marlem2000

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Posts posted by marlem2000

  1. Hi, there! I hope everything's well.:) 

    I'm getting a big doubt about walls and objects in general since long time ago. For example, walls look great in Standard view but, in physical one, sometimes they look like "burnt" or overexposed. It usually happens to one wall inside a room. 

    I've been making many tries and I don't know if it's a problem of light or render. This happens to some objects too. Am I doing something wrong?:unsure:

    Many thanks in advance :)

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    test.jpg

  2. 15 minutes ago, DBCooper said:

    You can tell for sure by going into your preferences and looking at your "video card status" and see if it says "yes" next to "hardware ray tracing".

     

    I also think the problem might not be related to your video card and is either a model or material problem.  See my previous post.

     

     

    It's clear that my graphic card doesn't support hardware ray tracing. :unsure:This means that something happened with the materials used. I'll have to make different tries and see if the view improves.

    Captura.JPG

  3. 27 minutes ago, DBCooper said:

     It looks more like the molding is not responding to the light in the room the same as the other objects.

     

    Is that a room molding or a custom molding poly?  Are you using a custom profile or is it one from the core library?  These are important because maybe you setup the profile or the molding poly wrong.

     

    I assume that is a custom material on the molding.  Maybe you have setup your material properties wrong.

     

     

    I downloaded the molding from 3D Warehouse so, maybe, I did something wrong. :(Anyway, I replaced this molding by one included in the Core Library. Then, I applied 2 different colors. It seems now it's looking a bit better. Anyway I guess something is happening with it. :unsure:

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  4. 1 hour ago, Gawdzira said:

    Do you have a roof on your project. That could be light bleed. This occurs when a model is not built correctly and you are using RTRT.  Also, this can be a symptom of not enough general lighting in the scene. To say the least, setting up a room for a really good RTRT view is not a simple equation.

    Hi, Gawdzira; many thanks for your help.:) I have no experience at all with roofs. I always build them by default. I have attached a screenshot of my roof configuration. It's always the same for every project.:unsure:

    Maybe I should remove the RTRT. The problem is I cannot unmark it.

    Captura.JPG

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  5. Hi there! :)

    I'm getting a strange problem since long time ago. I just apply moldings to my designs. I see them correctly in standard view but they look totally different in the physical mode. :unsure:Their color changes and it's like they have light all over. Is it a problem of configuration or of my graphic card?:unsure:

    Many thanks for your help!:D

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    standard.jpg

  6. What I usually do when I try to apply lights to a shape (for example, a mirror) is create a light first with that shape. Then, I apply white lighting as a material and, because of this is not enough, I add 4 lights to everything (in the example from the pictures I added only 2).:unsure:
    It's a mess and the result is not what I'm looking for but... something is something.:(

    test1.jpg

    test2.jpg

  7. 2 hours ago, robdyck said:

    In the image below, I used the emissive technique on the right. On the left, I used an Added Light placed behind the symbol. I only used 1 just to save time.

    This is a physically based rendering.

    image.thumb.png.579e9f8223f53dde1a923d0e8e9c9a96.png

    Definently, the Added Light technique is much better. I have used it some times. The problem is I can't configure really well lights in order to make them look properly behind objects.:unsure:

    I've been making tries aswel with the emisive option but light isn't enough for what I'm looking for.

    Anyway I guess these two options are the easiest ones. I just need some practize... Tons of thanks, Robert!:D

    • Upvote 1
  8. Many thanks  for the tips, Mick, and sorry for my late reply. Tons of problems and work in the last weeks.:( I'll update my template. I'm still struggling with lights. Probably I'm trying to do too complicated things.:wacko:

    I was planning to make a new post but, because it's about lights too, I'll leave it here...

    Is there a method to iluminate a wall map from the background? I always wanted to do things like this but can't find a way.

    demo.jpg

    il_fullxfull.3087221536_k6us.jpg

     

    By the way, I usually set the Manual Exposure to 6 or a bit less when I don't have light enough. The Daytime Backdrop Intensity is about 500 (Nightime at 20) and, if the color of the scene is too bright, I just add a bit of saturation or remove some brightness. I've been making many tries and the best configuration I could get is this one. 

  9. 2 hours ago, robdyck said:

    In this case, it would best for you to post a plan file and you should use the 'Backup Entire Plan' tool so that all your materials remain with the plan file.

    Once someone has a chance to view your model, they should be able to identify solutions to each problem. This requires examining all camera settings, the construction of your model, all the materials, and light setting for each light source.

     

     

    I understand. The problem is this project has a size of 140 mg compressed in zip. It's a too big file to attach here.:unsure: Maybe I can share it on Google Drive.

     

    1 hour ago, DBCooper said:

    All of the boxes are directly in front of the lights but you will notice how the two on the sides are only partially in the light area.  One reason you might not be seeing shadows is if your lights are not pointing where you think they are.

     

    I will let others with more knowledge comment about the other questions.  My guess is that they will want you to post a plan to play around with it though.

