Formz renderzone install code


















Click on the download button and choose save, when it's complete, click run. Double Click the Install formZ 8 Pro Note: Windows 8 Internet Explorer may present an alert: "Windows Smartscreen prevented an unregognized app from running. Running this app might put your PC as risk. The Reduce tool no longer stops when encountering an object that can not be reduced when multiple objects are selected. Landform tool now works properly with grouped contour lines keep same height.

Certain 3DS files now open properly. Text imports properly from DXF files. Tool names no longer be truncated on certain OS X systems. UI elements are now sized properly on OS X. Section tool now works in Wireframe. Importing certain 3DS files no longer crash. Numerous stability and performance improvements. DAE import improved. Opening and saving files to DropBox locations with long path names no longer crashes. Billboard tool now displays properly when changing image files.

Define Arbitrary Reference plane tool now works properly in Wireframe. Edge Color Layer override now works with the Material Average option. Hide ghosted rendering options now work for dimensions and notes.

Redo of Draft Angle operation now works after an undo. High facet count subdivision objects now work properly on Windows. The derive face tool now works properly on faces of subdivision objects. Improved efficiency of updating frame data from modeling. Resizing frames no longer leads to crashes in certain files.

See also the DWG import tips for further information. Symbols: How do I load a symbol library containing symbols with the same names as in my project and get the program to reference the new library instead of the original? To do this, you should select All Symbols or at least the ones you want to change , get the Symbol Edit tool, set the options to Edit Simultaneously, and click in the screen.

In the Symbol Instance Edit dialog, change the Library from the old one to the new one. Then unload the old library if you like. Note that you can use the Select By command from the Edit menu to select your symbols. Check: Object Types from the Geometry tab and scroll down near the bottom. If you option-click Mac or ctrl-shift-click Win on Symbols Symbols: How do I modify symbols? Make a back-up copy of the symbol library in case you make any unwanted changes. If you have opened the Symbol library, close it.

Load the Symbol library into a project and go to the Symbol Library dialog by selecting Symbol Libraries from the Options menu.

Select the symbol you wish to both keep and modify and click the Duplicate button to make a copy of this particular symbol. Repeat as necessary for any other symbols for which you wish to modify copies and click OK. Select the symbol you wish to modify from the Symbols palette, which you can open from the Palettes menu. Make any changes you like and click on the next symbol. When prompted, select Save. If you have made any changes to the surface style of the symbol and if this surface style also exists in other symbols, you will be asked if you want to change this surface style for All other symbols.

If so, click OK. If you only want these surface style changes to be made to this symbol, click Cancel. Repeat as necessary to modify your additional symbols as you would like.

You will then be prompted that the library has been updated and it will be reloaded. You will then see any changes that you have made to symbols that have been placed and you may place additional symbols as you like. Surface styles when transferring objects: Some times they are not what you expected. If you copy an object from one file to another and the name of the surface style already exists, you will be prompted to choose if you want to use the New surface style ie, the one currently associated with your objects , the Existing surface style ie, the one already in the project , or if you want to Add the New surface style and rename it, keeping the Existing surface style.

You have moved the objects to a layer that is using a Layer Override that forces the object to use a different color. If none of these is what you are doing, please contact technical support for further investigation. Re-selecting an object will un-pick it.

This is located immediately to the left of the Pick tool. Thus if you set the Topological Level to Object, you will be picking objects.

If you set this to the Face level, then you will be picking faces, and if you set this to Group, then you will be picking groups. Note that there are many pick options, including the ability to select objects or faces by clicking on Edges default , Inside Boundaries, or both. Frame pick : Frame picking refers to clicking in an empty portion of the window and then dragging the cursor to create a rectangular "frame. Pick crossing : Pick crossing can be used with Frame pick and Lasso pick, and will select any object that is partially contained inside the frame or lasso instead of only objects that are completely inside the area.

Lasso pick : Similar to frame picking except that lasso picking allows you to sketch an irregular boundary to select objects instead of using a rectangular frame. Pick parade : Sometimes it can be difficult to select a specific object if multiple objects occupy similar pixels on screen. Pick parade allows you to "step through" the objects that share the same pick point.

