robdyck

Members
  • Posts

    4720
  • Joined

  • Last visited

Everything posted by robdyck

  1. There are so many factors that affect these renderings. A person really needs to spend a lot of time learning and evaluating the effects of various camera settings, light settings and material adjustments. Not to mention the model needs to be thoroughly and accurately detailed so that the model quality is in tune with the desired rendering quality. Trouble shoot 1 or 2 items at a time by critically examining what is wrong and how to fix it. For example; review the stainless steel material on the fridge and compare it to your own fridge or a real photo of a stainless fridge; does it look close to the same? If you used a Chief library material, then probably not. It's probably not quite the right color, it's probably too light and overly rough so experiment with material settings until the material preview (using physically based rendering) looks pretty good. Then save and move on to the next material. Is the entire interior almost all one material? Is that working? Maybe experiment using various settings of white materials for walls, ceilings, doors, trim, etc. Do the faucets look real to you? If not, replace them or adjust them, etc.
  2. I kinda thought that but couldn't remember for sure. Also, I'm not sure if the OP rotated the view in layout or rotated the Plan View or if there is a difference between those two methods. My own preference would always be that all vertically oriented text is read from the right with a few minor logical exceptions. In the OP's picture, I'd suggest the dimension is correct and the other plan view text appears to be in need of adjustment. I've only ever rotated a plan once and text adjustment was a pain. After that process I preferred to use the Edit Area tool if I run into a situation where the plan has developed in such a way that a rotation is suitable.
  3. You can use a 3d model of a tile and distribute along your roof planes. It's a manual process, but it can be faster than you might think. If you have your camera views set up and determined in advance, then you can reduce the amount of area that requires accurate modelling. Just to give you an idea, this took only a couple of minutes.
  4. Open the Glass Wall defintion dialog and under Wall Properties make sure Partition Wall is checked.
  5. Always a good idea to post the plan. If it's too large, use google drive or dropbox!
  6. Your rooms should ALL use the default floor structure (which should be defined). This will allow the floor framing to build uniformly. Currently the framing is being separated because there are different types. Select all rooms on each floor and ensure Floor Structure - Default is checked. Open Default Settings and edit the Floor/ Ceiling Platform defaults. Ensure the framing layer is set to trusses (or whatever you prefer). Rebuild floor framing.
  7. Post your plan using Google Drive / Dropbox.
  8. Hi Jim, there are a couple of issues here that are very easy to solve. The elevation regions are too close to each other. Resize the lower elevation region to butt against the low side of the retaining walls. This will provide some space for the terrain to adjust between the two regions. You have (2) terrain breaks buried along the center of the retaining walls. These terrain breaks still have the default transition distance of 120". Lower that value to 1". That should take care of the issue:)
  9. There are times where this is suitable. If a solid is the simplest, then yeah, use it.