• Posts

  • Joined

  • Last visited


4 Neutral


Profile Information

  • Location

Recent Profile Visitors

897 profile views
  1. Agreed. I believe that is the process I see as well. Just checking there is not anything I am missing. Thanks
  2. Tried that, and as you suggest, many things pop up, but not in particular lighting, sprinklers, etc. The "frog-eye" emergency lighting symbols in the library are solid. I made my own smoke detector symbol. I will likely have to make my own exit sign symbol as well.
  3. Hi all, I would like to devise a method to show my masonry downpours from the tie beam to the footer (#5 rebar and filled cells) on my first floor in the foundation plan (floor 0). The locations are driven by the corners, windows, doors, and a maximum span of 4' between then. I made a new layer called "Downpours", and placed the CAD rebar symbols on this layer on floor 1. On floor 1 I can turn it on/off as expected. But on Floor zero, even though the layer is displayed, it is not showing up. Then I noticed I could not overlay windows and doors either (as a reference). So I went into the reference display, and saw the layer set was on reference display. So I changed it to working layer set, and it all works as expected (had to shut walls off). What I want is just these symbols, driven in placement by corner, window, door, and spacing from floor 1, not the standard reference display layer set. It looks as if I should make a new layer set, and put this one layer into it, and then just change form the reference display set to this new layer set. Am I following the best practice here? I "think" this tracks with some plumbing/toilet/tub/shower threads I have seen? In hindsight, this may not be necessary as many just post a notation on the foundation plan to follow the wall layouts regarding downpour locations. But it is something that makes sense when some refer to the "S" pages over "A" pages when laying out the form boards, etc. It would stop them from having to jump back and forth between pages potentially reducing error. I actually had a plan from a well known architectural firm that subed out to a structural firm. The plan was complicated and big. When we got started, we noted that the dimensions did not match between the two... yikes! We recovered in the field, but that owner did not get what he paid for.
  4. Hi all, looking for some more advanced lighting symbols and notations for the commercial space. I checked the libraries and saw nothing. Am I missing something before I go and create my own? Thanks.
  5. I figured it was a sloppy click of the mouse as I do not remember consciously doing it. It is in my custom template in X12 which I ported to X13. Thanks for the quick response.
  6. I noticed it as I was reviewing the options for creating detail. I never really used it other than for educational purposes, but the core components were ok to grab.
  7. I was playing around and noticed this template is not under CAD details in X13, checked in X12 and it is there. Did I delete it by accident or did things change. Could not find anything in release notes.
  8. There will be a lot of new buttons :-). I learn something almost every day. I do suggest you hire one of the great trainers on this forum. Time is money, frustration is pain. The product is very full featured, and you have to know when to quit and do it manually. But you also have to know when you are doing it wrong, and the downstream impacts to doing it, or not doing it,... the "chief way". It is pretty cool though, my clients love what they see.
  9. My 3070 is noticeable. I have an ibuyPower and it has 4 fans in it. you nailed it :-). This is my first foray into this type of power. The kids are all used to it with the gaming setups.
  10. I just installed X13, and I noticed that if you have a PBR screen open, the GPU works overtime, and hence the fans work to clear the heat while it is active. Its not like a CPU raytrace where when you stop it it chills out. Mean-time-between-failure comes to mind, everything can wear out.
  11. Check. I installed X13 this AM. I already posted my first X13 question in different thread.
  12. Great commitment to resolution. Nice job everyone!
  13. I must say, the PBR stuff is pretty impressive. In this video below, if you look at about 10:47 into it, after the adjustments, the rendering looks pretty amazing, in 30 seconds with a medium card. I imagine mastering settings will take quite a bit of time, just like being a photographer, how you set the camera, lights, etc. Same with the standard, not as many settings, but it would be good to know if any of them relate to each other between rendering mechanisms? For example, setting sunlight options. But my core question here is CPU Based RT on the icon on the top, versus PBR. When to use each, pros/cons? Would we ever go back to the CPU method? Or is it just there if you do not have PBR available via the card? If you look at this video, it seems to talk about standard RT, and the results are also impressive, but the results are different between X12 and X13.
  14. The new rendering engine, and reason for change, is explained very well in the video below. You will see at about 7:29 into the video, differences like you show between X12/X13. This is also clear in interior and exterior scenes. While this is all about Raytrace, I suspect the standard 3D will follow. The fact that the rendering is now platform specific, and leverages GPUs (and most likely drivers under the covers that are card specific), I think you can just expect some difference. This may show up between the Apple/Windows, and even between AMD/Nvidia. the mobile app guys have similar issues between iOS and Android. I imagine CA is leveraging the Nvidia Lray/DirectX12 Raytracing API. Raytracing is the key in the gaming industry. The materials and lighting will be even more important in X13. I suspect that there are lighting and material issues that will plague us for a bit. It is just the whole way these engines (card/software) work. Here is a link to the Nvida site to learn more: If you really want to dive in, look at the DirectX/Nvidia Lray stuff for Windows (I am sure a different link for Apple): Here is the CA video that shows the same sort of differences: These are just pictures. Different film speeds gave different results in the old days, same with the digital camera picture capture, some better than others. I suspect there will be some interesting tweaks coming out in the next year.