     

    direction angle.jpg

     Yes. I'm seeing this is complex.:unsure: I still don't understand very well the angle thing; I'll make some tries on an empty project.  I guess I'll have to make a small test with only some symbols. I'm used to play with so many things. :(

  10. Hi!:)

    I’ve been struggling with lighting for a long time and I have some general questions I haven’t solved yet.:unsure:

    In the “Electrical Service Specification”, what’s the “direction angle” made for? When I modify it, nothing happens on the light or, at least, I can’t notice anything.

    In general, when I make the final render in physically based view, the result is too dark, no matter the configuration of the lights. It always looks like being in twilight and it seems lighting is never enough. When this happens I change the exposure to manual and adjust saturation and brightness. Of course, I set the background light too.

    Anyway, lighting doesn’t improve a lot.:( The same way, I adjust sunlight to “use generic sun (mid-day)” but the final result keeps on looking dark. Am I missing something?:unsure:

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    direction-angle.JPG

     

    *Ops! I forgot! Another doubt I have is I can't project general shadows of objects. When I want to do this I just click on "casts shadows" but most of objects on the floor don't show anything. They look like floating and that makes the scene doesn't look realistic.

  11. 20 hours ago, DBCooper said:

    If not, then it's a stupid symbol and I wouldn't use it.  You could modify the symbol in order to do this but it would be somewhat of a pain to do in Chief depending on how many surfaces you need to edit.

     

    Totally agree, DBCooper. :lol:I'll have to search for symbols that allow to change different materials. I don't think I can edit them in Chief if the process is complicated.:unsure:

     

    18 hours ago, Drew-PRH said:

     

     

    If it works for you - Go to the Library Catalog and Right Click on your User Catalog and choose - New > Folder.

     

     

    I think this may work and I hadn't though about this option.^_^ Many thanks for the tip, Drew! I just wanted to know the posibilities I have with material properties. I'm a new user and I'm still a bit lost. :unsure:

  12. Hi, Drew!:D Many thanks for your answer. I was thinking about that method; the only problem is, this way, my User Catalog will be full of copies and it will be a mess.:unsure: I try to get it as much clean as I can because I download many materials and symbols. I was thinking about a way to use the same material file for different objects and different properties but I guess it's not possible. 

     

    Another question I have is: Is there a way to apply a material to a particlar part of a symbol? For example, I have downloaded a light (picture attached) and, as you can see, lightbulb and cover are the same (red). Is it possible to apply the "lighting white" material to the lightbulb and whatever other color to the cover?:unsure:

    Untitled 1.jpg

  13. Helo!:)

    I keep on exploring Chief Architect and it seems this never ends! :unsure:I'm begining to apply properties to materials but I have a big doubt. Is there a way to apply a property to two different objects that have the same material? For example: I have a wall with a pattern (a jpg). I apply the class "matte" to this material.

    Then, I use the same one for a shower curtain. In this case I want to apply the class "plastic". How can I do this? The class "matte" is applied to that pattern in the whole project. :unsure:

    Maybe I can clone the material in the User Catalog but, at the end, it would be a mess :(

     

    bath.jpg

    Captura.JPG

    room.jpg

  14. These are the “tricks” that work for me.:D

    First, chose the physically basic view, of course.

    Then go to the camera view lighting tools > adjust lights. This way you can control all the lights you have in your project, the number of them, the maximum and the properties of each one.

    As SNestor says, you can go to edit active view too. I’d mark the Bloom option and select a backdrop aswel (it helps).

    If you want to get a day view, go to use generic sun and chose the intensity.

    Go to the main menú 3d > rendering techniques > technique options and, if the view of the scene is too dark, modify manually the exposure.

    In Daytime backdrop intensity I’d chose 1000 or 500 and in nightime backdrop, maybe 10 or 20.

    I forgot!:wacko: If you see that the Bloom is too hard, you can reduce the intensity with the tool Adjust Material Definition.

    I know they are too many options but I think they will work.:rolleyes:

     

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  15. On 6/13/2023 at 9:01 PM, robdyck said:

    This is a good page to make a simple tile. It's a pity that most of the options are pro but I have made some tries and the result is great. Many thanks!:D

     

    On 6/13/2023 at 9:34 PM, Kbird1 said:

     

    Have you looked at Chief Substance Player Tile and Wood Builders? 

     

     

    These programmes are a bit more complicated. I'm still trying them and I think I'll get something cool when I get used. I usually download textures in jpg (just pictures) and use them as materials. The result is not the best but something is something.:unsure:

  16. 2 hours ago, Kbird1 said:

     

    my only suggestion would be to "randomize" the Tiles ie flip the image vertically and horizontally and rotate 90 and 180° etc , so you don't have a repeating pattern with the dark veining in your example above, the "repeat" will look bad in Chief. ( Hopefully the Tiler would not lay them like that either)

     

    Hi, Mick!  Yes, I usually make that trick in Photoshop to build my tiles. Anyway, I must confess it's really difficult to get a "real" texture effect. I normally use Photoshop and jcpicker to pick up colors from realistic pictures but little details are hard to make and that's the key. 
    For me, the most important parts of a bedroom are walls, floor and roof (well, the ceiling in the roof. I don't know the name in English). Textures here are 90% of the work. The better they look, the better the set shows.

