D5 Render Download With Crack

3,777 views
Skip to first unread message

Emelia Lute

unread,
Jul 26, 2024, 3:22:16 AM7/26/24
to CDAP Issues

Someone comes to me with blog posts she made in gutenberg for example, or with a preference for gutenberg - then I make one for that - and then I just stay in the background and design the rest of the site in Bricks. And I still have a possibility to convince her along the way and everything looks the same. I just mimic her previous theme.

Hi @Nora - thank you very much. It does not seem to be the soluton for me though. I just need my clients to have the possibility to go on using Gutenberg or Classic editor. They should not have to choose templates or anything. I can wait. Bricks is in the making and looking awesome. This however seems to be to demanding for the client and me. I want automation, one-time setup, that does not require custom code. A template condition would be logical.

Bricks builder is not just a template to wrap around. According to Thomas - the recommended route is to - as you do - use gutenberg. I am here referring to the guide on the trial version in the dashboard.

This gives me some confusion as to the recommended route. If I could, it would be more consistent to stay in one interface - Bricks builder - where they can also just create pages and posts and so on - in the same interface and forget about Gutenberg, but still allow for compatibility, past and future.

The template condition allows me to work in tandem - so the client does not need to think about Bricks. And just continue using the clients gutenberg stuff, with a template that takes the special formatting they have had into consideration. The client comes from another installation with a different theme - and then it has to be transferred to Bricks. this gives some problems because Bricks is a theme - and not a builder. I have not gotten my head around it yet.

I can limit the users access to bricks, ie none at all. So all they see are their own posts. There is no Render with Bricks option for them.
Personally I like this separation of content from design.

I think you are right about that. I would probably just remove the gutenberg editor as it is too confusing for a normal user and just use the classic editor. But with the high standard Thomas is putting into the product I would like to have this thought through by him.

You can use Bricks shortcode to output template in Gutenberg. Client can move that around but yes cannot edit it. Another way is create gutenberg blocks using Lazy Blocks or Pinegrow for the client. Basic with only the controls they need.

I want to use those renders for diagram and schematic purposes and those are much better with lined edges, but those basic ones are looking very poor and I am going to make those diagrams public, so I would prefer bigger quality.

I have to ask again, because anti aliasing should be the solution, but applying the effect is not working. Can it be connected to my GPU or is there something I missed? I set quality to very high and anti aliasing to 8x but when i apply it, nothing happens.

An alternate I used long ago was to output the file as a hidden-line removed Postscript and also a shaded Postscript file to overlay the hidden line over the shaded one. This will produce a vector-based hidden line that can be pulled into GIMP or Adobe Photoshop or Illustrator; probably Inkscape (we didn't have Inkscape then ... so old.) The advantage of being separate is that the color, width, and existence of the lines can be changed without affecting the shaded portion. I suppose one could even make them dashed if desired.

I can do some interesting things within drawings but the rendering of shaded views is horrible as the lighting is seriously insufficient. I have not found a way to improve it but it seems to only way is to lighten the colors significantly.

Curious if anyone has some good settings for doing an axon rendering with no direct sun or harsh light? I frequently want to show an axon of furniture or millwork, but I either need to work with the shadows of the sun (which is unrealistic for an interior setting), or have the time set to dusk/dawn where everything turns grey and flat

If you disable the sun, you need some artificial lights to give your scene depth and contrast. Check common lighting setups that photographers use (3 point setup). Replicate them and you will get awesome results.

This sounds like I can't take a section box from the model, correct? For example, this sounds like I would need to make these axon elements in a separate file or away from the project to get the lighting I need. Is that correct?

I'm trying to use the header and footer tools with the report render in Alteryx gallery. I currently have both tools setup before the render tool and after the table tool. Note that data returns in this workflow via the table + render tools (in the browser).

None of the header and footer information is rendering in the browser on the gallery. Am I doing something wrong here? Let me know if more info is needed - the picture of the workflow and render tool configuration should be pretty clear as to what is going on.

