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Everything posted by Altivec

  1. Unfortunately, vectorworks texture mapping capabilities or lack there of are very poor. you are correct that you have no control of texture mapping on subdivision objects and you only get slightly better control converting it to a generic solid and lose all abilities to edit your object later. In order to properly map subdivisions and other types of solids, vectorworks must implement something that's called UV mapping. VERY IMPORTANT. Please visit this wish list and vote it up by clicking the up arrow next to the title. We need as many voters as possible to get this finally done.
  2. Hey... I didn't know admins could have wishes. You guys are like normal people. Yes, I agree some sort of "Materials" implementation is very important but I am going to have to think this through before I vote this up. I'll get back to this one shortly with my thoughts.
  3. Sheesh. I'm telling everyone to vote and I realized I didn't vote myself.
  4. I am bringing this Wish back to the top. I wasn't sure which one to revive because this topic is spread across this board in so many ways and so many times. I am really loving Subdivision 2.0. I feel like I can create almost anything with ease now. The VW team did an excellent job on it and I look forward to a few more capabilities in the future (I'll save that for another wish). But as my love increases for the modelling tools, my hate and frustration grows exponentially for texture mapping. There are so many things that I would love to create but I can't because it can't be textured properly. Texture mapping on Subdivision objects has improved but this is one of those things that improvements don't mean very much. Its either textured right or it isn't. With absolutely no way to control the minor offsets, unwanted stretching, etc... its a deal breaker. I'm not going to present something that sorta looks okay. This also goes for all the other objects rdesign mentioned above. My biggest waste of time in vectorworks is jumping through hoops finding work arounds to texture objects so that they look good. You know there is a problem when people are recommending that you export out of your $5000+ software and texture it in Free SketchUp and then re-import it back. If that's not embarrassing, I don't what is. I know I have discussed this with Jim before several times and at one point I said, I would be okay if they just gave us more mapping control of each object but the more I think about it, I feel that this needs to be done once and it needs to be done right. I don't care if its UV or Ptex or what ever you want to call it but we need to be able to have full control of mapping. If there is one thing I want more than anything. This is it. Please everyone... Make sure you Vote this up by hitting the up arrow to the left of the title !!!
  5. Wow, I learned something new today, I didn't know the the Tool Sets were tear away like that. But yes something like that would be perfect. Thanks for teaching me this. It makes sense to do it the same way for consistency sake but that definitely would make my workflow a lot easier. The new trick you taught me already improves my workflow on the left side! Fantastic.
  6. I hate switching out of my Design layer to go to a sheet layer or saved view. I find it very disruptive for something thats done a million times a day. With the resource browser taken away from the pallets, it gives us a little more room to implement some new ideas. I would like to be able to have multiple instances of the navigation palette. That way I can have my Design layers, sheet layers and views all in a static location. I know you can have some of these things in the title bar but I don't like that approach. With everything on, the title bar becomes too complex and it becomes a hunt each time you need to do anything. Like I said, switching between design layers, views, and sheet layers is something everyone does many times a day. It would be nice to have those all visible and available in static locations.
  7. Hi Jim, Loving the new site. For the sake of further improvements, I find the Wishlist section a bit confusing. I know there are limitations of what you can do so it may not be possible to change or you may find some easy solutions (thats why they pay you the big bucks). Here are my issues. When you first click into the Wishlist section you are greeted with your description "Please post your Vectorworks wishes and suggestions here. There is no guarantee when, or if, these will be incorporated, but we will make sure that all requests are entered in our database." This is great, but it really doesn't explain how it works. On this page, it has a button that says "ask a question" but I don't want to ask a question, I want to make a wish. There was some hesitation on my part, if that's what I would use to do that. Next thing I noticed on this page was each wish was followed by a tally of their votes and answers, that's great so I knew there was some kind of vote system. So i click into a thread to see the Question wish, and it was followed by a bunch of answers, some with the typical +1 and that they increased the OP's reputation. Until today, I thought that's how you voted until I saw threads with a bunch of increased reputation but hardly any votes. So I wondered, well how do you vote then. I searched and searched and couldn't figure it out. I finally noticed the arrows by the topic title with a tooltip that pops up only when you mouse over it. I'll leave it to you, if you think this a problem that needs a solution but at bare minimum, I think, the greeting description should give a little more instruction of how this section works. Other suggestions I have is If you can change the button to "make a wish" instead of ask a question. Maybe make the vote button a prominent Red with text that says vote here.
