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in form•Z Suggestions
Posted Thursday at 09:15 PM
in Maxwell Render Plugin
Posted December 28, 2019
I'm still running an old one, have it installed on multiple machines, only run one at a time. I'm a little confused as to which flavor to order when I update to Maxwell 5. I would like to be able to continue to use in this (multiple installs) manner. Not having licensing issues is essential, hopefully the new version will have them resolved.
in form•Z Discussion
Posted December 22, 2019
Sometimes for more complex shapes I go to subdivision creation to achieve the desired shape and then convert to nurbs. Results are not as simple and orderly (many smaller patches) but sometimes brute force gets the job done within the time constraints and the results are exportable and clean enough to be tool patterned and machined.
Posted December 21, 2019
+1 math operations and alternate working unit input in data fields
Posted December 5, 2019
Manually setting an object's origin with the Edit Axes Tool makes this technique even more powerful.
Posted December 3, 2019
Edited December 3, 2019 by setz
This is possible by using shortcuts set in the "Quick Keys" Palette "Nudge" tab. Set a shortcut and select "Apply to Entities Individually" and click away:
Posted November 20, 2019
Yes, as an option, although most times it would be useful to insure that they absolutely snapped to a grid.
What I was describing was a way of highlighting segments that were quantized in a way that was not desired, for example, in the image below the blue line is the original unsnapped imported object. The grey line is the intended result, but the orange line is the actual result of quantizing. The orange line has it's segments ≠90˚ so the plugin would identify this condition and draw a (red) line from the corner point of the blue to the corner point of the orange signifying that an "undesirable" condition has been created. This would be a way of identifying issue conditions for further attention. This is illustrated in 2D but would be similar in 3D objects as well.
Posted November 18, 2019
One suggestion re adding circles to identify moved points, perhaps just a segment between the two point's locations who's direction points from the location of the old point to the new point, these segments could all be joined into one object making it easier to delete from the objects list later and preventing some ungodly number of single segment objects from being created.
Could be created on a new layer as well.
And the old object could also be retained as in: Keep, Ghost, Delete.
Also also, points could be identified when their adjoining segments don't comprise of a defined angle increment, say 30% is selected, all points whose adjacent segment's angles don't measure 30,60,90,120,150,180,210,240,270,300,330 would be identified, or if 90% is selected, all points whose adjacent segment's angles don't measure 90,180,270 would be identified. And segments with angles of 0 would be identified as well.
Wow, that would be a supercool, supertool plug-in. Cheers! 👏
Posted November 14, 2019
Edited November 14, 2019 by setz
I have an idea for a plugin that I thought you may be able to create if you were interested, (the last time I did any coding myself was in Pascal back in 1984). It would be a Quantize Tool. Select an object, set a quantize increment in the options, fire the tool. It would move each point in the object to a point in 3D space that was nearest to a location on the increment defined in the options. I often get models and drafting docs from people who model without using snaps. It's maddening to have things very slightly out of line and not square, it wreaks havoc when using the Reshape tool. A quantize tool would either straighten things out or make them more obvious; by making them more visibly skewed. While it would be very useful on facetted objects, I don't think the results would work on many smooth objects, but might in some cases. Let me know what you think. Cheers. (sorry to bomb in on this discussion but figured this was the best place to get your attention)
Posted September 29, 2019
This is working for me. With Derivatives Use Current Material checked in the Edit menu, the extrusion uses the selected in the Materials Palette.
Posted September 16, 2019
Edited September 16, 2019 by setz
The object has a very small face at the neck which is causing the problems. To find it I deleted the faces I colored orange and yellow. You can now see that face (highlighted pink).
I eliminated it by moving the points from the top of the yellow face to the bottom of the orange face. I then used the Object Doctor to eliminate the four duplicate points I had just caused o be created (Object 1 in the attached file). In moving those points I found that I had now made some of the faces non planar which caused issues once again with the Rounding Tool (Object 2). Once I had made all the faces planar, the object rounded as expected (object 3).
Posted September 16, 2019
I always work with Groups Unlocked and I often have this same issue. After some unpleasant unintended consequences I have actually stopped using Select All entirely. Now I zoom out and rectangle select as an alternate way of selecting all visible. I think this issue needs some looking into. I'm on Mac, OS 10.11.6.
Posted August 21, 2019
+1 on adding the Wall and Slab Offset options to the Offset Surface Tool.
Posted July 21, 2019
Same happens to me. It's actually very useful as it is a "canary in the coal mine" for problem objects. If an object won't reshape, I know I've done something to damage the object. It gives me an opportunity to find and repair the issues.
