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Construction Assemblies- Wall assemblies and windows and CAD details.24
Entourage-Countertop goodies, wall art, rugs, and accessories galore.14
Kitchen Related-Islands and door styles, hardware and fixtures.13
Lighting-Pendants and Sconces etc.19
Materials-Optimized for PBR.25
Symbols-Chairs and tables and mantles.11
Videos-Instructional, educational, misguided.15
You're making my head hurt. please stop writing in ALL-CAPS and abusing exclamation marks!!1
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Working on a very simply model (my first - just a kitchen) in X11 on MBP 13 2018 (16GB ram, Quad i7). I started getting lock ups when using materials and things have progressed to more random lockups opening views and panning.
The most recent stack trace looks like this at the bottom:
47 qtrender::CAOpenGLWidget::paintGL() + 169 (CAInterior + 19921801) [0x10befdb89]
47 QMetaObject::activate(QObject*, int, int, void**) + 2320 (QtCore + 2219168) [0x127728ca0]
47 qtrender::LayeredCanvasGL::paintLayers(bool) + 183 (CAInterior + 19950759) [0x10bf04ca7]
47 qtrender::LayeredCanvas::paintLayersCore(bool) + 322 (CAInterior + 19941442) [0x10bf02842]
47 qtrender::CanvasLayer::doPaint(bool) + 76 (CAInterior + 19922860) [0x10befdfac]
47 qtrender::CanvasLayer::paint(qtrender::PaintTarget&) + 55 (CAInterior + 30269943) [0x10c8dc1f7]
47 QMetaObject::activate(QObject*, int, int, void**) + 2320 (QtCore + 2219168) [0x127728ca0]
47 CanvasPaintGLController::paintGL(qtrender::PaintTarget&) + 164 (CAInterior + 7998116) [0x10b39eaa4]
47 CanvasPaintGLController::paintScene(qtrender::PaintTarget&) + 727 (CAInterior + 7998983) [0x10b39ee07]
47 qtrender::PaintTarget::Painter::~Painter() + 31 (CAInterior + 19973631) [0x10bf0a5ff]
47 qtrender::FramebufferPaintTarget::endPaintImpl() + 121 (CAInterior + 19929321) [0x10beff8e9]
47 render_engine::RenderableMesh::drawImpl(render_engine::GpuResourceContext&, unsigned long) const + 1154 (libCARender.dylib + 1362338) [0x11f50e9a2]
47 glDrawArrays_GL3Exec + 254 (GLEngine + 696989) [0x7fff3eff729d]
47 glrIntelRenderVertexArray + 254 (AppleIntelKBLGraphicsGLDriver + 58310) [0x7fff2c5323c6]
47 GenContext::ProgramPipeline() + 16522 (AppleIntelKBLGraphicsGLDriver + 76968) [0x7fff2c536ca8]
47 void updateBindingTable<SGfx3dStateBindingTablePointers>(GenContext*, unsigned int, SGfx3dStateBindingTablePointers&) + 2647 (AppleIntelKBLGraphicsGLDriver + 89325) [0x7fff2c539ced]
43 IOAccelContextAddResource + 8 (IOAccelerator + 9304) [0x7fff58820458]
*38 hndl_alltraps + 223 (kernel + 928079) [0xffffff80002e294f]
*29 user_trap + 684 (kernel + 2512220) [0xffffff800046555c]
*29 exception_triage_thread + 417 (kernel + 1300561) [0xffffff800033d851]
*24 exception_deliver + 1295 (kernel + 1299935) [0xffffff800033d5df]
*23 mach_exception_raise + 269 (kernel + 1692381) [0xffffff800039d2dd]
*16 mach_msg_rpc_from_kernel_body + 268 (kernel + 1320764) [0xffffff800034273c]
*16 ipc_kmsg_send + 309 (kernel + 1148453) [0xffffff8000318625]
*13 ipc_kobject_server + 568 (kernel + 1317272) [0xffffff8000341998]
*13 ??? (kernel + 1693962) [0xffffff800039d90a]
*7 catch_mach_exception_raise + 103 (kernel + 1614855) [0xffffff800038a407]
*3 handle_ux_exception + 387 (kernel + 7494691) [0xffffff8000925c23]
*2 IOLockLock + 33 (kernel + 2480657) [0xffffff800045da11]
Hello guys. I made a custom symbols and model for my electrical because CA dont have it.
