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Des last won the day on October 6

Des had the most liked content!

About Des

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  1. Des

    Apple Silicon M1

    I'd love to know as well.. Those new M1pro & M1max chips announced today look seriously fast.
  2. I hate these platform wars and comments like this (quoted below) certainly don't help. As a user of Fz for decades on "the two" platforms, I know which I'd prefer to be working on and you mentioned it already.. I'm writing this on a 13 years old Mac Pro which is still running FormZ and it's OS (2015) beautifully as well as many other programs. Correct to say keep to the topic, then you should too and stop stomping on your un-preferred OS which many, many people use and also stop flattering yourself regarding your contributions here.
  3. I had a quick look and I'm not sure if you can. Maybe email support to see if they can help..
  4. Des

    Drop Objects to a Terrain

    There used to be a script back in the day for FormZ V6.x. called gravity which would do exactly that for you. I don't think it works with V9 😢
  5. Des

    Drop Objects to a Terrain

    Yes, you can use the Surface Scatter tool in the specialties palette. It gives a lot of control regarding amount of copies, direction, justification, etc. It's handy if you have for example a tree or plant cutout that you want scattered on a surface and works great with an undulating nurbs surface. Be careful with high poly objects so you don't overload your file.
  6. Des

    Terrain - Punch Hole

    Just post your progress and your queries here, I'm sure I and others here can help. Tip; Put in all known surfaces to their proper levels first, place a ghosted version of the terrain you have already done and use it to trace the new surface between the placed bases.
  7. Des

    Terrain - Punch Hole

    I use similar workflows on most terrains but they all vary slightly as it depends on the information supplied and obviously the design. If I'm given contours, then I use the terrain tool but in most jobs the terrain will change from the existing to new depending on the design. So if the terrain is not too undulating then I draw a surface extending beyond the plan extents, convert to a nurbs object and use the reconstruct tool to divide it up. I place plan surfaces of the buildings and structures to their levels (separate layer) and then I show controls on the nurbs surface and with the 'perpendicular to reference' toggled on, I move the points up and down to close to the building base plates until I'm happy. Then I chop up the nurbs surface for different materials. The roads are usually one piece so I move that down (say 120mm) and colour it to say asphalt. The nurbs surfaces are all smooth so selecting edges is easy for copying and pasting onto a new kerbs layer from which I can sweep the kerbs. When I have ramps or have to create other surfaces etc., I use either the 'Ruled Surface' or the 'Loft' tools. As I said they all vary but this one is fairly typical but FormZ always has a tool or process which works. I have even used subdivision on terrains which were generated from the terrain tool but you need to keep the amount of faces to a minimum in relation to the terrain size so you have control. Des
  8. Des

    Terrain - Punch Hole

    You just need to use the 'Surface Split' tool in the modify palette. Select the tool > select the surface and then the solid shape, it's instant. I noticed that there are a couple of triangles which need to be stitched first. I ghosted the original objects so you can see. 1963454093_Terraintest_Split.fmz
  9. Des

    File sizes - image textures

    Yes, there is a setting in > Project Settings > Project Files where you can switch off 'Keep Textures'. This in conjunction to other techniques can keep the file sizes down. Regarding the 3d people, I use AXYZ people which initially come with very high resolution image maps. I usually reduce the image map sizes to be more manageable and save as two different models (Person01_High & Person01_Low). I don't know what render engine you are using but I then save them as MXS files for use with Maxwell Render. When they are placed as MXS references, FormZ does not load the image maps at all (only Maxwell does at render time). I do the same with cars, trees etc. Another thing to note are the actual images maps for your general model. Say I have a brick texture which is very large, I usually use pixel sizes of multiples of 512 and I make two copies. Again one high res and the other low res. The high res one is stored in my Maxwell material (mxm) and the low res map is used for the FormZ representation in Shaded Work mode. I think you can do the same using Vray, it's just a visual representation for working until you go to render. I do the same with components (High res version and a low res version). All my 2d imported data (plans, elevations etc.) are made into reference objects which also keeps the file size way down. I also set FormZ to delete operands as I don't like ghosts of everything in my files unless I specifically want to for a reason, but that's just me. Lastly, I set my undos to remember only about 10 operations and to reset after saving the project. This may not suit other people but I prefer it that way. By sticking to these and by having a good layer setup for easy control, my very large files fly while working on a very modest iMac. I'm sure others here have different approaches. Des
  10. Des

    Displacement map baking and UV editor

    The "render texture" tool can do something similar to what you ask. It's not working in FZ 9.1 but it works in FZ 8.6.5. As a test I created a shape, reshaped it a bit and applied different colours to the faces. Use the Edit Textures tool and select the mapping type to UV. Then I used the Render Textures tool set to tiff with combined textures selected. It creates a combined image texture. Open the new texture in photoshop and make the edits over the face colours and save it with the same name. Then FormZ automatically updates the UV texture on screen. If you create a Maxwell material from the texture map to include displacement, the reliefs will show at render time I assume. I think it's only practical for simple objects as highly facetted objects could create a crazy complicated combined image map. Better than nothing at all I suppose. Des
  11. Des

    Latest Mac OS for FZ 6.73

    I have it running perfectly on one of my old Mac Pros (2008) with El Capitan (2015)
  12. Des

    [Q] Scenes palette weirdness

    Good to know.. Thanks for the follow up Pobo
  13. Des

    [Q] Scenes palette weirdness

    That's weird. Try playing with the OpenGL settings in the Preferences. There are two options, Enable Multi Threading & Use Advanced OpenGL. You could try turning them on or off but you have to re-open your project each time. I'm not sure if this will help but worth a bash..
  14. That's right, if you select a large object (say a one piece encompassing wall), it will go to the middle as you say. So probably select a window for example on the wall you want in focus. It also works on faces (command select) as well. For doing external architectural work, I usually have my maxwell camera set to F10 (depending on the sun). That gives very little depth of field so you should be good to go with that. The higher the F stop number, the less light is let in so you may have to increase the shutter exposure (smaller shutter number). But that can always be changed after in Maxwell Render at render stage even after the render is complete, just hit refresh and re-save the render image.