To enable pick parade, hold down the shift key while clicking. You will see the segment of the first object highlight and the rest of the object will also change color. If you click again while still holding down the shift key, you will see the next object highlight.

Repeat as necessary until the desired object is highlighted. With versions prior to 5, release the shift key and click once more to select the object. With versions after 5, simply release the shift key and your desired object will be selected. Select By : This is a very powerful selection tool which is available from the Edit menu. It allows the selection by types of objects, object attributes, and more. For example, if you select object types, scroll down and option-click OS X or ctrl-shift-click Windows on Symbols Versions 5 and later have also added the ability to create Selection Sets, so you can save and store these for later use.

See section 3. A non-planar surface is essentially a "not flat" surface. If this surface is facetted, it is not properly defined. To understand this better, draw a cube and move one of its top corners up perpendicular to the XY reference plane. You have now disturbed the planarity of the top face of this cube. There is no flat surface that goes through the points of this top face, or alternately there are an infinite number of warped planes that go through these points.

In order to render this surface properly, or more importantly, in order to execute a Boolean operation, the planarity of this surface must be restored.

There are a number of ways you can use to restore the planarity of non-planar surfaces. In the example of the cube above, one way to "fix" the top face would be to insert a segment from the point that you moved to the opposite corner, which will create a ridge on the top of the cube. Alternately, you could insert a segment from the point adjacent to the one you moved to its opposite, which will create a flat portion on the top of the cube which then slopes up to the point that was moved.

If you don't care which type of triangulation occurs, you can simply click on the cube or the top face with the Triangulate tool.

This will automatically identify the non-planar surfaces and triangulate them for you. Note that, if you are going to perform Boolean operations on this object, it is generally best to use the Strict Planarity option. If you intend to have a flat surface, but for some reason it is no longer flat, and you do not want to Triangulate this surface, you can restore the planarity by "scaling by zero.

Then select all the points on the top of the cube or segments, or face , activate the Non-Uniform Scale tool, snap to one of the points that is at the "right" height for the Base of Scale and enter a scale factor of 1, 1, 0.

This will effectively restore the planarity of the surface. If your surface is sloping, then you can define an arbitrary plane and un-check the W from the Prompts palette to scale relative to this plane. Solids from surfaces: I had a solid, but now it has become a surface for some reason.

How do I convert it to a solid again? It is possible that a face has been deleted or, under certain circumstances, a Boolean might not have be able to construct all faces from its operands. If there are not too many missing faces, you can create and insert these missing faces.

Here is a little tutorial that will show you how this is done:. Version 5. If your object is not too poorly structured, the Object Doctor may be able to repair such missing faces for you automatically. Most contour information imported from AutoCAD or other such programs will need to be modified prior to using it to generate a terrain model. This is true for a number of reasons:. Contours drawn in other programs very frequently contain sloppy data, which can cause errors when creating 3D models.

Such errors include crossing, or self-crossing contours. Often the contours need to be examined closely to locate these problems. You can trouble shoot contours that will not generate a terrain model in a number of ways. We would recommend using the methods in the order that they are outlined below. This discussion assumes that you are already familiar with the documentation regarding terrains as outlined in your User's Manual.

If you are not, please refer to this information first. You can download this by going to this link. If the Terrain Doctor does not identify the cause of the problem for you, proceed to the next step. First of all, "well formed" indicates that each and every segment of an object has a reversely coincident segment. If you imagine a cube and trace off the top and front faces going the same direction ie, clockwise , you will find that the segment they share is equal and opposite.

If each and every segment of an object has a reversely coincident pair, then the object is "closed" or solid. If an object is not "well formed," then it is not "closed" in 3D, or it is an ill-formed solid. Surface objects, such as rectangles, are expected to be not well formed. See section 4. The user should generally cancel this operation and check for the following basic problems.

First, query the object and check that the Topology Type is Solid. If the operands are solids, or mixed objects, they should be separated using the Separate tool -- from the tool row to the right of the Booleans. Such topology could result from imported geometry, or as a result of joining the volumes of objects whose faces overlap, which should be avoided if they will be operands to Boolean operations.

