craboulas
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Flooring Quantities Include Area Under Cabinets
craboulas replied to craboulas's topic in General Q & A
I don't agree at all. You have no idea what percentage of your total flooring area will be cabinet footprint. I would much rather know exactly how much material I need, then add 10% of that. Since in the real world, people build both ways, it sure seems like a "flooring underneath" check box, in the cabinet settings dialog would accommodate everybody. Why does CA tile under tubs? -
Flooring Quantities Include Area Under Cabinets
craboulas replied to craboulas's topic in General Q & A
Can you explain why you and half your clients would like to "account" for flooring materials where they will not exist in real life? -
Flooring Quantities Include Area Under Cabinets
craboulas replied to craboulas's topic in General Q & A
It just seems silly that the default behavior doesn't subtract flooring, where you would never lay flooring. -
Hi guys, I was trying to get quantities of flooring materials with the materials list (wood, tile, etc) and noticed that CA is just giving me total areas. Shouldn't it be taking out area of the footprint of cabinets, tubs, etc? Is there anyway to accomplish this without having to spend a bunch of time with floor material areas?
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Thanks for the thoughtful replies! Here are my foundation structure settings. It appears as though it has a floor and that I don't have a choice:
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That's a good point Kbird. This model does however have a foundation (set to update automatically). If those who use the ray tracing a lot recommend against using that setting, I think the devs should dig in and fix it. It seems very poor practice to be forced into creating a bunch of additional light sources outside, just to approximate what an integral feature should accomplish with one click.
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I don't see how any of this is applicable. I have isolated the effect that environmental light is giving, and frankly, it seems broken. The setting that gives me an acceptable look of the outside lighting (through a window), destroys all the interior shadows.
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Thanks for the links guys, but they don't really speak to the issue I am having. Why is "environment" having such a strong effect inside? No environment: Environment, white-color, 0.1 Environment, white-color, 1 Environment, white-color, 10
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Thanks rlacklore. It makes sense that the default interior view settings disable environment, because it has a pretty big performance hit. However, with it disabled, areas outside that are not in direct sunlight look almost black. This is not natural. I went ahead and used the assistant to create a fresh start for hq-interior. Here is the comparison between those settings (direct sun=5) and changing only direct sun to 50. I think the higher direct sun value looks better and more natural (might back it down a touch), but this still doesn't explain the environment lighting weirdness. DS=5 DS=50
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Hi guys, I'm struggling to get a good set of ray trace settings for an interior view, during the day. I'd like a natural look of a well lit interior, with nice sunshine casting through the windows, and good environmental light outside. What I am finding, is that with environment on, I get bizarre light bleeding inside the rooms. Basically, it seems like sunlight is shining out from under the furniture. This is worst when the environment is set to a color, but still has an effect when set to sky. Using the sky setting produces an outside light level very near environment being off. Any ideas? No environment Environment=sky Environment=color Photon mapping enabled.
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This isn't about "not having the time" to post the plan. I just see more value in getting familiar with the settings that govern these things and hunting down the issue. Again, I am very much appreciative that you guys would take time out of your days to load my plan and use your experience to find the issue. But if you guys find the issue and just tell me what to change, that isn't as good of a learning opportunity for me. Any other hints of areas to look?
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I appreciate the offer to help rlacklore. I'd really love to dig in and solve this myself if possible. Any guidance on what aspects / settings to scrutinize would be a big help!
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If I do a "reset ceiling heights" on the 1st floor, this section of roof looks perfect. But if I do almost any action it breaks. For example, using the eyedropper tool to paint a material on some unrelated object, boom. Broken roof.
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I really don't see what is going on here. My foundation looks simple and correct, but this back wall is all kinds of weird:
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I think you are right. I've noticed an anomaly in that room's structure. It seems that the 2nd story isn't actually protruding, but part of the 1st story has too tall of a ceiling. The problem is, that even after reseting all floors to all 6 default values, this room still is locked out from changing certain values because of "varying heights" in the room above. Which there are not, as far as I can see...