GeneDavis

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Everything posted by GeneDavis

  1. @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.
  2. 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?
  3. You need to match that exactly? The look could be better. Can you consider?
  4. 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.
  5. 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.
  6. Just do the work. In the time you've spent posting here, you could have the mass all modeled in Chief.
  7. 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.
  8. 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.
  9. @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
  10. 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.
  11. @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.
  12. Rene Rabbit did a helpful video on this. I watched it to prep for doing it in a kitchen for a client. I want to show them the option for doing glass doors and inside-cab LED strip lights: So I do the same thing for a pair of wall cabinets, or try to do the same thing, and get not-so-good results. Both cabinets have material "Glass, standard" for the doors and the single shelf that aligns to the horizontal door muntin. The cab on my R has four martini glasses, material "glass, standard" from one of Chief's bonus libraries. There is another difference. I did my light strips from scratch, making them from solids 1/16" thick x 3/8" wide x length. Rene starts with Chief's rope light (which is also a thin flat strip and not a tube), so I think the light fixtures are similar enough. Mine are outfitted with spot lights 1" apart. Rene does 3" spacing which seems to be what Chief's OOB rope light is. My problem is with the door (and maybe shelf) glass material. Here is the scene in standard camera render. This and all that follow have the night setting for outdoor lighting. No backdrop. I should explain another detail as re lighting. The cab on R has martini glasses in lower cab and up on the mid-shelf. Lighting in-cab in both is the vertical strips as Rene does in his video. The L cabinet (no glasses inside) has an additional light strip across the top. Here is the scene using CPU RT rendering. All lights are set to 1200 lumens, just as Mr R did, but remember his are at 3", mine at 1". Too much lighting as seen here. And too much lighting is generating the bleeding. I think I can fix that by dimming the strips and adding a little more interior lighting brightness. But it is the RT RT that yields the bad results, and it's RT RT that Rene is using with success. Look here. Both cabs have glass in the door panels. Rene's doors have glass panels and he does not have this issue, and he has less lighting inside. Why? I dim the lights to 800 and try another RT RT, but change the door glass in the R cab to "opening no material." Of course I see the lighting, in that one. What magic trick is Mr Rabbit doing with his glass? All I want is something like this.
  13. Write up a suggestion and take care to itemize each element you want included. Examples: window casings, door casings, base moldings, roof fascia. There are others.
  14. @TeaTimeThe date can be seen in the screencap I attached above: 5/24/2023
  15. Yes, as re denoise when complete. @GawdziraI have no idea where that setting panel is in my system. I have the Windows 10 Control Panel.
  16. I can do a really simple model, a few windows and doors, some ordinary lighting, a piece of furniture or two, and some cabinets, and if I real time raytrace, and then in that display mode, do a zoom, or maybe orbital move, it doesn't take much, my system locks up and the the whole thing goes crash. CPU ray trace works all day every day, no problems. I got this new machine (see specs in sig) in order to be able to do RTRT, but it's never really worked. The only way I can operate without the lockups and crashes is to quickly go into camera spec dialog and cap my samples and check to stop when capped. And then treat the view as a CPU ray trace. Things go blooey if I try to zoom or pan or do anything with the mouse. However, a RTRT display this specified (capped at 150 passes) begins new passes if anything is done to trigger a restart of sampling, such as a move, or a selection, and it takes very little of this to make the program lock and then the whole PC crashes. I have driver version 31.0.15.3598.
  17. But hey, Rene (and thanks for coming into the room!), I've watched your video multiple times, and you never moved the light sources outside the tube. You set one at 0,0,0 and move it up Z and then copy, move, copy, move, to get the array. But they are all inside the tube. The way these current LED stick-on tapes are, I think I'll model the light as a 1/16" t. x 3/8" w. solid and extrude it up to my needed length, then make it a light and place the spotlights along the surface. The reason for the tube (for rope lights, so 20th century) and in my new dreamed up version, is to have a surface you can paint with the lighting white emissive to give it the 3D look of reality.
  18. Uncheck "retain all framing" for those walls, in the structure tab. You must have checked that box before trying to frame. All frame fine when that is done.
  19. What do you see behind the drywall when using the remove surface tool?