keilrd

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Everything posted by keilrd

  1. I recently had to put these doors back together and tried to improve the geometry some. There will still be a couple stray lines that need cleaned up in the layout, but otherwise, they seem to work fine; materials are separated inside and out, and vertical from horizontal grain. The other issue with the geometry is only that the door panels are slightly thicker (1.41) than the 1.375 rails and stiles, so you may want to adjust the 2d block; there is a 32" thin panel version included as well, which is probably more authentic than the the thicker panel versions (which show the grooves better), and which have been included in 30, 32 and 36" (I will come back here and upload if I end up having to make a 24 or 18 wide one.) Hopefully they will be useful to someone else. V-Groove Arched Door.zip
  2. Yes, it is kind of a close call! which I tested to be sure, and (pic attached, Walter the Lab Tech is 6'-8", the concrete slab bottom is the landing lifted 80") to show the owner in the review. As you can see, it is only there at the corner of the floor framing, where it is 78" instead of 80. Were this new construction, they would flag it. Luckily, it is replacement and reconfiguration, and since a slightly worse situation currently exists at that same location, I'm sure they wouldn't, but since we are going to re-frame that floor and the closet wall is new, it can be remedied, which, now that you've mentioned it, may as well be done - move the closet wall out 4" and done - so thanks! As it is, we've improved it so vastly already, going from 14 risers to 15 and from a 9" tread to an 11" tread, (42 degrees down to 34) and widened the clear area from 32" to 36", that we would be remiss not to bring the entire thing into compliance. Again, thanks definitely for your response.
  3. I always can only see a maximum of 8 lights - a limitation either of my machine or the CA version. I tried to search this phrase in the help file, and couldn't find it either there or on my own. In any event! Finally, as near as I can now tell, the problem (but only in THIS file) came down to some interior doors I was using that I had modeled myself in 3dsMax. For WHATEVER reason, after consistent testing, it definitely came down to these doors. When I went back to 3ds and completely remodeled them from the ground up, there was no change once I imported the 3ds model. But, luckily, as the doors in this plan are all painted white, I exported/imported the model as a DWG model, and finally, with every single layer turned on and the new (DWG) doors in place, it created a good 15-minute render. (It gets a little thicker, but I can't be bothered, in that while the DWG doors worked fine at the two hinged doors, the only way I could make them work fine with the slider, was to use a doorway and door slabs as millwork - don't ask me, i don't know!) I'm going to upload these door slab models, in 3ds and DWG, if they are of any use to anyone. Thanks for your interest and help.
  4. Hi Eric, I did try this just now - although it looked like 2850 lumens was the top end, but had no effect - I had six lights in the entryway, all maxed out at 2850 lumens. However! I have also just now begun a series of experiments whereby I'm turning off layers - and when I turned off the first twenty or so on the list of those that were visible, I was entirely successful in turning out a good raytrace, albeit with some layers missing. I will keep everyone updated if I manage to refine this to the exact layer or item that is the problem.
  5. Gotcha, yes, tried it, lol, among other permutations - I am glad that someone else has at least encountered it, and so maybe that much has to be part of the puzzle. But I tried turning the sunlight off, both from the "Adjust Lights" panel and from the little toggle button, as well as eliminating all lights, just having a few lights, etc., till I gave up. Thanks!
