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You’re better off investing your time in learning how to move from Chief to an AI-based, controlled rendering workflow. That’s clearly where things are headed, and after a lot of research, I’ve figured out how to get predictable, controllable results from AI rendering. It’s too complex to fully explain here, but once your node matrix is set up, you can re-render new projects in under 30 minutes (with adjustments) for a perfect 4K output. The challenge, for now, is training yourself to control the AI and build a consistent workflow. In my opinion, learning Lumion or Twinmotion this late in the game isn’t worth the time, and I say that as someone who knows both tools well.
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I think it would help if you found an example or sketched something to illustrate. When you say "walls to create a shed below" really threw me.
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100% agree. Dare I say next to impossible to manipulate effectively post union. Not to mention, if you plan to do any wood texture for a rendering etc you have to have a texture per direction so per wood member (which kinda sucks). I really wish we could build wood structures out of framing members (which auto rotate the texture).
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I'm noticing that I can't use both the automatic (follow me) sun with added user lighting. Is this correct?...or is there a method of getting both? Thanks!
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That does look good - i'll try.
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Overall kinda works - but the corners are a problem. I can't seem to get the wall intersection tool to miter the corners.
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....and then just manually put posts in after? I guess that would work. Thats too bad there isn't a way around this to have my cake and eat it too so its automatic.
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Is there a way to get a custom fence panel to run through the posts?
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Thank you. I was looking in the roof Dbx and simply couldn't find it....now I know why.
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I'll admit, I haven't used this condition in a while, but I have a project where I need to do the boxed eave gable end returns. I remember in past versions of Chief this was just a few clicks. Now, I can't seem to find where that option is. I remember you could even set it to hip-return that little roof section. Did they remove this feature?...or am I just missing it.
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What is the best x16 laptop build??? Taking orders now!
johnny replied to DH7777's topic in Sales Related Questions
Laptops habitually overheat and thermal throttle - specially with the GPU. You want a laptop that is full body aluminum and uses that body as extra heat dissipation. The best i've found thus far is Razor Blade. Build quality is A+. 16-Inch Gaming Laptop with Fastest OLED Display | Razer United States and i upgraded to the UHD+ (3840 x 2400) so i could get 4k - makes a huge difference on drawing sizes using the laptop screen. Read about the thermal aspects - and I can attest to it 100%. -
Not to put too fine a point on it, but the further you increase those lower wall heights the less "A-frame" the home becomes. Just wanted to point out obvious fact.
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Hi Glenn, My window separation default is set for 3" (two 2x6) - and if I start a brand-new file (directly from Chief's template) the window default mullion depth action works fine when "bump" two or more windows together. It uses whatever casing depth i have set. What's happening (i believe) is there is a legacy file bug issue happening. If we had the ability to set the mullion depth by default I could fix the problem, but since that option only is available upon manually mulling the windows....i basically have to mull each window set to resolve the problem. I was going to reach out to Chief's tech support on this issue.
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Thanks for the info. I guess the issue is the app is behaving like I set that value to something other than default. I used to be able to bump windows together without officially mulling them and the app would just use the same depth as the trim for the middle (auto) mullion. Now it appears to be setting this value to -1/2".
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Hey Guys, I'm curious if someone can point me in the right direction - for some reason in X16 (when using an older template) when i bump two windows together the mullion isn't correct. To fix, i have to manually mull and then use the Mullion Depth setting (which only shows when manually mulled) to correct....on each window set. Does anyone know a way to access the "default" setting of a mullion depth in the app? Mullion depth doesn't show under default settings for windows - it only shows when i have a mulled window set.
