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Everything posted by GeneDavis
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Nice work, Glenn, and thanks. Let's see you work out a solution for the surface of the bottom of such a troughed-to-drain slab, and then the perimeter edges, so we've all the surfaces of the garage slab modeled in 3D.
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NI've done dollhouse flyovers that helped clients see the room spaces in 3D. Like a slow drone, camera straight down. They can see how the flows work. That and the eave-level slow fly around to see all elements of the exterior.
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I understood the door used at sides (need for a LH and RH) was a custom with an overhang and corner cut, but the deck/shelf front edge is out to the plane of the door faces and has its corners rounded. I'm always interested in the clever ways to do Chief cabinets (I am a dummy with them), but if the job is a one-off and it's gonna get built by having a cabinet source quote and order it using somebody's cab line, I'd be happy with the thing I did with solids. The plan and elevation and render views will look fine, the schedule will need a note because the size will report wrong and won't show the shelf (if the schedule includes 2D or 3D cab views). I'm not a dummy with the CNC app I use for cab jobs, though, and would have no trouble doing this cabinet with all its lock-dado and pocketscrew details.
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I changed my walkthroughs after getting bad results with too many camera keyframes. Now I do them as Alan describes above, and use a free video editing app to string them together with fades between, then put them in the cloud with a private link for the client. Outside, I'll begin with a drone walkaround, an elliptical or circle path, about at roof edge elevation, two cameras only, both with slight down tilt, absolute elevation, looking at house with 90 degree rotation for camera, then go inside for a tour using a single arc for each room or space. Experiment a little with lighting and camera heights and tilts and angles, but only two keyframes per arc segment, one at start, one at end.
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Consider doing it as a standard wall cab for the upper section, and below, an easy-to-model symbol made with three 3D solids textured to match what is in the cabinet. A deck/shelf with rounded corners, two ends, no top. Sized and placed correctly, the resulting cab should look like it has one-piece sides when rendered. Done this way, you can have any doors on it that you have in your libraries.
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@ChiefChrissyeven when using Chief for just interiors, it is best to model roofs over the room or rooms. You have now learned that walls build to roofs, and if you are using Chief to produce renderings, roofs work to make lighting more realistic.
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I tried my best to do a good description of the situation. I have a refrigerator cabinet drawn with the partition tool used for the plywood panel sides, and they are specified to be tallied in the cabinet schedule. They are there in the schedule, and the callouts display in the plan view. OK so far. I do these fridge cabs routinely as 3/4 plywood partitions to which is affixed a 3/4" x 1 1/2" stile on front edges. One of the images attached shows the subassembly, highlighted, as I selected both the partition (plan view R side fridge) and the front stile. In elevation view, the callouts do not show, because the scheduled "cabinet," the partition, is hidden by the front stile. If I move the stile out so to be able to see the partition, the callout shows. I want it shown with the stile in place. The screencap of the elevation shows the right side panel, "exploded" with the stile moved away, and displaying the panel's callout. But no callout is there on the left. What is the workaround, please?
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You need to match that exactly? The look could be better. Can you consider?
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Try posting the plan file.
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It looks awful, architecturally, to have those lower roof ends come into the space under the roof canopy over the entry. That canopy will need structure, either hidden under finishes or exposed timbers, and it is the structure surface that the low roofs, left and right, should resolve into.
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But why the long overhang of the rods?
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For a multi-material object I'm getting from 3DWH, I always bring it into SU first and do whatever exploding and editing needed so the components are painted to my liking, before bringing into Chief.
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Why not zip it?
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Not for windows.
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What's that other program, @Ed_Orum
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Sketchup or 3Ds Model conversion to CA plan file?
GeneDavis replied to jtcapa1's topic in General Q & A
Just do the work. In the time you've spent posting here, you could have the mass all modeled in Chief. -
Sketchup or 3Ds Model conversion to CA plan file?
GeneDavis replied to jtcapa1's topic in General Q & A
Cannot be done. I can think of ways a SU model can be worked so it can provide a 2D plan in Chief CAD so the walls can all be traced, but that really only gets you started with a plan. -
If you want the shed roof to intersect the higher roof halfway up, consider using CAD in a section view and determining what pitch that might be. Might save you diddling with it after if you don't like the way a 2-pitch porch roof looks. Be sure to use a baseline height (i.e. H.A.P. : height above plate) that is in line with the rafters needed for the span and load. There is absolutely no reason to go with whole numbers for roof pitches, other than they are easier to type into a dialog box. If 2 7/8 in 12 looks exactly right, then that is what it should be. No framer or truss plant engineer is gonna blink at your fractional pitch, no matter what it is.
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@Flash691 here you go. I added a solid about the size of a sheet of paper, inside the glass box, directly in front of the planview right light source spec'd as a spot. It is on its own layer and can be turned off or on as desired. My renders posted upthread were done before I added the paper sheet, so turn off that layer to try renders to see if you get what I got. Light box house.plan
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As a one-time trim carpenter, I recall the door casing thing, which is to order all 14s, not 16s. Cuts the waste way down when cutting all those jamb-side door casings, of which every single interior door gets four. Which is why I suggested what might work best is a setup for the items I think the OP is focused on, be handled with the same code and logic we now have for framing members.
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@Flash691 all the lights are on in all the renderings I posted. For my particular model, and the way I want the lighting to appear, CPU ray tracing gives me OK results, while I am unable to achieve any acceptable results using real time RT. Here is a pretty good result, with the doors glazed in a material designated "glass standard." Rendered using CPU RT, the light strips inside the cabs all have light spacings of 1" (as will the stick-on LED tape that will be used), and each light emits at 25 lumens. I cut the output of the rope lights (Chief's at bulb spacing 3") under the wall cabs from 200 lumens each to 100, and I think the backsplash and countertop look more realistic with the lower setting. With all light settings same, here is what RTRT produces. Yuk! I wanted to study this situation of light sources inside cabinets behind glazed doors, so I built a one room house and a 30" cube, the cube sheeted in 1/8" thick "glass standard" material, raised the cube off the floor 25", and put two light sources inside the cube. One light is a point, the other a spot. Both are set to 1200 lumens, the spot has a beamspread ("cutoff angle") of 140 degrees and a falloff ("dropoff") rate of 15 percent. Here is a scene done with RTRT. As is seen, the light from both the spot and the point get through the glass walls of the cube. Here is the scene using a few passes of CPU RT. I regret not painting all wall and ceiling surfaces with the same material, maybe a matte gray, just a little gloss, but it is pretty obvious the point light is getting through in all six planes of cube to illuminate the room and its surfaces. It's interesting how the cube form with sheet glass on each face affects the projected light. Look at the floor. So in conclusion, at least for me, it seems that one has to choose to work with whichever rendering technique, RTRT or CPU RT, produces the better realism for your particular model.
