Renerabbitt

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Everything posted by Renerabbitt

  1. Adding a file organization convention i have been using for years to help out people new to cloud:
  2. sounds like you did not explode them as architectural blocks. are they regions or blocks of regions?
  3. you would have to have a polyline distribution path with objects loaded into it and you would have to have the distribution path selected for it to show up in your edit menu
  4. It's a combination of layers of custom materials that are very time consuming to put together and custom pony walls and wall coverings: 250506 (2).mp4
  5. Just curious, why not use rooms to report area instead now that we have an OIP for floor defaults
  6. congrats on getting that done. it's a ton of work when comparing to the material region tool FYI. Hope this helps someone.
  7. A 3 drawer base at 18" actually has more storage than a le mans 45" unit with top drawer, especially if you use pegs inside the drawers. I also find a 3 drawer base easier to operate To the OP, you could just place two fillers butted at the corner: then turn on auto fillers at corners: which gets you:
  8. You can share an individual toolbar but it takes custom scripting and I am willing to do it for you, I won't be sharing the how publicly as it is far more difficult to do in X16 compared to previous versions and their is a high likelihood that end users would break their systems without understanding how toolbars work if they started to go try and modify them. Keep in mind it will not link to a custom library item in your user catalog as that requires the TBData file in the toolbars folder and is 10x more difficult to modify. It will however link to library items provided by Chief. I would do it for free, its no bother, just PM me
  9. build a second floor and put your upper deck up there
  10. you have a floor structure, by default this is stem wall construction, so your floor structure would be above ground, and you would have clearance to grade, and also your stem wall would have 8" clear. So in stem wall construction, your doors are exactly where they should be. Are you trying to design a monoslab?
  11. You are showing the text macro management tool. Pitman was telling you to look at the drop down macro menu that is present in the text tool when placed. Alternatively, in text macro management, you can create a new macro and you will also see the dropdown menu for internal system macros. What is your end goal?
  12. They would just run into that current bug if they drew a polyline and converted it in elevation. It will jump away from its origin significantly in some instances
  13. your sill needs to be accurately sized, and you can always set the sill to be air gap material so that it doesnt show in 3d. OR you can create a 3d sill molding and change the z offset so it is sunken...OR make one that represents a cap etc. ALSO since this is an interior door, you would need to check the option to separate materials on either side of the door if you wanted a sill on only 1 side
  14. put it on the same layer as your wall cabinets. point to point move works in 3d, but you can always specify that its elevation reference is from finish floor, set it to 36" to bottom, and then point to point move it in 2d
  15. Almost there, just need to rotate this 90 degrees in the X axis on this panel of the DBX
  16. POST 118 Methods to remove a part of an object downloaded from 3d Warehouse. As a bonus, I am including this popular pendant from Visual Comfort that I split the chain out of using the methods in the video and decimated down to an optimized polycount: LINK: DOWNLOAD Click in my signature to navigate to our new forum for more free symbols CLICK ME TO GO BACK TO THE INDEX!!!
  17. you could just drag it up in 3d and tab input 3/16" as well
  18. I could think of a way to do this where it would look correct in 3d but you would see lines around all 4 sides of your adjustable panel rail in any vector view...would that work?
  19. Kwhitt, chief stated that adding to suggestions help the log on suggestions so I'm tagging along on your post Adding to this. In kwhitts example rendering, notice that the smoothing angle is too high on the doors he used. A kindve adjacent plus one for being able to select groups of objects and have a group based symbol smoothing editor would be nice Add all of the possible UV projection based material edits including average of surface normals please. BTW this is an OOTB Chief Cabinet...all kinds of problems: Yes please and also let us input ies profiles Tune into the webinar next week You can kind've fake this with the current mixed materials in some cases..Add a general material with a transparency map and change the Ior then add a clear coat that can be rough or glossy etc. not quite the same but wanted to mention it. +1 Yes please. I have a post production camera raw filter that touches clarity and texture and dehaze and de-tunes aces a bit and ramps up sharpness and color noise reduction as well as a slight curves adjustment. Would be nice to have all of this. Cool idea We have light sets I think is what you mean? I didnt understand your request here. We can change light sets on the fly in edit view or store a light set with a saved camera. I think it would be nifty if we could automatically switch light sets by room when the 3d is rebuilt Wanna make this into a suggestion post?
  20. if you do not want to enclose it in a room with room dividers then you could instead make a custom layer set with stairs only and reference that layer set in your floor above
  21. Thanks Ry, I see what you're getting at, but I think we're slightly talking past each other. What we’re asking for isn’t about splitting ray types by material roughness or applying different behavior based on specularity. It's simpler: We want to be able to assign a completely separate environment — a secondary HDRI or a flat color — that is used exclusively for global illumination and lighting calculations. Meanwhile, a different background HDRI or backplate would be visible to the camera and visible in reflections, but it would not contribute any illumination at all (no diffuse, no specular, no GI energy). No thresholds, no material-based switching — just two environment inputs: one for "lighting only" and one for "visible/reflections only." This setup is fairly common in production rendering workflows (think ray switch shaders or environment overrides in Arnold, V-Ray, etc.), and it gives us a lot more control without introducing inconsistencies in how materials behave. Am I getting this right? does that make sense?(fully think I am unqualified for this convo :))