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chinese for dummies cd free download adobe indesign cs5 free download with keygen adobe after effects 7 0 full free download camtasia studio 6 key free download Discover the most effective ways to utilize Chief Architect to build great plans inside 30 hours with this particular complete online training series. Produced and recorded by verteran Chief Architect user and trainer Dan Baumann you receive immediate access to this particular 15 part, fully indexed online series. Members can simply login and access each workshop without notice. Not a Member Yet? - Enroll at and commence discovering the right method to use this incredible CAD software for all your plans! Setting Up Chief the Right Way! Templates, Libraries and Quick Tips Google 3D Warehouse - Search andfind SketchUp symbols. Download the Sketchup model skp and drag it to your Chief X1 and X2 screen for excellent, detailed symbols. Laptop Stand to make use of while measuring the As-built. Get the Ultra version. Cost is 150 plus shipping. Its worth the cost! Press CtrlF to look at a Find Box. Firefoxwill display the Find Box towards the bottom of the window. Type in specific searches word or term colliding with the Next button to locate through the items below. FYI - This blends with All Windows Apps 2. Saving, File Management, Templates, Symbols, Text, Callouts 3. Dimensioning, Starting a Plan, As-Built Versus New Process 5. Platforms, Pony Walls, Stairs 6. Windows, Doors and Cabinets Why Are Roofs So Confusing? 10. Importing and Terrain Painting Material on Ext. Walls 12. Lighting, Electrical and Rendering Setting Default Layers for Text, Etc. 15. Layout Pages and Working Drawings I really appreciate having the ability to go for your website and observe a recorded session to find out how to solve something or include a detail that's something new. I have used your index, and gone straight away to the topic and discovered an answer right away in most cases, and often in an instant. I desire to thank Dan Baumann to make all this possible. It is so nice so as to sit inside my desk, join, listen and learn! I just purchased marketing the other day, I have watched two X2 training series and I have previously gotten my monies worth! Lots of good time saving tips thanks! Purchasing marketing was the nicest thing I have ever completed in regards to Chief. Dan is really a teacher and trainer with the highest caliber and makes learning this software fun. I cant thank him enough for the knowledge they have given me which could result in great profits from working faster plus more efficiently with Chief Architect. The powerful section of your web site is which you come across as an authentic human being who uses Chief and knows how you can get Chief to complete whatever is necessary in a project. This is what distinguishes you against CA support/training. CA concentrates on the individual actions what icons do what, you focus on the way to get Chief to create whatever is necessary for the down to earth project accessible and how you can do it efficiently. 2015 All Rights Reserved. Reproduction without permission prohibited. The Chief Architect Viewer is usually a powerful tool that facilitates the communication process between design professionals in addition to their clients. The Chief Architect Viewer offers many useful features: Open plan and layout files put together by Chief Architect Full. Explore the master plan in as often detail as desired. Modify the display with the plan to see approximately detail. Create 3D views with the full 3D model. Add notes in the drawing for review by the design professional. Export views as either picture files or Windows metafiles in order to use in other programs. Search for plans within a plan database. This software was checked for viruses and is discovered to be clean. Click here to discover antivirus report. Fences and Gates, Paths, sidewalks and driveways, Railings linked to stairs. Chief Architect is usually a perfect architectural tool for residential design. An awesome architectural design application created for professional users. Bonus Content - Media Items is undoubtedly an add-on of Chief Architect software. Bonus Content - Bathroom Items March 2006 is definitely an add-on for Chief Architect. Many individuals Houston s engineering community attended a luncheon to celebrate the inauguration with the two new engineering programs from the College of Science, Engineering, and Technology of Texas Southern University. The program was moderated by Dean Lei Yu who, in conjunction with President John Rudley, and Professor David Olowokere, informed the assembled visitors inside a dynamic and entertaining manner with the issues involved inside process of gaining the approval in the Texas Higher Education Board. Mr. Robert W. Harvey, President and CEO, from the Greater Houston Partnership, presented the significance of these two programs inside context in the economy and jobs in Houston. Mr. Harvey shared some amazing facts, like the fact how the educational systems in Houston don't produce enough graduates having a Bachelor s degree to fulfill the requirement for Engineers, making sure that Houston is usually a net importer of degreed workers. The new engineering programs at Texas Southern will significantly inccrease the nu The keynote speaker for that luncheon was Mr. John