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Andy Broomell

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Posts posted by Andy Broomell


  1. Honestly I don't use Color transparency much, and same as you guys I find that it doesn't show up in OpenGL.

     

    Color transparency is not choosing a color to be transparent. Rather, this option blends an additional color into the object when rendered. For example, the two objects below have the same "Color" (blue), but the one on the right has the Color Transparency set to a yellow color.

     

    140907969_ScreenShot2020-07-02at11_10_18AM.thumb.png.22d596ff839326ea3e4fbaebcb043112.png

     

    Using white in the Color Transparency options has no additional blending effect.

     

    (At least this is my understanding of it; if anyone has more experience I'd be curious to here how it's used).

    • Like 1

  2. Are you mixing a color into the transparency?  If you're only keeping the color set to white, then you might a well just use Plain transparency instead.

     

    Also, one difference to note between the two methods is that the percentages are reversed - for one, fully opaque is 0% and for the other, fully opaque is 100%. But once you inverse the numbers, the transparency amount works the same between the two (when the color is set to white).

     

     

    • Like 1

  3. Just want to toss in the notion that the Design Layer scale has nothing to do with getting the PDF scaled properly or drawing objects at the correct size (since you're always drawing in 1:1 real-world measurements). The Design Layer scale is nothing more than a preview scale: you could set your Design Layer to any scale and it doesn't affect object dimensions. It could even be changed after things are drawn. (I know Pat knows this, but just commenting for anyone else who might read this thread).

     

    That being said, setting the Design Layer to the intended output scale right off the bat is usually a wise choice 😉 

    • Like 1

  4. I'm once again curious what the "Perspective Distance" value actually relates to in real life. What is the 'view plane' referred to above (in Vectorworks I mean)? If the view plane were visible or measurable that answer would make more sense to me. Also, I'm not sure what layer scale has to do with it. I'd be thankful for additional explanation there.

     

    I realize this parameter changes the amount of perspective, but is it referring to a measurable distance? Or is it a scale factor of some sort? Or is it an arbitrary number? (that's a valid answer).

     

    With some playing around, it seems that there's a relationship of 1:1.111 between the Perspective Distance and the width of the camera view at that distance. For example, if I set the Perspective Distance to 10, then 10" away from my camera's origin the width happens to be 11.111" wide. This ratio seems to hold true for any distance and also in other units, though I'm not sure what conclusion can be drawn from this, haha.

    625927842_ScreenShot2020-06-25at4_15_18PM.thumb.png.eb01da2397f3186c9327972ff6c690ec.png 1099300092_ScreenShot2020-06-25at4_15_24PM.thumb.png.c72765bbb7657600ffcf4618665b5f76.png

     

     

    I'm down the rabbit hole a bit, and at the end of the day it's just curiosity and not crucial. Currently when students ask what that number is I simply say it's arbitrary and there's no reasoning behind it. Hopefully I'm wrong.


  5. Agree on all of the above.

     

    Also, some courses have downloadable files to follow along with, while others don't. For example, I'm learning about Site Modeling, but there aren't any course files to download and I don't have survey data laying around (not something I've had to deal with in the past). So I can't really even practice the lesson...

     

    Even if I did have my own survey data, it'd be nice to practice with the same file that the video shows.

    • Like 2

  6. Can you post a screenshot of what you're hoping to bring in, or perhaps link to the online sites you're talking about? There are many flavors of figures (2D vector outline, 2D raster image, 3D Image Prop based on 2D raster image, or photorealistic 3D mesh). That will help us better address your question.

     

    I'm pretty sure you're referring to the Image Prop variety I mentioned above, though I may be wrong. When you make the Image Prop, make sure to check "Create Symbol" then it'll show up in your Resource Manager as well. (Or you can just do View > Create Symbol out of an Image Prop that's already created).

    1522380667_ScreenShot2020-06-11at6_35_13PM.thumb.png.d7bea9007b10eb0151048d94b2b73cea.png

     

    After doing this you could drag the symbol in the Resource Manager into any User Library or Favorite file on the lefthand side for future use.


  7. Shadow Catcher refers to a type of texture; it can be applied to any object. In my example above, I drew a large circle and extruded it to a height of 0", then applied the texture in the Render tab of the Object Info Palette.

     

     


  8. 13 hours ago, sarab said:

    ok so how do I get the 3D image I have found into my resource manager after downloading onto my desktop, or new stairs or anything?

     

    I think you might be asking how to take an external image of a figure and make it an Image Prop in Vectorworks, which is an object that takes the photo and applies it to a plane in 3D space that can be set to always face to camera.

     

    Model > Create Image Prop. The 'masking' depends on your source file, so let us know if you need help there.

     

    Help documentation: https://app-help.vectorworks.net/2020/eng/index.htm#t=VW2020_Guide%2FTextures%2FCreating_image_prop_objects.htm

    • Like 1

  9. 8 hours ago, line-weight said:

    I can't really use the exact-size sheet method you describe because the number of viewports, and I want them on the same sheet so that I can transfer class settings and other stuff easily.

     

    You can also tile multiple pages on one sheet layer. I have one "Render" sheet layer that has any number of tiled pages, each with a viewport aligned to it. Of course that only works if they're all the same size viewport...