  6. Hi, and thanks for the reply. As outlined in an earlier reply, I have tried many things with the lighting, and removed at least from the scene, anything I thought might cause troubles (3d models). I have managed on someone else's advice to zip the file and get it to an uploadable size, which I attached to that earlier reply. I'm positive the issue has nothing at all to do with the machine or hardware, as just this evening, I made a render in another file, and it rendered fine, 25 passes. I've attached a zip file of that other "Working Cameras" file, so now both of them will hopefully be in the thread and maybe someone can crack the mystery. So goofy, because it won't even render outside on the lawn. Thanks again, I appreciate it. Working Cameras.zip
  7. Thanks for your reply, Eric, especially the part about zipping the file, which I've now done with the faulty file, bringing it to 3 Mb. To be clear, though, none of the cameras in the "Faulty Cameras" file will render at all, regardless of what else is going on. However, all of the cameras in the "Working Cameras" plan render fine, and again, that's regardless of what else is going on. I did get one of the cameras in the faulty file to render at 12 passes, but the second go round, with nothing changed at all, failed at pass 4. Other things I have tried include just copying the most relevant parts to a new plan after having imported the defaults and the layers, and the result was also failure; then I tried multiple different things with the lighting - both sunlight and light sources, including changing the angle of the sun - to zero avail. No cameras inside or out in that plan will render like those in the working plan. I also removed the only semi-custom fixture - indeed, practically the only fixture in the plan, and triedCameras Faulty.zip turning off what I thought might be complicated layers, like Mouldings, Cable rail, again to no effect. I am attaching a zip file with the "Faulty File," and then maybe I can make a second response and attach the file that is working the same way, which when zipped is 11.6 Mb, making the two together just over the limit. Again, thank you. Mark Cameras Faulty.zip
  8. Hi, I hope someone has encountered and solved this issue before. I've had it happen in the past and somehow it either corrected itself, or I accidentally did, but it has reared its ugly head again. When attempting a ray trace from an interior camera view in this particular file, after the first pass or two, maybe three or four at the most, the thing falls apart and renders what's been attached here. I can have another file open though, and it renders just fine. I have tried blanking all (except for the cameras) the plan where the rendering's been working, then importing the problematic plan into it but then the cameras that worked go into the same faulty rendering mode - where it is all pixelated and/or half black. I've attached two photos of the render problems, (as well as the problematic file and the one wherein the cameras work fine at render time). The ones I've been working with are all in the entry hall and have been colored red for the moment. I don't think it's a hardware issue as the cameras in other plans work just fine at render time. I'm using X7 on an ASUS ROG VW75 with NVIDIA GTX 670M. I'm sorry, but the problem file itself is 17 MB, so I'm unable to attach it. I tried to delete things to get it smaller, but apparently, there wouldn't be much left if I deleted enough to get it small enough, so anything anyone can offer without the file in hand is greatly appreciated. Thanks in advance. Mark
  9. Yes, you're right, but thanks all the same, though, and a second thanks to Chopsaw as well.
  10. Yes, I see that this is an issue in all of the walls created from the start by modifying Interior-4
  11. Lol, yes - even though it spoofs the fir framing just fine in the dbx!
  12. Wow, thanks everyone for all of these replies - the notifications of which only arrived here this morning. Eric's definite problem isolation took care of it immediately, solving a problem that has been recurrent for me for some years now, so thanks very much again! Mark
  13. Sure, and thanks. I assume you mean just the *.plan file and not the whole "export folder" bit? If so, I've attached the one with the problem doorways (Hmn*) as well as the one where the doorways are working (Vsk*). For what it's worth, I tried copying the working doorway from the good plan to the bad, and I also tried copying the whole wall, including the good doorway, from the good plan to the bad, both to no good result. Again, thanks. Hmn.A.180129.plan Vsk.A.180130.plan
  14. Hi, I'm wondering if anyone knows why sometimes doorways (set to use no casings) will not show the drywall on the door framed jambs, so that instead one sees the framing. In some of my plans, maybe most of them, they work correctly as at the left of the photo, but every so often, I get the situation as shown on the right. I've tried changing various settings as well as the usual silly workarounds, but it'd be really nice to just know what the problem is instead of going through all that baloney with the polyline solids and the mouding scraps, etc. Thanks in advance! Mark
  15. While long having dealt with the same issue, and always having to make a room either a balcony or porch or some other exterior type room (and re-define it's structure to be like an interior room, so that I can have alternative casings and materials on either side of a door, just moments ago I ran into a little check off box that seems to solve the issue for me and may for you, too. I'm using X7 and on the General tab of the Door dbx, there is a checkoff at that bottom, at "Interior Doors," where you can select to have "Separate Trim and Materials on Each Side." Hope this helps. If you or anyone else has some idea of how to get the drywall to show at the jambs, that'd be terrific to know. Mark
  16. Ah, I was afraid that this would be the case, and if it's the end of the story, then I really also think that's too bad. Thanks, Glenn.
  17. I've searched this (subject title) phrase as well as "slow dragging," and "slow moving," several different ways and except for one post, which didn't end up entirely clear, have been unable to uncover anything relevant to this question. Moving from X4 to X7, I have discovered my heretofore beloved "accurate move" function, the symbol of which was that longer yellow arrow at the edit toolbar, has either been eliminated or modified, for I can no longer find either the symbol or even the command, for that matter, anywhere within its (X7's) program or help file. In spite of what seems to be the consensus view (at that singular post I found) that it was unwanted, unneeded or just a plain nuisance, I found it rather invaluable: uncheck snapping, hold down shift+ctrl and move any item or group of items as slowly as one likes. While the post mentioned seemed to indicate that X6 and beyond use "the arrow keys" for "accurate move," I've not found this to be the case - no matter which other keys or combination of them I hold down (or don't) while pushing the arrow keys, the selected object only moves in 1" increments. If anyone has any knowledge about this at all, it'd be awesome to have. Thanks very much in advance.