Barton, Deputy Executive Director in the Texas Department of Transportation. The Texas Legislature is actually in session and required Mr. Barton s presence in Austin, making sure that Mr. Barton s address was recorded earlier and presented via video. Mr. Barton gave a really inspiring speak with the gathering, talking about the need for strong ties on the civil engineering program. Because from the growth of Texas, thus, increasing transportation infrastructure needs, the Department of Transportation will be needing all the engineers it may garner. Mr. Quincy Allen, the newly appointed District Engineer was given to represent Mr. Barton also to receive acknowledgement on the College. Ms. Animata Dicko, a civil engineering student, gave the kids view on the changes how the new engineering programs would've for its students. Ms. Dicko indicated that students were now relieved from the anxiety of an engineering technology degree that may not be fully accepted. She stated that this new civil engineering program will make students fully competitive from the industry. Young people sometimes take liberties and Ms. Dicko was no exception. She challenged the assembled engineering companies by proclaiming that their presence indicated their willingness to deliver internships, scholarships, and ultimately jobs for graduates in the engineering program. She was warmly received. The College efforts to include prospective students at its major events along with this event, eleventh and twelfth grade students enthusiastic about engineering were invited from Furr High School, and so they were warmly acknowledged. Congresswoman Sheila Jackson-Lee provided final remarks. The Congresswoman spoke with the importance of science, technology, engineering, and mathematics STEM initiatives at a national perspective and recognized the College of Science, Engineering and Technology having a Congressional Citation. Copyright 2006 Texas Southern University Physics Department, Houston, Texas 77004 The aggregate score in accordance with the apps rating, variety of users, and a quantity of other parameters closely linked with user satisfaction. The very best score is 10. Chief Architect is really a perfect architectural tool for residential and lightweight commercial design to aid the client view the design before construction begins. Often the roughest issue with designing is communicating your notions and helping the customer visualize the finished project. Chief Architect enables the Architect speak and illustrate a 3D model with the project reducing frustrations, unknowns and uncertainties. Improve client communication with photo-realistic renderings, quickly incorporate changes and design realistically to your clients needs with Chief Architect software on your own next project. Theres a difficulty loading this menu at the moment. Prime members also love FREE Two-Day Shipping and exclusive entry to music, movies, TV shows, and Kindle books. Р В РІР‚в„ў 1996-2016, , Inc. or its affiliates Chief Architect X1 POV-Ray 3.6.1, 2009 Some time ago, Chris Cason, the POV-Ray Team Coordinator, lend me a copy of Chief Architect X1, a specialist home design software. This program uses POV-Ray because the internal raytracing engine, plus exports to POV format, but standard results dont seem for being showing off the most beneficial POV-Ray are capable of doing, so he was curious to view if I was able to build realistic images from it. Of course, I needed first some months to learn this software, after which some more to acquire good results beyond below you will see a selection on the test images I did with Chief Architect CA to any extent further, some on the standard examples, and other produced by me mostly interiors with simple constructions, as my architectural skills are certainly limited. I mainly needed to play using the POV-Ray aspect, using two-pass radiosity and enhanced textures and lighting for getting better results, so there exists zero modelling: I just used library objects from CA. Im very content with the results obtained, yet not so while using method accustomed to obtain anyhow I desired to share it with CA users, just for them to enhance their renderings and also this way they're going to help to promote POV-Ray like a serious alternative for architectural rendering something Hildur Kolbrun already demonstrated as is possible. There is below an instant tutorial regarding the work method I developed to create the scene with CA, export it to POV-Ray format, and enhance it manually ahead of the final rendering. But before we start, permit me to present my impressions on CA utilization of POV-Ray, the issues I found, and just how them influenced the strategy Ive developed. At first glance, CA and POV seem for being well integrated, perhaps the biggest issue is that POV is way too much incorporated into CA, which makes it impossible to acquire from POV-Ray everything it really is capable of. This is understandable, as POV-Ray features are endless and may be utilised in infinite ways, hence the internal interface has to become logically limited by some subset of features utilized in certain ways, but I get the current interface a tad too limited normally indicate. Anyhow, most with the time the standard user just wants speedy, with shadows and several reflections. So, for getting truly realistic images, it sounds logical make use of CA export