If the operands are solid, also check to verify that there are not any non planar surfaces or negative volumes, which will be displayed in the middle of the Query dialog. Click the Calculate button if necessary and check the Strict Planarity checkbox. If there are non planar surfaces, triangulate the object using the Strict Planarity option. If the volume is negative, use the Reverse Direction tool to make it positive. If you have fixed these problems, most likely the Boolean will now complete properly.

A Boolean operation could also give this error as a result of tolerance inconsistencies, which can occur when a point of one object is neither on the surface of the other object, nor sufficiently far from it, such that the point is determined to be inside the surface when based on one calculation, yet outside when based on another.

Tolerance inconsistencies can be caused by nearly coincident points or surfaces as illustrated in figure 4. In this case, simply scaling your objects up perhaps times , performing the operation, and then scaling the object back down again can work around this issue. Failure to complete a Boolean operation can also be caused by bad geometry, such as objects with duplicate points, zero area faces, coincident faces, or self intersecting faces.

The Object Doctor can help identify and correct many such problems, but in extreme cases the geometry may need to be manually repaired, or properly reconstructed. Accepting the result of a not well formed Boolean can be useful for two main reasons: 1 The result can help locate the area of the problem, which can aid in fixing the operands.

To identify the location of the problem, accept the result and enable Show Direction from the Interactive tab of the Wire Frame Options dialog. Arrows will indicate segments that do not have a "reversely coincident pair" so that you can identify where there are faces missing.

To repair these holes, use the Vector Line tool and the Point Snap to draw in a new face with a correspondence between all of the points and then stitch this face into place. Once all of the missing faces are stitched into place, you will again have a well formed solid object.

Snaps: Why can't I snap to my objects anymore? Both the objects and layers have snap-ability attributes. The corresponding palettes will show a circle icon to the right of the name of the item. If this circle is deselected, the snaps will ignore this object or layer.

You can re-enable snaps by simply clicking in the right most column to the right of the name of the item. Snaps: How to control the depth of snapping? By default, snaps will snap to the 3D coordinates of the item being snapped. This can be set independently for 2D and 3D views. Cancel: How do I cancel an operation? Can I cancel and resume a rendering later? Depending on the complexity of the operation to be cancelled, it may cancel immediately or it may take a few moments to cancel.

There is an inherent dilemma with checking to see if a user wants to cancel an operation -- the less you check, the less responsive it is, but the more you check, the more you slow down the operation by checking instead of executing the operation. If you find that a specific operation takes more than a minute to cancel, please send the file along with a description of what you are doing so we can look into this.

When generating a RenderZone rendering, you can also suspend the rendering and resume it later by holding down the shift key in addition to the cancel command. You will be prompted to save this file and you can resume the rendering by simply opening the file that you have saved. Skinning requires that BOTH source shapes and paths have coincident points or at least within the tolerance distance.

Thus, wherever a source touches a path, there needs to be a point on BOTH the source and path. If you are having trouble with this, try placing the source objects and path objects on separate layers and ghost the source layer.

Then ghost the paths layer, make the source layer Visible, and repeat. Once you have points on both the source shapes and the paths wherever they intersect, you should be able to properly skin an object.

If you are using version 6 or later, you might also want to use the S-Loft tool with the Guide Curves option as this does not require coincident points where the sources and paths touch.

Paste From Modeling: How do I transfer information from modeling to drafting and maintain my layers and dimensions? Then a drafting project can be opened or created and the data can be transferred by selecting Paste From Modeling from the Edit menu.

If you select the Paste From Modeling option to Remove Duplicate Lines, then all lines will be placed on the active layer. Thus you should avoid using this option if you wish to keep the lines in drafting on the same layer that they were in modeling. Also, most objects will be foreshortened in most perspective and axonometric views.

Therefore, if they will be dimensioned in drafting, the dimensions will be smaller than the size of the object in modeling. To prevent this from occurring, objects should either be viewed in a projection view ie, Top, Front, or Side or in an isometric view.

