zezuloo.blogg.se

Vectorworks lighting
Vectorworks lighting






vectorworks lighting

All the Transform rotation details are completed different, so it’s like it’s using a different reference system to generate the light source’s rotation info. I’ve attatched another screenshot showing a Source 4 that had been focused in Vectorworks but has created a light source which appears to be offset be 150 (ish) degrees pan. I can’t work out why sometimes this works and sometimes it doesn’t. Lights seem to rarely actually generated a light source (Spot light) in Unreal.

vectorworks lighting

Could fixture be labelled using their channel number? Or their type? Perhaps 1 nested group for the hook clamp at most, which I believe they are already in.

vectorworks lighting

They really need to be in 1 group for the fixture and no nested groups. Every single one of these is in tons of nested groups. I believe what I have here is 3 parts of a hook clamp (The clamp, the bolt and a TINY tube which cannot be seen unless everything else around is deleted), the yoke, the body and some sort of front lens. I’ve attatched a photo of what 1 Source 4 comes across as in the World Outliner in Unreal. I’ve tried to write this somewhat like a long bug report/ feature request. Perhaps some are due to the lighting device models I’m importing.

#Vectorworks lighting how to#

I just have 1 problem- Lighting Instruments are exported awfully! There are a few key points which I feel could be improved and I’d really appreciate your thoughts on how to make this process. Materials/Textures come across really well and using the architectural tools in Vectorworks makes it an ease to have Vectorworks as part of this workflow. I can see from the marketing material that TwinMotion/Datasmith export is intended for architectural and not Lighting Vis but it seems so close already it’s a waste to not get that final bit over the line and get this extra use. I loved seeing that I can export to Datasmith from Vectorworks- Just a couple hours cleaning up a file and I was able to export a file that was almost ready for vis. Would love to get some help- I’m exploring using Unreal Engine for Pre-Vis, given it’s incredible power with photo realism, lighting bounce and shadows. Below is the email I sent to Vectorworks detailing the issues: They responded to me and said this was due to Twinmotion not supporting MVR Export and that it might help if I posted on here, so here that is. I got in touch with Vectorworks recently about how import light sources from Vectorworks into Unreal (Using Datasmith) was so close to working but not quite there.








Vectorworks lighting