TeaTime

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Posts posted by TeaTime

  1. 26 minutes ago, Renerabbitt said:

    I want to lock the camera end, and subsequently the focal distance for using focal blur.

    Can't LOCK it, just get real religious about using 3D Focus on Point/Object - that sets focal point and is ideal for using focal blur.
    But yeah, once you nudge the camera it's pretty much guaranteed to move.

  2. 4 minutes ago, robdyck said:

    I've had other layout file issues, like text printing in italics when it isn't supposed to.

    Yeah, I remember that post - that sounds definitely more like a Font thing though.

     

    I'd have to assume Line Weights would be handled totally differently.

     

    But yeah, same set of lines w/ 1:50 Layout scaling @ 1:200:

    image.png.835fd3b1237a47d1ad3c0e649004f257.png

    Not sure why it would be any different for you - prob need to send it in to chief.

  3. I was thinking about this last night -- I suppose depending on how specific you wanna get, you may consider

    (stair_section.width*stair_section.riser_height)-(stair_section.width*stair_section.tread_thickness)

  4.  

    1 hour ago, pjames said:

    square footage of my flooring risers.

    maybe I'm misunderstanding the assignment, it's been known to happen, but if you're looking to calculate Tread material sq ft, you can change the materials list's "ext. stair tread" Count to =stair_section.width*(stair_section.tread_depth+stair_section.tread_overhang)

     

    • Upvote 1
  5. 1 minute ago, DBCooper said:

    Have you tried 1:500 (either both in ft or in)?

     

    Also yeah, that. If you're aiming for a metric scale, use a metric scale!

    I'm not sure the metric selections have any sensible limitation, since they're not dealing in fractions.

  6. Feels like there's some missing steps/info here -- splines lose their their curves when converted to 3D Moldings. 2D Molding Polylines remain splines though, so you'll probably have to mix and match 2d and 3d moldings to achieve what it seems you're looking for. The only tip I can provide with 3D Moldings is to try to come at them from a variety of angles, try a few different elevation views. Theyre squirrely in the most simple situations, so I wish you the best of luck in your endeavor!

  7. 5 hours ago, ozaheman said:

    Additionally, I'm having difficulty in properly turning the railing at the corner of at first floor.

    try overbuilding these railings out so they find each other, then you can trim them back. The problem is you're using railings. which are walls, pushed up against exterior walls, seems its having a hard time figuring out which ones to connect to which.

    image.png.1c28493222dc616b5e88e498a0b62683.png

     

    5 hours ago, ozaheman said:

    The main issue I'm encountering is that the wall of the swimming pool seems to disappear or become invisible in the design.

    First, set those walls off being Rails so they'll be normal walls. then - these walls don't behave well. As frowned upon as it is, I'd suggest in this case to just pull them down in 3D.

    image.thumb.png.70e10c0baffdef2e7fa566701006b2df.png

  8.  

    1 minute ago, ericepv said:

    This video from the Knowledge Base may help you out:

     

    https://www.chiefarchitect.com/videos/watch/305/subtracting-polylines-that-overlap.html

    Yeah but it's missing a lot of necessary prep in this scenario -- you can't just make a molding a 3D Solid in order to subtract from it.

     

    Find the molding profile in your Library, right-click - Place Molding Profile. Place it into a cross section, select and Convert Polyline to a 3D Solid, and set appropriate Depth.

     

    Then you can create a separate 3D Solid and subtract it from the edge of the molding.

    image.thumb.png.841a3f997f091f80c2e72132f7892bff.png

    • Upvote 1
  9. 5 minutes ago, banelinde said:

    to achieve similar illumination in PBR and CPU raytrace.

    My understanding is that this simply is not going to happen - CPU and GPU ray tracing process lighting data in very different ways from one another, they're really not interchangeable. Standard view is a whole separate thing, its light handling is weak and is only meant to be a vague representation.

     

    If you're going to be ray tracing, pick one and stick with it, otherwise you'll need different light sets for each type of rendering and--yeh, as you've discovered, will need to tweak them both completely independently from one another.

  10. 5 hours ago, Garybills said:

    Sorry, I thought they wanted a casement that looked like the picture they posted.

    I thought that at first too but that'd be a 4 over 0 casement though, right?

  11. 20 minutes ago, glennw said:

    What is a 2 over 2 casement?

    2 lites over 2 lites, right?

    image.png.a5bef2bd856713cc782019ac09303443.png

    you'd set it up same way as any window except that you'd need to check "Lites in Moveable", since the entire Casement window is moveable.

    image.png.ee95793489d117d5e5aa3eb07867a7c1.png

    • Upvote 1
  12. Very interesting.

    Well, Center Object will align them but not snap their corners so they'd probably still have auto fillers or be smooshed into one another - I'd suggest perhaps using Point to Point move, but that relies on snaps, too. But hey, I suppose that's something to test -- if you select a cabinet and use the Point to Point Move tool in the Edit Toolbar, can you snap that to the corners of the cabinets?

    I'd imagine this issue happens in any plan you work on, right? If its truly Snaps then that's a Preference thing, not a plan thing - but if it IS specific to a plan, I'd definitely recommend posting one here. Otherwise, probably reset preferences. Or call support. Maybe an exorcist.

  13. That's a very vague question - it depends a LOT on what you're going to be doing with it.

     

    just keep in mind Chief's requirements.

    Quote

    Supported video cards include (1) dedicated video cards such as NVIDIA GeForce RTX (2) Intel integrated graphics on 6th generation or newer Intel processors (i3/i5/i7).
    DirectX 12 requires Shader Model 6.0 or newer. Learn how to identify the shader model of your graphics card.

     

  14. reflective index of 2.4 should be VERY reflective -- but only in a Ray Trace view.

    Default glass is 1.52

    image.thumb.png.f88672c98b3f029329317acf1a4f07b9.png

    2.4 is slightly less than that of a diamond:

    image.thumb.png.551d8bbfeab745b42b3b8355b5247eb0.png

     

    Keep in mind too that this is considering the old CPU ray tracer. The new RTRT engine is much better at this stuff

    image.thumb.png.f43f3de87b76e0afcecc7b6dba0b1b79.pngimage.thumb.png.dfddf5cd5c65e3256be4c873f785c038.png

    (crown glass vs diamond)