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Everything posted by MogTheSmilingCat

  1. I've been a long-time user of Artlantis, and have recently tried (and bought, given the bargain price) Twinmotion, and now Enscape. Artlantis is an export from VW (using a custom plug-in); it's a one-way process but pretty good as - if you set up your VW model right - everything simply snaps into high quality in ATL and you've then got flexibility to add stuff (furniture/people/etc) and play with shaders to tweak material appearances etc. The downside is that rendering doesn't use your GPU so is slow, although navigating using the preview window is pretty quick. It comes with one or two useful tricks such as a site insertion tool for photomontages, and image quality of final renders is lovely. Twinmotion's likewise an export job; maybe I never played with it quite enough but it never seemed to hit the sweet-spot of connectedness between VW classes and its own model structure. Again you can play with materials, add stuff, it responds to the seasons and weather (us architects regularly do renderings of our buildings in typical crap British weather, right?) and if you want movement and video it's brilliant - animated people, grazing cows in buildings, knock yourself out. But again very much separate from VW - in this case via a C4D export. Enscape is very different; it adds a tool palette to VW and you can simply link the Enscape window to the VW window - navigate in VW (with a Spacemouse, for example) and your shiny high-quality Enscape view follows it. You can add stuff - furniture/people/etc) but you add them from the Enscape media store in VW, and you sort orientation and Heliodon in VW too. You then frame images and videos in the Enscape window. It's subscription-only (monthly/annually, and not horrendously expensive). The interface - unlike Twinmotion's monstrous screen takeover - is very clean as excepting that extra tool palette there's effectively no interface. You can't currently play around with material appearance in Enscape but that's on their forward plan for Q4 this year. I very much appreciate that they're very clear about VW support, unlike Twinmotion. So - Twinmotion kind of blew it for me by not setting out a clear timeline for VW integration and use of the Spacemouse. I'm not sure why it is really, but ironically communication rarely seems to be the strong suit for visualisation products.
  2. I've been playing with export from Vectorworks as C4D. Provided you have the entire VW model set up so all components are in appropriate class, and textures set to "by class", and all classes have textures defined - then it works perfectly if you export with "by texture" checked. Make changes in VW, export, click "update" in Twinmotion and everything responds as you'd want. But I may just have been lucky! I'm looking forward to a direct link - mainly to be able to navigate using Vectorworks, as native navigation in Twinmotion is terrible.
  3. I've used Artlantis for many years - it used to be really clunky but is now pretty slick. It gives very photorealistic images - I've heard specialists describe them as less "game-y" than Twinmotion/Enscape etc. But... ...it costs more than Twinmotion and the pace of development has been, and is, very slow. You need to set up your workflow in order to be able to export to it - I use Classes and export them to Artlantis Shaders. So if you're thorough about ensuring all elements of your VW model have the appropriate class, then all you need to do in Artlantis is drop the right textures etc onto each Shader type and the whole thing snaps into high-quality loveliness. Export is one-way, so if you then update the WV model, you need to re-export to update the ATL model (but if you've already assigned textures to shaders it'll immediately look right). Artlantis allows use of "Reference Files" too - like a template, so if you regularly use particular textures/materials, you can quickly apply them to a newly-imported project. Artlantis isn't quick - it doesn't use the GPU much - so typical simple renders like the one attached take a minute or so for me. I've just bought and am playing with Twinmotion. It looks *much* quicker, and is much easier to use animation, and is likely to soon have a simple VW plug-in to allow flipping between the two (I'm currently exporting via C4D). It looks much better for landscape / externals, probably more fun for internals although maybe not quite so photorealistic. Navigation - in all senses of the word - feels clunkier than in Artlantis but maybe that's just what I'm used to. Phil B
  4. Another vote for the Evoluent VerticalMouse - I've got a v2 one and have used it for years, initially in response to pinched nerve issues and wanting a more natural hand position. They're wonderfully adjustable via the driver software and the extra programmable buttons are perfect. No other mouse I've tried comes close. And I don't work for them either (but the people who do are lovely - I helped with sorting some bugs on the driver many years ago and they sent me a free mouse as a thank-you, which my partner has used and loved ever since :o) )
  5. I always do roofs with a proper Roof for the main bit (within the walls outer faces) and then simply use Roof Faces for the eaves and verges. I set up Roof Styles for the main roof (with insulation etc) and for the overhanging bits (without insulation etc). It sounds a bit clunky, but is actually quick - just do half of each gable (draw and add together rectangles as required, make into a Roof Face, apply required style, and drag up or down to get exactly level with main roof edge, then mirror. It's one of those many examples where VW lacks a proper tool for the job, but has so many ways of doing generally useful things that it's easy to sort it out.
  6. I've had the black backgrounds - using Renderworks background as well as OpenGL, but only on some projects and not others - advice awaited on why. Best workaround has been to use simple sky background which is at least white > blue gradient.
  7. It's been quiet on this thread for a while, so... ...will the NBS Annotator tool work with VW2016? And also with NBS Scheduler (rather than Building or Create)? Many thanks!
  8. I'm a Certified Passivhaus Designer here in the UK; I'm very interested in how closely Energos matches PHPP's protocols and hence whether it will enable me to largely skip PHPP during the design phase and simply use it for certification. If you want to put drafts out for comment/feedback, I'd be interested to take a look.
