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About Seafield

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    British Columbia, Canada

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  1. Seafield

    Western Canada User Group

    Hello, Good to see where some of my fellow Canadian Chiefers are located. I am on Bowen Island, just off West Vancouver. Cheers, all.
  2. Seafield

    Exporting to SketchUp?

    You can only convert a CA file to 3ds in perspective view. I usually just send a model to SKP this way. 3ds. has a vertice limit (not sure exactly what it is), so high-poly items like ranges, for example. may make the model hit the limit. I try to make my CA models as simple as possible before sending over. As such, terrains, roads. etc. I model separately in SKP and drop the CA-3ds model into it before rendering (Indigo).
  3. Seafield

    Exporting to SketchUp?

    .3ds works very well
  4. Seafield

    Extend railing past last riser?

    OK, really helpful. Thanks.....!
  5. Seafield

    Extend railing past last riser?

    What tool would you use to model the rail in the example above or in the image attached? Thxs.
  6. Hi,

    YOur topo has been converted to a Chief 10 file if this might help.




  7. Seafield

    Seeking help with historical homes

    My business is designing detailed traditional homes with Chief. Happy to discuss your modelling requirements at your convenience. Attached are some samples of my work. Best regards.
  8. Seafield

    Rendering - Getting to the next level

    Michael is right, Twinmotion, like Lumioin, is intended to make real-time archviz as easy as possible to learn and use. Unfortunately, it is not as good as Lumion in regards to global illumination, nor does it have HDR capabilities. Maybe these critical items will come in the next version. It would certainly be really good for us MAC users. Another direction I am looking at is to learn Blender since it is free. MY CA files (as either 3ds or DAE) import equally well. However, there would be a very steep learning curve on PBR material preparation, using CYCLES for off-line rendering, etc., but the hook is that real-time rendering is coming very soon in 2.8 with EEVEE. I am keen on this, but it will require a major time commitment for me.
  9. Seafield

    Rendering - Getting to the next level

    I take my Chief models (MAC) over to Sketchup as 3ds files. The models come over to SKP very cleanly with grouped components and textures intact. From there I render with either THEA RENDER or my real preference (which I am still learning) INDIGO RENDERER (the quality of the unbiased light is as authentic as it is extraordinary). What to watch for in 3ds from Chief is the dreaded vertex limit (55,000 vertices). Most of the time it is not a problem, but if you go over, then you should put hi-poly items from Chief (like stoves, etc.) on separate layers, then send over a second time. I also use Sketchup to model things I still do not know how to produce in Chief, bring them over to CA, then back again from within Chief for rendering (the front entrance hood). Renderers in SKP are really good. Have a look at the ones I have mentioned, along with VRAY, TWILIGHT RENDER, and also SU PODIUM. The Podium people also have a PODIUM BROWSER, hundred of models to propagate a building model. I also port what I need over to CA then back again for rendering. For modelling, CA is unequaled for fast efficient residential design, of course. Although I have a great deal to learn about fitting entourage into the mix ( presently Laubwerk plants into Thea), the CA models just look really good when rendered in this production pipeline. Hope this help.
  10. Seafield

    Cannot Ray Trace on Mac... looking for help

    To completely uninstall an application on a MAC (which is sounds like you need to do), I use CLEANMYMAC. Not only does it delete the application itself, it also removes all of the supporting program files too---and yes, they are all over the place in the hard drive. Hope this might help.
  11. Sketchup---and some good plugins (native SKP plugins, VALI's plugins, FREDO's, and VERTEX, to name some) produce very accurate sites and terrains, no matter how complex. I import my CA files into SKP as 3ds. They port over very cleanly. Cheers.
  12. Seafield

    How do I get shiplap?

    On reflection, you are absolutely right, of course. Will try to keep my focus on a specific thread much tighter next time - for sure.
  13. Seafield

    How do I get shiplap?

    Hi Mike, you are right: easy is highly subjective......:) PP does not have a low learning curve, but once you have gone through the videos from the author (and a few others) you can start to tile images fairly reasonably. I have found it now essential to have - along with Photoshop. I believe you can get reasonable results from GIMP, but I do not know about Paintshop Pro..... I run an image through PS first to clean it and square it up, then port it over to PP to tile as a texture. It is finicky, I will admit, and you have to experiment a lot to get the seamless aspect right (see attached). I have yet to work on the other maps, but that is coming. I also have BITMAP2MATERIAL from Allegorithmic. It is even more powerful, but I just have not made that one work for me - yet. There is no question that over time I do want to be able to master making my own PBR materials (and their full maps, like yourself. On rendering with quality materials, my thinking/experimentation at the moment is this: 1. Find or make materials that have (or I will make later) the maps beyond just the initial image. 2. Use the basic texture in my CA modelling. The beauty and strength of CA for me is the modelling and con/docs. 3. Take a 3ds file from CA over to UNITY. Because CA uses 3ds so well, once in Unity, everything is grouped correctly as they are in CA. This helps enormously. In fact, it is essential. 4. I don't worry about taking textures from CA over to Unity, just their positioning on the model. Vital. 5. In Unity, I then apply the albedo and start shaping the rest of the maps with Unity tools, or import the maps from PP. This is as far as I have gotten in my learning curve, but I am really keen on real-time rendering so this is the track I will stay with for now. What has really inspired me is a video on youtube: "Unity Archviz Interior & Exterior - Testing Realtime GI with Hdr Skybox" by sertac tasdemir. I do recommend PP. It is a very good start to getting to produce your own quality material maps. Cheers.
  14. Seafield

    How do I get shiplap?

    It took me a while to figure it all out myself, so it is not a silly question. But the answer lies, as Mr. Potter noted, in the CA web-site videos and knowledge base. Perhaps you could start there, then come back to the forum with your further questions. As you can see, you will find a great deal of support and invaluable information here from very accomplished users. I do not include myself in that group - not for at least another 20 years - if ever.......:) PS. CA has quite a few horizontal siding textures. Good ones. What I posted I made for my own purposes, ran them through Photoshop to clean up, then in & out of PIXPLANT to create a seamless texture. They show up very well in CA.
  15. Seafield

    How do I get shiplap?

    Here are a couple of seamless shiplap textures if they can be of use to you. Create a new material with them and ensure the scale of the square is correct for the amount of reveal you require. For example, the one with 9 planks showing, I will choose to have either a 4" or 5" reveal. That translates into a square of 36" or 45". The calculation process applies to the larger texture as well, of course. From there, they can be any colour you wish. Hope this helps.