Jaakko reacted to Des in Importing Lidar scans into FZ - how to get textures to work
I just tried this out and it's so cool.
I did a little test using 3d Scanner App on my iPhone 12 pro of my sleeping dog beside me where I work. I don't think it's too bad considering I just used the low res setting for a few seconds.
There were some triangles floating around but I used the separate tool and marque selected them and deleted. Make sure to turn up the Image Textures resolution (at least 2048 pixels) in Display Options.
This is so much fun, thanks for posting Kim.
Santa, you're being way too harsh, will you move on..
Jaakko reacted to johnalexander1571 in Importing Lidar scans into FZ - how to get textures to work
Ok, .obj is fine here, images and mapping are intact. My cat, corvette fix-it book, and Marshall amp. Like Des, cat is my supervisor.
Jaakko reacted to kim in Importing Lidar scans into FZ - how to get textures to work
Thanks Des for the directions. I can now import Obj files into FZ. I have attached two files to show the import settings I used and the results. FZ does it again!!! 😊
Just in case anyone is interested, I am posting a link to a site run by Elliot Hartley. IMHOP he has written the best article talking about LIDAR apps for the iPhone 12 Pro.
Jaakko reacted to johnalexander1571 in Version 9.1
Another cool easy cut icon idea for the top of the screen and this is a trick that Paul taught me, would be one to select the last created object. Sometimes this is needed for using view centering on a small object (like a tiny profile you just drew) lost in your huge project. Maybe it could even select and center on that last created object, in one click. Paul showed me that you can scroll to the bottom of the object pallette to easily select the last created object. So it would be another place a pallette dock scroll dig could be wiped out.
Jaakko reacted to johnalexander1571 in Version 9.1
I actually have been happy with 9.1. I just switched two weeks ago, and I used 8.6 all day every day. Now 9.1 all day. I am on Windows on one 42" inch 4k screen, (so no two monitors, so I can't speak on the whole shabotny that may come with that) and found it so much better to use all the time. I haven't opened 8.6 since. The two new snaps are end and midpoint. I admit to having snap issues myself, but haven't pinned them down. Since I can now toggle stuff like groups and edge picking with icons at the top I often find I've got one of these set how I don't want, so I have not nailed down a snap issue I could report, but I will probably be able to. It handles multiple projects open way better. Also 8.6 was crashing on me at least once a day accessing VRay materials, and these seems to have gone away. Inspector seems odd at first, but works great in practice. Scrolling the pallette dock is so priceless. The appearance is much cleaner, but like I said, on one big screen. I like that I can grab the edge of the formz window and pull it over, and see the desktop, or look at .pdf's.
Those light intensity sliders re not working for me with VRay plane lights though.
I thought of adding another handy toggle icon at the top of the screen for the one view you always want to go back to while you are working. I often find I gotta scroll to the views palette just to fish out the one view I always use. Maybe a home view icon that goes to the first view in the view list. I do use a tablet often and being able to peck a icon for everything in formz is working really well.
Just my 2 cents after two weeks. It has been noticeably smoother to use. A few things here and there and this can be a good solid version, maybe 9.2 is epitome formZ.
Jaakko reacted to johnalexander1571 in Datasmith for form•Z Technology Preview
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.
Jaakko reacted to Justin Montoya in Mesh lights
I think you should try using emitter material lights for this sort of LED lighting detail. I also use a lot of LED strip lighting on counters and displays, and after many tests and projects, I've found the emitter material lights to be far more efficient to use for this purpose. You can then much more easily adjust the various material lights for the many objects/faces without using the chunky light palette editor. Hopefully our OpenGL based Shaded renderer will support this in the future as well because it is already possible with the OpenGL API, but not implemented because silly RenderZone doesn't support it.
Here's some examples of using only Emitter material lights for detail lighting:
Jaakko reacted to Justin Montoya in Can you make a way for VRay to reduce render time?
Nice John! Thank you for sharing your workaround... That's FormZ ... you workAROUND it.
