guy. I feel like I battle Layout evefrytime I have to produce a drawing for production and just when I think I've got it figured out it throws up some weird shit that wants me to throw my laptop out the window!
  13. Shibui Design

    Sketchup model woes

    Andrew, I cannot wrap my head around how MAX and C4D model. I could see coming from a gaming or character modeling environment, but for architectural type projects, the modeling methods don't make sense to me, yet I know many people using it for such. Typical workflow for me: Model in FMZ. Exclude high polygon entourage since FMZ struggles with lots of imported polys. Texture as much as possible in FMZ. Export as .FBX. Nearly ALL maps translate correctly when imported into C4D. High poly entourage is best managed in C4D. Import into C4d. Apply lighting and cameras. Slight editing of materials might be necessary, especially for reflection. Sometimes I use C4D Physical render engine, sometimes I use Vray or increasingly, Corona Render. Corona is very similar to Vray, except it's easier to set up. Not as many settings to tweak. Quality and speed is exceptional in Corona with little set up time. To manage changes, I will go back to FMZ and create a new layer or series of layers containing only newly changed geometry. Export only that layer as .FBX and merge it to the C4D model. Once the scene is set up, it's really easy to manage geometry using this method. I find this workflow to be very efficient. If ONLY there was a single software with modeling fluidity and accuracy, with SOLID layout program for documentation and native rendering equaling that of Vray, Maxwell, etc. Until then, I use three different programs...
  14. Andrew West

    Wet Pavement

    That is a good way to blend two basic materials. But now how do you control the Reflection, Bump and Transparency of those materials individually? For instance, in Maxwell's material editor you can create a material that simulates rust on metal by adding a rust map over the top of a steel map, then give the rust a transparency Noise map so that it only appears in places. Adjust the amount of noise to adjust the amount of rust. It works almost like a procedural material and this would be an easy way to do puddles on the street or dirt on the floor. V-ray does work this way in other programs, just not in here yet from what I can tell. Correct me if I am wrong.
  15. Tech

    Wet Pavement

    Andrew, apologies. That is not what I thought you meant when you asked why the editors are not identical. To clarify I will address the issue here for everyone. So the VRMaterial Editor is standalone when used through form•Z, but it is embedded in Sketchup and is paired with the material list, lights, settings, etc. While the Settings section of Sketchup does contain some extra features that we currently do not offer (but hope to offer in future releases), the Material editor itself is identical to Sketchup's version 3.x's editor. That being said, it will NOT be identical to Sketchup's V-Ray Next VRMaterial editor. To address your request, this is how you can set up "stacked materials." Start with a New or Opened material and click one of the checker patterns next to a map type. From the next screen. choose Texture Blend (3rd option). You will then be presented with this page where you can select up to 2 materials. When you go to choose the texture map, you will be presented with the previous screen again, so you are able to define one of these textures as another Texture Blend if you'd like. I've taken my asphalt texture and set it as Texture A, and my puddle pattern is Texture B. Now I can use the Blend Amount value and adjust it to show more of one or the other. NOTES: At the bottom left of all of these pages is a Back button you can use to go to the previous page. If you decide you want to change the type of effect (Bitmap, Blend Texture, Smoke, etc) you can do so by clicking the small list button to the left of the name of the effect. So above, you'll see the icon to the left of where it reads "Texture Blend." So all of the features in the VRMat Editor should be the same across the board. Now for Andrew's favorite part, the workaround! Having run into some occasional strange behavior myself while loading these VRMats in, here is a sure-shot way to bring these materials into form•Z: 1) Create a new material in the Materials palette and name it appropriately 2) Open the material in the Material Parameters palette and choose the 'VRay' Material Type 3) Select the Libraries drop-down menu and select one of the V-Ray libraries (it will be the last section, split by dividers) 4) Double-click one of the Materials in the library to make it the active material 5) Now you can click the Select Material button and locate the VRMat that you've made already without form•Z running into any issues! If anyone has any issues with my steps or has any further questions, please contact us at support@formz.com!
  16. johnalexander1571

    Wet Pavement

    I see how that would be a great improvement being able to stack them. That would change things for me too.
  17. Andrew West

    Wet Pavement

    I have spent hours trying to figure out how to blend materials in V-ray like you can in most other editors. It does not exist in the current build according to Tech but they hope to unlock more of the V-ray features in the next build. One thing that has been lacking in our editor has been the ability to stack materials on top of each other and control the amount of blending that happens on each layer. That would be a real game changer for me. Adding rust, dirt or in this case water over a surface would increase the realism tremendously. Thanks for your help.
  18. johnalexander1571

