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Andy Broomell

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Posts posted by Andy Broomell

  1. Having exactly two 2D Locus points within the 2D Top component will dictate where the wall in Top/Plan gets cut regardless of other 2D geometry.

     

    (I see locus points in your screengrab, so not sure if they're not working or if that isn't your file, but that's the correct idea).

     

    You can put the Locus Points on the NonPlot class (and turn off the class) to not see the X glyphs as you're working.

     

     

  2. I filed a bug on what I believe to be this same issue, and it's marked as fixed in an upcoming Update [Service Pack]. In the meantime, the only override I found was to set my Attributes Palette to a common pen such as black, then use the Attributes Palette flyout menu to say "Set Default Attributes." Then the erroneous linework would be drawn with that black pen.

    It's definitely a bug - Hidden Line geometry shouldn't ever be directly related to the current attributes in the Attributes Palette.

    • Like 1
  3. One scenario in which this might be happening is that your Active Class is one that has "Use at Creation" checked, meaning the class's attributes override the current Attributes Palette whenever you create an object directly on that class.

     

    For context, the Create Similar Object command (Opt+Cmd+click) just loads the relevant attributes into the current Attributes Palette, but it can't override the function of the "Use at Creation" option.

     

    Try using a different class or unchecking that option for the current class.

    • Like 1
  4. 40 minutes ago, E|FA said:

    I couldn't find a separate existing Wishlist topic for this, but figured it could go here:

     

    Please separate the Sheet Layer dropdown from the Design Layer dropdown in the View Bar.  The lists get very long to navigate through.  They are already separate in the Navigation palettes and are actually very different items.  Classes weren't included in the same dropdown....

     

    That dropdown displays and can be used to choose the current Active Layer. The Active Layer could be either a Design Layer or Sheet Layer. If there were two separate dropdowns, I'm not sure how this could logically still function.

     

    For now the best you could do is set up two Filters: one that displays only Design Layers and the other that only displays Sheet Layers.

    • Like 1
  5. If you already have a chain dimension, you can right click on one of the dimensions and choose "Edit Dimension." Then in the pop-up window that looks like the OIP, you can type in a Note and have it affect only the dimension you right clicked on. This approach can also be used for Precision and other properties.

    • Like 4
  6. I don't think the Navigation Palette or Class Dropdown has ever reflected a Viewport's visualities while in Annotations space. Would be a good wishlist item though.

     

    And I share the gripe about activating Section Line Instances. Often I will place an instance on a Design Layer then hit activate, but nothing is there. Why can't the Activate button make that class visible too? And take me to top/plan, zoomed in to the Section Line while we're at it!

    • Like 1
  7. 4 minutes ago, JuanP said:

    @Andy Broomell , my apologies for the delay. I'm still struggling with this issue. I got an open ticket with the platform developer, but no luck yet, not even with all the updates we've thrown at it in the past few months. I'll bug them again, though. Thanks for your patience. It's much appreciated! I'll keep you posted. 

    I figured it was on their end, thanks for the update! 

  8. I've generally had problems with Image Effects on viewports since they were introduced, and now with Viewport Styles, sometimes Image Effects seem to fight against the style and cause weird issues.

     

    I have to turn Image Effects off and back on sometimes to get the viewport to update correctly.

  9. 22 minutes ago, Tom W. said:

    As far as I'm concerned, Perimeter Mapping + per face mapping (i.e the Texture Tool) are two completely separate things + both should be available.

     

    Exactly.

     

    To think through it one step further, Perimeter mapping only really makes sense for the "Overall" part and wouldn't really be applicable to per-face texturing anyways. So perimeter mapping doesn't need to play well with per-face texturing, at least not directly. Let the Texture tool only apply other mapping types, but keep Perimeter available for the "Overall" mapping types (and presumably only for the object types that used to support it, eg. Extrudes).

    • Like 2
  10. 5 minutes ago, BartHays said:

    You can change the brightness in the edit surface dialog, but often you will not see a difference in shaded view, 

     

    That particular "brightness" value within the Plastic shader refers only to the brightness of specular highlights that are rendered on that texture. It doesn't affect the general brightness of that texture.

     

    The only shader that does that is the "Glow" shader, which causes the texture to be self-illuminated. And if you want that texture to also still react to lighting in the scene, be sure to go in and check the "Add Matte Reflectivity" checkbox. The Glow shader appears fairly accurately in Shaded mode these days.

     

    But, I'm not sure whether this is even what the OP is referring to... Perhaps a screengrab of the issue would help @andrenogrib.

     

    You might also get some mileage playing with the settings under View < Set Lighting Options.

    • Like 1
  11. I want to say @Rick Berge is one of the relevant folks for Data Vis. Rick, can you help enlighten our understanding of the limitations and potential improvements here?

     

    Similar to Chris's posts above, I've had students wonder why the list of values under Display Criteria doesn't correlate directly with the objects that meet the Object Criteria.

  12. I group and ungroup things a lot too for isolation purposes.


    Just be aware that when you group objects, these are all brought to the front of the stacking order, so if your objects were stacked in a certain way in Top/Plan you may need to consider this aspect.

     

    But if you're really just working in 3D only then it's not much of a concern.

    • Like 3
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