SITUATION: X13 3D renders, when compared to X12, appear blurred, washed out, less vibrant in quality and the vector renders have excessive line weights in X13
Rather than hijack a previous topic thread, I am starting this topic as a result of a side conversation that emerged here-in:
It appears that there are others experiencing this same issue, and so I thought I would begin this here in it's own topic thread.
Here is a Dropbox link to image and video files (generated on both a i9 and M1 Pro Max chips) depicting the issue: https://www.dropbox.com/sh/9zt4tagbuhsfkbi/AABsTnIW6DjT5uExeP6e5mcAa?dl=0
As a note, I have already opened a support case with Chief Technical Support and they have graciously offered to look into it:
If anyone else is noticing lesser quality output with 3D rendering in X13 as compared to X12, perhaps we can share our experience and thoughts here as well as with support towards a workable solution.
New to the Chief forum. I'll get right to it... I recently got magic plan for an iPad I have to easily do a floor plan when on site (Have always used pencil and 11x17 paper). It has it's ups and downs, but for the need to know dimensions (I shoot with laser, and it auto populates) it's been great and has cut my sketching time in half.
I have learned that Magic Plan can export DXF files. I have been watching tutorials on YouTube, and have learned how to import DWF/DXF into Chief. Learned about layering and so forth.
Here's the problem. When I import to chief and get all my ducks in a row, and layer all I can, chief won't recognize the cad windows when I go into perspective view. chief thinks they're all door openings in the wall when I Cad To Walls. How do I fix this? Using Chief x10.
Thanks in advance.
I am helping a college who is having issues exporting a Chief File into a CAD . dwg file.
The issue is, she had imported a .jpeg of a clients survey to draw over to create a site plan.
Now trying to export the file to CAD, it will not export the .jpeg with it (that we sized / rotated into place).
The other option would be just to import the .jpeg into CAD and re-size / rotate to fit, but wasn't sure if their was an easier way.
See the files attached.
thanks in advance for the help!
McMillan -custom-VER.4- SITE - 08.17.21 ENTIRE LOT.plan McMillan -custom-VER.4- SITE - 08.17.21 ENTIRE LOT.dwg
Can someone tell me step-by-step how to download the CAD details from the last free live webinar into my project browser?
I found the file, extracted it, but I wasn't sure which folder to extract it into. So I tried several to no avail. Thank you!
So I have been looking to enhance my renderings a bit, and have been diving into some of the information about Blender rendering engine. It's really great, but also very complicated stuff and I think eventually I want to get good at Blender because there's just so much you can do with it - modify the meshes, add displacement/bump (battens/stones/etc). But after about a few hours or so I'm still only able to create something like this, which is not a real rendering but shows how powerful the texturing is in Blender - notice how I've added battens to the siding, ribs to the roofing, texture (incorrect texture, but this is just testing out the tool) to the stone:
OK so as a MAC user there really are only a few options for GPU rendering (the rest are CPU based, just like chief is on the mac). Well I have this sweet GPU so I want to put it to work for me. What other options do I have? Well a while back I downloaded the Unreal Engine and the Twinmotion app, but never really looked too hard at it.
Well, I should have.
This thing is awesome. You get textures, grasses, skylines, depth of field, normal/bump mapping (no true displacement like Blender, that's the only issue with it, but the bump mapping is pretty convincing) - you get people, etc etc etc. So here is the best rendering I could come up with in chief as far as normal mapping/bump mapping to show some texture on the board+batten siding, some stone texture, etc. and to render it in a nice lighting:
I'm finding the chief materials to be a bit hard to work, but if you get the normal maps and bump maps in there they can be pretty convincing too. OK so not bad for chief above. But with about an hour of 'learning' the program and exporting to collada + importing into Twinmotion, and messing with the cameras etc. I was able to come up with this:
Soft shadows, materias masking, and a lot more. I chunked some of their included plants in there and they look good and cast realistic shadows too. Battens look pretty good. Woodgrain has some texture on the columns.... look close at the stone though, the normal maps are inverted in twinmotion because they use a DirectX normal map with is somehow inverted from the OpenGL normal map.... so still some kinks to work out but I'd say it's pretty exciting.
So nothing really to ask but just wanted to share this with everybody - so far my experience using TwinMotion gives me hope for using it in the future. There is currently a trial license you can use unlimited (?) while you try it out.
Anybody else using twinmotion? Got tips, materials, example renderings, etc?