gelbuilding

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Everything posted by gelbuilding

  1. Hi Bob, I think you have too many lights turned up too high, 1500ln =100w So many lights with 3 lights in one fitting. I suggest make a room with only one light and experiment with the intensity. The attached pics each have only one light and only 10ln. Lighting a scene is very difficult and needs plenty of time to experiment. How can you have a microwave above cooktop?
  2. I use slabs for this sort of work around and paint the texture on it.
  3. Hi Joe, I haven't seen any issues with your macros that I use in framing.
  4. When you print from Layout the top line which is the name of the Destination you need to select Chief Architect Save as PDF for best results. See attached
  5. Here is a file I have been working on, Please note it's not perfect. If you export the maps in jpeg you will notice a few artifacts on the tile around the tile joint, best results in PNG Maybe I'm trying to pack too much in one graph, lol When first opening the file you will see the tile pattern is the french pattern. There are many adjustments you can make to the pattern, all self-explanatory. There is the ability to import an image and the graph is set up to randomize the texture. You click on the Marble image where it states "none" and it will open up your file explorer to insert an image. If you need only colour there is a Tile colour Tab. Please Note there is a SWITCH to jump between the two. The is quite a few adjustments, Grout Colour, joint width and bevel size of joint. The next step is to add another switch and add the variation of tile patterns. Comments and criticism welcome. Tile Input Randomize texture or Coloured Tile Input.sbsar
  6. Be good if we could use displacement maps in our materials when rendering. Would give a bit of depth to the renders. Would be great to add the slot for displacement or height maps in the program CA.
  7. Yeah this was a huge problem when I started. You need to know how to setup the graph in order to randomize the textures across the tiles. The sbsar CA have posted was made in substance designer and when exporting out to sbsar file you can expose parameters to see in substance player. You expose parameters to any adjustments that are required.
  8. You need substance designer to build the graph and here you create your textures and export as sbsar file to open in the player.
  9. Substance Designer is one of the best programs around for making materials. I have been using it for a few years now. The materials I have been posting here are all made with this program.
  10. French Patterns Tiles, Grey Colour Black Colour Tiles French Pattern Grey X10.calibz Tiles French Pattern Black X10.calibz
  11. American Oak Flooring X10 If you look closely at the texture you will notice a bit of dirt and scratches. Im trying to make it look realistic! American_Qak_Flooring_X10.calibz
  12. Hexagonal outdoor Tiles Old and Worn Hex_Tiles_and_and_worn_X10.calibz
  13. Having a quick look at your plan is it seem you need to make both sides of the roof pitch the same. Look at the roof plane spec, they are not identical, If you make them the same the valley raffter disappears.
  14. Here you go, Spanish Roof Tiles in X10. I placed the CA version on the file name. Spanish Roof Tiles x10.calibz
  15. Spanish Roof Tiles. Two files, new and old looking tiles Note calibz in X11 New SRTile.calibz Old SRTile.calibz
  16. We use 2K texures and slows down CA quite considerably.
  17. Baywindow specs, just double click the window and dialog box is displayed.
  18. Michael, I believe CA material list is spot on. I created a one square metre room with a one metre high ceiling removed the floor lining and made the rough ceiling height one metre. See results in attached pic. CA model built with 1 m from lining to lining so all wall (timber frame) internal dimension are 1.02 mm. So Ca ML calculates 1 wall with 1.02 which is correct, then the two perpendicular walls 1.01 which is also correct and finally the last wall 1.0, which is spot on. Though when i inserted formula to return value of internal area I got 1.2 m2 should be 1.02 m2. That needs to be fixed by CA
  19. When exporting CA all the textures come with the model. I use Thea and apart from the glass which need changing, Only all of the diffuse and roughness maps get exported. I suppose i have to find in setting how to allow the other maps to be exported.
  20. The material list gives you all you need plus more. Generate your material list and you have it all, without the need of any forumulas.
  21. Mick, My bad, it should say micro orb, my reference photo was this. How is the 2k textures ? Would 512 be better. Large texture slow down CA.