I want to know what people's experience with Artlantis has been. My studio uses Vectorworks for all the 2D drawing, and most of the 3D renders, but the boss is considering investing in Artlantis to export our models and render. I've never used the software, but I personally don't see anything in Artlantis that can't be done in Vectoworks. I am the resident Vectorworks expert, so I do have some say.
On the plus side, it's easier to use and learn than Renderworks. You get pre-view renderings in realtime, which you don't get in Renderworks. The effect of moving lights can be seen in realtime, which is time consuming in Renderworks. Reasonably priced compared to more high end rendering programs.
On the minus side, you have to organise the model in textures to get a reasonable workflow. Having to export also takes time compared to using the internal rendering features. The rendering quality is not quite top notch compared to the very best, but generating results quickly on a decent level can also be a virtue. Renderworks typically needs quite a lot of work to get really good.
Realtime renderers are great when it comes to fast light setups, render time and learning curve. In exchange, you have to deal with exports, change textures and objects, etc. Of course, the render quality is never as realistic as it is possible with Renderworks. But well done renderings come very close. Although you can often see on the reflections of glass that there are not really light beams calculated. I would say that a beginner in Renderworks and a real-time renderer will get better results faster with the real-time renderer. For an experienced user it is the other way around.
I tried Twinmotion when it was free for a while. It was great for rendering videos and for live presentations to clients. That's also the purpose for which I would still use live renderers today. For rendering single images I am faster with Renderworks and have the better quality.
It's almost impossible to say which delivers the quickest result, doing it internally or exporting. It very much depends of what type of models you are working with. Personally, I prefer using realtime renderers, as I have a super efficient communication path for what I do.
The key to fast delivery is how quickly you can exchange data, and how much extra work required to prepare the model for export. It's not easy to create a seamless export from VW, even if you have a dedicated export filter.
As for output quality of realtime renders, there is nothing that says that they deliver inferior final quality renderings. There are several products on the market that also delivers superb result. Artlantis is comparatively inexpensive and it delivers good results relative to it's price. My other, and more expensive realtime renderer, does however deliver top notch results.
Of course there are differences in the render quality. Realtime renderers work with the tricks of game engines. They come close to reality, but show weaknesses in some points. These are mainly indirect lighting, reflections and above all refractions and shadowing. Especially when rendering glass, all realtime renderers show weaknesses. The most accurate results are still provided by path tracing engines. So they have a right to exist beside the realtime renderers. Which software you use depends on the result you want to achieve, the media type, your own skills, your budget, the time you want to invest, the software and OS you use etc.
I've used Artlantis for many years - it used to be really clunky but is now pretty slick. It gives very photorealistic images - I've heard specialists describe them as less "game-y" than Twinmotion/Enscape etc. But... ...it costs more than Twinmotion and the pace of development has been, and is, very slow. You need to set up your workflow in order to be able to export to it - I use Classes and export them to Artlantis Shaders. So if you're thorough about ensuring all elements of your VW model have the appropriate class, then all you need to do in Artlantis is drop the right textures etc onto each Shader type and the whole thing snaps into high-quality loveliness. Export is one-way, so if you then update the WV model, you need to re-export to update the ATL model (but if you've already assigned textures to shaders it'll immediately look right). Artlantis allows use of "Reference Files" too - like a template, so if you regularly use particular textures/materials, you can quickly apply them to a newly-imported project. Artlantis isn't quick - it doesn't use the GPU much - so typical simple renders like the one attached take a minute or so for me.
I've just bought and am playing with Twinmotion. It looks *much* quicker, and is much easier to use animation, and is likely to soon have a simple VW plug-in to allow flipping between the two (I'm currently exporting via C4D). It looks much better for landscape / externals, probably more fun for internals although maybe not quite so photorealistic. Navigation - in all senses of the word - feels clunkier than in Artlantis but maybe that's just what I'm used to.
