Trial all of them then make a decision on what suits you best.
There's lots of topics on the best render app but the best is usually what you enjoy the most.
I like TwiLight and Thea. Others don't....but what do they know
Only 2 sides? The default number is 12. When you select the Arc tool, type 12s and hit Enter. Do this before starting to draw the arc. As to the arcs you've already drawn, if they haven't been modified by some other operation, you'll have to select each one individually and change the number of sides in Window>Entity Info.
Well, integrated intel chipsets are well known as notoriously not fully supporting OpenGL although these (most) modern ones are said to be better than the first series. I would recommend to try to find an update for your video driver and test with HW acceleration turned back on.
Are you sure there is no other card in the system? Some laptops are manufactured with a built in chipset as well as a dedicated card and the user has to define which application should use which video card.
@joemaffei said:
There were a couple of line discontinuities, which obviously turned into a surface once I filled the gaps. But around the edges of the holes on the side there were no apparent discontinuities, and I zoomed in pretty close to find them.
I have checked it with SuSolid and repaired it with only 2 clicks (see photo).
[image: GI4w_small_hole.JPG]
There are three things I can think of (if there is really no Z-fighting due to overlapping faces in SU):
there are also group/component materials in the model. They should be deleted and materials only applied to the faces.
there are different materials applied on back faces. They should also be deleted and the model exported (under the collada export options) without double sided materials.
I forget the third but also make sure that your faces are oriented correctly (i.e. no back faces showing in monochrome mode).
@anarchist86ed said:
I think it's going OK. Given my inferior level of knowledge. Anyway...
See the blue line? I don't like it. I messed up along the way and can't figure out how to straighten it up. Short of rebuilding the whole thing...
Look at some of your earlier pics. It is not the line ( plane edge) but the flat area you have added some way and obviously the two will not be planar. You can hide that edge.
@tig said:
I think 3dText uses ttf only ???
Hmmm. I'll look into that. Not great, since we are environmental graphic designers and pretty particular about fonts and own a ton of PS fonts...
thanks for the advice!
View your model in Monochrome mode using a Style that has a distinctive color for the back-face material [usually a 'bluish' color in most standard styles].
This will show which way round faces are.
Most renderers will use the front-material you set, but render 'backs' of visible faces as a default black [or sometimes white] color.
Your model should have all of its faces correctly oriented so you see no 'backs'.
To reverse a face [or faces] select and right-click context-menu 'Reverse Faces'... the face will 'flip' to be the right way round...
Now it will render with correct material as applied to its 'front' face.
Even a sheet of glass is not a single 'face' in the real world - IF your window is ever going to be viewed from both sides then you need to make the pane of glass with a thickness - 6-25mm say. With both faces of the pane correctly oriented it should then be rendered transparent in both directions.
You might find your particular renderer has a requirement to use special types of transparent materials - you'll need to read up on it - as it's beyond the scope of SUp modeling and SCF's advice...
Thank you Gaieus!
That did the trick. I then drew lines to define the portion that protruded and deleted everything above.
Thanks again - you have saved me numerous hours of trial and error
travelnbake