to POV-Ray, then tweak it further within POV-Ray. But then you find that this current export format doesnt help in any way for that task. To be fair, I must say the rest in the program looks awesome if you ask me, but Im not an architect, so I cant truly evaluate how useful it might be the real deal construction work. For my usual just one single room scenes it truly does work very well, assisting to easily make the room, populate it with objects and texture them within will. It helps especially when placing the objects, to be sit properly, and it is very useful to set the lights and camera. Another good point is that you simply can without difficulty incorporate your models 3ds format in the library, acting then like every other bundled object. Raytracing right from CA while using the Raytrace dialog is incredibly handy for tests, or in making quick renderings for clients who dont love realism. But it has some limitations and problems when you'd like photo-realistic images: First and many important, you'll be able to only use a personalized and outdated version of POV-Ray 3.5. Uses light fading to regulate light intensity, if this should be by using a fixed, realistic attenuation and adjusting the intensity together with the light color. Area lights dont use jitter, which supports greatly for making more realistic shadows. Sunlight and daylight are solution to dim for indoor scenes with incoming sunlight, that is fundamental to present more life to interior scenes. Lack of variable reflection settings, which may help making reflective surfaces appear additional realistic. Lack of a strategy to continue interrupted raytraces or to accomplish partial image renders for tests. For all of these reasons, I strongly suggest to export and render with POV-Ray 3.6.1, and that is the latest stable version and has now some advantages and additional features. You may also use MegaPOV 1.2.1, an unofficial patch with a lot more extra features like HDRI, glows, radiosity optimizations, Unfortunately, in addition to inheriting some in the above problems, the export option has his personal problems too: Everything is exported in a single file! It could well be better for manual editing to get a main scene file using the camera and lights, and separate include files with the geometry objects and materials textures. Textures and objects arent declared using the names they have within the CA plan. With the actual one file approach, this can be a great obstacle for making adjustments following your export. The only solution I found is exporting to 3DS then converting from 3DS to POV-Ray with Poseray, which provides you texture and object names in accordance with the CA names. It is usually really difficult to spot the lights when you have lots of them: it might be ideal to own them identified by CA with all the name on the object they can be attached unfortunately, it's no easy workaround, because export to 3DS doesnt includes the lights. Indeed, exported lights are often too dim: seems the fadedistance is wrongly exported, being 1/10 products it really should be to match the interior rendering. Only the present camera is exported. It would be handy to have each of the cameras exported, with all of but the existing one commented out, so you'll be able to render multiple views without needing to export too many times. Mesh unions provide an extra transparent texture with ambient, which doesnt seems to obtain any effect, aside from a little extra rendering time indeed, I cant view the point in using unions of meshes when the components have never perhaps a whole mesh2 for each and every object with will be more efficient, as Poseray does after you convert the exported 3DS. Meshes have sometimes strange artifacts, perhaps because of degenerated triangles, which show as black patches about the objects. Exporting to 3DS and after that to POV-Ray with Poseray doesnt shows these artifacts, so I guess its something with CA export to POV-Ray, or maybe that mesh2 is better. To overcome a large number of problems, I recommend to export both to POV-Ray and 3DS formats, and convert the 3DS to POV-Ray with Poseray, a free of charge conversion tool. Mixing areas of both exports we could setup a scene more suited to manual editing with POV-Ray. The solution proposed may look cumbersome and it's so, but it is the top solution I can find out, using the current export formats. And its less than hard after you have ever done it a few times: by far the most difficult part is identifying each light to generate adjustments to light color and fading view the recommendations within the tutorial below. The very first thing you need is, obviously, POV-Ray 3.6.1, should you not have it already installed. You need also Poseray 3.12, the free and amazing converter by FlyerX, to convert the 3DS export to POV-Ray format in addition, it does much more, so it really is worth checking possibilities. Finally, to improve the light sources as I propose inside example scene, you will be needing also to download Lightsys, a couple of include files for POV-Ray. Here follows an explanation with the solution proposed above, but to know all of the exact details you'll need to download the zip and skim the example files, which you are able to use later as templates on your own scenes. Open your plan with Chief Architect and view that things are correctly set up, as later will