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Everything posted by Des

  1. 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.
  2. 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
  3. 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
  4. 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
  5. 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
  6. 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)
  7. Des

    [Q] Scenes palette weirdness

    Good to know.. Thanks for the follow up Pobo
  8. 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..
  9. 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.
  10. Hi Tom, Regarding the focusing of the view for Maxwell, once I get out of Edit Cone of Vision and I'm back in the modelling window, I select a part of the model with which I want to be in focus and then go to Extensions>Maxwell Render>Focus Camera. The view doesn't change but the arrow is moved automatically to the object I want in focus. Only after that do I save the view.
  11. Unfortunately no, it'll always try to snap to the line of view and the orbit. My way around it is to zoom right in with the mouse scroll into the eye point, even though it still snaps the movement in the 3d view is then minimal. It takes a while to get used to it but I find it works well. I have to use edit cone of vision a lot because most of my work is matching perspective to photos and it's great for fine tuning. I use a similar technique (sort of) to allanjl when I don't have to match a photo.
  12. I'm afraid not, you will always have to save a new view. You can double click the saved view and alter the numeric settings, but that's just guesswork. Like you I end up with a load of views. If I have to make a small change to an existing saved view, I name it the same as the original with an "a". Then delete the original and rename the new by removing the "a". It is a little long winded but is solid. Also, when naming the view I use a system (as I have so many) like; "V3-4678-6000x4000-3pt" (ViewNo-PhotoNo-Size-PerpectiveType). The perspective type not with photo matching as they are always 3 point anyway. A long time ago the image size could be set inside the view parameters of the saved view along with some other options, I miss that. Tbh, it's not so bad so long as you have a good naming convention. Des
  13. Des

    Decals in FormZ/Maxwell

    Another suggestion would be to open your Maxwell material editor (mxed), then select the Browser tab, in the Material Filters on the right, scroll down and select metal in the material type. Then loads of pre-made metal materials appear on the left. Select a similar one to the metal type you need, then import it. Go back to the editor tab and the material you selected is ready to edit. You can then replace the textures to suit (say your transparent image from earlier). It's a great place to start and there are hundreds for free.
  14. Des

    Decals in FormZ/Maxwell

    Hi Tom, It's not really a decal, if you imagine a bear label or sticker, that's a decal. The technique you're using above is great for elements with none or close to no thickness such as mesh fencing, netting etc. So if your element will be seen as having thickness then modelling would be better. But regarding your question about the material, I'd make a metal material for Maxwell then just load the transparent image (alpha) you made into Opacity/Mask in the material layer. Then the visible lines will have the metal finish. Btw, you can do decals in Maxwell by using the stacking feature.
  15. Des

    Tool Manager and Tool Palette oddities

    Hi Charles, I agree. The palettes seem to have a mind of their own sometimes. I've never seen that happening though, totally crazy. I would suggest emailing ADS (support) directly with your computer & software details. ADS don't seem to be active on this forum the way they were in the past but their email support is good. Let us know how you get on.. Des
  16. 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..
  17. 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
  18. Hi all, I just thought I'd post this to see what your experience is lately regarding our 3d modelling work being affect by the onslaught of BIM in architecture. I am definitely being affected as more architects are using the likes of Revit for more and more projects. As a result they are tending to do their 3d imaging in-house and are less reliant on 3d modellers. They also have many rendering engines to choose from with built-in assets like trees, planting and other entourage which are of a very high quality. Yes, they still require specialist work sometimes but it seems less frequent these days. I've never been a fan of this approach in architecture as I believe designs can be limited and more rigid, but I can see great improvements as the software (and the users for that matter) get better. In this part of the world there is a lot of work in the architectural field at the moment, but every single practice (both large and small) are now using Revit (mostly) exclusively and require people with that skill base. While I will always use FormZ for its amazing modelling abilities, but I think I will have no option but to go down the BIM route using Revit (the thought makes me wretch as I have tried it out before) and still use FormZ along side for when real 3d modelling is needed. To keep marketable at least. I'd love to hear what you all think... Des
  19. Dpi is kind of irrelevant, it's the actual image dimensions which are important so I don't know why it's an option in the first place. I'm not having any problems with this in v9.1.0 on any of three machines. Try setting the pixel size instead of by size and resolution to see what happens? Otherwise I can't think of any other reason.
  20. Yeah it was very good this year, although I'm glad the winning song won.. rocks not dead 😉
  21. Des

    MXS copying

    Just wondering if anyone has the same little problem I have. If I move an MXS (say a car or a tree) either as a single move or with copy selected all works fine. If I move an MXS and in the middle of a move I realise I have copy selected, so I toggle copy option off by hitting the option key, FormZ crashes. Its happened only a few times but on different jobs (files)and with different MXSs. Not a big deal but one to take note of. Des
  22. Have you tried to email support@form.com? I find that they respond to emails every time. I use components all the time without problems (as long as I stick to my own criteria), but only in the 3d environment so I can't help in regards to Layout. Des
  23. Des

    M1 Impressions

    Thanks for sharing, I'm quite interested how they (M1 macs) would perform in our environment. I don't think that there will be any speed improvement when doing actual 3d modelling (just as long as it's not slower while running under Rosetta2), FormZ like other 3d softwares are only capable of running operations on single threads. Also, unless the software is optimised for the M1, there won't be a speed increase. There is a little article here of the M1 for cad & 3d users. It is promising that other 3d software companies have been quick to optimise for the M1, such as Maxon with Redshift. I think this is a sign that at least they have spotting the benefits of the M1 and have moved quickly. Others will follow and I hope FormZ does too (in my case Maxwell as well) and I believe AutoCad will be as well as Maya, and others such as Blender etc. Apples own software such as FinalCutPro run operations blazingly fast according to the web thingy and as others adapt and the chip evolves, it can only be beneficial to us all (there are even Twinmotion M1 tests on youtube). Can it compete with the nVidia in the future, that's the real question imho as I believe realtime rendering is becoming the norm.