cv2702
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Posts posted by cv2702
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On 4/9/2018 at 2:00 PM, TheKitchenAbode said:
Graham,
Late to the game ... I finally realized I can't get tree shadows at all in PBR. Other shadows show up ok though. I'm using CA plants (core), updated my libraries, still no tree shadow.
Am I missing some setting?
Could you post your plan so I can test it on my system?
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Glad Chopsaw gave you an answer. Next time, you might want to consider posting questions in the General Q&A forum.
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Wasn't that a bug with an earlier version of X10?
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I've spent hours trying to make this work: have CA set grade level = terrain level. I still don't get it
Could one of you pro's volunteer a step by step of what needs to be specified and in what order, please?
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23 hours ago, Chopsaw said:
... the ability to open the walkthrough camera in a static view, possibly even at each key frame to assist with the setup angles, before recording ...
That I REALLY like. Suggestion bin?
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Same requirements here. But I would prefer having the ability to specify a saved camera Id in the walkthrough dbx. Those camera settings would then be used use for the walkthrough. To me, specifying parameters in the walkthrough dbx without being able to visually check the outcome is risky. Using the parameters of a saved camera means you've already viewed the result.
The other important piece for me, as mentioned by Chopsaw, is adjusting sunlight. I just discovered that the sunlight settings are saved along with the saved camera. So I'd be happy simply with the ability to specify a saved camera Id in the walkthrough dbx.
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3:00 pm PDT means 6:00 pm east coast EDT
3:00 pm PST means 7:00 pm east coast EDT
But we know you really meant PDT
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Have you looked at: Electrical / Outlets / Ceiling mounted?
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2 hours ago, Dennis_Gavin said:
There is a free program called squirlz. You can save a picture of your pool, import it into squirlz outline the water and apply water movement and then save as a gif. Chief does not provide this kind of option.
Be sure to search for squirlz with an 'l', not a 't', unless you're looking for pages of sexually oriented stuff
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Just forced an update, no issue, but then no real update. Interestingly, my ArmstrongFlooring.calib (non SSA) is dated July 2017. My last updated library was CoreMEP.calib on April 2nd.
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16 minutes ago, solver said:
In my (short) experience, this would be effective if you had set this default before creating rooms. If, like me, you had gone with, for example, an 8' default at the start and wanted to make the ground floor 9' afterwards, you would then have to open each room on that ground floor and check 'default' next to ceilings relative heights.
As I see it, if you have floors of varying heights you'll need to set the default height of each floor before you start creating rooms.
@Solver: does this make sense?
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20 minutes ago, KingsOwn said:
Thanks for those responses. cv2702: My understanding was that the slowing down was something to do with the build up of file storage being scattered over the hard drive meaning that a program has to spend more time finding and piecing together all the fragmented bits. I haven't done it very often but defrag doesn't seem to make a big difference.
I've been relying exclusively on SSD drives for storage since 2012. But prior to that, I went through various schemes to speed up those mechanical devices (RAID 0, 1, 5). In my experience, periodic defrags (I had them scheduled over night) consistently improved access times, although sometimes by a low increment. That being said, defrags are mostly beneficial for sequential accesses to a good size chunk of data. Even that depends on the sector size chosen to format the drive versus your average file/record size. Small sequential accesses are almost as costly as a random access.
In real life situations today, there is a multitude of disk retrievals, usually of small sizes. Some will say "what about loading CA, which is about 100MB". That operation also triggers an impressive amount of other accesses, most often system related, but also application related; just run something like SysInternals' Diskmon utility while invoking CA.
Bottom line #1: the sluggishness you sense is definitely due to disk seeks to reposition the heads: those are the most costly operations on a hard drive.
That's why you will find several posts here and in general about converting to SSD drives.
Bottom line #2: first step in minimizing disk access is to have enough memory, thus avoiding swapping to disk.
Bottom line #3: (sarcasm): compare pricing of memory or SSD upgrade on Mac versus PC.
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I run on Intel, there, I said it
I can appreciate the "it just works" thing with Apple, which is not always true by the way, but most of the time it is if you keep things simple.
I'm a tinkerer, so a PC is a great lab. But to me, the real advantage is the ability to replace only one component when required. Case in point: I recently changed my video card which was not behaving well with CA. Sure, as years go by, I find myself replacing the CPU, upgrading the power supply, adding memory, etc. Flexibility, low and gradual upgrade cost versus complete flip.
@KingsOwn - You say "my only experience is with PC, is that they're nice and fast when new and gradually slow down over a year or so. I wonder if Mac is also prone to this?". I assume you mean your PC appears to slow down because new versions of software are more demanding on resources. Obviously, that will also be true with a Mac.
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5 minutes ago, BrianBeck said:
The same issue reported in this thread about exported images would have also occurred for any walkthroughs recorded using the Physically Based rendering technique.
So I'm assuming this patch doesn't address the issues discussed in this forum here on 'walkthrough along path' ?
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The release note says "Fixed a problem that prevented Walkthroughs, the Export Picture tool, and camera views sent to layout from working correctly when the Physically Based rendering Technique was used".
Does anyone know what this patch entails for Walkthroughs?
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4 hours ago, glennw said:
The easiest way I have found to make opaque glass in a PBR is to use the Rainbow tool to change the Transparency of the glass to zero.
You then need to also go to 3D View Defaults and uncheck Auto Adjust Default Glass Properties.
Trying to apply your suggestion.
On "Transparency of the glass to zero", here is what I see:
In my case, there is no 'Transparency' setting for material class 'Transparent'. If I change the material class to 'General material', then I can set the transparency to zero.
On "3D View Defaults and uncheck Auto Adjust Default Glass Properties": The context help says "program automatically adjusts the behavior of window, door, and electrical fixture glass in Standard rendered and ray trace views in response to interior and exterior lighting conditions". I did nonetheless uncheck that setting and it works for PBR. I guess documentation needs an update.
Many thanks for the hint.
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I noticed in the CA video 'Physically Based Rendering Technique' an option on the '3D view defaults / Rendering techniques / Physically based' dbx labelled 'Opaque Window Glass'. I've followed the X10 updates and don't recall ever seeing this option. Was it only in beta?
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The basic walkthrough for me is really not an option: it lacks the smoothness of the path walkthrough.
Exterior walkthroughs are not a problem for me with PBR. Different story with the interior ones. I wish CA would allow an option to block exterior color reflections from contaminating the interior color set.
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Trying to run a PBR based walkthrough in a room with windows. It seems to ignore current Sun (Sunlight off) and light (all On) settings, so I get the greenish teint. I could not find any dbx that would let me control these settings during a walkthrough.
I thought it would be an interesting sell to show a night time walkthrough.
Any way around this?
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Right on! I had 'show shadows' in the camera dbx, but the recessed in that room had shadows off. Thanks.
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No Plant Shadows in PBR?
in General Q & A
Posted
I have nothing 3D in my bonus library (X9 or X10). The Plant Chooser returns zero 3D trees. Are your 3D plants SSA by any chance?
BTW, importing 3D plants does validate your statement that only 3D plants produce shadows.