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nwfonseca

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Everything posted by nwfonseca

  1. UPDATE: looks like I might know what caused this. The earth wasn't pulled out from under my feet. A coworker had the design layer elevation set to 240" relative to the layer plane. That means the model IS floating above the earth. So when I would set my viewer height to 60" eye height I would be under the building. In order to stand at 60" I have to set the eye height to 300" The perils of file sharing I guess.
  2. The polylines/ polygons are the ones with the pattern on it that you see in file when you open it. I am in VW2020 If you double click the polys the screen goes into rotated mode. I can look for more to see if they do it.
  3. It appears that after working with Vectorworks since 2008 that I still don't understand how planes (or the ground) work . This is a recurring problem for me. In one file the view gets rotated. In another, my building somehow ended up 240" above the layer plane. I didn't select all and move the building in relation to the layer plane unless it is possible to do so without knowing you did it (is that possible?). That leads me to believe that you can alter the location of the axis origin on the Z axis in relation to the model. I have worked in other 3D applications and I never had a whole model move the height of the model up or down unless intentionally did so. It seems you are able to move the earth in relation to an object sitting on it or am I missing something?
  4. Okay, I was able to replicate how it is going into rotated view. When I double click on some polygons and poly lines to edit them, it goes to rotated plan view. I can get out of it by hitting zero but I don't rightly know why it does that. I added the file and you can try it out. Another Auto Hybrid Test.vwx
  5. No, I didn't intentionally use rotated plan view unless I accidentally rotated it. It is conceivable that I accidentally rotated it, but I don't even really have a need to rotate it so I have no experience with rotated views. If I properly understood the underpinnings of it, I might be able to undo the "problem" Is it possible that I inadvertently hit a key and made it happen and didn't notice? Can that happen? If there is a better place to discuss this can you tell me where to find it? Thanks
  6. I kept doing that, but it keeps reverting back to rotated view. I don't even know how it rotated as I didn't specifically try and rotate it. I ended up copying and pasting it in place in another file. I was working on another file for the same project and now it looks like the model is not sitting on the ground even thought it looks like the it is sitting on the right location. When I go to test the walk through tool it says eye height is about 300" and I am in the building but when I set it to 60" I am under the model. I am not even sure how it is happening or what I am doing so I can take corrective measures. I don't know if I accidentally grabbed the axes and moved them or what? ugh.
  7. I must have somehow rotated the plan view while I was working and now I can't get it back to the way I started. Is there a way to make the axes go back to original placement? Honestly I have no clue how this even happens. I have had a few times where the axes will somehow get rotated in relation to a model and I don't know how it even happens. Can I lock down the axes to prevent this from happening?
  8. No, still not possible. You can disguise the fact that it doesn't work depending on your render mode. If you any render mode other than Open GL the caps wont be visible. Essentially, if you want complete control over the walls you will have to not use walls and use solids.
  9. I'll post one as time permits, thanks!
  10. Maybe, I will have to ask my boss if that is something I am allowed to do. We are federal so have strict rules on what we can share.
  11. the scale is the same btwn sheet and design layer 1:50
  12. Here are 4 screen shots taken from my file: The first one "OpenGL Design Layer" is default OpenGL settings in the design layer. Colors, textures, and lines render beautifully. The second is a viewport on a sheet layer. All settings are set to high and sht layer dpi is 300. the colors look terrible. line-work is turned off and hidden line foreground is on. Lines look fine. The third is the same settings as the second but with textures turned on. Everything looks bad. The fourth is the same as third but this time foreground render is off and generate lines in OpenGL is on. Everything looks terrible. What I want is to have the sheet layer to match the quality of the design layer. Is that possible?
  13. I am also having trouble making the sheet layer overide the design layer colors. I have a section plan that shows colors and I can change the colors, but it doesn't have any effect in section elevations. Is this not possible for elevations?
  14. Yes, I have the DPI set to 150 and it didn't look much better. 300 seems to be pushing it.
  15. Hey all, I have an issue relating to the appearance of OpenGL appearing different in viewport vs appearance on design layer. While on the design layer the colors, textures, and images look great. In the viewport the the colors and textures don't align with shapes and the line-work looks very bad even with anti aliasing turned on. For our projects we will do elevations of our upcoming shows with the artwork hung. We have one appearance, full texture, lighting etc. for 3D renderings, For our 2D elevations we will do almost hidden line drawings with some flat colors and the artwork displayed. If we draw the elevations flat on a page with the artwork, everything looks great. However, when we create the elevations from the 3D model everything looks bad. This results in having to have a full 2D set and 3D set. Sometimes colors appear in section viewports while rendering in hidden line but it isn't consistent from viewport to viewport.