Hello, I am a brand new Maya user, i.e. I'm going through the 1-minute start up movies I'm so new. When I got to the video about rendering I followed all of it exactly (multiple times to be sure), but when I hit the render the current view button, the render view is just completely black with this error at the bottom of the main maya window:

Thanks for the reply, I'm still confused though. Below is what it says on autodesks site about default lighting. I've underlined the part that confuses me. Doesn't that mean that if default lighting is selected the preview render should not be black? My in black, even with default lighting selected.

Hello i notice something weird with cpu vs GPU rendering.
I used the CPU with Catmull-rom AA filter for my render and recently i switched to GPU ( even RTX) and i noticed the render are more blurry.
Anyone notice that before or have a solution for a crisp render with GPU?
i joined 2 picture to show you. First is CPU rendering and other is GPU.
Thanks
2023_AO_pLagny_V2_cam0121331200 759 KB
test_GPU21331200 486 KB

I've posted your reply on the original Slack thread from which this question originated from, and once Will has had the chance to confirm this is the solution I'll go ahead and mark your answer as such.

In year 2023 I am still feeling this is a down grade rather than upgrade. The most serious issue is rendered child snippet won't be able to access variables in the parent liquid. I know you may pass them as argument, however, there are more issues, for example, what if my snippet is more than one layer down the parent liquid? should I pass all the way down?

When developers find ways to do complicated things in liquid we aren't helping merchants simplify their theme, generally what we are doing is adding complexity for the sake of the merchant to try and avoid things like having to use an app, or avoid the cost of creating a flexible self-hosted self-managed ecommerce stack.

*We cannot make objects, or hoisted global objects/variables in shopifys liquid such as we can't make a variable inside a snippet to be used by the file calling the snippet later in the calling file ; unless we do % capture % parsing tricks decreasing theme performance and complicating theme code.

Sometimes it can happen that minion has stale cache. I have experience with the frustration when salt is reporting that something failed to render but that "something" is no longer listed in the top.sls files and saltmaster log doesn't say anything at all.

I have found that if your pillar has duplicates In my case the same package was listed in the yaml twice. (long List) it would fail to complile but give no reason.. so to shorten the answer you may have to just clean your pillar and 1980's debug the file

I found a way to solve the problem! Please see this posts:
Fire rendering problem - Support / Particles and Physics Simulations - Blender Artists Community
You can use the set alpha node in the compositor before the composite node

I'm having this problem for quite some time with all of my projects. When I'm trying to render an image or animation (I'm rendering with GPU only because it's the fastest way for me), the beginning gets rendered really quickly, but after a short time later (when the render is finished at 15%), the process becomes really slow, until the end. I have posted details about my machine and the reference photo too below:

I think blender uses CPU to calculate the "Math" such as calculating the location of vertices of a mesh while moving and deforming. I think Subdivision Surface Modifier uses a lot of CPU as it adds more vertices to the mesh.

If you have too much animation in your scene and you don't have a powerful CPU, the GPU will be bottle necked. For each frame, the CPU will work very hard to calculate the locations of the vertices, particle systems, ...etc. Then, the GPU will calculate the shadows, light bounces, materials, and textures. As a result, you will see that you use the CPU more than the GPU in the rendering process.

I figured out this answer by experimenting only. This my own personal interpretation of this behavior based on observing. There could be a better answer with the solution but that's what I know so far.

My goal is to create a PointSymbol either from a picture or a character marker which represents a real world object of known size and to make the symbol show the object in natural size in scale range from 1:1 to 1:100.

If map is set to meters, it should render the symbol with 23.75 m (map units) but when I zoom out, I would now expect the icon to stay at 23.75m and therefore to shrink appropriately. But it still holds its size at any zoom level.

I still don't get it. You write exactly what's written in the docs and you're referencing docs but I still don't get the expected result, no matter what I do in code. I'm now setting the reference cale for my Map initially to 1:1:

Reply all
Reply to author
Forward
0 new messages