Posted May 1, 2019
+1 on multiple image files in exports. Please fix.
Posted April 24, 2019
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
Thx, for the info. I prefer the idea of using a single software, similar workflow, key shortcuts, etc. so I am interested in ADS' solutions first.
I already own Affinity Photo, will look into Publisher. How does it handle dimensioning?
Posted April 20, 2019
First off I should say that while I have tried many times to use V8 for Drafting I repeatedly return to V6 to generate my construction documents. I am very biased towards the older version. I understand that I am a lot more familiar with it, so of course it would be a lot faster and easier for me to use. Over the years I have made many attempts to switch and have found too many impediments to be able to be able to produce drawings in the way in which I want them to look. While V8 has some great new features and more of an automated feeling, it all comes at an unacceptable expense in flexibility.
I think that the older version had a superior foundation. It would be great to begin with that foundation and then to include the beneficial features from V8. There are some serious issues and bugs in V6 Drafting which needed correcting. My suggestions will include pointing out both the problems and the benefits unique to V6 and V8. If anyone has ideas of how to combine the two versions where issues conflict, they would be very welcomed. Please feel free to add to the list as I too will be doing so in the coming days/weeks.
1. V6 had a Draft / Draft Layout workflow format which was a lot more flexible than the Page / Frame format in V8. While I appreciate the automatic updating of the Frames to reflect the state of the current model, I was losing a lot of time in going back and forth between the 3D and the 2D world and having to wait long periods of time for all the many frames in my drawings to update. I got into the practice of "freezing" the Hidden Line renders to break the file linking but this felt tedious and counterproductive in V8's workflow. In addition, I miss having an "offscreen" area [Draft] in which I could organize and hold variations etc. off to the side and which was hidden from view in the Frames [Draft Layout] on the final printed sheet, but which was still easily accessible and editable by switching to the Draft Mode. That being said, having a pages palette added on top of the old system would be a great addition.
2. I like the way that frames were not limited to rectangular shapes in V6, but could be polygonal, like the shape of an "L" or "T" for example. It enabled you to nest details around each other and gave you a lot more flexibility in organizing information on a page. Round and oval Frames would be helpful options for detail insert bubbles.
3. V6 had bugs in Repositioning dimensions which often caused them to fly off the screen when adjusted. V8 has no Reposition Tool which is dearly needed to quickly and efficiently edit either single dimensions or whole strings of dimensions which have been pre-selected.
4. I prefer the (Horizontal/Vertical and Dimension Parallel) Dimension Tools with a double click to signify the completion of a string of dimensions rather than using a separate tool to create Multi-Dimensions.
5. I miss being able to quickly select and move the associated/unassociated points of dimensions without having to show them first as in V8. These were invisible until selected in V6 which worked well.
6. Reintroduce the Colors Palette and the Color Tool in Drafting. Only being able to adjust Line / Hatch colors via Attributes is a limitation in comparison to V6.
Posted April 19, 2019
Hey JL! Yup, I too am looking forward to a new/revised Draft module in FZ and similar to you I am still using V6 in combination with Plylon's Plug-ins - Kudos Ben! I am now generating my HL drawings in V8 because it is much faster and cleaner, although the export is not to scale and requires an extra step to resize, which is a bummer.
I know that ADS is open to and interested in hearing about users ideas so please do post or write to them with suggestions. I have been busy lately, but soon I will begin documenting my current workflow from Model to Construction Documents and I will include pros and cons to this workflow and I will have suggestions for how the Draft Module could be augmented and modified to be faster, more efficient, and more flexible. Perhaps a new thread in the forum would be useful for discussion. Actually I will start one now.....
I use the current behavior as a tool, to replace objects, I select them prior to the paste, to add objects, I deselect everything prior to the paste. Works great.
If a new paste option is added, please insure that it does not conflict with the current implementation of standard key shortcuts.
Posted April 16, 2019
I use Soft Shadow, Massive Map, and I turn off shadow receiving and casting on as many objects as possible to maximize the quality of the map. Sometimes shadows get thin where small objects touch the ground but I live with that. Turning off visibility of objects not seen in the view can also help with quality. Whatever issues are left are quickly cleaned up in Photoshop. It's also to be noted that I use these images for getting design approvals rather than as finished Client Renders.
Using a GeForce 980TI so decent, but not crazy hi-end video card.
Posted April 12, 2019
Yes, the size does seem to be dictated by the video card. I regularly save out very large Full Shaded images with AO and shadows. On my current project I am exporting 8192x4096 images, far beyond the resolution on my display.