My first guess is that HB Add Shades applies all of the connected shades in the model individually to each room. So in this case I had 3 rooms, which all would have duplicate shades models being brought into the model, effectively tripling the amount of shades. Is this correct?

That being said (again), despite the funky preview when running the parallel methodology, I ran both methodologies through HB Annual Loads because I can get a result out of it in 3-5 minutes. Both returned the same EUI.


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There are some benefits to assigning shades specifically to individual Rooms, Faces or Apertures but they tend to be a bit more useful in Radiance workflows than in Energy ones. We list a few of the general benefits of assigning objects heirarchically here in the Honeybee Model schema documentation.

Press cmd + a, use area selection, or the Items panel to select everything in the workspace, then press Change material in the materials sidebar, and select the default material. This way everything is set back to the default.

Tried this a few times - selecting everything from the items list and then to properties on the visualization screen. Dragged out the default color and everything changed. When leaving visualization though nothing has changed on the modeling screen.

If I copy everthing into a new drawing all together (which I had already done before your response) it takes care of the issue. The solids in question were created by someone other than myself but I am sure its all vanilla autocad created. I will try your suggestion next time around.

We create spaceplan's with fixtures that we sell. One 4' section of shelving (in the form of a block from our library) may have "x" amount of shelves while the 2 sections beside it may have another amount. So we often explode the blocks (well I usually run a lisp, but sometimes it is just as easy to explode the block). I know some people freak about exploding blocks. We never know how each block should look so we start with a generic and reconfigure it as many times as needed, and sometimes create completely new pieces from parts from other blocks in the drawing.

Sometimes though, when we explode a block (if we are in a shaded view, like conceptual or realistic view .. this never happens in 2D view, but that doens't mean the actual even tisn't taking place**) the block "appears" to disappear .. but in all factuality it is actually still there, it's just hidden. To make it "re-appear" we will simply open another block, then close it and "voila" the missing block, or pieces of the block, reappear.

** now, I mentioned the blocks don't disappear when using 2D view .. but they really do. Even though you can *see* them .. what you are actually seeing is just their "ghost" .. you won't notice the event has occurred until you go to print (unless you open another block between the time it disappeared and the time you print, then you won't know that it happened) and notice part of your drawing is missing.

I've not found anyone (online or via email with Autodesk) that can explain this phenomenon .. even when I've shown them a video of it. But here is a way to check and see if this is happening to you too.

Thank you for the reply and video. It appears the issues we are experiencing are related, but I am unable to re-create the problem at this time. Copying the objects to a new file seem to be a temporary fix for me. I will circle back around when it happens again.

So, I've been tasked with creating a shade structure...steel frame w/ shade cloth draped over. I've modeled the frame (tip of the hat to David Koch who taught me how to create a beam with a radius!) and now I need to create the actual shade cloth. Not sure how to do that...any ideas? I figure I need to create some sort of mesh or drape? It would have to be thin...maybe 1/8"? This will require (2) 'cloths'...one over each bay. I also want the material to be slightly translucent... You can see it in plan. I just created a solid hatch and added transparency.

I created a closed pline (basically a rectangle that followed the radius of the frame, offset 1/8" and closed) on top of one end of the frame and extruded it then converted it to a mass element and then made a new material. It'll work for this process. I left out the lacing around the frames, but that's for another day... See attached if interested...

For example, in the screenshot below I'm trying to bevel one corner of a cube, then bevel one of its sides. When I apply smooth shading (setting auto smooth to 65 degrees) I get a messy looking surface. Can you please give me a hint what I'm doing wrong? Is it possible to get nice shading in this case at all?

PS: I'm creating models for exporting to a game engine, so first I make a low-poly, then I make a high-poly with Subdiv, and then bake one to another. As far as I understand it, the low-poly shading should not have any errors for a model to look nice in a game.

A good way to improve your shading is to use the WeightedNormal modifier in addition to the Auto-Smooth option. This modifier, like Shade Smooth or Auto-Smooth, will act on the split normals. The split normals are the normals at each corner of the face that determine the shading between the faces. If they converge they will tend to round the shading, if they diverge they will tend to flatten the shading. Here, the same cube, the left one with Shade Flat, the right one with Shade Smooth:

The WeightedNormal modifier will make the split normals converge but their direction will take the face size into account: The higher the Weight value is, the more the large faces will weigh on the split normals. Therefore to preserve the large faces and to smooth the smaller faces, keep the value very low. Here, without and with the modifier:

I would like to know what is actually the purpose of flat shade mode in Rhino. I see that it shows the model like a mesh of polygons but what do we need this for ? I know that, for example, when I render a model, the render engine exports the geometry of the model as a mesh. Is flat shade something that helps to preview what my model would look like when rendered. I would be very thankful if someone could help

Hi Deltoro- when you mesh an object you set the resolution of the mesh but not really its smoothness - that is, it is still a bunch of more or less flat polygons. The usual shading process glosses over this to show you a smooth thing but the real geometry is not smooth.

Hi Deltoro - If you use the Mesh command, then only the settings in that command are used to generate the mesh. The render mesh quality affects only the meshes used behind the scenes for shading and rendering.

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