KirkClemons

Chief Architect
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Everything posted by KirkClemons

  1. This Knowledgebase article outlines the process for doing this in the software: http://www.chiefarchitect.com/support/article/KB-00005/
  2. Watching a ray trace bake...

  3. From the album: KirkClemons

    Rendering created for Knowledgebase article KB-00655: http://www.chiefarchitect.com/support/article/KB-00655/
  4. From the album: KirkClemons

    Rendering created for Knowledgebase article KB-00646: http://www.chiefarchitect.com/support/article/KB-00646/
  5. Sometimes the material can cause that but another possibility is to try a DAE(Collada) file. It's Blender's default export/import format and Chief imports them pretty well. It also triangulates the mesh during export so Chief has an easier time reading in the faces.
  6. From the album: KirkClemons

    Rendering created for Knowledgebase article KB-00621 http://www.chiefarchitect.com/support/article/KB-00621/
  7. From the album: KirkClemons

    Rendering created for article KB-00609 http://www.chiefarchitect.com/support/article/KB-00609/
  8. From the album: KirkClemons

    Rendering done for Knowledgebase article KB-00597 http://www.chiefarchitect.com/support/article/KB-00597/
  9. From the album: KirkClemons

    Rendering created for Knowledgebase article KB-00596 http://www.chiefarchitect.com/support/article/KB-00596/
  10. By default it is stored in Documents under the Chief Architect X6 Data directory.
  11. The angle is usually the reason it does that. I see it most commonly on plans with slightly less than perfectly straight walls or trim.
  12. KirkClemons

    Just For Fun

    A collection of renderings done just for fun.
  13. KirkClemons

    Let It Snow

    From the album: Just For Fun

    Created in Chief Architect Premier X6
  14. KirkClemons

    Baseball

    From the album: Just For Fun

    Created in Chief Architect Premier X5.
  15. Thanks I appreciate it. Again, let me know what you might change about it or if it works so I can forward it to our content team.
  16. The wall specification dialog has a preview of the wall to the right and you can rotate that around to see the interior or exterior side.
  17. You need to restore the default material for the room: http://www.chiefarchitect.com/support/article/KB-00586/ At some point you used the material painter on the room and that overrides everything. Reset it to the defaults and the shower walls should look normal again.
  18. You say it's just floor 0 but from the screenshot, it looks like you are exporting a full overview. I would hide all the layers you don't want to export and try again. The Export 3D Model option exports every displayed surface from the camera view. Maybe open a Floor Overview and go to Floor 0 and export.
  19. Here is my first attempt at a seamless metallic texture: Metal.calibz Here is what it looks like in a standard camera(I rotated it to fit the appliance): And Ray Traced: Let me know what you think!
  20. Kbird1, The more references the better. I tend to make textures the way most gamers do, very flat, no lighting or shading whatsoever. This is because the game's rendering engine usually adds specularity to surfaces and renders things that are supposed to be glossy or shiny. Chief doesn't do that unless you ray trace so flat textures tend to look colorless or bland, especially when dealing with metals. The other side is that our ray tracer removes the texture if you set a material to be a 'Predefined Metal' which is why all of our current metals are just a solid color with no texture. All that to say, any references that you or any users reading this thread can attach, provided that they are textures you have been happy with, are more than welcome!
  21. I believe the core issue is that we don't render 'shiny' materials in a standard render view. We've looked into creating some textures but to make them seamless the steel looks kind of funny. Also, because we can Ray Trace a material and make it look photo realistic the priority just hasn't been there. I'll post some graphics to this thread if I get a chance to come up with any decent textures to use for metal. Taking the textures that David J Potter has posted as a reference should help determine what type of texturing users are most likely to like.
  22. lol Yeah, I've let the super moderator know about the typo.