    Wet Pavement

    Yeah, Interesting, I see how it is being done in that video. I have looked in the VRay material editor, and if there is a way to blend materials so this happens in one shot, I don't know how to do that. I used one block and meshed the top at 8" and applied a displacement map to make lower areas where water would appear. The water itself is a separate object that sits just below the asphalt, and shows up where the dips are. I just went with my gut as to what would work and look ok in the render. The asphalt is a generic material made with the supplied diff and bump for asphalt d cracked. For the water I used either water or alcohol. This would mean that the asphalt would tile, but the displacement would not, and would have to be applied to the street mesh. Since we are using a map for the puddles anyway, I was hoping that it would be fine to add this step. If there is no blend option like in the videos, I think you will have to separate the objects and map them separately. I don't know if there is a one VRay material that would work in formZ. However, I think the video you present would work just fine if we have the blend capability available somewhere. wetasphalt.fmz Ps. my 2 cents, I suspect that even as subtle as it may be, using displacement to create actual dips in the geometry for the puddles will ultimately look more optically correct, as there is a real dip there, not a 'fake" one. I think computers are fast enough now to handle a limited ground plane faceted with a reasonable mesh on top. The edges won't be able to be as detailed as the one material method, tho. Support, can we blend materials like shown in the video?
  19. Andrew West

    Wet Pavement

    I think I got lost on what you did to achieve this. Could you please explain a bit more. Tech sent me an example of how to do it with a plane suspended an inch above the pavement. That highly reflective plane has a B&W Opacity map of blotchy spots in various densities from white to pure black. The white areas are opaque and the black are transparent. I also put that map into the reflection channel and set the reflectivity to 1. The asphalt plane below is also fairly reflective since it would not be dry at all. It has a specular map and a subtle bump map. The result was not nearly as good as what you have achieved and it was very difficult to control. Even the pure black areas of the opacity map affected the pavement below to a large degree. Looked kind of muddy and unrealistic. For what its worth the Vray tutorial for Sketchup had the best result in the fastest manner. You also create a material that can be applied to any model in the future without displacement. Here is my pathetic attempt
  20. Andrew West

    Sketchup model woes

    Well I just watched a couple of videos in Cinema 4d's Cineversity website where you can watch countless tutorials on how to use their program. I am seriously impressed by their texture mapping tools which has been an issue in FMZ for me personally. Their material editor is amazing. Before I make the leap to this program I am going to wait to see what becomes of the next release of V-ray Next for Form.z. If it is a major improvement to the integration of V-ray and an expansion to their material editor I may just stick with that a bit longer. I realize this post has gone off topic now. But it does relate to the use of multiple programs and how they work together (or not).
  21. Andrew West

    Sketchup model woes

    Thanks for the feedback. I owned C4D about 18 years ago and I tried to get an efficient work flow between the two but had very little success. Perhaps it is time to revisit that again. I also own 3DS Max and my workflow back and forth with that is also awkward at best. In a perfect world Form.z would have a stable high end rendering engine with a robust material editor similar to the Slate editor in Max. It would also need to play nicely with outside models of questionable quality. Or Max and C4D would have quick and easy modeling tools for architecture like Form.z. But that world does not exist at the moment. The issues I have had working between two programs is always the same. Revisions to the design and texture mapping. Modeling in one and rendering in the other means a lot of importing and exporting along with re texture mapping. How well does C4D handle texture maps coming out of Z? The reason I ask is because I find it much faster to map as I build the model.
  22. johnalexander1571

    Wet Pavement

    I now think you would have to do it this way, see how you can clearly see the tree in your puddle example, but not on the asphalt. I noticed that using alcohol instead of water on the liquid makes the reflations sharp as mirror.
  23. johnalexander1571

    Wet Pavement

    Here is a quick test of creating puddles using formZ displacement. I have just noticed that the reflections that run across the wet asphalt and the water are two whole different things. They would be diffused by the roughness of the asphalt, while the water would be close to smooth. The water is a cube object. I meshed the top of the asphalt object at 8" before applying simple displacement. I used the stock asphalt d diff and bump. That should take care of the tilling aspect of the surface. The displacement would have to be one image for your whole area, and painted with more time on the irregularity of the puddle shapes. I know this isn't there yet, but it moving in the right direction.
  24. johnalexander1571

    Wet Pavement

    I see that a gray scale reflection map that allows the reflection to vary over the surface appears to be an ingredient to this. I have been meaning to add this to my regular process after seeing all of these real-time substance painter results. I think I have underestimated how much this would add to the realism of all sorts of things. For ex, a kitchen counter that has the reflection falloff where hands have contacted it over the years. Very subtle, but I suspect one of the bigger things I could do to level up on renders in VRay.
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