2011-03-13 02:05 PM - last edited on 2023-05-11 01:06 PM by Noemi Balogh
2011-03-13 02:10 PM
2011-03-13 03:56 PM
2011-03-13 04:10 PM
2011-03-13 06:27 PM
2011-03-13 06:36 PM
Karl wrote:Great, thanks for the info Karl, I know understand why when I change one shader, several other pieces change...
Matthew is correct that Artlantis 'groups' all surfaces that were modeled in ArchiCAD with the same material together: dropping a shader on one surface, changes all surfaces that have the same material.
Artlantis has tools that let you reassign materials per-surface, but those do not make sense in this situation - they are best left for situations where ArchiCAD will not allow you to assign differing materials - such as differing edges of a wall.
Do not make your 'tubes' very round, particularly given the view you show in the Artlantis forums - this will create a huge amount of computation for Artlantis for the light emission, particularly if you have radioisity enabled. I believe you will do well enough with a hexagon shaped tube and with radiosity disabled.
The quality of the neon light shader varies with your rendering settings - typically you have to go to the highest quality settings to get decent results. Also, the real time preview window in Artlantis does not give a reasonable preview for neon. Use a render zone to test your settings before doing the full render.
Cheers,
Karl
2011-03-13 07:42 PM
2011-03-13 07:49 PM
2011-03-14 07:09 PM
2011-03-14 07:54 PM
NStocks wrote:Most likely that can be addressed by adjusting the surface smoothness slider as shown in the attached - at least to midway if not max.
Is there anyway to 'hide' the contours in either AR or Artlantis, bearing in mind all points are at the same level.