  8. Gilbert... I think you are right. It kind of looks like its a one man show and that one man either has too much on his plate or just doesn't care. In saying that, today he finally went on their boards and answered a bunch of questions. The last time he did that was August 25, and today is September 16 (basically 3 weeks). He did answer my question and this is all he wrote: "For now there is no plan to add this on Mac." I have yet to receive any reply to my 2 emails directly sent to sales. Maybe its the same guy and I will get them today because he finally showed up to work. Doesn't matter though, since my question is essentially answered. For those of you who own one or were looking forward to getting one , i would head Jim's advice and let them know you want Mac support for icons. So far, only myself and zoomer were the only ones to post which is kind of disappointing. Come on guys, lets fill up their boards with requests because I think this will be a game changing tool once Vectorworks fully implements it. Here is the thread we posted too: http://www.3dconnexion.com/forum/viewtopic.php?f=23&t=16682&sid=9eb1fadb72712db0ad5a0656542645bb
  9. Thank you for the confirmation Dave... I don't have a problem with the change. It actually seems to be more predictable and behave as one would expect when adjusting the settings. The only problem is that any textures that I have with reflections will need to be adjusted (and I have a lot of them). My sole intent with this thread was to warn others to make sure they add in extra time for this just in case they are daring enough to switch mid project.
  10. zoomer I'm not sure why its doing what its doing but its definitely rendering differently. I have adjusted the rendering back to something I like. The changes I made are: - Lowered my environmental lighting brightness from 400 to 300 - Changed my shutter speed from 1/15th to 1/30th -Changed my hardwood texture from mirror (Reflection 22, Bluriness 8) to Plastic (Brightness 30, Roughness 30, Reflection 10, Bluriness 12) I did not change the wood texture of the night stand or the leather panels behind the bed because I kind of like them that way but you can see they are definitely looking more glossy then 2016 even with the lighting being adjusted. As a side note. I do not have C4D. All my textures were created in Vectorworks/Renderworks directly.
  11. I do have a blur on the floor texture which gives it that effect. Something has definitely changed with gloss levels though. I have been rendering a bunch of stuff and everything is extremely glossy. For example, look at the nightstand to the right of the bed (that texture has no blur effect on it). That's how everything with gloss is looking like on all my renderings. My stairs and hardwood below have super gloss. Man you are going to wipe out on those things. lol Yes, I do use emitters (learned the ins and outs of using borked emitters) hopefully its fixed. I am trying a bunch of stuff out so I can pin point what it is. In this case, I just increased my shutter speed but as you can see the tile floor is still getting blown out from environmental lighting but yet the staircase is starting to getting to dark so I can't increase the shutter speed any further. My textures and lighting definitely need some tweeking to get them back up to par.
  12. To give fair warning to those in the middle of projects, there is quite the difference in renderings results between 2016 and 2017. I'm guessing this has something to do with the c4d integration. Everything seems a lot more glossy and bright. Below is the same viewport rendered in both 2016 and 2017 with no alteration to the settings. So it looks like our textures need some tweeking (especially anything with gloss) and I'm not sure where the extra brightness is coming from (could be that environmental lighting is handled differently). I'm not sure if there is any info on what exactly changed to help us with the fixing of our textures or if we just have to go at it on our own. Rendered in 2016 Rendered in 2017
  13. It would really be handy to have access to the camera effects in the viewport OIP if our camera is linked to a viewport. Currently if we want to increase/or decrease shutter speed or experiment with any of the other settings we have to edit the camera, make the change and then exit. It would really improve the workflow especially when we are doing this several times in a row as we tweek the lighting and effects trying to find the settings that are just right.
  14. I Just to give you guys an update on my communications with 3DConnexion. On August 26th I added on to a post on their forum that was already made by another user asking if the Mac will eventually get "Enterprise" support. On August 26th, I also emailed their sales department informing them that I am interested in buying an "Enterprise kit" but wanted to know their plans for Mac icon support. I never received any replies to either my post or my email, so about 10 days later I politely emailed their sales department again and let them know the reason I was asking is so that I could make a decision between purchasing an Enterprise or a Space mouse. I said that icon support would be really important for me to justify Enterprise but if its not in their plans, that's fine, I'll just get the more basic one. Its been almost a couple of weeks past my second email and I have yet to receive a reply. In fact, the moderator on their board hasn't replied to any post Since Aug 25th. As much as I want one of these things, I am really turned off by their neglect. If you can't even answer a simple question to make a sale, I can't even imagine what it would be like to deal with these guys if I actually have a problem with the thing. Anyways... Since VW2017 just came out, I know some of you might want to start the update out with a 3D mouse like I wanted to so I thought I would update my progress. If I ever get a reply or more information, I will update this post again.
  15. Sorry for the confusion. Yes, for a residential application, what is noted as frame bars is what we call spindles. I whipped up a quick picture of typical residential railing. So in actuality there are two things missing to accomplish this. Custom symbol geometry for the frame bars and custom profile for the shoe(base rail)
  16. Man oh man, the improvement on this tool is phenomenal. This was one of the tools that was so outdated that I was embarrassed that it was even on my tool palette taking up space (I know I could remove it). As I was watching the video showing the new tool I was smiling ear to ear going. Yes, yes they finally get it... But then right at the end, I went nooooooooooo. Everything is absolutely perfect, custom profiles for the rail, Post Symbols.... But what happened to the spindles? only rectangle or cylinder, why no custom spindle option like the posts have? So again, I'm left with a tool that's almost good enough. I guess I can at least use it for the rail and posts and then do distribute along a path for the spindles which is way better than before but It was almost perfect. Sigh. I don't want to discredit what was done because as I said the improvement is outstanding and I know Rome wasn't built in a day. My concern is that this tool hardly seen any change since I've been using the program for over 25 years. Now that its so close to being usable and worthy, I would hate for the development team to go "its good enough" and move on to something else when all it needs is just a little more time in the oven.