probably be difficult yet not impossible to re-place the objects and lights. Look specially for light data: I recommend while using option to determine the light placement, as some library lamps have strange unrealistic light placements. Also, in case you have many lights, you may would like to give them different colors to help you identifying individual lights for the exported POV-Ray scene. And better turn from a lights that wont contribute for the image. Regarding materials, do not worry too much regarding the finish properties, as they're going to be lost together with the conversion via 3DS, and anyhow CA dialogs dont allow much customization either. But better use CA to assign any image maps, therefore you later can avoid messing around with folder paths within POV-Ray. Create a render OpenGL view through your favorite camera. You can adjust the radiosity settings for the raytracing dialog, nevertheless its not necessary, when we will replace them better, more adjustable settings. Export to POV-Ray format to a separate folder, while using checkbox to duplicate the textures. Now export it again to 3DS around the same folder, turning from the checkbox for truncating file names. Close CA and check out the folder: there has become there lots of image maps, a 3DS file, as well as a file. Open Poseray and load the 3DS export: about the initial Input tab: click load-3D model and simply select the 3DS file. First thing is always to correct the ambient values on materials coming using the 3DS file, which we dont want to use with radiosity. Go on the Materials tab and change the initial material ambient to black 0, 0, 0. To save some work, right click within the ambient box and select Apply to all materials. To be realistic, merely the bulbs along with glowing surfaces must have ambient, if you're comfortable with all the Poseray material editor, you are able to now set the ambient for these materials, but you'll be able to also take action later on POV-Ray. Now, for better results within the geometry, go towards the Groups tab, and push the button weld vertices, then recalculate normals with all the unique normal sum method. Finally, go towards the POV-Ray output tab and select break the mesh by groups and materials simply geometry materials, then select Export-Save you are able to also break the mesh only by material, however later it could be difficult to affect the material of the object whether used also by other objects. On the Export options dialog which appears next, pick the export folder, but dont check the substitute for copy maps nor to mend maps names, when we wan make use of the existing ones. Uncheck also Include file even as have the look maps around the same folder. Once saved, close Poseray and glance at the export folder again: you will observe two files, one for that geometry and other to the materials, and not a new POV file. Thats might know about wanted: we shall use the one exported by CA as our main scene file, after stripping the objects and materials. And here starts the actual work: open POV-Ray 3.6.1, and load file generated by CA plus the files exported from Poseray. On scene, delete all except you, the backdrop along with the lights. The first two are really simple to keep, as they may be at the top in the file, but be careful with all the light sources, as they can be scattered inside file. If you have only some lights, one of the most easy way is to find for the lightsource statements and cutpaste them for the top on the file, before deleting the remaining. But when you have lots of light sources, this could take very long and tedious. Better download WinGrep and employ it to extract the lines containing the saying lightsource fortunately, except the sunlight, every one of the light source statements are saved to a single line. Open WInGrep and press the search icon, then type the lightsource string, simply select the quick search, use as file extension, find the folder containing the file, and press OK. file look, and when you click with it you will understand the lightsource lines: copy and paste them for the POV file except with the first first line, that's the incomplete sunlight, just underneath the sunlight code you could potentially move these to file just with the lights, as I did about the example scene. Now, make use of the geometry and materials generated by Poseray, add the file by the end file, and comment out your union of all of the objects at the conclusion of that file to find some additional speed in case you have many objects understand the example files. Note there may be no need to add in also the mat file, because geometry file will incorporate it automatically. Finally, there exists a scene that may be easier to edit: there can be a light-weight file while using camera, lights and backdrop originating from CA, and separate files for your objects along with the materials from Poseray. Also, the quality with the meshes is more preferable too, and we can easily start enhancing the lights and textures for making something more realistic. Anyhow, you may now press the Run button on POV-Ray to discover if it really works perhaps some errors/typos were introduced when cutting and pasting the pieces together. From there on, you must download the example files and look at them with the exact details, or just to duplicate and paste the missing pieces on your scene. Here