  17. 1 hour ago, robdyck said:

    Marlem, keep in mind that applying a pattern has no effect on the texture image. To create a tiled texture from that image, you will need to do some editing  / creation using a different software.

     

     

    Many thanks for all the help Chopsaw,Mick and robdyck.:) I though that applying textures to an image would work. I'm used to Photoshop. In fact, I build most of my tile textures with it. Sometimes they don't look as I wish cos, after all, they are just images. This is the reason why I though patterns would help. 

     

    What I usually do is to download a tile picture from the net and make my own "wall texture" with Photoshop. Then, I just try to make it fit to the surface I have adjusting its size.

    Captura.JPG

  18. Hi, everybody!:)

    I usually have problems creating my own tiles and other stuff related to textures. In this case, I'd like making a tile background with a jpg. I just load this one as a material and try to apply a pattern to it. When I check the result in the standard view I can't see the tiles and, in the vector view, it seems there are there. I'm a bit lost with all of this. What I am doing wrong?:unsure:

    Many thanks in advance! :D

    standard.jpg

    vector.jpg

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  19. On 5/29/2023 at 8:02 PM, Kbird1 said:

     

     

    It should be fine to delete the X14 Folder , especially if you dont use the Chief folder to Store Client Data etc , but once the Textures Folder is empty , I think the Library will be pretty small. The Other folder you may want to back up is the database libraries folder which is where Chief keeps your User Library , but you can also ( before deleting any textures) Right Click on the User Library and Export it as a Backup to a safe location e.g. an external Drive.

     

    M.

    Many thanks for the info, Mick.:) I think I have a hard work until getting the data folders clean. I haven't moved anything since X12 version and now I'm seeing that there are materials and textures that should not be there. Despite I have organized my own stuff in folders, there are copies of library's materials and so. I don't want to fill my hardisk with things I don't use either. ^_^

     

    Many thanks for the help again :D

  20. 20 hours ago, MarkMc said:

     

    Note  When installing a new version let it migrate the library should prevent this in the future.

     

     

    I always migrate the texture when I upload the software but, honestly, I don’t know if this option is working.:unsure:

     

    41 minutes ago, Kbird1 said:

     

     

    Make sure this Preference is set for your downloaded Models and Material's you make Textures, to be saved to the Chief Textures Folder.

     

    image.thumb.png.ab6a4e26f6c038fc4b3fa20dcc3a8b8e.png

     

     

     

     

    This is new for me! If I mark this option, will I need to do anything else in the Data folders?:D

     

    In my laptop (I use two computers) it seems all files are the same way in the X14 Data folder and in the X15 one. Is it possible to copy the textures and materials from X14 to X15 and, finally, remove the Chief Architect Premier X14 Data folder?

    Another strange thing is, while using the program, I deleted some materials from the User Catalog to keep everything cleaner but I’m seeing they are still in the Data folder.:wacko: Do I have to remove manually these files from the Data folder?

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  21. Hi, everybody:)

    This question is not exactly related to technical issues about Chef Architect but I don’t know what to do.:unsure: Let’s see… how can I explain this?

    I’m really bad designing my own furniture so I usually download stuff from pages like 3D Warehouse. I save everything in the User Catalog. I try to keep everything in order and in different folders but, as you can guess, working with so many things is a mess.:wacko:

    I try to clean these folders regularly removing furniture I don’t use anymore but my hard disk is a disaster. I’ve been updating the software and now I don’t know where all the libraries are (including the stuff I downloaded). I’m scared of deleting the wrong "Chief Architect Premier X Data" folder.

    Then, another strange thing that happens while working with downloaded symbols is that, after adding them to my catalog, their textures are lost. Doesn’t Chief Architect keep them?

    I don’t know if I’m missing anything… How can I “clean” the software? Many thanks!:)

    1.JPG

  22. I've been searching for information about the "Disconnect" option and I think now I know what it means. I've been making some practises with mirrors. For the moment, my designs are a bit rough but I think I've walked one step ahead.:D

    Many thanks for your big help, TeaTime! :D

    testing.jpg

    • Like 1
  23. It works! :DThe problem is I don't know exactly the process.:unsure: Let's see: Do I need to copy and paste the polyline to create the 3d solid and the ropelight separately? Then, what is the Disconnect Selected Edge option? I must confess I only have worked with the fillet lines, the chamfer ones and the Change line/arc options. 

    test.jpg

  24. 5 hours ago, TeaTime said:

    Rope Lights wont be able to do this - you'll want to look up 3D Molding Polylines. I'd draw in in as a CAD Spline and convert it to a molding, set it to a Lighting material that has an emissive glow.

    Many thanks for your answer, TeaTime.:) Well... I guess I need more practize :rolleyes: but at least now I know the process.

    Off topic: is there a way to smooth a bit lines?I do everything manually and I can't find a way to sharpen curves.

    test.jpg