Hardware : Rendering speed is controlled primarily by the speed of the processor. The faster the processor, the faster the rendering is. If you do not have enough RAM, this will force your computer to use virtual memory, which will slow you down with OS X, and slow you down a lot with Windows.

If you are regularly working with a file of this size, you should consider adding more RAM. The video card will only affect the Wire Frame and Interactive Shaded displays, and will not have any effect on rendering speed. Shadow maps : One frequent cause of insufficient memory is too many, or too high resolution shadow maps. See the Shadow map memory FAQ for further details. Geometry : The more geometry is contained in your scene, the longer it will take to render, and the more memory it will require.

In general, you should only model what you will see. For example, if you are working for a hardware manufacturer and making a presentation model of a doorknob, you can model all the details, curves, keyhole, etc. But if you are making a model of a subdivision, you should create extremely simple doorknobs if any , and you should never use the "presentation doorknob" in a "subdivision model" -- even if you have it handy from a previous job, or found it somewhere on the web.

Inspect your polygons. If an object looks like it is shaded in a Wire Frame display, then most likely its resolution is too high and it should be modified or recreated. Surface styles : The more surface style effects you select, the more time it will take to render.

Therefore, if you are concerned about rendering speed, you should only select the options that you will need. You can also get an idea of how complex a surface style is by watching how long it takes to draw the small preview of the surface style icon.

Changing the preview to sphere will take a little longer to draw the preview, thus giving you a better relative idea of its complexity. The type of preview icon will not have any affect on the time it takes to render objects with this surface style.

You should also generally avoid "double transparencies. Rendering options : The more rendering options you select, the more time it will take to render. The main option to avoid if possible is Super Sampling. Lighting : Advanced lighting effects such as Atmospheric lighting, Area or Line lights, Accurate Glow, and Environment lights will add perhaps considerable time to your renderings.

Use the basic lighting suggestions from the Lighting FAQ for fastest results and see the other tips for optimizing more advanced lighting. Thus, if you have lots of intersecting objects, this can add considerable time to the rendering. You will probably save time by either executing the Boolean operations in advance in case you need to generate more than one Hidden Line or otherwise build or modify the geometry so that it is free from intersections.

To see if Intersections are an issue with your file, start the Hidden Line rendering process. The first portion of the progress bar will be for Forming Surfaces, and the second portion will be Resolving Intersections. Compare the number of polygons at the end of each of these and if they are the same, then your file is free from intersections. If the number is a bit larger after Resolving Intersections which is normal then this is probably not slowing the rendering down too much.

Also, the number of lines to be plotted on screen can affect the performance. Generally small objects relative to the scene that are highly detailed should be avoided when performance is a consideration.

Very large objects relative to the scene such as a huge ground plane could also adversely affect performance and the extents of a ground plane should generally be limited as much as possible. The Hidden Line Options dialog also contain an option to Hide Edges based on the interior angle between surfaces. Checking this option will reduce the number of lines that need to be plotted for the Hidden Line, generally reducing the time necessary to complete the rendering.

In addition to the following brief summaries, see section 6. Basic lighting : If you find that your shadows are too dark, or that the "back side" of their model is too dark, you can brighten them by simply adding a few extra strategically placed light sources. Please follow this link for a discussion on this, including a simple solution using 4 distant lights.

To set this, edit the Distant light by double-clicking on it from the Lights palette. Click on Light Direction from the Sun button and select the desired options and settings. Note that, if you do not find your location from our extensive database, you can either enter the Latitude and Longitude, or you can add your site to our list of cities. Click OK and the sun will be positioned automatically. Note that you can also animate the sun over time using the Sun Animation command from the Extensions menu.

Atmospheric lighting : In reality, sunlight bounces off the atmosphere of the earth and illuminates objects from all sides. To set this, edit your Distant light, select Accurate Intensity, and click Options. For a starting point, you might try 0. Note that the higher the Quality of the Atmospheric light, the more light sources will be used and thus the more subtle the shadows, and the longer the render times.

