Dershem

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  1. I'm in San Diego (North Park) but am a hobbyist/user, rather than a pro. it might still be nice to meet other users, though.
  2. My best guess is that it is like last year's issue: Designating a room as a balcony (even though it was indoors) meant the materials reacted to sunlight, even though there were walls and roof between the sun and the materials. I did a night time render, and instead of the bright blue curtains and rod, they came out normal. I triple-checked the materials, and there no emitters or other things. This appears to be a glitch of various sorts. The file on this house is nearly 230 MB in size. Even zipped it's too big to post. :/
  3. PC = Ryzen 9700X 8 core, 3.8 GHz 64GB of RAM Graphics card = Geforece RTX 4070 Super, 12 GB of RAM. Running Win11 Pro. And still I get... Going from standard render to physical render, even after checking the materials settings, the curtains change color.
  4. I have been doing some walkthroughs in a model, and although everything looks good when I do a photo, when I do a walkthrough, some of the materials change color. Example: The curtains are the same color as the chair (copy paste the material, so I know it's exactly the same)r. but they turn bright blue when I start 'filming'. Any idea what might cause this?
  5. Thanks. Apparently the 'foundation wall" thing turns itself on and off at whim sometimes. Fixing that helps in some instances. Exterior layers worked in other instances. I've gotten it so it looks passable. Of course, as soon as I added outbuildings, the roof went strange, bu it's a learning process, right? (and you don't even want to think about the dungeons and pits).
  6. Yeah, I've tried just about everything. "Align with wall below" has no effect, as does 'align with wall above." The doorways trick worked well enough for the crenelations, though using solids of uniform size also does, but it's a lo more time consuming. Skiing games might be fun, but they don't address this issue.
  7. Aha! Used a railing, and then put doorways in at regular intervals. Voila - crenelations!.
  8. Nope. No symbol moldings yet. Maybe I'll leave that to my drummer.
  9. OK - here's the plan. Don't expect it to be anywhere you would want to live or even visit. As you can see the floors separate in some places but not others. mappes keep.zip
  10. Thank you, Michael. I will try that first. Thank you JiAngelo - that should work!
  11. Working on something for a game (these things are great for RPG gaming - show your characters what they are up against), and the second floor walls in SOME instances (not all) have a gap between them and the first floor walls. I use the same method to generate them all, but... gaps. I'll attach a picture of what is going on and it's probably something you have seen before. What is going on here? Structure stats are the same on both kinds, so I don't know where I'm making a mistake. (on the side, any idea how to do crenelations?) Thanks!
  12. Thanks. Just upgraded to Pro, and the house is looking great. Now all I need to do is win the lotto and get 25 years younger, and I can build it!
  13. I figured it out! The balcony was set as a balcony, so the app set it as having outdoor lighting. Re-designated it as a 'hall' and the glare went away.
  14. setting the height of the windows, and the height above floor level can work. I have some windows in one of my plans that range from the first to the second floor, and they seem to do all right.
  15. Thanks everyone. This is a render, modified in Photoshop, to show the room as complete.