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About MaltbyDesign

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  1. You're right. I forgot that opacity doesn't work for extrusions. If only I could draw a rectangle along the z axis and then give it a radius, so that it is effectively like a curved (along the x-y axis) curtain or arched screen. Then I could use opacity. But I tried my extrusion idea and gave it a clear glass texture and removed reflectivity. That seems to work okay (need to fiddle with the texture settings to optimize). I created the extrusion from an oval so that it surrounds the building and would work for any view.
  2. Thank you for these suggestions. I'll give them a try. Your first point gave me an idea; I wonder if, in plan, I could create a series of 'curtains' (vertical extrusions) with varying opacities and set them at different distances apart. I'm think of these curtains as concentric circles so that the view chosen doesn't matter. Have them on a class that can be turned on and off easily. Just thinking 'out loud'.
  3. I'd love to be able to show depth on my exterior perspectives by trying to add some atmospheric depth to the background (the atmospheric filtering or layering that we see as objects get further away from us). I thought I might be able to control the opacity of trees and other background images to achieve this but that doesn't seem to work. Then I thought perhaps there might be a way to do this by adding exterior lights and using lit fog but that doesn't seem to achieve anything either. Can anyone point me in the right direction? Is there a guide to exterior rendering that illustrates how to get reasonably realistic depth of view? Aside from shadows being cast, everything looks so flat as though the background trees and building are on the same plane.
  4. @Alan Woodwell Thanks so much for this bit of information. Very useful! This will help me get a solid 'skirt' with a textured ground surface.
  5. @markdd That did the trick! Thanks very much for the suggestion, I appreciate it.
  6. Hello, I've made a coloured glass backsplash that should be completely blue in the attached photo. However in render works it shows swaths of white that shouldn't be there. Any ideas what might be causing this? I thought it was the lights I installed but I've turned them off and still get the white. Thanks for any suggestions.
  7. Moved question to Renderworks section. Moderators, please delete if necessary.
  8. @Wes Gardner Thanks so much! It never occurred to me to use the drainage tool for this.
  9. I found this post from early 2015 and was wondering if any solution has been found? Had hoped to be able to create a roof assembly using a slab and then rotate it to give it a 2% slope for a low slope roof. Since the create roof tool won't allow such a shallow roof, I was hoping I could do it with a slab, but apparently not. It may be that the only solution is to model the roof by its individual components.
  10. Hi Wes, Adjusting the 3D Fill didn't seem to work, nor did adjusting the 3D Triangles. I then decided to try deleting the dark grass texture from the resource manager for this model and the drawing updated to show the lighter grass texture. I got the result I was after but not sure how! Thanks for your help!
  11. For some reason when I change the texture on my site model, the texture only changes on the 'skirt' and not on the surface of the ground itself. The attached screen shot shows the lighter grass on the skirt, which I can't seem to apply on the surface, which is stubbornly remaining the dark green gras texture. The texture is in my class "site-model" and I can't think of any other place to look to try and change the surface texture. What am I missing? Thanks in advance.
  12. @Wes Gardner Thanks very much! Is it possible to do something similar for transom lights as well? When matching windows with transoms and doors with transoms, using the same rise height doesn't present the same results. Once again it falls to trial and error to get them to match. When you sent the head height of the window and then add a transom, the head of the transom sits under that head height, rather than above it. Ideally, the window head would sit at the defined head height and the transom would extend above that, as they do for transoms applied over doors.
  13. Is there a way to draw doors with sidelights based upon an overall (say, rough opening) width? It would be nice to set an overall width and then the width of the door with the rest left for the sidelight. As it stands now, I can set my door width but setting the sidelight width appears to be based on the glazed portion of the delight. So, to get the whole thing to fit within an overall width, you need to go by trial and error or do a bunch of calculation based on jamb and stile widths, etc. This is a pain in the neck when you want to experiment with different stile widths. It would be nice to just set a door width and overall unit width. Is this possible? Thank kindly!
  14. @Wes Gardner I was looking for turned off classes and all sorts of things before I clued in about checking that little box at the bottom.
  15. @Wes Gardner I hope you can help me. I used the Two Storey Split Level Trainer that you posted above on Posted November 9, 2018 with, what I thought, was some success. I understand the process that you illustrated in the training but when I applied it to my own small project I've come up against a hurdle. I created walls, slabs, foundations, etc. per the trainer but as soon as used "Create Roof" the exterior walls below the roof disappeared. I used all the same settings as in your exercise so couldn't't figure out where I went wrong. So I thought I'd try an experiment and went into the Two Storey Split Level Trainer and deleted to roof in that drawing and as soon as I applied the "Create Roof" tool, the walls below the roof disappeared as soon as the roof object appeared. Is there a glitch or a setting that I'm not seeing? Any help would be appreciated. Edited to add, I thought of the answer while walking the dog. Embarrassed at how simple the solution is.


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