are a couple of general notes regarding the enhancements I did for the example scene: First thing is usually to lower the unwanted maxtracelevel to or 7. You can try to raise it later if you notice black pixels on reflections/refractions or radiosity artifacts, fo the time being it will render somewhat faster. Also, we can easily change the radiosity settings to something faster however with decent quality, and implementing two-pass radiosity to accelerate successive renderings were only materials change. Look at the declare instructions on tips on how to render the 2 passes. I also implemented a top quality variable, therefore you dont have to mess with all the actual radiosity parameters. There can be an addittional variable to specify the radiosity light bounces: use a few for outdoors scenes or interior with only artificial light, and 3 for interiors with incoming outdoors light. Another variable allows to master the brightness with the radiosity effect: usually 1 will be the correct value, but also in some cases you may would like to adjust it for better contrast. And finally assumedgamma has for being set one.0 for realistic contrast. This may be the only real problem around the POV-Ray side, because POV-Ray will apply this gamma correction to your image maps and thus they may look soft. My solution is to make use of an image manipulation program to put on the inverse gamma correction 1.0/2.00.5 towards the image maps. You can leave assumedgamma at 2.0 to avert this step, however the radiosity contribution will probably be much less visible, and you'll need to raise the radiosity brightness to make up, although it's going to not look as realistic. The most challenging thing, for those who have many lights, is identifying them about the exported file. The only way I found is usually to change the colors in the lights in CA, before exporting, to simply identifiable colors like red, green, blue, yellow, then from the POV-Ray file you may identify them by their rgb sentence. Once identified, we can easily start by adjusting the lights to become more physically correct, and then for that I recommend to make use of Lightsys. We will also employ arealight for soft shadows, as well as for further enhancement, I recommend using spotlight settings on recessed lights. For the sunlight and sky, it is possible to also use Lightsys: go through the example scene for that details on the best way to set it up, utilizing the solar position with the original CA sunlight, as I did about the example. Just one additional note about lights: due towards the export via 3DS in the lamp geometry, some lights will likely be blocked by an opaque texture within the bulb/screen/cover, specially on recessed lights. Remember to create these textures transparent, or maybe move a smallish bit the lightsource to put it away from lamp geometry inside case of any recessed, just 1 unit below will practice it. Materials are simpler to locate than lights, for the reason that CA-Poseray-POV-Ray conversion retains a minimum of part on the names on the materials, and many types of are located from the file, so you'll be able to go there and identify them by their CA name. Also, you are able to always have CA open as well, while using the material lookup tool to raised identify the type of material. As the supplies converted by Poseray ought to have the correct colors and maps attached, but ugly finishes, we can leave the statements as these are to preserve CA colors and maps, but we'll replace the statements with better ones, and may add bump maps to many textures. My recommendations are illustrated and slightly commented for the example file. POV-Ray and MegaPOV offers you a lot of features to help expand enhance your scene: focal blur, media, hdri, glows, I illustrated many of these on my example scene, however are disabled by default think about the comments for the code for the best way to enable these. If the thing is clear spots within the corners on interior scenes, specially about the floor, take your exterior terrain from CA, as perhaps some radiosity is incorrectly entering the bedroom bounced trough the joints. Also, the lowest maxtracelevel would be the cause of dark artifacts on corners, specially in rooms with reflecting walls. To illustrate the method, I made a simple but nice test anticipate CA, based on an actual room photo from your magazine. It uses objects and materials in the standard CA libraries, so any CA user reading this article tutorial can load the master plan and keep to the steps with this particular same scene. To do so, export it yourself, or download the first exported files without modifications, for comparison with all the final scene files I made from them realize that although the last two contain images together with the same names, these aren't identical, because the ones contained within the final zip are gamma corrected for assumedgamma 1. You may use freely any suggestions, examples, and tools provided on this tutorial or within this site to your CA projects: I only have you advise relating to this tutorial with other CA users, as my main motivation accomplishing this tutorial would be to promote the using POV-Ray because of this kind of application. Here are a handful of images put together by other CA users, while trying to continue with the tutorial above.

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