I managed to make it but the problem is they cannot stay side by side.. they will merge like this
Btw the can stay side by side if each of em not the same height
How do i solve this? Please help
-Dropped Beta tag
-Added a resolution drop down "Output Size" for bigger/smaller texture options
Higher resolutions will let you get smoother edges on non-square tile patterns and the added pixel count will allow for thinner grout lines. Higher resolutions can also clog up your machine and Chief if you use a lot of them, so unless you aren’t getting the look you need, I’d stick with 512 or 1024 output sizes. Map responsibly.
-Added Picket Tile and Penny tile to the shape drop down
-Changed “thin tile” to 4:1 tile
-Added a slider for Grout width. Again, if you need thinner grout then what’s being shown, you’ll need to up your resolution under Output Size.
-Added a color selector for tile color, behaves just like the grout color options. If you want an eyedropper, open the color selector and hit “pick.”
Color Hue is still included for fine tune adjustments. Keep an eye on your hue if you eyedrop to another color and it’s not matching, more times than not your color is being skewed by the hue slider.
-Added a color variation slider to get some non-uniform color. Randomly darkens some tiles to varying degrees.
-Added a finish drop down for hand glaze options.
Fabric Builder Beta added
Single color and multi-color builders for different fabric types. See parameters below for details.
Multiple species of both uncut wood for furniture as well as various cut sizes for hardwood flooring. See parameters below for details.
Our Content Development Team has been churning out new PBR friendly materials over the past few releases. These are materials that include a combination of Normal Maps, AO Maps, Roughness Maps, and Metal Maps. We use a software specifically designed to generate custom materials for 3D Rendering called Substance Designer. The program leverages parametric values to control sizing, colors, pattern, and other elements to generate unique tile-able texture maps along with automatically producing the other relevant maps need to create the effects that you expect to see in PBR and Ray Trace views.
Our process includes generating individual materials then importing them into Chief Architect and distributing the catalogs that you download and use. This converts the parametric materials into static images that aren't as flexible as those that are created in the Substance Designer Program.
Much like the Client Viewer and 3D Viewer products that are available for use with Chief Architect, Substance offers a product that allows others to leverage the parametric files to create their own custom materials... without needing to be an expert of the full-fledged program. We would like to invite you to try it out and create your own custom materials from the file we've set up for Tile.
How does it work?
First of all, a healthy understanding of how materials work inside of Chief Architect is a good starting point, and we just happen to have a primer ready for you here:
You should also be comfortable with controlling materials, as described in this video:
Creating Custom Materials and Colors
Once you understand how Chief Architect behaves with different properties and maps, you can dig right in and make your own maps using Substance Player (a free download) and these source files we've set up to generate materials.
Wood Builder Beta.sbsar
Single Color Fabric.sbsar
After you’ve installed Substance Player, simply load the material type you wish to customize and get to work. To assist, we have a quick video showing how to use Substance Player to get your custom maps into Chief Architect:
We'd love to hear what you think. Is this useful? Are there other material types you'd like to try with the Substance Player tool? Voice any requests or questions here, or via e-mail to firstname.lastname@example.org .
Chief Architect is not affiliated in any way with the Substance Designer or Substance Player software programs. Chief Architect will not be able to offer any support for the Substance software products or files. Using the program and files is completely voluntary. Substance compatible files are provided simply as a gesture, with no guarantees, extended to give access to more material options for those who are interested.
I am having an issue with the Library Browser where even when the top left Icon and in the view tab icon is show with a check mark to indicate being open but there is no sign of the Library Browser actually popping up on my screen or right sidebar, next to the Project Browser, as I have used it before. Has anyone else had this issue? Am I missing a setting that would hide the Library Browser or does this sound like a glitch/issue?
Is there a way to control what Chief names each material as it's importing a model as a collada (.dae) file?
At my company, we use Chief to build the base model and then export as a collada file to import into Lumion to render. Lumion's latest version has the ability to automatically replace materials with "glass" or "water" in the name with those kinds of materials when importing, but for some reason Chief will randomly assign names to materials during the collada export process like "mat127-material," regardless of what they are named in the material settings. Other export processes will keep the material names, but those have their own problems in Lumion. The 3DS format, for example, is the best alternative, but it changes the scale of the model.
I can't seem to find anywhere in the preferences to mess with export settings, though. It's nothing that totally breaks our workflow, as it only takes a couple seconds to replace the material, but it would be a nice little quality-of-life feature we could take advantage of if we could get Chief to cooperate.