So when you are exporting your animation from FormZ, may I ask what settings you are using? I find FormZ lack of modern codecs like mp4, and h.264/265 really bothersome. AVI is ancient and the uncompressed version is buggy. I also found exporting VRay animations troublesome since it would not use the Denoiser (Mild), which greatly speeds up rendering each frame. Are you utilizing your RTX 2070 to speed up your rendering?
Hopefully when V-Ray 5 finally drops, we will have several new tools that will make this sort of job easier.
First, there is the newer RTX based engine for RTX GPUs. This is supposedly significantly faster, though like the GPU engine, not all features are carried over from the traditional VRAY CPU engine. The faster RTX GPUs you have, the faster the rendering.
Then there is the new VRay VISION, their real time engine. -
And the new VRay Cosmos looks pretty sweet for integrating outside assets too -
Now I have no idea if any of these will be implemented in our upcoming VRAY 5 for FormZ but I hope they are and especially if it adds enough interest here under the VRay for FormZ forum.
TwinMotion is impressive and I'm happy it's coming to FormZ as a live link one day. Until then, I already know VRay pretty well and these new tools are exciting to expand our arsenal.
Jaakko reacted to ¢hris £und in Simple Snapping Question
Two, what version of fZ are you using? I created a script do do this for v9.x. the script still needs some work, as it is dependent on some changes to the SDK. But, it is functional. Sorry, only works on 9.x
The script allows for a lot more positions than just center. Minimums, Maximums Middle and Center of Gravity of each of the objects considered.
All of which should yield (if my logic/math is correct) 144 possible positions.
The tricky bit, is it currently cannot use pick order but has to use object creation order. So, you have to Cut and paste the object you want to be displaced (this action puts it as being created last in the objects List)
When the SDK allows for pick order, I will update the script.
Hope this helps!
Jaakko reacted to ¢hris £und in A way to make formZ more popular (but you won't like it...)
There are a just a few things to consider here.
1. the iMac Pro was really merely a transition machine while they took way to damn long to come out with a Pro Tower.
2. The M1 in its debut looks impressive. And thus far, we only have the low power mobile chip to give comparisons to. The M1 beats anything currently in it's class. Qualcom's SnapDragon, is simply outclassed. (for now)
3. Microsofts ARM implementation up to this point is sub-par compared to intel/AMD offerings on their own side. Not so for the M1/Intel Comparison. So much so, that the ARM windows was Quasi-Ported over to the M1 mac to run in translation, and it runs better on an M1 than the Microsofts own SnapDragon derivative. I do not pretend this will stay this way. It won't take long for MS to have their WTF moments and get moving again. They can't afford to have another iPod/Zune or iPhone/windows mobile event, and I bet they know it. Ultimately, this is a good thing for both sides of the argument.
4. Yes, there is software that I have had to run that was elusively windows, and I am disappointed that Parallels/VMWare no longer (probably temporarily) have a place. I bet once MS beefs up their ARM hardware to match, the market for it will grow and software will make that transition.
5. As I understand, there is a fair amount of windows software that is not Native to WARM. Stifling the market for the hardware, thus stifling the market for the software, Recursively. This is likely to change now. As much as people do not like apple (often for merit,) they do change the industry, repeatedly.
6. Microsoft themselves have not committed to the ARM platform, thus giving rise to #5. It has been more of a hobby if you will. This too, is likely to change.
7. Microsoft did not really beat Apple to the ARM punch. The M1 and ostensibly further derivatives are in themselves derivatives from their phone chips they have been designing for quite some time. Apple licenses the instruction set, they design the chips on their own.
8. Yes, GPU has lagged historically, pathetically. However, even on the GPU integrated mobile chip, there is a significant boost. Though certainly not on par with discrete GPUs of Nvidia or AMD currently. For that we will just have to wait to see what they do.
9. For apple to push back into the PC market with their own chipset, is a pretty good sign of them showing commitment regardless of their other business models. I too do think that they let the Pro business slide and slide way too far. IMHO, they should have jumped ship from Intel a long time ago and embraced AMD or at least been willing to use the best option to fit their end goal (machine to machine) Should I B&M about MS and their foray into Business products? I mean really? A word processor, how lame! Or their AI devision? or Quantum computing, or WebServices/Servers? Hardware, Mice, keyboards, tablets, hybrids, AR glasses, tables.... yes tables? That means they have an industrial design team, or at least doles out money to have it done for them.
