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  1. ahh sorry for the confusion. The object you are having problems with is called "Landscape area". This type of object is only available in the Landmark module, which I don't have. Sorry, I can not help with that other than offering another work around. I use the texture bed site modifier for grass (which moulds to your site model below). Not sure what "landscape area" does so that might not work for you.
  2. Yes, if you are using a texture bed site modifier, this bug affects it. unchecking mesh smoothing under site model fixed that for me. Hopefully you have a work around now that works for you.
  3. What type of object do you have the grass texture applied to? (ie. 3d Polygon, Nurb Surface)
  4. Yes... Thank You. Unchecking "Mesh Smoothing" from the 3D Display tab in Site model Settings makes the grass grow right side up. I am not sure how removing Mesh Smoothing will affect my renderings as I just did a quick test to check the grass. I have areas that do not have grass so hopefully the mesh is still smooth enough with out this checked. I'll report back here if I am not happy with the result but at least you isolated the problem. Thanks again.
  5. I am having the same problems. I use a texture bed site modifier with grass texture over a site model that has always worked before. I couldn't figure out why I was no longer able to see the grass blades until I accidentally looked underneath and saw the grass blades were growing into the ground. Please fix asap.
  6. When you mentioned during the teasers that not many new features would be released and that time was focused on fixing and implementing 2.0 versions of existing features, I had high hopes. I'm not sure how basic texturing where free software trounces Vectorworks 25 year old+ implementation wouldn't fall into "We wanted to focus more on existing systems that needed improvement this year". Year after year, I just can't understand how this isn't a priority. If Vectorworks is suppose to provide presentation worthy drawings, how can texture mapping, what ultimately covers every 3d object, not be deemed a priority. after waiting decades, I have ultimately given up hope of ever seeing this.
  7. This could be very handy to simplify rendering times for previews. My Question is, will we be able to control the level of 3d detail displayed in a viewport while using the same scale? For example: Can I duplicate a viewport and have one set to high detail and have one set to low detail?
  8. The biggest thing I want from the Resource Browser is to have a toggle for "preserve folder hierarchy" and have it stick. It would make life keeping symbols organized a billion times easier. Jim, Please make my day and say they fixed this. Since they already have this option built into the import dialog, it should be trivial to make the selection stick. I am also glad search is being improved. I used it a couple of times and stopped. The lag was just too much for me to bare and I have a 12 core Mac Pro with a fast SSD. If that Lag gets cut down big time, this is a feature I would love to use.
  9. I also picked up a 12 core Mac after they reduced the price. I got to say I am more impressed with it than I thought I would be. Its really the the combination of the total package. CPU's are fast at rendering. Graphics buttery smooth even with complex open gl models. Dead quiet if that matters to you. But the ssd in there is killer fast and makes a huge difference. with the reduced price, It's not a bad value.
  10. Yah. an expandable case like the old cheese grater design is more probable. I just find the use of the word "Modular" a little more mysterious. When I think modules I think of little boxes that snap together like lego. You choose the processor module you want and snap it to the separate GPU and Storage modules. If you need PCI expansion, you buy that module and snap it on, if you need more CPU's just buy another CPU module and snap that on. etc... Sounds fantasy like, but that's the first thing I though of when I heard "Module"
  11. It took them 4 years to figure this out... This exact scenario should have played out 1 to 2 years ago. They saved me by a thread. I was literally days away from switching our entire company to PC. The big thing in this announcement is the commitment and game plan for us pro users. I was going to switch because their communication and lack of action made it appear that they were out of the pro market. Knowing there is a future on the Mac, I think I'll pick up a lower priced 12 core to get me by. I'm looking forward to see what this "modular" design will be like. It would be great if you could just plug in more cores if thats what you need (okay I think I'm dreaming now)
  12. Its really sad that in this day and age we still have to jump through hoops to do basic texturing. All the improvements in VW2017 stopped me from jumping ship but man my texture frustration is coming back with a vengeance. I sure hope VW2018 has an answer to UV mapping or the pitch forks will start coming out again.
  13. I've seen the message (The resource list is empty) a few times now. For some reason, my Heliodons don't have a 2d graphic, they just show a Locus. When I go into settings for the Heliodon, there is a button labeled "2D Graphic" which pops open a mini resource browser with the words "The resource list is Empty" I have checked my application folder and the library folder does contain a file called "Heliodon" with 2d graphics. I've tried importing these images into my file and although they do import, it still doesn't show up in the Heliodon settings. My Questions is. How do I get the Heliodon to see 2 graphics?
  14. I've also had some things go invisible on me today with SP2 but I haven't upgraded to Sierra yet. So this may be more of a SP2 thing rather than a Sierra thing. I too tried changing compatibility settings under preferences and that had no effect. A little different for me though. I could see the objects in wireframe but not in Open GL. When I used select all, the objects would hi-light in orange so I knew they were there and if I did a fast render everything showed up. Just invisible in Open GL. It only happened once and fixed itself on restart so I didn't worry about it too much. From the fix list, it does look like they worked on a few things with the compatibility settings. I guess they have a little more work to do...
  15. I don't seem to be having problems with the glows I use with just a simple colour (like your example above) because upping the glow percentage above 100% would not be an issue in that case. My problem is when I'm using an image (the source of the glow) and the image itself is an integral part of the scene (like a TV). If the glow is set too low, you can't see any affect, If the glow is set too high, the image washes out. I've been trying out various things that Jim suggested and although I'm getting close, I'm still not 100% happy. I'll figure it out. PS. I don't think the backlit shader recognizes glows as light sources, well at least I couldn't make it happen.


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