Jump to content

Kizza

Member
  • Posts

    994
  • Joined

  • Last visited

Everything posted by Kizza

  1. Kizza

    Site Model

    The workflow I use is to import the survey and either draw over or convert the existing contours to 3D polygons. The height of the polygons can be set in the OIP. If you use an imported survey, the contours may be "broken" i.e. not a continuous line. You will need to join these segments together to form one contour line before converting to 3D poly's. Good idea to keep one untouched unmodified copy of the original survey in a design layer in case you need to step back. For more info see page 284 of the design series manual (some info applicable to Architect)
  2. Kizza

    Texture creation

    If that is the case, then most of my concerns regarding image sizing are unfounded
  3. Kizza

    Texture creation

    See attached How then, does VW handle the tiling of the texture? Does it create multiple copies of the texture image? Or does it use the texture as a source, and then duplicates the source - similar to multiple copies of a symbol reduce file size?
  4. This problem could be: 1) VW colour profiling issue 2) Uncalibrated monitor Difference should not be that great. I bet it's an RGB(VW) to CMYK(print shop) colour shifting issue. If it is, then it may be because VW lacks the capability to let you choose what colour profile to use in a file. Therefore, you need to try and correct outside of VW. If you have Acrobat, then there are several save options you can try - in effect, you are using Distiller to create the pdf (not VW).
  5. Kizza

    Texture creation

    Thats correct. Whether a brick texture or a fabric texture, it needs to be tileable. There are plenty of tutorials available on the net to explain the process on how to create a tileable texture. If you are resizing the image (and not resampling), this is where you need to decide the pixel count - here. If you re-size the image (in photoshop) then that would be the case. However, if VW reduces (in size, not pixel count) and tiles the texture image in a render, say a rendered wall, then your pixel count could be too dense, hence increasing render time and file size. Unless VW Resamples the texture somewhere in the render process. One still needs to be aware of what the target pixel count should be when creating the texture.
  6. Kizza

    Texture creation

    Compared to the original size of the object, say a brick. As you're aware, a brick texture needs to be created to scale. If you create a basic brick texture, sizing at approx 50% of real world size and at 72ppi seems to hit the mark - see attached.
  7. do you have adobe acrobat? (not reader) What is your hardware specs?
  8. Kizza

    Texture creation

    I understand the size/ppi relationship, but seeing that textures usually are just repeated patterns then one would assume that the physical size of the texture image would be relatively small.
  9. Kizza

    Texture creation

    Thanks for your reply Modnac. I think I'll keep my textures at 150dpi for general use. And I'll create a hi-res version for detailed renders.
  10. Hi all, Making fairly good progress on getting some decent rendering results. I've been tinkering with some textures and have a couple of basic questions. Please see attached file. 1) Is there a way to tell VW the direction to "wrap" the texture around the wall? In the attached example I would like to have the paved pattern to continue over the top of the wall. VW appears to treat the top as a separate element and fills it accordingly. 2) The brushed aluminium texture runs both horizontally and vertically within the same line of text. The text objects are extruded polylines (grouped). How can this be fixed? 3) I want to create some of my own textures. What PPI setting is regarded as optimal (balance of speed and quality) for the source texture image? Most VW textures seem to be 72ppi which is fine for screen viewing (90ppi would be better though) but for presentation prints I'm thinking 150-300ppi?
  11. I'm having the exact same problem. Texture runs vertically. My workaround: Draw rectangle, AAC>Objects from Polyline>Walls Trouble is, you have no control as to whether the wall is drawn around the inside or outside of the polyline. VW seems to use the wall's core around the polyline. It's issues such as this which give us new users nightmares.
  12. yes I am. I too would like to know why this behaviour is happening.
  13. export to eps and open in illustrator. I've done it many times, comes in as vector art (any images in the VW won't, obviously)
  14. Existing as black New as hatched Demolition as light grey and dashed, as per JP.
  15. Kizza

    Edge definitions

    Nice work! You've inspired me.
  16. Kizza

    Edge definitions

    Good point, I'll move the doors forward 1mm and see if that makes a difference
  17. Kizza

    Edge definitions

    Hi Horst, On your example you can see the line of the benchtop. I can't seem to replicate that. Also the doors of my cabinet should be defined but are not showing up in the render. It's probably all to do with my render settings so I will keep experimenting. I like the result you have achieved - cabinet is the colour I would like to end up with. Renderworks is quite powerful isn't it?
  18. Thats a better option as there is only one object.
  19. Hi Christian, I am willing to stand corrected here but here goes... Convert to 3D poly. Apply a chosen texture. Extract face.(3d modelling toolset) Give the planar object a hatch fill Group the two objects. In top/plan you will see the hatched object. In render mode you should see the texture.
  20. Kizza

    Edge definitions

    Thanks, thats given me a direction to progress further. Any thoughts on how I can define the benchtop as seen from the end of the cabinet? Even though the benchtop and cabinet are the same colour, I want to define it a bit better. (Similar to foreground hidden line render but more subtle.)
  21. Hi all, I'm trying to get a certain look with my renders. See attached pic of cabinetry. All cabinet is white except yellow infill panel. I'm rendering with FQ RW. How can I get the render to look more white rather than grey, while still maintaining shadow and highlights? And how can I show the edge of the benchtop as viewed from the side? I want to highlight the benchtop as a separate piece. I've used a custom made shader with colour and reflectivity options turned on. Thanks
  22. Your scale text is touching the underside of the line. You can adjust it using the Title and Scale margin and the rule offset though. If you use Arial you won't get the issue of the text touching the line. ICOCPEUR gave me this issue, ISONORM didn't.
  23. The line you've selected shouldn't be visible, right?
×
×
  • Create New...