Been using artlantis for 20 years the biggest advantage is real time changes to the model inside artlantis when you add a texture or a light you see the effect without having to render the scene, it's also easier to bring in external 3d models, cars and the like come in perfectly in a variety of cad files and the trees are fantastic, batch rendering is a breeze
Good day, I am new to D5 RENDER, I used to use Artlantis. With Artlantis I was able to apply my various materials to my models and then save it as a reference file, when I have another project I can apply the reference file to it and it will automatically apply the same materials to the new project/new model. Is there a way to do this in D5? If there is a tutorial or another forum where this explain please direct me to it.
Thank you, yes that I know and understand, that is not a problem. What I am saying is, say you have a house, you always set all your brick material from Archicad to a specific brick material in D5 after importing it. You have tweaked all your parameters so the material is the way you want it in D5. You do that with all your materials from Archicad in D5. You render and complete the project. Now you start a new project, you are using some of the same materials again in Archicad, you import your model from Archicad, now you have to restart applying and editing material parameters in D5. This is what I want to avoid.
Yes, both the materials and the environment, but you have to be careful, when you synchronize a project in Archicad and make your settings and then modify the project and save it again you synchronize it again, the textures do not vary you just have to check for some objects the material resets. Then you will see everything else as you work on it, even with different project mergers in D5.
Pay attention to the Paintings project of Archicad, if you place an image the paintings object must explode and become Shape, because the image of the painting will not load. Go and see in the Gallery my works are all done with archicad combined with other graphics programs to obtain the maximum result in the renders.
Step aboard a seaplane and transport to a tiny magical island in the center of the archipelago of Eleuthera where you will swim with pigs and snorkel among hundreds of sea turtles and stingrays. This half-day excursion will provide you a glimpse into the magical islands of The Bahamas.
So Rhino users can send their drawings to Artlantis, return to Rhino, make changes to the geometry, export a new Artlantis file and recover their previous work done in Artlantis. The Artlantis export plug-in offers a direct transfer from Rhino to Artlantis without the need for intermediate file formats. The Artlantis .atl file format is cross platform; it can be read on both Macintosh and Windows.
Rhino is a stand-alone, commercial NURBS-based 3D modelling software, developed by Robert McNeel & Associates. The software is commonly used for high end industrial design, architecture, marine design, jewellery design, automotive design, CAD/CAM, rapid prototyping, reverse engineering, product design as well as the multimedia and graphic design industries. Although I do not supply it, it is easy to find a reseller and plenty of information by simply googling it.
MoI, like Rhino, is a NURBS-based 3D modelling software developed by Michael Gibson. It is a really simple to use package that can create shapes that would be a real head-ace to create in far more expensive packages. It will save in .3dm, IGES, SAT, STEP, OBJ, STL, 3DS, LWO, FBX, SKP, Illustrator, PDF, DXF. I have tested most of these and the conversion has always worked perfectly. So shapes that would be impossible to create in one package, can be created in MoI and then imported into your main software. For more information and links to three films click on the link below.
Ive recently bought a new macbook pro retina 15" mid 2015 2,5ghz i7 quad core with 16GB RAM and 512GB drive with AMD GPU and Autocad for mac LT 2015 revs up the fans constantly, and in iStat Menus autocad shows up using 100% plus of the CPU with average temperatures of the computer reaching 85C constantly. Autocad LT 2015 is a desktop subscription.
My mid 2014 15" rmbp with 2,8ghz i7 with 750m GPU NVIDIA runs cooler without the fans spinning up so much at an average temperature of 72C, and runs a perpetual license of autocad for mac 2015 LT perpetual license.
on the 750m GPU 2,8ghz i7 rmbp and iMac AMD 295x GPU 4,0ghz 5K that we have in the office, autocad LT 2015 desktop subsciption uses less than 10% CPU...what is wrong in this cenario? is it the subscription version of 2015 LT? is the AMD GPU? i need help...
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