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setz

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Everything posted by setz

  1. setz

    form•Z 8.6 Update Released

    Export Image doesn’t carry real world scale but rather it scales relating to how it was shown on screen. Also note that 0,0,0 world axis is not retained either.
  2. This is related to display resolution. I created a custom display resolution that works well, but it could probably be dialed back so there are fewer faces and still render HL clean. hidden line - display rez.fmz.zip ..and here is a version lowered from 5000 faces to 1240 faces: hidden line - display rez 1240.fmz.zip
  3. setz

    Subdivision Contextual Menu is missing

    Hmmm. Working for me in both 8.6 and 8.5.7.
  4. This error came up when I tried to use the Mesh Reduce Tool. It would be nice to have either the Project Doctor or the Object Doctor be able to fix these types of messed up (imported) objects or a dedicated 1-2 Sided Tool as was in V6. Currently there is not a tool for repairing these types of objects. I do know a manual method for fixing these without the 1-2 Sided Tool, but when there are many bad objects it becomes a tedious operation. The manual method is to derive all the faces from the object, restitch them back together, separate volumes and then discard the duplicate faces (those that were the second side of 2 sided faces). The problem with this is when there are objects which have coincident points, segments and/or faces that each object needs to be isolated first and then processed one by one, ugh! A 1-2 Sided Tool or Doctor Tool would handle many objects in a single selection, single operation saving a lot of time, (and a trip back to 2007's FZ6 )
  5. setz

    textures handling very slow

    ...but saying that, if there was a way to improve efficiency, it would be welcomed. A side question, does it matter if the images are 8 bit, 16 bit, 32 bit jpeg, tiff, targa, png. For example does an 8 bit highly compressed jpeg require less memory than a 32 bit tiff image inside FZ?
  6. setz

    textures handling very slow

    This is due to the Base 2 memory constraints of texture handling. "Memory used for an image map is always squared to the next highest power of 2, (512, 1024, 2048, etc.). For example a 1000 x 800 pixel image will have approximately the same memory usage as a 1024 x 1024 image. And a 1030 x 1024 image will have approximately the same memory usage as a 2048 x 2048 image. Each material displays its Memory Usage in the Color Map Options dialog." If you resample your image to 4096 x 2816 it will likely be 4x faster. Here is a FormZ tip with the full info: AutoDesSys | Tips
  7. setz

    Clipping Plane Flip command

    Been like this for awhile. This is true when plane is flipped by contextual clicking on the widget when the plane is visible. When flipping the direction of a clipping plane by contextual clicking on a clipping plane in the clipping plane palette when the clipping plane is not visible, the result is a hard crash. The work around is to flip plane using the widget, then turn off visibility and then turn visibility back on prior to trying to repositioning the plane. This will prevent the behavior you describe.
  8. +1 that would be so cool
  9. setz

    Transform Controller - Lock to Center ALWAYS

    When objects are Boole-Unioned or Boole-Itersected, the transform controller remains at the centroid of the object which was created earliest. To verify this, create two objects, A and B, Bool-Union them together and observe that the controller remains at the centroid of A. Undo to separate the objects and then Cut and Paste the A object. The A object then becomes the most recent object making the B object the object which was created first. When the objects are then Boole-Unioned again, the controller is then positioned at the B object centroid. This rule remains true even if the object axis is moved to a non-centroid position prior to the Boole operation. To move the controller to the centroid of the booled object ADS provides a snappable key point at the centroid automatically when the Edit Axes Tool is invoked which is very handy. When objects are Boole-Subtracted, the Controller is positioned at the axis of the Operand, the first object selected (being cut from) in the bool operation. That being said, having an additional tool Option for Centroid Controller Location would be welcome.
  10. setz

    Creating Materials

    If I have created a material using the "generic" options. Is there a way to make a V-Ray material file from those settings?
  11. setz