  9. As a long-time sufferer of this problem I was about to run round my office punching the air, but a quick delve into VW showed no Textures tab in Edit Wall Style - presumably because I don't have Renderworks (because I *do* have Artlantis!) . Aaaaargh!!!
  10. Slap me if it's too obvious, but "wall insertion mode" turned off? I know it says "wall", but it seems to control insertion into roof objects too...
  11. You are spot-on about orientation, Jonathan. Once I rotated the rooflights so they were vertical rather than laid flat, inserting them into the roof punches the right-sized hole. Only step left is to get the insertion point in the right place (basically in the middle of the hole which gets punched) and I'm in business - I'll basically set up a drawing "jig" and drop each symbol onto it to re-set the insertion point and re-save. Job done.
  12. Hi Folks - help needed. As per other people's previous comments on here, I'm frustrated by the limited range of the included Velux symbols as (i) they don't seem to be current and (ii) I tend to specify Fakro anyway. Fakro have 3D models available online and I've downloaded them as DWG's. I've then imported them as 3D symbols and there they are - lovely 3D things that look just like roof windows. Hurrah! BUT... ...they won't insert into a roof object, even with Wall Insertion Mode on. If I edit the Symbol Options to turn on "Insert in walls" we get a bit closer:- the Edit Roof Element box pops up, I can tell it to Edit Skylight. BUT... ...it punches a slot in the roof and doesn't place the symbol. The insertion point (the cursor position) appears remote from the symbol (about a metre away from the rooflight top edge) - I'm not sure if this is the problem, but can't see ways of editing it even if it is. Any help VERY much appreciated. I suppose I can manually crank them into position of roof objects or faces with pre-punched holes, but I'd really love the full functionality.
  13. I'm using a 27" Hazro display - 2560x1440; I think the bowels of it are the same as the big Apple displays but just in a cheaper casing and hence with a wee tiny price tag. I have Object Info and Attributes over on the RHS and all the other palettes lined up below the toolbar and set to drop down on mouse over. Consequently have a huuuge drawing area which I love, plus more-or-less instant access to all tools and settings. Happy bunny.
  14. Current PC uses the Intel Z68 chipset so the SSD is used automatically for frequently-used software and data, and reads/writes much quicker than anything via USB. It's really pretty quick.
  15. Yup recently shifted across. Old machine:- dual Xeon, 4GB memory, Quadro graphics card, Win XP (so not exactly primitive); new machine Intel i7, 16GB memory, SSD cache, FirePro7900 and Win7 64-bit. I was very un-excited about the prospect of shifting to Win7 but have to say I love it, and VW absolutely flies. Plus having oodles of memory means I can run VW and Artlantis together and more easily integrate them.
  16. I've done it a slightly different way; I've set up various "wall styles" to suit different constructions and shoved them in the Resources pallette - 12mm plasterboard, facing brick, boarding on battens etc - all with wall top at usual window/door head height and bottom at typical lowest cill level (the latter can be re-set to suit each window if required). I then just double-click 'em and draw in Top/Plan view. Set "no caps" and the 2D joins seem to vanish nicely. But I'm still a relative VW newbie so there's probably a much easier way...
  17. I never knew it existed either but just did a bit of googling. Turns out it appears if you set a number in the internal or external "Comps" field - a very non-intuitive reference to "number of components which wrap at the window opening". So you can for example set it at "1" and drag the external leaf of brickwork or insulation or whatever to overlap a window frame or close a cavity. Am now looking for an equivalent in Windoor....! Learn something new every day...
  18. Thanks for the suggestions, folks. As noted, simply classing the clerestorey windows uniquely enables them to be made invisible, but the wall openings still appear, such that it appears a complete mess. The suggestion of splitting the wall into two horizontal "bands" looks like the best workaround - it's very much a workaround, though!
  19. When I have a building with elements at different heights in a wall - for example doors at floor level and clerestorey windows up near ceiling level, plan view shows all of the elements on top of each other. I can't find any way of getting a plan "at door level" in a viewport - which for simplicity omits the high level windows. Is there any way of doing so? Many thanks Phil B
  20. Hi Folks, and Help! (please) I've set up a simple building as a 3D model. All works as expected until I create a wall and then try to vary the height using 3D reshape to drag the ends vertically. They move okay, but instead of a wall with a sloping top, the top of the wall stays level but follows the height of whichever end I drag highest. I subsequently found that telling a roof I wanted gable walls results in a similar issue - the gables are square topped, level with the ridge (like parapets). If I create a new file and try this, it works fine - leading me to suspect I've accidentally set some weird, well-hidden setting in the original file to produce this (very, very) annoying result. Can anyone tell me what?? Many thanks Phil B
  21. I've not tried the others so can't offer a comparison, but I've been using an Evoluent VerticalMouse for years now, and love it. I got it due to recurrent trapped nerve problems in my neck, and it's certainly helped (along with regular stretching etc). The Evoluent driver software allows programming for specific applications, so in VW the mouse wheel/button can be set to drag, the middle button to double-click, and all others to usual settings. Works a treat.


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