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Everything posted by Altivec

  1. I first want to commend the vectorworks team for some amazing stuff in this release. Lots of new stuff that I couldn't even imagine. But: I know everyone is going around saying its missing this and its missing that and I know its not your fault and that you can't answer this any better then you've answered everyone else: For the last decade I've been requesting and waiting update after update for that magical day where we get can some basic functionality in texture mapping. We have all these new fancy ways of modelling and all these cool new effects (which I love by the way) but now lets texture them. Clearly when making your marketing material someone realized holy cow, we can't make a texture look good on these models unless its just a solid color. All I'm asking for is independent x y z scaling found in even the most basic decades old rendering programs. How to this day vectorworks management believes that only having symmetrical scaling on one axis is not archaic is beyond mind boggling to me. Its just not this one feature. To see development in niche things such as point cloud when basic functionality remains in the stone age is very frustrating. As the saying goes, learn to walk before you run. I'm at my wits end requesting these basics and I promised myself if I didn't see improvements in at least one of them in v2016, I would start looking at other alternatives. It just appears VW and me are not going in the same direction and after over 20 years, its time for us to go our separate ways. I truly appreciate you running these boards and I thought that I at least owed you my thoughts.
  2. don't we have refraction already. I was thinking more like Caustics? Maybe...
  3. oops that got filtered... It wasn't that bad of a word. lol
  4. Im guessing its some added parameter dealing with textures. you Jim... you make this tough.
  5. rDesign, I think you are misunderstanding Jim's recommendation. He did not say do a clean install after updating your OS, he said, do not migrate from an old computer to a new computer. I agree with this whole heartedly, not only for VW, but for all software. When ever I get a new machine, I always reinstall my software from scratch. You are just looking for trouble if you use the migration assistant.
  6. Markvi, Something doesn't seem to be working right. Although you are getting soft shadows on your walls, you are not getting them on other objects, specifically your floors. I am not sure if you are free to post your file. If you are, I can take a look at it to see what seems to be wrong.
  7. Markvi, what I assume you mean by soft lighting is the base lighting and not the harsh shadows coming in from the sun. (BTW. some times I keep the sun off) It took me many years to solve the problem you are encountering. Dark and non realistic lighting. I have discussed this issue before with Jim because I believe the way VW labels some of its settings throws people off, well at least it threw me off. The problem is when ever I saw "%" in any light settings, I assumed the range is 1 to 100. That is not the case. You can enter anything in there like 3000%. So if things look dark, just keep upping the percentage. Lighting wise, I treat my isometric floor plans, like my example above, a lot simpler then an interior perspective. The key to doing this is limiting or shutting off my light fixture class so that no point lights are on. I then have a layer that has a Sun on it which like I said is optional. My Sun has these settings. Cast Shadows = On Soft Shadows = On Use Emitter = On Brightness Value = 250 lux Dimmer 100% Then in my lighting options when rendering I have it set like this: Apply Lighting Options = On Indirect Lighting = Normal, 2 Bounces Environment Lighting = None Ambient = On with Brightness of 35% Emitter Brightness = 450% (Adjust this if you find it overall too bright or dark) White Color = Custom Custom (K) 4500 Thats about it, pretty simple. Now if you want to talk about lighting interior shots like below. That's a different animal.
  8. I usually offset my floor plan renderings so it gives the clients a little more depth. I show them two opposite views and they seem to really appreciate it. Like you mentioned, due to changes and the speed that I need to get these things done, everything is done in Vectorworks. (No Photoshoping) If you are interested in how I set things up, just let me know, and I will pass on my settings.
  9. Thank you Benson I guess the key thing that I was missing was the "Use at Creation" in the class menu. Even after turning that on, it did not immediately render but as soon as I went into the symbol and just exited without making any changes it rendered in trim. Its a bit weird that "Use at creation" must be on for trim but not the others. After over 20 years of using VW, I also need to read up on what "Use at creation" does because it definitely does other things that I wasn't aware of. But again, thank you very much, I would have never figured this out on my own.
  10. Sorry about that. I've attached two pictures. They are both rendered with the same settings "fast renderworks". As you can see, when I use "trim" it has the correct shape I want but loses its ability to be solid. When I select "overlap" the solid attribute is retained but it does not trim the tiles like I want.
