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"We can certainly build a custom Mac Pro for you, however we do not currently offer an external GPU solution for MacBook systems" So their MacPro offerings (old chassis plenty of goodies) look nice but I have never before delved into Mac desktop comparisons so I might be way off here ... If I would only run CE and Max/Modo on the system, I might as well turn to Windows. That has been about 8 yrs since I last updated myself on hardware ... still a lot of research to do. Guess I'll just call Pascal 🙂
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07-03-2015
03:28 PM
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CreatePro [CreatePro Page] in UK specialises in expanding MacPro's - especially the former model which holds more space. And they resell the Cubix PCI-e Xpander [Cubix Home Page ] I'll check with them.
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07-02-2015
11:29 PM
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The MacPro alternative is very expensive as well. I would need to keep a laptop unless I mount a handle on the Mac display for easy carrying 🙂 Benefit of the MacPro: more cores, more memory,... Windows PC laptop with external GPU seems like a double compromise ... I don't mind working on a Win machine but hate to have to 'fix/tweak/clean' it regularly and I would still have the burden of an external device. Not sure at this point but I share your concern. If something pops up, I'll let you know.
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07-02-2015
11:33 AM
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I've been searching online and some models work although not with their official drivers ... Too bad that OS X currently doesn't send the image to the internal screen of the MBP ... external screens are required. I'm considering ViDock (as I currently don't know of any other brands) http://www.villageinstruments.com/tiki-index.php?page=Products but have no clue as to which GF card to select - any suggestions to what benchmarks to look for? A Thunderbolt GPU on a Mac : How-to | Le journal du lapin Erwn
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07-02-2015
03:57 AM
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Working on a Macbook Pro (2014), my graphics capability is not what I'm looking for when working on large scenes. Does anyone have any experience with external GPUs on OS X and running CE (or other 3D programs)? [I know I could buy a larger laptop/desktop but prefer not to] thx, Erwin
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07-02-2015
01:57 AM
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Thanks Chris! Have had a lot of other issues to deal with but this rule works like a charm 🙂
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05-07-2015
08:26 AM
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Hi David, I experimented a lot with settings and have some screenshots to 'showcase' the differences: 1. I generated the full scene with only the 'street modern standard' cga rule and - aside from the 'problem that I cannot add height to the sidewalks - the streets, sidewalks and blocks are visible in the scene. (On the junctions there seems to be a texture 'confusion' and I don't get why the crosswalks are still showing.) 2. I generated the full scene with your 2015 rule and using asphalt-buffer or not, the blocks and sidewalks on the segments are gone. The sidewalk texture is correctly linked and I also did a trial without the 'cleanupGeometry(all, 0.001)' entry in the rule but that didn't change the outcome Above is a screenshot of the block settings in the test. I set all blocks to recursive subdivision as a check but that didn't make the models generate correctly/appear. Does this make any sense to you? Given my time pressure I'll work with the generic CE rule for the PoC but wanted to show you more clearly what is happening. This doesn't explain the render artifacts that indicate double faces on the static blocks though ... Erwin
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04-30-2015
06:30 AM
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I want to evaluate my 'user errors' on 1400 segments by reducing the number of variations in the shape creation. [does that make sense?] So basically I only have 5 different streetwidths and need to ensure that the lanewidth is half of the streetwidth. Aside from the obvious issue of selecting them and keeping track which ones I already 'fixed', I'd like to select all segments and just link to a rule that cycles through all the segments and sets the lanewidth to half the streetwidth. [I believe I can manage that with my limited knowledge]. But the cga manual doesn't show me how to get the streetwidth attr and set lanewidth attr. I noticed an earlier post about a similar question but don't understand the solution. Can anyone elaborate please? Many thanks PS I'm using the complete streets rule and will regenerate the scene with the new lanewidth hoping that the script updates it's own setting.