10. The car is still a rumor. And doubtful they will be designing building the chassis and other critical "Car" stuff.
11. Hate on apple all you want. Thats cool that you think that's cool. Damn, your so cool! However consider this. If it weren't for Apple or someone like them, Microsoft would not have needed to advance their products. And quite frankly, likewise. If Apple didn't have someone to rise up to, they never would have. If you haven't figured it out by now, let me in on a little secret. MS is like a grandpa hoarder. They have an extremely difficult time letting go of anything legacy. I sure do wish we could go back to MS Dos. Ah, the good-ol-days. You know, before CAD even existed on anything other than a Mainframe. 5.25" floppy drives oooh yea! Hell, my first computer had a cassette drive. I have even used a computer professionally that used paper punch tape (I "programmed" embroidery machines) (not quite far back enough to have used punch cards) I was pretty good at getting around a VAX/VMS. All legacy stuff, I am really honestly happy to be done with now that I know better.
While I am sure Apple and it's overwhelming willingness to drop legacy concepts is a thorn in ADSs side, as well as other developers. Apple or MS isn't ADSs problem.
*Marketing, yes, is a strong part of it. Much of their marketing used to be through Universities and students. That market of marketing doesn't appear to be viable any longer.
*Technologies, also a strong part of it. Web based platforms are getting stronger. There is a write once deliver anywhere model for you. Would it be worth their effort too do so? I do not know. Personally, I prefer native... but as hardware gets more capable, this may not be an issue in the future (maybe not now, my brain might just be legacy.)
* Open source and free(ish)ware. Many modelers get their feet wet these days on such "products" and have no need to move past them. This has taken much of the student market. In my opinion, ADS should embrace some of the OpenSource Base code to enhance the functionality. How about an open source Physics engine? I think Bullet is one. There is a lot out there that they could, I think, Capitalize on. Now that Python is in the works, this is all I will say about python in this discussion, there are tons of libraries that can be taken advantage of.
* Consolidation. Well, just think of Autodesk. They have so many products (and shelved products they have purchased.) Modo has changed hands at least twice now and into a conglomerate.
* Base philosophy. Things are changing. ADS is small enough to lift its head and see this. Though difficult. This is to their advantage. But it is up to them to do so. And Up to us to prod them to do so. Constructively, of course.
*** User Base. Yes, I mean us! We are a problem for ADS. Why, because we are also aging. We have less time to play and experiment and give word of mouth and build things just for the cool factor of it. The youth, that is what they do, and as they push forward, they also push forward their toolset. I am sure there are some younger folk here than I. Probably some real young ones too, say in their 30's or 40's. But these are going to be career people too. Not spending their free time pushing the envelope and showing off.... Showing off!!!! AKA word of mouth marketing.
* Predicting demise... Oh that helps. Here, let's create the impressions a company is unhealthy so nobody wants to buy in. Real responsible. It is like a politician telling America what to think by telling America what he thinks America thinks.. (Apologies to any anAmericans out there, but this is something our politicians do and it is effective over our citizenry of both parties. You may recognize the strategy in your homeland as well)
Picking one thing and pointing to it as "the" problem is quite frankly Myopic. And I say this not to defend Apple. It is just a simplistic and myopic mindset. Nobody will solve real problems with this form of thinking. This is meant as a constructive criticism, but take it however you like. You have the right to be offended.
If we want ADS and fZ to survive... Help them help you! Their last beta was open.Wide open. Test, give feedback, not bitchfests (though looking back, I am quite guilty of that too.) Often the bug reports aren't specific but overwhelmingly non-specific. Especially about the UI. And regardless, they have to make decisions. One group of people will want something one way and another will hate it... Deal with it! Or, better yet. Devise a solution at least in concept... don't just tell them something sucks. detail it. And only hope that it fits in with their intentions... don't expect it. I have suggested many things over the 27ish years of being a user... Many have been included, most have not. I deal. Which is why I love Py*** oops, so close!
Quit posting bug reports on the forum!! They have no way to track them long term. The forum just isn't built for it.