Area lights : Area lights allow you to turn any object into a light. Each face of the object will then become its own light source. It is generally recommended to use objects with the fewest possible polygons for best performance. Increasing the Quality Slider will generate additional samples per face, resulting in better quality renderings and increased render times. Common uses include setting a plane above your objects to provide a nice general illumination, or placing a plane in a window opening to simulate the light coming in from outside.

Note that light will only be emitted in the direction of the normal of the surface. Note also that Area lights do not work well with Soft Shadows, so if you need shadows, use Hard Raytraced Shadows and, with a reasonable quality setting, you will get soft looking shadows, because light is emitted from the entire surface of the Area light, not just from a single point.

See section 6. Custom lights : Custom lights can emit variable intensities in different directions about a light source. You can either define this distribution manually, or you can load IES data that has been preset for a particular fixture. Since many lighting manufacturers provide this data as free online downloads, Custom lights allow you to reproduce the light from a specific lighting fixture from a specific manufacturer.

The light is wrapped around the entire scene, so you can effectively light the entire scene with a single light source or perhaps combine this with a single Distant sunlight to create harder directional shadows.

The Of Samples field controls how many individual light sources are used to interpret the image, and you should be able to get a quick idea of how this will look using samples.

Light glow : Light glow simulates the scattering of light as it passes through a smoky or foggy area. Simple Glow will not be blocked by other objects even if the light is casting shadows but Accurate Glow for a shadow casting light will be stopped by shadow casting objects.

Thus you could use Simple Glow for spot lights on a stage, or Accurate Glow to simulate the streams of light coming through a cathedral window. Accurate Glow will also add considerable time to the rendering. Glass surface styles: What is the best ways of applying them? Glass reflections should generally not be used with another type of transparency, as this creates a "double transparency" which will take considerably longer to calculate.

Glass Reflection includes a Refraction coefficient which controls how light will bend as it passes through a material. Thus this surface style should only be used for solid objects and not surfaces or surface solids, which do not have any thickness through which the light can bend. Because Glass Reflections refract the light, they are not included in an Alpha Channel Background because you can't "bend" something that is not there at the time of the rendering.

If you want to use an Alpha Channel Background and do not need Refraction, you can use a Mirror Reflection combined with a Simple Transparency and then these transparent objects will be included in an Alpha Channel Background. Glass Transparencies should be included in Alpha channels.

Transparent shadows are set in the Shadows section of the Light Parameters dialog which can be accessed by double-clicking on the light from within the Lights palette.

Transparent shadows will also pick up the color of the transparent material so, for example, the colors of a stained glass window could be projected onto a wall or the floor.

Transparent shadows do take a bit more time to calculate, so another option might be to select the glass objects and turn off the Attribute: Casts Shadows. This will allow light to come through your windows without extra calculation times. Moire patterns: Why do I sometimes get radial patterns in my images, especially when viewing a grid or a brick surface style in perspective? Moire patterns can occur when there is insufficient resolution to show the necessary detail in a perspective image.

If this does not sufficiently resolve the problem, the next best solution would be to render at a higher resolution. If you cannot increase the resolution of the rendering ie, you are generating an image for the Web, or an animation , see the section below.

Super sampling: What is it and how is it used? This is a rendering effect that can be used to reduce or eliminate aliasing or moire patterns. To achieve this, the image is rendered at 2, 3, or 4 times the specified resolution for Low, Medium, or High Super Sampling and then sampled down to the desired resolution.

Because rendering at 2, 3, or 4 times the resolution generates 4, 9, or 16 times the number of pixels, the rendering times will also increase up to 4, 9, or 16 times, when using Low, Med, or High Super Sampling. Because of the amount of additional time that super sampling adds, it is generally recommended to try other methods for reducing moire patterns first, such as enabling the Area Sampling option from the Surface Styles Options dialog, or rendering at a higher resolution.

Super sampling can also be accomplished manually, by rendering at a higher resolution and then reducing the resolution of the final image by exactly 2, 3, or 4 times. This option may be desirable because in this way you will be able to use the higher resolution image as well, if you like. Rendering problems: Why am I having problems rendering a particular model or view and how do I fix it? Rendering problems could occur for a number of different reasons.



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