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Andy Broomell

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Everything posted by Andy Broomell

  1. If it's an Extrude, simply double click it and copy the 2D shape contained inside. If it's something else, try using the "Extract" tool from the 3D Modeling toolset, with the 4th mode (Extract Surface) - and under the preferences button make sure "Create Planar Objects" is checked. Click the flat surface you want to extract then click the Green Checkmark or hit Enter. Hopefully this works for you.
  2. I think you might actually want your Foreground Render set to "Hidden Line" - then under Foreground Render Settings, check the "Sketch Hidden Line Results" box and choose the Sketch style there.
  3. Thanks herbieherb! This is useful as a band-aid in the short term, but it doesn't quite address the need for true vertical tilt correction. The script simply aims the camera straight forward, which does indeed make vertical lines parallel, but is different than actual perspective correction which would make the lines parallel even when the camera is angled slightly up or down.
  4. As someone who teaches VW a lot, this is the truth. Most of my lessons involve "VectorWorkarounds" 🤣
  5. In order for Glow textures to respond to external lighting in a model, you have to check "Add Matte Reflectivity" in the Reflectivity shader options. (I think it's a poorly named checkbox, but that's what it does). This way the texture will be both self-illuminating and will respond to the lights and gobos.
  6. Here's one approach, though I'm not 100% sure what you're going for: -Model your object. -Don't model any geometry for the infinite background. -Render in a sheet layer viewport. -Set RW background to None (if you want transparency upon export), or HDRI white would work too if you don't need transparency. -Where you want shadows/reflection, extrude a circle or rectangle to 0", and make/apply a shadow catcher material. This will give you the shadows and reflections, but no rendered geometry. (One drawback is that shadow catcher reflections apparently don't have a blurriness parameter). -Use File<Export<Export Image file if you want to be able to export a PNG with transparency. Example:
  7. @GGC THANK YOU. The inconsistency with which callouts respond or not respond to viewports of different scales is ridiculous. I waste so much time dealing with callout settings. I want them to always look the same regardless of viewport scale. Add font size into this mix. I don't want my text twice as large in one viewport just because the scale is double. (This ties into copy/pasting, and also using the Create Similar Object function - they all need to work). Every aspect of a Callout object should be able to be made Page Unit dependent. I want to set it once in a document and never think about it again. Currently I have to think about it multiple times per day.
  8. I remember running into this exact issue once. Definitely confusing.
  9. Unfortunately not, but there should be! There a couple topics on it, but this one has the most upvotes:
  10. Will this direct editing capability also apply to line/fill colors in the Classes Organization dialogue box? Will we see any additional fields added to the Navigation Palette that are currently only in the Edit or Organization windows? In particular, I'd love to see (and now edit) the Sheet Layer DPI in the Sheet Layers tab of the Navigation Palette.
  11. Very cool. Is there a way to turn this into a menu command with a pop-up that asks for Type, Prefix, Suffix, and Find/Replace? I've yet to have any luck with the Convert to Menu Command option for Marionette networks, but I also know very little about Marionette...
  12. I've been to that beach! Cádiz is a beautiful city. There's probably some metaphor here too:
  13. I've experienced what I believe is the same issue, where circular extrudes sometimes don't render their endcaps. I've submitted bugs on it but have never heard of a solution being found. There are of course workarounds such as converting your extrude to a generic solid, or extruding a many-sided polygon instead of a perfect circle, but obvious these have drawbacks. It would even occur and not occur in the same viewport from one "Update Viewport" to the next...
  14. Any update on this? Or are inputs always alphabetical now?
  15. Amazing, thank you herbieherb! The ability to export multiple viewports, plus the naming improvements are all really fantastic. By the way, before adding the script to my workspace as a command, I put a pound sign in front of lines 28 and 29, since I want to be able to export out-of-date viewports as well. I know very very little about coding, but this seemed to work 🙂
  16. I just Googled to see if there's some way to do this... and of course I came across my own wishlist item from last year 🤦‍♂️
  17. Regarding full screen preview (from a reference guide I wrote for a class that I teach): When this checkbox is enabled, the entire render will start coming into view at once, starting blurry at first then improving with subsequent passes. This function allows you to more quickly get a general sense of what the rendering will look like, so you can make judgments sooner. Conversely, when this is unchecked the viewport renders small squares starting at the center of the image and working outwards, and each square is the final state of the render. It is personal preference whether to utilize this function, but it should only be used for test renders and not final renders, because even though you can see an overall low-quality image sooner, it actually takes slightly longer to finalize the rendering process compared to if the function were turned off. Therefore it’s useful only if you’re actively “watching” the render happen.
  18. I've seen it done various ways, depending on how quick and cheap the shop is building it, but 4 solid verticals and 20 horizontal pieces would be common (either toenailed with nail/staple gun, or offsetting each one 3/4" up and down). And occasionally I see framing members installed on face rather than on edge wherever there's a lauan seam in order to help with fastening. But I don't think the tool would need to do any of those things. 🙂 Since construction methods surely vary from shop to shop and region to region, generic is good for a tool like this. (I'd also be curious to hear how other people see their flats built). To avoid Z-fighting at the intersections it's likely you'd want to do it as individual horizontal pieces rather than solid long pieces, if possible. But I'm not sure of the complexity of scripting!
  19. As another potential workaround, have you tried "Sheet No. - Dwg. No." and then deleting the separator hyphen?
  20. I've had issues even rotating section VPs 90° - so there's something buggy in general.
  21. Agreed, I'm surprised it's not included. I use that tool all the time for creating handrails on sets, safety railings, etc. - it's certainly applicable to entertainment designs.
  22. I'm guessing this is a viewport with Foreground Render set to Hidden Line? If so, click Foreground Render Settings button in the Viewport's OIP, and set the Smoothing Angle to something other than 0° (like 30 or 45°) and re-render. Let us know if that works.
  23. Cool! Thanks!! In a future version, another thing that would be helpful is the ability to add additional verticals along with the horizontals. For example a 10x10' Hollywood flat might look like this:

 

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