Let's quit being the fudy duddies we have become and show our passions like we used to. Quit bitching like old men on a street bench. Remember the days when we had self driven contests? (thanks Dan M! those were good times) Let's quit thinking we are of responsibility mean while pointing the finger anywhere and everywhere else.
Don't get me wrong, ADS has work to do. In some areas, a lot! I formally make myself available to ADS to offer my input, not demands. Should they have use for it.
Hah! I doubt anybody will read all of that. Can't blame anybody for that but me. Though about editing it down, but WTH.
Jaakko reacted to ¢hris £und in Why form•z is not popular any more:
I think one issue to consider is: How does ADS move forward with appealing to younger generations without alienating the rest of us? New users are essential to the future. Not in just the direct sales, but it is the new users that push the envelope and brag/show their work. And, in turn show off the capabilities of their tools.
There are some details in which the original poster is correct on. And if ADS replied a bit defensively, I can't really blame them either. He/She was a bit of a prick about it.
Point out the issues, fine! (as he/she did so) But to throw a tantrum dance around those issues... well... prick comes to mind. (kleiner Schwanz) But, then again, look at me here, I am being a prick right back. Everybody has the right to be offended, so F the f off! (just a joke folks, though I was being serious about everybody has the right to be offended.)
Regarding the images posted in the OP:
1, yes this could resolve better.
2, I think this is new. Though, I do not keep old versions to back test against except version 6.7.x It certainly isn't something I have noticed before.
3, I am missing the problem here. Ok, the icons themselves don't appeal? Cry me an H20 Molecule.
4, Not sure, but the blue dots are admittedly rather vague, and the palette is larger than it needs be. On the second point, this is a modal dialog and thus has no impact on the operation of the program or it's use. So, is inconsequential IMHO. And, oddly, my palette of the same looks different. I have more options. Not sure what detailed version of the app He/She tested but it is possible that was a bug.
Regarding the more detailed points above the images, I will respond to the ones I disagree with. The others I do agree with.
- bad quality check of functions and tools (unlike rhino) This needs to be clarified. Without the specifics this does get into bashing that goes quite well with the tantrum dance later in the post.
- non consistent tool options (unlike c4d) This needs to be clarified. Without the specifics this does get into bashing that goes quite well with the tantrum dance later in the post. Don't different tools require different options? Or should we just have 1 tool and nothing but options.
- interface not customizable enough, even in the pro version (unlike c4d, even rhino!) I actually, kind of agree here, though much of what we do have now is recent and early on in 9 was a cause of much disruption, but has for the most part stabilized. Too, I am not sure how much of that is given to the free version vs Pro. If you used the free version, what do you know of the Pro version? (admittedly, I know nothing of the free version.)
- very slow development (unlike blender) Isn't blender open source? While certainly an issue that ADS has to contend with, this isn't a reasonable comparison. (I could be wrong)
- slow response to whishes from users (like many other companies, but most of them have a solid plug in/addon source) This, historically, I fundamentally disagree. I have put in a great deal of suggestions over the years. Many of them have been included and included immediately in the beta cycle. Not every idea that I have pushed their way has been included... but it would be arrogant of me (more than I already am) for me to assume that any and every idea I have fits with the goals and intent of the company. And quite frankly have any positive impact on other users than myself. So, sure, they could pack and pack and pack tools... that tends to go against the whole UI argument though. A better option is the script/plugin where we the users can do what we need for ourselves. This IMHO, has been a long resurrection in coming. But one I cannot blame ADS for. The API transition is not trivial. And to be clear, plug-ins have been available throughout, it is only the scripting that has been temporarily though significantly interrupted... But we are on our way back. Evangelizing by ADS and users to get developers on board, yea, that could use work.
- Some modern aspects of designing 3d like parametric, history- or node-based design (and a proper integrated renderer), which other software solutions have long used, are not covered here anyway! Parametric, really... Z is parametric. History/Node... yea I think most of us do wish for that. I suspect that Harkens back to some decisions many years ago. And is probably deep seeded into the code where such changes would be extremely disruptive at this point. Proper integrated renderer: Hmmm... My renderer is fully integrated. Albeit Dated since Autodesk purchased it and shelved it for the sole purpose of eliminated or at best hurting competition. V-ray is now available and there are others (yea, kind of) but this is an issue that if you want, pony up the cash.