     

    And yes, that script can be super handy! It exports the correct pixel dimensions as rendered, though one slight annoyance is that it only exports at 72dpi and changes the image dimensions accordingly to keep those same pixel dimensions. But can still be a real time-saver.


  10. 2 hours ago, herbieherb said:

    On 5/30/2020 at 5:44 PM,  SeanOSkea said: 

    no transform tool with axis locks like virtually every other software in the world

     

    Vectorworks has smart edges: https://app-help.vectorworks.net/2020/eng/index.htm#t=VW2020_Guide%2FBasic2%2FSmart_edge_snapping.htm&rhsearch=smart point&rhhlterm=smart point&rhsyns=

    It's better than simple axis lock because it is not limited to the xyz axes, but locks in every direction you want.

     

    I assume he's referring to something like a 3D gumball/gizmo/grabber/widget interface which Vectorworks SORELY lacks. Smart edges are nice for some things, but are not a replacement.

    Here's an old wishlist topic to upvote: 

     

    Honestly I think this would be the number one thing that Vectorworks should implement that would be helpful to any and all industries.

     

    • Like 3

  11. VW2020 is still all sorts of poop when it comes to image exporting at accurate sizes. 😕

     

    Because the Export Image marquee is functionally broken, whenever I need pixel-accurate exports I use another method which is more reliable:

     

    I typically render with a 16:9 aspect ratio camera, and I make my viewport 16"x9" and line it up precisely with a Sheet that's also 16"x9". That way the viewport perfectly matches the sheet.

     

    If I set my Sheet dpi to 120, for example, and hit Update on the viewport, then the number of pixels rendered is 1920x1080 (Full HD). When I go to Export Image I choose "Each Page as a Separate Image" hence me aligning it perfectly. Note that you have to manually type in the dpi you rendered at (120) and the width (16"), but if you do all those steps then it will actually export at the right size! 

     

    Back to the topic of the marquee, it actually displays wrong numbers TWICE. Here's a screen grab of the above situation which should be 1920x1080:

    1100644573_ScreenShot2020-06-10at11_07_01PM.thumb.png.1d3842e2b112a5e62fb48692c442f3a6.png

    The floating data bar shows completely arbitrary pixel numbers. Then when it returns to the Export Image pop-up, it inserts some other set of arbitrary numbers:

    1233254169_ScreenShot2020-06-10at11_15_48PM.thumb.png.31a8e14bf15033f778bc3d55431a1e94.png

     

    It should be smart enough to automatically use the correct pixel dimensions...

     

    BTW, it would be amazing to have an actual Picture Viewer like C4D, or a right click option to just export the rendered pixels as mentioned above... But even if those don't come to fruition, it'd be great for Vectorworks to at least fix the existing tool to work as designed.

     

     

     

     


  12. Well the door does seem to be inserted properly and I'm not seeing any specific settings that would cause it to not break the wall. However...

     

    Perhaps it has something to do with the scale that you're creating things at, and by scale I mean the literal size of the objects. For example, the door seems to be over 3000 feet wide... I'm guessing these tools weren't designed for doors that large. 🙂 

     

    It appears that you're building based off of a ground plan image. Before doing any 3D modeling, you need to make sure that plan is in scale, which can be done by selecting the Bitmap then going to Modify > Scale Objects, then using the Symmetric By Distance Option. Click the button next to "Current Distance" then click two points along the scale bar in the image, then in the "New Distance" field type in the dimension that line should be.

     

    Let us know how it goes. Good luck!

    • Like 1

  13. Yes, I re-create my workspace each year to help avoid the corruption issue and to make sure new tools are incorporated.

     

    I should also note that nothing was really "moved" around for the very reason you bring up... When getting outside help it's beneficial for commands to still be in the same menu location. So the main things that were changed include setting up better shortcuts for basic tools, and adding shortcuts to commands that didn't have one to begin with (changing only a few existing ones). I've indeed seen other folks' custom workspaces that are so different than the default that it's hard to talk the same language.

     

    I would very much consider this an optimized version of the default workspace, rather than a completely "new" workspace 🙂 


  14. Hmm, good question. I’m not sure about individual Light overrides from the Visualization Palette.  My guess is no?
     

    I typically only turn entire systems of light on or off by putting the Lights on classes and making those classes visible or invisible. 
     

    The eyedropper definitely does copy “Lighting Options” along with Foreground/Background render settings. But let us know what you find out about Light overrides. 


  15. Here's a tutorial I made for creating custom door and window symbols that insert correctly into walls, both in 2D (with loci) and 3D (with Wall Hole Component).

     

     

    custom-door-window-guide.thumb.jpg.7118d74868cf8472f465dd0471b51e38.jpg

     

    LINK: https://www.andybroomell.com/custom-doors-windows-vwx

     

    I typically use the parametric Door and Window tools for the first pass at a design, including placement and size, but when it comes to the next phase I replace these with custom-modeled symbols. This gives you full control over both the 2D and 3D representations. If the unit is modeled well in 3D, detailed elevations and section cuts can be taken directly from the model.

     

    Let me know if you have any feedback on the tutorial. Hoping to make more over time 🙂 

     

     

    • Like 4

 

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