    Mapping on imported mesh objects

    Flat Mapping. Use the Map Texture Tool set to Flat Mapping. Adjust with the Edit Texture Map Tool. I made a proxy box to map on first (because it is a bit laggy on an object with thousands of faces) and then used the Set Attributes tool to transfer the settings to the pillow object. Pillow.zip
  12. Thank you for keeping V6 alive. It is still, even after all these years, a very useful tool.
  13. Hi Allan, I'm speaking of the effects of the Offset Surface Tool on solid objects. I actually don't use this tool on Surfaces because I invariably want to make a solid from the offset surface and the Thicken Tool does this in one step. The Parallel Tool (used on solids) from V6 had these options: FormZ 8 does not have the Parallel Tool anymore but it's function has been replaced by the Offset Surface Tool which has only one Option, the Distance field. Here is example of what the Parallel Tool offered previously, and which I would like to have available again: The Cube on the Left has been offset by "Wall" only and cube the Righft has been Offset by "Wall and Slab". The option to expand a solid only laterally and not vertically although seemingly obscure and unimportant was actually super useful and I miss it daily.
  14. There used to be separate options for Wall and Slab Offset amounts for the Parallel Tool (now named Offset Surface Tool). These options were very useful in that 99% of the time I only require Wall Offsets and would set the Slab Offset to 0. Currently it requires extra steps to reduce the top and bottom surfaces back to where they were prior to the offset operation. I do prefer the single field input for distance over the previous system. Perhaps adding radio buttons for "Wall", "Slab", and "Wall and Slab" would be a simple way to implement this functionality.
  15. setz

    common tools palette

    Here's my Layout. Object Palette is command central in my daily workflow. Two Row header palette (without Common Tools Palette) saves space and provides maximum work area.
  16. +1. The workaround I use is to copy / paste into a new file and then purge the materials but it takes extra time.
  17. This is a good free site for creating regular external, rack and pinion, and internal gear combinations. I usually trace with 3 point arcs to get smooth gears because these export as faceted. http://www.hessmer.org/gears/InvoluteSpurGearBuilder.html And a site for multiple standard gears (more than two linked gears are possible in a single export): http://geargenerator.com/#200,200,100,6,1,0,0,4,1,8,2,4,27,-90,0,0,16,4,4,27,-60,1,1,12,1,12,20,-60,2,0,60,5,12,20,0,0,0,2,-563
  18. Thought I'd share something I just stumbled upon. If you have a rounded corner that you want to bring back to its original unrounded condition, Use the Extend Tool, click on the face of the rounded corner and then an adjacent planar face and the curve is removed!
  19. Shaded Full is a great way of getting quick med high quality renders. Adding a Specular Map option would add another degree of quality.
  20. I heartily agree the geometry overlap is an annoying issue that should be high on the list for ADS to address.
  21. Yes, of course! Disregard my posts, VVA is absolutely correct! I always have "Unlock Groups" selected. In my workflow Locking Groups introduces selection limitations which outweigh it's organizational benefits.
  22. Oh, and here were my stp import settings:
  23. When I import this file I can color individual faces. I did nothing to the object after opening it. I was able to color individual faces both by pre-selecting a face and then using the paint tool and also by selecting the paint tool and then CMD clicking individual faces. Perhaps try renaming your ADS Prefs folder to get FZ to recreate it's prefs and try again? Or you can try importing it and then saving as FZ and then re-opening it or starting with a new document and re-open it using the "add to project" option. Also attached is the imported file saved as FZ to see if you can color it's faces as a test as well. Another option would be to select all faces (in Wireframe view) and then use the Derive Faces tool which will separate the object into many different objects (1 face each object) an then re-stitch together all those face objects using the Stitch Tool recreating the solid object. Sometimes this fixes weirdness not solved by the object doctor. Cheers, good luck! Untitled.fmz.zip
  24. Currently, if the ortho guides switch is turned on you can hold down shift and the direction will be locked allowing you to snap to other objects as in the image below. Having a way to lock this (without having to holding shift) would be beneficial in certain situations and would be a welcome addition.
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