- It is also not enough to offer state of the art technology (like sub-D), the tools have to evolve! First off, State of the Art sub-D?? Really? Catmull-clark sub-D which pretty sure is still what MODO uses (my personal favorite SDS modeler) harkens back all the way back to 1978... Not exactly State of the art. State of the art would have been T-Splines. Which ADS was actively working on integrating. But oops, Autodesk once again to the rescue with a lead life-saver. Pretty sure they shelved that too. Lastly on this issue. fZ isn't a dedicated SDS modeler. While I personally would like some additional functionality (hell yes, even one tool should be dropped as far as I am concerned.) So, what can we reasonably expect? State of the art? How many other SDS modelers can translate their SDS model to full on Solid object NURBS? I have no reasonable doubt there aren't any others... I don't think it is many. Last I looked (and, yes I am a bit out of date) Modo could not... Can Rhino? I will have to check, I really don't know.
The rest of the bullet points are fair... at least up to the Tantrum Dance. At that point, the OP lost reams of credibility.
P.S. I don't seem know know what a short story is.
Jaakko reacted to setz in Suggestions for Improving the Drafting Module
7. Improved memory capacity for drawings with lots of imported images. Addition of transparency for images.
8. Option to automatically import both a scaled vector Hidden Line drawing and an internally generated Full Shaded image, cropped and aligned with the Hidden Line in one step. Ability to edit generated images in external image software and have the image update upon save, as is now possible in the Modeler with Texture Maps In Materials.
I'm including a simple sample sheet which shows how I typically set up drawings. Here is a link to the V6 file: https://we.tl/t-eNLZQwxCPQ
Jaakko reacted to AsOne in Live Walkthrough
I am doing A LOT of walkthroughs these days. Live via Zoom, sometimes in person (COVID 19 dependent) and recorded. With the power of Shaded Full rendering this is a great option to communicate the design to clients, produce marketing videos, and simply view the model in house. Twinmotion is a fantastic add to FormZ, but sometimes Shaded Full is all I need and no additional setup or render time is required. Additionally no animation setup is required. It could not be easier. However the navigation visuals get in the way and really detract from the visual quality.
I would love an option to remove the navigation visuals: the yellow feet and targets that are on screen while using the walkthrough tool. There are actually two targets, one that comes up with the tool and a plus sign when you click to start walking. Plus the yellow feet. Circled in red below:
I actually don't see the point of the targets at all. I can see the feet being useful for navigation. Perhaps an option to show/hide the navigation visuals would be best.
Thanks for considering.
Jaakko reacted to AsOne in Walkthrough
A "hack" is to use the walk tool to literally walk around the model, recording your screen while doing so. A bit annoying with the little yellow feet on screen (I have a feature request to disable these as an option), but it works. I do it all the time now to send clients walkthroughs. On Mac you can use Quicktime. It records audio as well, so if you want to narrate or add commentary you can do so. You can record the entire screen or a portion of it. I use Handbrake to reduce the size of the videos.
Jaakko reacted to johnalexander1571 in Point lights
I wanted to share my easy lighting Vray workflow, at least for interiors. One thing first, point lights are bad because in the real world, light never comes from a tiny speck. If it did, you would see bizarre shadows. Light always comes from a surface that has a size, and this makes shadows get blurrier at the edge the farther they are from the subject. Natural shadows are one of the most important for nice renders.
SO, Andrew is right, mesh lights are the correct solution. I cannot bring myself to this, I don't know why. I only use the VRay plane light, and the VRay sphere and keep the old workflow. I put the plane lights in the windows, using the translation tools (not the light controls). I throw the VRay spheres in for fills and even general illumination. I make the lights invisible, and hide them form reflections as needed. I turn the plane lights down to 5 (they start at 30), also the spheres. One nice thing about this method is the values for the intensity make sense and respond to intuitive numbers. Plus once you have one set up, you just duplicate them and move them around.
This gives you the old feel of working, but the advantage of the VRay render. I find I do the same in Arnold.