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Andy Broomell

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Everything posted by Andy Broomell

  1. Correct, OpenGL should never be used to gauge anything related to lighting or rendering. To save time with test renders, there are three things you can do: Use your own render styles (rather than Fast or Final Quality Renderworks). I have two or three for different quality levels, all better than FRW but faster than FQRW. Use the Render Bitmap tool on the Design Layer to render only the area you're working on. With a sheet layer viewport, lower the DPI for test renders. Sometimes I work as low as 30 dpi (depends on size of viewport, I use 16" x 9" VPs)
  2. OpenGL doesn't display any type of Reflectivity shaders, so the texture's Glow effect won't show up. For OpenGL you'd have to rely solely on the Light objects, but bear in mind a max of 8 (at random) will cast light in openGL. Any of the Lights inside bulb geometry also won't show up because unfortunately the "cast shadows" checkbox in the texture settings doesn't affect OpenGL either. I always place all my Light objects on a separate class (or classes) so that when working in OpenGL I can set those classes to Invisible and get the "Default Light" back. That makes it easier to continue working on my scene when I'm not thinking about rendering. If I'm doing OpenGL fly-throughs, I may drop in a single point light or two purely for OpenGL, separate from the lights that exist for rendering purposes.
  3. For the bulb geometry, I'd probably draw the profile of it in front view and then use Model > Sweep to revolve it into a 3D shape. Make sure the Sweep's "Segment" angle isn't too small - increase to maybe 20 or 30° (as high as you can while retaining a good look). Make a Renderworks Texture for the bulb. For the color shader, set it to a warm white. For the Reflectivity shader, set it to Glow, then click Edit and set Brightness to perhaps 150% (you can change later if need be). Apply the texture to the bulb object. Create a Symbol from the bulb geometry before duplicating it to other parts of the chandelier. In order to see the emitted light, you need to render with Indirect Lighting. If you're using Fast RW or Final Quality RW, then this can be set under View > Set Lighting Options. If you're using your own RW Style (recommended), then turn on Indirect Lighting in the Lighting tab. 3 bounces is typically fine unless it's a dark scene. If you need more light from your chandelier, you can also add a Light object. This could be one for the entire chandelier, or one Light inside each bulb (depends on the design of the chandelier and how many bulbs there are). If you add Lights, you may have to edit the textures assigned to the bulbs/chandelier and uncheck "Cast Shadows." Let us know if this gets you there, or feel free to post a screenshot for additional guidance.
  4. Looks like it happens even when AO is turned off.
  5. It does seem to be something like that. Strange... I wonder if someone from Vectorworks can elaborate on what's happening with the combo of the two images' pixels. I should mention that I'm not typically using a simple solid-color image like in the example, but in this case changing the Color shader to plain Color would be a workaround.
  6. Here's an issue I've had for years... I'm curious if anyone knows why it happens or if there's a fix. The basis of the problem is that areas of a texture that are semitransparent seem to also get darker in value when rendered. For example, here I have an image prop that is a soft-edged yellow circle (imagine perhaps it's the halo around a light or something). It should look like this: But when rendered in Renderworks it looks like this: The pixels should only range from yellow to white, where is that darkness coming from? Vectorworks file: Transparency_Issue_v2020.vwx Transparency_Issue_v2018.vwx
  7. Thanks for the info @jeff prince! Obviously you can't upload the VWX files you've cleaned up since these were purchased assets, but given your experience, perhaps you could recommend which artists/sources worked best for you?
  8. You should still be able to use the Cmd+Arrow method after clicking out of the Layer dropdown (the filter is still applied in the dropdown even if the dropdown isn't expanded). Try again and let me know if it works, otherwise I could take a screen cap of how it's working on my computer.
  9. It seems as though the functionality you describe happens if you apply the filter in the Layer dropdown at the top of the screen, but not if you apply the filter in the Navigation Palette. I'm not sure if this is a bug or "working as designed," but for now, try applying the filter here and see if that works for you:
  10. This was an issue when 2020 was first released, but seems to have been fixed in a Service Pack. Are you up to date on the software?
  11. Yes, transparency for 3D objects can only achieved via textures.
  12. I recently saw that too and laughed. Theres also a "© 2018" and then two lines later "© 2019".
  13. Hi Grant! In the 2D part of the symbol, add two 2D Locus points, one for each side of the window where you want it to break. It's also helpful to assign these loci to the NonPlot class, though not essential.
  14. Fantastic tool! Vectorworks needs to buy this and replace the terrible existing Break Line tool.
  15. In your TBB Style, turn on the checkbox for "Use Automatic Drawing Coordination"
  16. The Extract tool indeed seems to work intermittently in the file you posted. Not sure why... But I'm not sure that you need to be extracting surfaces in the first place. I'd recommend selecting the Walls you'd like to texture and in the Render tab set the "Mode" to "By Object" rather than "By Component." That way you can simply choose the Left or Right side of the wall and apply the appropriate texture: Hopefully this helps, though I realize there might be other reasons why you need something different in your particular workflow.
  17. The grey part of the chair is presumably a "Mesh" object. A Mesh is a special type of object that contains multiple "3D Polygon" objects within it, sort of like a group that glues all the 3D Polygons together. Accordingly, if you double click a Mesh you end up "inside" the mesh container and you can select individual 3D Polygons, which is what I'm seeing in your screenshot. Try exiting the Mesh (the button says Exit Group), then apply a texture to the overall Mesh itself. Vectorworks won't let you texture the internal 3D Polygons individually (though if it were necessary to do this, you could select the Mesh and explode it using the Modify > Convert > Convert to Group command.)
  18. Remember also that "Project Data" fields populate across all title blocks in a file, even if they're different Title Block Styles. I've used this in the past to have two different Title Block Styles that have data in common between them.
  19. Personally, I would blur the image BEFORE making it a texture so that's just baked in to the object before you render. Not sure if this works for your particular situation, but if so, it saves you from the render time mentioned above for blurriness, plus you don't have to do anything in "post."
  20. Agreed. I'm sure there are folks who'd feel strongly about "AS NOTED" vs "As Noted" - plus I've seen plenty of variations such as "As Indicated."
  21. If the Drawing Label is in Viewport Annotations, turning on all the classes in the Navigation Palette won't fix it. Instead, exit Annotations then turn on all the classes for the viewport with the Classes button in the OIP. Hopefully your Drawing Label will then appear.
  22. Same here in 2020 - still irks me every time...
  23. It might vary by industry, but in entertainment "As Noted" would be common for multiple scales on one sheet (assuming each view has a drawing label that indicates the scale).
  24. My favorite that I've added: DOUBLE CLICK (mapped to a single mouse button, the one near my thumb). There's so much double clicking in Vectorworks that this has really helps reduce the number of clicks each day, and in return reduces wrist pain. It's even useful outside of Vectorworks, such as opening files and folders in Finder.
  25. Absolutely. There's a laundry list of improvements that should be made in regards to texture mapping (even if they don't take it to the point of UVW mapping). For the example in your original post, I'd definitely use the Attribute Mapping tool to get the image into place.


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