  17. I haven't put 2017 through its paces yet but my first impressions are that this is the best update we got in a long time. I am a long time user that has grown very frustrated with this software and the direction of its development but I must say this update has given me hope again. For that, I thank the Vectorworks team for a job well done, and I thank Jim especially for his dedication to give us a voice to help make things better with his honest and fair moderation of these boards. Now in saying that. There is still a long way to go and as a result of my renewed hope, I'm going to be riding you guys all year long to make sure we keep going in the right direction
  18. I've used Mac's since 84 and I would be beyond furious if they discontinued it but unfortunately I wouldn't be stunned or surprised if they did. I think their decisions in the past 6 years has really caused MacPro users to leave in droves. As a result what was already a niche market to begin with is now beyond niche and in reality, not worth the development costs. Removing a processor board in 2013 cut their competitiveness in half for anyone that needed CPU so they lost a lot of those users, They cut off graphic cards and PCI boards so they lost a lot of users that require those items. They got rid of their Pro photography software losing those users. Basically they designed the MacPro for one thing (FCPX) and although I like FCPX, they lost a lot of that market with the botched up first release. Add to this that they haven't upgraded the machine or adjusted pricing in almost a thousand days shows me they have no interest in the segment. Its not like the rest of the industry has sat still in the last 3 years. Intel has upgraded the Xeon E5 two times in that time. Apple is using E5v2 that maxes out at 12 cores, while competitors such as HP and Dell are using E5v4 that maxes out at 22 cores and they have dual boards so you can get 44 core systems. Graphic cards have also had leaps and bounds in the past 3 years. Apple has neglected the MacPro so badly that even die hard fan boys like me are considering the jump. So if I am considering the jump to windows, any sane person would have done it long ago. Unless Apple puts major effort and redesigns the MacPro and makes it amazing once again (function over form), I don't think there will be a big enough market to justify it continuing.
  19. I had a 2010 MacPro with 12 cores but it recently died (loved that machine). It was the middle tier at that time and I paid around 5k for it. The current 3 year old Mac Pro costs about 10k to get 12 cores so there is no way I am going to spend that kind of money on 3 year old tech. I borrowed my wife's 2013 MacPro (6 cores at 3.5 ghz) as I wait for Apple to update the MacPro. It runs VW and renders pretty decently, but I estimate my old 12 core MacPro to be around 75% faster at rendering. But I find working in vectorworks is faster on the newer machine. I think that's due to the graphics cards being much superior. Open GL on large models is as smooth as silk. So depending what you do, graphic card and ram are important for working in vectorworks. Cores are important for rendering. As zoomed mentioned, Apple will be either upgrading the MacPro in the next month or so (which will be a huge upgrade) or they will discontinue it, in which you should start looking at window machines for pro level work. I don't really want to switch but if Apple discontinues the Pro, I have no choice.
  20. I didn't mean to put any additional stress on Jim or the staff before the release. I was just wondering if they had plans to release more info like they did in the past. It was really a simple yes/no question. It shouldn't take too much of his time to answer and it would probably ease everyones nerves if we knew the answer whether it was yes or no.
  21. Jim, Do you know if they are going to slowly release some more features or videos for us to get excited about or will it be silence until release date?
  22. I did my part by giving them a nudge but looking at their boards was not very encouraging at all. Looks like there have been a lot of people on their case for years to put the Mac on par with Windows for a lot of their products. A lot of no responding from the moderator and a lot of people that feel they've been duped. That kind of bothers me. Its one thing to tell me "No... we have no plans to put icons on the Mac" and then let me decide if I want to still purchase or not and its completely another thing to ignore the question completely. I've learned not to completely judge products by support forums because thats where people normally go to complain and sometimes the whole story is not told. I have sent an email directly to "Sales" asking the question. So I guess I'll see how I get treated first hand.
  23. But if you look even closer and play the movie below the 2 screen shots it shows the tools switching within the same program which means when fully supported by the program you have much more then the static 12 buttons. I am hoping Vectorworks will act like the program in the video at some point in time. Yes of course you can. Former Space Pilots haven't even had a display and you could use them too. It is just for the learning period to have a readable Text instead of showing all 12 Buttons Symbols just "Keystroke SHIF...." Yes... as I mentioned, if the buttons are static and never change, the text display is fine. My issue is if the buttons become dynamic where the buttons are constantly switching based on what tool you are using in the same program (hundreds of tools assigned to the same buttons). This means you will have to constantly read the display to know what tool is activated. Looking at an icon is far quicker then reading. Time and fatigue will add up pretty quickly if you are doing that a thousand times a day.
  24. That's great to hear Jim. I will fire off a quick email to 3dconnexion to see what their plans are for icons on the mac. I'll report back here when I find anything out just in case any other Mac users are interested.


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