Bump. I have about 2 weeks until this goes out for bid and I start getting complaints from contractors because they can’t read fuzzy rasterized annotations.
Windows 10 (10.0.19045 SR0.0) or greater (Physical RAM: 64GB)
.NET Framework 4.8.9290.0
Computer platform: DESKTOP
Standard graphics configuration.
Primary display and OpenGL: NVIDIA GeForce RTX 2080 Ti (NVidia) Memory: 11GB, Driver date: 8-14-2024 (M-D-Y). OpenGL Ver: 4.6.0 NVIDIA 560.94
> Accelerated graphics device with 4 adapter port(s)
- Windows Main Display attached to adapter port #0
OpenGL Settings
Safe mode: Off
Use accelerated hardware modes: On
GPU Tessellation is: On
Redraw scene when viewports are exposed: On
Graphics level being used: OpenGL 4.6 (primary GPU’s maximum)
Anti-alias mode: 4x
Mip Map Filtering: Linear
Anisotropic Filtering Mode: High
Vendor Name: NVIDIA Corporation
Render version: 4.6
Shading Language: 4.60 NVIDIA
Driver Date: 8-14-2024
Driver Version: 32.0.15.6094
Maximum Texture size: 32768 x 32768
Z-Buffer depth: 24 bits
Maximum Viewport size: 32768 x 32768
Total Video Memory: 11 GB
Rhino plugins that do not ship with Rhino
C:\ProgramData\McNeel\Rhinoceros\8.0\Plug-ins\Datasmith Rhino Exporter (d1fdc795-b334-4933-b680-088119cdc6bb)\DatasmithRhino8.rhp “Datasmith Exporter” 5.4.2.0
D:\Life\5Work\Tools\Rhino\blockeditnew20230622\BlockEditNew.rhp “BlockEdit” 1.0.0.0
Please also note that in addition to the hatch bleeding, when vector printing the clipped surface edges are not respecting the section style I’ve applied (black for new, gray for existing), but appear to be defaulting to per-object color.
Hi again Japhy, I reeaallly need this to work asap, but am not seeing anything happening on the Youtrack issue. I’m happy to test solutions directly if that would help.
In the detail that you show a screenshot of in this thread, you have two clipping planes that are active. One of those is sitting in the outer wall and you are seeing the openings in that front facade in the output of the vector mode. Disabling that clipping plane should make that go away.
Also, changing the section style from solid to a hatch pattern makes that go away.
-wim
Thank you Wim, I deleted all but my main clipping plane and that appears to have fixed the hatch bleed issue for now.
However, I’m still getting per-object-color lines on top of my section-styled lines.
Also I have a hatch object in the model to indicate flooring which you can see has disappeared in the vector version (parallel vertical lines). That hatch is inside the main block for the model, and if I BlockEdit, and then vector print, it will reappear.
@japhy or @wim I still really really need the section line color and vector hatch-object display fixed asap . (Note the vector hatch object disappearing (which I believe is draw-order related) is a different issue than the hatch bleed).
I’ve put this issue on the list as RH-85632 Print: Fake2D Does Not Output Hatch in Block
Note that, from that test, it looks like when you bring the objects closer to the world origin, this issue goes away. FWIW, in your file, you have the same block definition placed very many times around the scene, with the purpose, it seems, to have a separate instance for every detail/layout in the file. It seems to me that it should be able to use a single instance for all details/layouts?
I’ve put this one on the list as RH-85633 Print: Fake2D Clipped Edge Gets Layer/Object Color
-wim
I have previously set up my files in the way you described, with a single ‘instance’ of the model (not in a block), with clipping planes, named views aligned to clipping planes, cplanes, and corresponding detail views. This works, but you have to duplicate any layers used for 2D annotations or linework for every drawing produced, since all the linework is at the same model location and needs visibility control. Tracking changes between all those layers, switching between visibility settings in details, turning clipping planes on and off, trying to copy linework between cplanes of a different orientation–all possible, but a huge mental load to use in practice.
I’ve found a single clipping plane for world top view and using block instances of the main model allows for very intuitive spatial creation and organization of drawings that is easier to handle mentally. For sure there are some downsides to working with blocks though.
Maybe there is a better workflow you know about? Would love to hear about it if so. (Clipping drawings comes to mind, but to my knowledge that carries similar issues to the first method I described (esp. layer duplication)).