  11. I want to add roof tiles with real geometry to my roof (I know, you can use bump and displacement maps to get a faux effect and that real geometry will slow down my renderings) Anyways, first problem is that you can't use a roof object as base surface so I converted the roof object to a nurbs surface and used that. seems to work Next thing I did was to create my Array item by creating a simple polygon profile and extruding it. I then turned this object into a symbol. I then selected a symbol instance and my nurbs surface and used the Create Surface Array menu command to create my array. I fiddled with the setting to get exactly what I want. The problem is, I want the tiles to be trimmed at the edges so I have my Edge Conditions set to trim. Although it shows up perfectly in wireframe, the tile loses its solid attribute and texture. If I change the drop down to Omit or Overlap then the tile gets back its solid attribute but like I said, I want trim. Am I doing something wrong or is it not possible to have a solid object used with the Trim condition?
  12. Jim, at first I also thought that maybe vectorworks had a limited color pallet or like you mentioned, it was just rounding off to some sort of nearest color to allow for CMYK, but this is not the case. If this were true, I should be able to copy the new converted values and enter them into a new texture. If you do this, and go back in to the picker again, you will notice that the values change once again, sometimes dramatically, even though this value was acceptable and chosen by vectorworks in a previous texture. This makes it virtually impossible to match colors amongst different textures and impossible to tweak colors when you are trying to match something by eye. Really frustrating. Regardless if this is a bug or not, which I believe it is, I don't deem this as acceptable behaviour. If I choose a color, I expect it to stick and it should be editable from its last current values that you entered. I have never seen this happen in any other software so I hope that this gets looked into.
  13. I'm not sure if this is a bug or if there is some plausible reason for why this happens but its been bugging for a long time and hopefully VW2016 addresses it. When making textures, I usually use HSB Sliders in the Apple Color Picker for color selections. After adjusting the sliders or entering values into the boxes I believe I am getting the color I want after committing. The problem arrises if I want to tweak the color. If I go back into the color picker, the color that shows up has slightly different values than the ones I previously committed to making it impossible to adjust unless I wrote down the previous values prior to committing. Has anyone else noticed this?
  14. Just to add to this... With the ever increasing use of renderworks and the amount of textures used, It would be really nice to have texture folders. Again with a sticky toggle that allows us to keep things in their appropriate folders. In other words no matter how I import it (using import command or double clicking) a maple texture would go into a folder named wood.
  15. Pat, I understand your position but I respectfully disagree with all your points. 1) You claim that we are shooting the messenger. I have been active in these forums for a while. I have never attacked or disrespected Jim, in fact I praise him at every opportunity I can. I know that Jim doesn't make the decisions or the software but as a "messenger" it is his job to relay our frustrations to those who care, if they care. In Jim's reply, he gave a reason to why 3D tools are so bad. Whether that was his own opinion or whether he got it from the powers above, that reason opened him up to a debate. Are you claiming that we should just shut our mouths if we disagree with something Jim says? Jim's a big boy, I'm sure he can handle someone disagreeing with him. 2) Yes that's the problem. VW keeps expanding there focus instead of keeping what they have up to date. Your analogy is incorrect. Because when I bought VW 20 years ago, I bought a sports car and my needs haven't changed. Still today I want to keep driving a sports car but every year when I go in for a tune up, instead of improving the performance of my car so that I can keep up with the competing sports cars, I leave the shop with monster tires. I get it, the world doesn't revolve around me. But when I bought this software, it was marketed to me as a 2D/3D CAD package and last time I checked it is still marketed as a 2D/3D package. It is irrelevant to me if 99% of the people only use it in 2d. As long as they claim its 3D I have the right to expect 3D tools that are not 20 years behind. This is the equivalent of going and asking for a steak and cheese sandwich and they serve you with some cheese in a bun. When you go and complain that there is no steak, their reply would be that most people only like the cheese so we leave it out. So either change the name to cheese sandwich or give me my steak.
  16. M5d that is a very good point. When I first bought Vectorworks it was ahead of the curve in 3D and that is why I purchased it. If I were entering the market now or if I were a 2D user and was testing out 3D, there is no way I would invest my time learning 3d if I think this is what the end output would look like. That could be why there are so many 2D only users. As the years past and Vectorworks not improving there 3d, I was forced to skirt this issue by making everything myself. I use my own doors, windows, cabinets, railings, plumbing, baseboards. etc... I take for granted that this took decades for me to make and new users or people wanting to switch to 3d would have to do this if they want any kind of decent results with this software. We are at a point where clients are expecting realism. There is no point investing time making a tool that generates archaic 3d. If it can't create real geometry then don't wast your time on it, just make a 2d version of the tool and use your resources somewhere else.