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04-28-2015
10:41 AM
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I've decided to venture into the scripting world far beyond my comfort zone ... and find myself with a blank stare at my screen. I have 1400 segments for which I need to manipulate the attributes and I would like to select them by streetwidth + sidewalkwidth. This would make my life sooo much easier. Apparently selection is best done using Python scripting. This is the 'far beyond' portion but I am eager to learn. 1. Does someone have a script available I can borrow from? 2. How do I refer to the attributes on the segment and 3. how do I refer to the shape attributes in David's Complete Street Rule 2015?
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04-27-2015
03:20 AM
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Hi Matthias, David, I haven't solved it yet. Will try David's suggestions tomorrow and I will provide an update here. Thanks for any input and your time. Highly appreciated! Erwin
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04-25-2015
12:38 PM
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The faces have been separated as in your earlier response and the menu option is greyed out now (as they are separated). I'll split the issue into 'blocks' and 'streets'. Blocks: As far as I understand, the 'empty space' between streets is filled with a block polygon. Earlier exports did not export the blocks even though I did not change anything to them. Recently I have set subdivision to 'none' on some of the blocks so I can manually trace the lots using an aerial. I have converted those blocks to static, used the Polygonal Shape Creation tool to do the tracing and afterwards selected the block and separated the faces. Seems ok I guess ... but I noticed this morning that there still exists a complete-block-polygon on that same location (maybe more than one). The export still doesn't export the blocks, static or dynamic. This screenshot shows the rendering artifacts in CE due to double faces. My exports to fbx (before the lot tracing actions) didn't show the blocks either (FBX Review screenshot) Should I 'do something' to the blocks or run a rule to 'solidify' them? Streets: I'm using the Complete Streets 2015 rule but the roads I'm visualizing are far less complex. Trying workarounds (mentioned by David in earlier posts - use asphalt buffer with full street width to override all other geometry) to exclude unnecessary geometry is throwing errors during export. BTW, in this screenshot, all 3 segments have 6m street width and 2 x 2m sidewalk. So why does the sidewalk only occur on the short stretch? These are just the first blurts of issues that come to mind - I'll post the others later once I have a fix on the above which seem to be the most important for now. Chris Wilkins, Matthias Buehler, David Wasserman, I hope you have some clues on what went wrong (likely user errors)
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04-23-2015
06:09 AM
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Hi all, Not sure how to explain this and I don't have the time tonight to make screenshots etc... but I have generated streets by importing a shp-file, manually setting the attributes of the segments and assigning the 'complete streets 2015' rule. The rule doesn't quite work as I thought it would but I haven't read/looked for a manual (yet). Next to this, I have converted some blocks into static elements and subdivided them by hand. The result looks ok in CE in wireframe but somehow I don't have the impression that the faces are really separated - maybe they are still grouped or so. Anyhow, proof and pudding and stuff ... so I exported the scene to fbx but nothing shows up. Maybe it is the CE 2015 Trial license or the combination of actions or a bad workflow ... can anyone share some quick thoughts before I elaborate?
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04-22-2015
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Thanks Chris. Technically it works great ... 🙂 but can I make my static shape layer (or any other layer for that matter) semi transparent so I can see the aerial underneath as guide?
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04-10-2015
11:43 AM
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Hi David, Most rural roads in Flanders, Belgium have low complication on graphics but I seem to keep on running into problems 😞 All my roads are used in both directions and would typically have 1 lane in each direction although there should not be a lane/road marking. [We drive a lot on good faith] However I try to set the attributes, I either get one-direction streets or 'too many stuff' (screenshot) I'm not modeling to absolute reality but our model should be inspired by reality which means far less or no road markings in rural areas. How can I set the road attributes so that I do not get lane markings of any kind? [My model doesn't have the parallel parking yet] Many thanks, Erwin
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04-10-2015
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I have played with the splitting of blocks into lots but I want a cartoony visualization for my project: - I do not care about cadastre information: all buildup areas get the same material. - I want to have separate lots to represent forests, parks and agricultural areas which are part of the same block (screenshot) The final model will be loaded in separate layers into Unity. - road + terrain layer - building layer - train track layer Any suggestions?
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04-10-2015
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