Hello,
I have exported road corridor to solids, applied random render materials and opened in Nawisorks. If the objects are in orginal coordinates (far away from 0,0,0) the quality of textures are very poor, nevertheless if I move all objects close to zero coordinates (x, y, z = 0) all the materials are displayed really well.
Any ideas how to solve this?
Picture below represents same model at orginal coordianates (top view with low quality of textures) and model moved to near 0,0,0 coordinates (bottom view with good quality of textures).
Hi ugascowi,
Have you tried using the Navisworks NWC exporter for Civil 3D and using the NWCout command inside C3D to create the NWC file ?
https://www.autodesk.co.uk/products/navisworks/autodesk-navisworks-nwc-export-utility
Hey,
thanks for reply, nevertheless, NWCout command doesnt help here.
I have tried also simple example in which same problem occurs:
Open new DWG file and create any random 3d solid, apply material (containing any jpg image file).
If object lays in y=0, z=0, x=0 coordinates I get the top view of the picture (picture below), nevertheless when object is moved somewhere further away from zero coordinates I get the bottom view of the picture (textures are not visible).
Pretty much all rendering systems have problems with surveying coordinates, and many engineering systems as well.
If you still need correct coordinates for review purposes, I'd recommend using a separate NWF for rendering.
Hello,
thanks for reply.
For visualisation purposes I would like to have several disciplines in one view therefore seperate nwf doesn`t help here. Maybe it is not surveying coordinates which actually work (model appears in correct position), but rendering processes which does not work in coordinates far away from "zero".
Furthermore, even for seperate nwf there is a need to move all model to "zero" coordinates which additional work.
There isn't a solution as this isn't something that can really be "fixed". As I noted earlier, rendering doesn't work well with surveying coordinates i.e. very large values, as it works internally with single-precision numbers. Actual real-world geodetic coordinates don't matter when creating a pretty picture (and not so much when doing mechanical design, either); if 0, 0, 0 is on the corner of the building or on the other side of the planet doesn't change the image. It's expected that all coordinates will be appropriately small numbers.
@Anonymous
Hey buddy. I have a workaround with your issue. Can you please send a message if you haven't found any solution yet.
Hi,
I havent found a solution so I would be grateful if you could share a workaround.
@Anonymous @dgorsman @Anonymous @ronald.loggen
@Anonymous wrote:
Hi,
I havent found a solution so I would be grateful if you could share a workaround.
Here's a workaround for this:
I understand this is something that other designer tools i.e. Revit MEP, Structures, etc that are not really bothered (normally) with world coordinates. Revit families are also considered as block groups, so they wouldn't really experience this issue. Revit models will always get the render correctly regardless of coordinates...
Do try on a single object and see if it works.
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