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Andy Broomell

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Posts posted by Andy Broomell

  1. True, but then it adds a ton of bases/verticals along the longer segments. I guess I could just make that small portion a separate object with different settings. Not ideal, but good enough for now. It would be nice to add the ability to turn off the red highlighting feature in the future.

  2. Is there a way to turn off the red pen color for Pipe & Drape Softgoods objects when the segment length is shorter than the P&D sliders?

     

    Screen-Shot-2017-11-09-at-2_31.26-PM.jpg.64bf13602d18e33ad36f79e166df3a3c.jpg

     

    While it can be useful, I don't currently care about the sliders and need my curtains to be color coded a certain way. How do I make those two segments green without converting to group?

     

    This is similar to the Straight Truss tool's "highlight" feature for irregular pieces of truss, but that tool has a checkbox to turn it off.

  3. Unless I'm missing something, there's not currently a way to scale Hatches in Section Viewports the way that you can in normal Viewports (under Advanced Properties). You can only scale line weight and line type.

    5a0398728f9f4_ScreenShot2017-11-04at7_03_36PM.thumb.png.a1428a720bb26db2733024f70a6591e7.png

    Section Viewport

     

    5a039861cfa89_ScreenShot2017-11-04at7_03_44PM.thumb.png.2457750e1d6037698447bdbafd420404.png

    Normal Viewport

     

     

    I'm not sure if there's a reason behind this inconsistency, but it would be great if the functionality were added for Section Viewports. I often make section viewports in larger scales to show a detail of something, and often the hatch fill is then too small compared to the object. I don't want to use class overrides to select a different hatch for the Section Style class (the current cumbersome workaround).

     

    [On a separate note, "Hatch Line Scale" seems like a misnomer, as it's more like a "Hatch Fill Scale" or just "Hatch Scale"]

     

    • Like 4
  4. I'm sure there are other threads about this, but I want to be able to control the "Default" light that exists when there are no Light objects. Specifically, I want to be able to achieve complete darkness when the ambient fill is 0, without having to insert a Light object and turn it off.

     

    Additionally, it would be nice to be able to control the direction of the default light like you can in C4D.

  5. Here's a file with that texture.

     

    11 hours ago, Mike Wright said:

    Would you mind sharing?  I can see with a little bit of work in photoshop how that could be worked in to a b/alpha shader that with the addition of a colour could be used to make various colour skirts

     

    Let us know if you get that working - wouldn't mind having that too :)

    BlackSkirting.vwx

  6. Perhaps you're talking about render modes? You're probably in wireframe, where everything appears see-through. Try switching to OpenGL for a good render mode for working in 3D. Look for the teapot in the upper righthand toolbar, or go to View<Rendering<OpenGL.

     

    59fce17fa940e_ScreenShot2017-11-03at2_36_51PM.png.7c535d68b6c47e1e23c318b1efed0929.png

     

     

  7. Yes! I had the same thought just yesterday as I created a Symbol which included a Truss PIO and some other 3D objects. The 2D symbol ended up just displaying the 2D Truss, so I then had to choose whether to draw in the 2D component for everything else manually, or to take the 3D Truss and Convert to Group. Neither were ideal, but I went with the latter and hopefully I won't have to alter the truss at all.

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