  16. Hey all, EDIT: Looks like I was using the wrong render mode UGH... Open GL doesn't display decals and the tutorials don't mention this; only cartoon render modes. Open GL is a cartoon render mode? I work mostly in Open GL as it is the most versatile render mode. If you are using Open GL when you create a decal, it simply doesn't doesn't appear and there is no indication it even exists or it tiles across the surface and you think something is wrong. That is classic poor design, if there is no feedback when you engage in an action the end user has no idea if something worked or happened. This is why people use Sketchup for concepting. When you apply an image decal it appears in any render mode, and you can have line-work on whenever you want. It is hard to understand how a lame freeware can outperform a high end 3-4 thousand dollar software in some aspects but it does. I am back to tap the collective minds again. This time I am having some difficulty creating a decal. The process seems to go smoothly but after I position the decal with the attribute mapping tool, the decal tiles across the surface rather than staying in place. This must be a setting that I have inadvertently turned on. I can share a file if it helps. Thanks!
  17. I am not able to share the file unfortunately as it isn't allowed. I can share parts of files in a separate document but not an entire document. Thanks for the offer. All of the help so far has been very helpful. I managed to fix everything so that is a plus.
  18. @rDesign it is good to hear that this issue has to do with moving the something and not from using layers. It seemed silly otherwise.
  19. @jeff prince I work in museum exhibitions and our location is a single story. I definitely have use for classes as I like to be able to have control of the appearance of elements from one sheet to the next but having some of them on separate layers would definitely be useful for keeping things organized such as lighting tracks, artwork, entourage, partitions etc.
  20. I was wondering if anyone had any tips for managing multiple 3D design Layers? Currently all of my 3D elements are on a single design layer with pretty much everything controlled by classes. This works but it can be a bit tedious to always have to turn off a bunch of classes for a sheet layer or saved view vs. turning off a single layer. I started testing multiple design layers using the unified view, However, I ran into an issue where the saved views no longer were in the same location. I don't know if this was caused by using more than one layer, adding RW cameras or if I somehow accidentally changed the X,Y,Z origin. Any thoughts or ideas? Luckily I do most of this testing in a test file so I am not losing anything.
  21. We really need capped wall openings that are independent of doors. I work in the museum industry and we build partitions that have openings without doors or a jamb in them (they are also pretty common everywhere else actually). However, currently in vectorworks there is no way to do this using walls with components (at least not that I am aware of). During construction when you punch through a wall you cap it with drywall, you don't just cut a hole and leave it. There are workarounds such as making all the components the same color but that only works if you don't render line-work. When you render with line-work you can be left with at least 3 shapes and six lines on the faces of the openings. The baseboards in our museum are flush with the drywall with a 1/2" reveal separating them. I add them by using a vertical offset of the front drywall component. If the baseboard wraps into the opening there is no way to inset the trim as you would on the outside of the wall. Another workaround is to not use walls and use generic solids but that kind of defeats the purpose of having a wall tool. I can rapidly create the walls in my space but I spend immense amounts of time trying to get the walls to behave the way I need them too. I am surprised there is no way to do this without having to do a workaround.
  22. I figured out what was "wrong" though to call it wrong is technically not correct. I have the indirect lighting turned up to 16 bounces, which cancelled out the brightness of the lights. When I turn up the intensity I can now see the shadows cast. I wonder if I drop down the number of bounces if that would equalize things. Or, I can try with the indorect lighting turned off.
  23. Hey all, I am working on some rendering and I was wondering what render modes actually use lights? I created a viewport and there isn't a difference if the lights on the design layer are on or off. Do the lights only affect certain render modes such as Open GL? I am using a custom renderworks style set to Realistic-Interior 16 bounces-both ambients on. I have an exterior heliodon and a few point lights in the interior and they light up the design layer super bright in open gl but they don't have an affect om the viewport. A penny for your thoughts...
  24. Thanks, I guess that answers my question. It seems I can work with custom renderworks to get the lines and colors the way I like them. Cheers!
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