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barkest

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About barkest

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  1. barkest

    Data Tag Enhancements...huhhh?

    It was my understanding that Autodesk recently purchased Rockwell Automation ūüėĪ
  2. barkest

    v.2020 now available

    Longer history affects performance and converting to solids would be the right approach. For more complex objects I tend to copy them and move them out of the way just in case I have to amend them. The new history update is good news but its more of an extension rather than a brand new option (that's the way I see it). Very welcome addition although as you say it can lead to issues.
  3. Maybe you have some lights not in the class. Also look at:
  4. You can control the on/off of all lights via the visualisation pallette
  5. barkest

    v.2020 now available

    Overall there are some 'bits' that are useful and will save time. Graphics improvement is a big one and the modelling history will reduce the back and forth. Some elements I was hoping for, although in reality not expecting, stair tool for example. On the surface an ok upgrade
  6. When you say you cannot adjust the light brightness it is possible that the light is part of a symbol. Right click and chose Edit 3D component Once inside the component then select the light object and adjust as required. It could be that it also is inside a nested symbol in which case right click and keep travelling down until you can isolate the light. If you find it is part of a group (group will show in the OIP) then double-click and keep going again until you isolate the light object
  7. Do a quick check to make sure you do not have more than one wall in the same place. Also with the wall selected make sure the texture is on the correct part; this means the right, left etc. and not on overall. Select the wall layer or class and turn off the visibility on everything else and see what it looks like with nothing else interfering (lights for example).
  8. barkest

    bending an object with an applied decal

    Seems to be a theme at the moment
  9. barkest

    bending an object with an applied decal

    Unfortunately not. You could distort in Ps then add the decal. Not great but a workaround I had the idea to create a plane with an extrude of 0 and apply a transparent texture and then deform the plane to match the already deformed object but that was unsuccessful. Cylinder projection has a few more options but nothing I could work with sorry
  10. barkest

    bending an object with an applied decal

    Behaves as expected on your file Here is a tapered solid and it works ok as well. I am probably missing something here so which deform are you having issues with and how? I applied the decals after the deform <Edit> ah I think you want the decal to deform?
  11. barkest

    Grain direction, Renderworks texture

    I have spent such a long time on this subject over the years as it is so important to VW interior design. A few years back I had a long discussion with Jim about this and he was very doubtful it would ever happen. At the time my view was that we can take an object from VW and UV map it elsewhere and then bring the object back as a mesh with the map intact. I asked if we could somehow map elsewhere and then make a relationship in VW between the original object and the external map. He said it was not possible which is understandable but worth asking. Jim's advice at the time was to use C4D and BodyPaint. Given that BP is out of date, and pretty awful (It was the industry leader many years ago) I did not see it as an option. Even more so now with the subscription based direction of Maxon and BP did not get a lot of love in the last update. For interest after years of trying for a solution and using SketchUp, C4D, Maya (plus a few others) I settled on Blender. Maya's UV mapping was outstanding but in the end the cost was prohibitive. The recent 2.8 version of Blender is great and of course it is open software and completely free. As a pipeline it works very well and I am more than happy with the results. <Edit> my pipeline shown against a similar object to the OP 1. I created the object in VW from a 2D extruded shape. 2. VW to blender as .dae and then UV map 3. Export map and add texture in PS. If you don't have PS and want a completely free pipeline then Krita is fine https://krita.org/en/ 4. Add texture back into Blender and export as OBJ and import into VW Once you have the UV map the rest is easy with regard to changes etc. You just swap out the texture in VW and texture however you want Necessity is the mother of invention!
  12. barkest

    Grain direction, Renderworks texture

    One of my greatest bug bears with VW is the lack of being able to map textures. There is a workaround for your issue. Extract the surface, extrude by 1mm and add the texture to the new object and set in the correct direction. The image shows that you should select face mode and make sure you Create Planar Objects. Then you can extrude and re-map.
  13. barkest

    Viewport Updating- Why?

    You are not alone
  14. barkest

    Opacity and Transparancy

    You can also use the transparency shader on the texture. Of course this would apply to all objects with that texture so you would duplicate the original and remove the transparency.
  15. barkest

    Problem to Import .OBJ File (Textures)

    @Paulo Ferrari There are some textures you do not need. For example VW does not use normal maps (bump only) so it depends on which 2 textures you have missing. You may not need them. I guess you may only need diffuse. I say this because the extra textures will increase the file size which you try to avoid.

 

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