  17. I am very surprised that a huge portion of users are 2D only. The only reason I started with vectorworks (MiniCad) over 20 years ago was that it was easy to do 2D and 3D at the same time. There you have it, I learned that the world doesn't revolve around me. LOL I understand the need of being more specific but for this one request, I was trying to be more general. It would be a lot of work for me to go in and analyze each tool. I would if I knew it would be fixed, but I know its impossible for them to fix everything at once. I am sure that they know what I mean about the quality of 3D being generated from the built in tools are subpar. The only reason I wanted to point this out is that if no one mentions it, they may feel that this acceptable and that everyone thinks its great. Well its not... not even close.
  18. I am not sure how others feel about all the tools that come in vectorworks. Everyone I know that even does basic 3D would be embarrassed to use any of them. We must create everything from scratch. It sure would be nice to have some time saving tools that people can actually use. Although, this goes for most tools, I will pick on the “handrail” tool as my example. The 3D result of the handrail tool is a bunch of blocks. Really? Is this acceptable in 2015? Everything needs to be user configurable. We need to be able to select our own custom profiles for the top and bottom rails. We need to be able to select our own custom made posts and spindles.
  19. Texture mapping control has just got to get way better. Even the most primitive 3D programs have separate x, y and z scaling so that textures can be stretched on an object in each direction. There should also be control of how a texture repeats (Normal or mirrored). Finally, other than planer mapping, the current mapping attribute mapping tool is a nightmare to use. I can watch my hair turn grey by the time I finish adjusting a cylindrical or spherical map type. Its just not intuitive enough for me to figure out or its just not easy to do. Either way, that’s a problem.
  20. it would be nice to get a UI for animation that would be more advanced than something found in the early 90’s. Although I want a lot more, I would settle for a simple Video Camera tool which would be a merge of the polyline tool and the camera tool. We should be allowed to make simple editable paths in plan mode and at each set point we would be able to fine tune the camera as well as set ease-in and ease-out for that point. Allow us to assign a period of time it would take the camera to follow that pollyline and you have a simple animation tool that will at least move this up to the late 90’s
  21. For years I haven’t understood symbol organization in the resource browser. Since I have many symbols, I import them from various files each with there own folder structure. For example I have one file with all my plumbing symbols with folders named tubs, sinks…., I have another file for my electrical with folders named pot lights, wall lights…, etc. I make these files favourites in the resource browser so I have quick access to all my symbols. If I select a symbol from one of these files and hit import by using the right mouse button, I am greeted with a dialog box that gives me the option to “Preserve folder hierarchy” This is great. Everything stays nice and organized in my project files. The problem is, who wants to right click and hunt through the menu searching for the word import and then deal with a dialog box every time you want to import a symbol. The default method of symbol importing is to just double click the symbol and insert. That’s the way it should be (nice and fast), however, we then lose our ability to keep our resource browser organized because the default does not preserve folder hierarchy. Is there anyway that this option can be a toggled on and off and stay that way of for that particular file. People either organize their symbols or they don’t. To have to jump through hoops and review if you want it organized each time makes this important feature impractical to use.
  22. Unless my machine is really messed up or something, this does not happen for me. I just created a new blank document, right click "new renderworks texture" in the resource browser, import a 126kb jpeg image into "color", close the texture and then "extract image(s)" and I get a 1Mb PNG. That is almost a 10X expansion in size. I am more looking at it from the other side. I am willing to give up a little quality to gain speed. So if I spend all this time tweaking my image to get it to 128kb only to have vectorworks change it to 1MB I just wasted a lot of time and accomplish nothing. So what I am gathering from all of this and please correct me if I'm wrong, is that 1) there is no way for the user to optimize or control their graphics. 2) We should be importing the highest quality image because vectorworks will do its thing no matter what we throw in there.
  23. FYI - The links on the page you sent me to do not work but I assume you just wanted me to make a fresh OS X admin user account in which I knew how to do. Yes, I had to re-enter and activate vectorworks. Hopefully the activation guys don't get suspicious on me as I'm activating a lot of copies here. The pref file was obviously new because all palettes and windows were in different locations. Unfortunately, the problem still existed in this new user account.


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