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Everything posted by line-weight
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I seem to be getting inconsistent results. Got it working in one file, and in another, it won't take effect at all, however much I try editing the DV. Maybe it's me inadvertently doing something wrong somewhere though. Edit - in this case, the imported DV won't work at all. However, when I duplicate that DV, the duplicate version works fine. The originally imported one continues not to work. Edit 2 - renaming the imported one also seems to get it to work.
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I see I can also just import a data vis from another file, under "manage data visualisations" which is the messier method that I might end up using in practice. DVs don't appear in the resource browser for some reason. Maybe there is a good reason for this, but it feels like they ought to be in there.
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Ok, thanks. The "display criteria" bit of data vis always confuses me. So I have a tendency to use "define criteria" to choose the objects I want to do something to and then just stick to "all objects" in the display criteria. Anyway, your description helped me get where I wanted. Screenshot below shows how I have set it up. (NB it's important to to set "retain original texture" so this doesn't get over-ridden in shaded 3d views) I use "material classes" across multiple objects but I want this to apply to all of them not just walls. This comes into play when I use "edit section in place". This solution appears to work quite well and I will road test it a bit. Here is the before & after of what "edit section in place" looks like. Much better!
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Yes, I have considered using Data Vis. But if I have tens of different "material classes" then I think I need to set up tens of data visualisations, one for each class that I want to change the fill of. And then apply all of these each time I go to the design layer (I don't use data vis in DL much - does VW remember what data vis I want, in between visits to design layers?). And each time I make a new class I have to remember to add & apply a new data vis. The other option is to have them all set up as solid colours, and then use data vis on viewports, to add in all the hatches I want. Some of the same problems remain. When I've thought about doing this in the past, it's felt like it would be impractical because not only would I need to update the data vis themselves but keep making sure they were all applied to all the viewports. This, possibly, is made more practical using viewport styles. I'm not quite sure what's meant here - turn them off where? But I don't want the fill to disappear altogether - the whole point of having coloured fills is to make it easy to see what material class is applied to what object or component, while working on the drawing.
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What I mean is that in a design layer, changing between page/world hatches doesn't affect the behaviour of how the hatches display when you zoom in and out. If you zoom out from the design layer in your file, the hatches will at some point turn into a kind of dotted pattern where different hatches are barely distinguishable from one another. This is what I don't want to happen. This is not so much of an issue for someone that is able to set their design layer "scale" to something similar to what most of their viewports are going to be drawn at, because the hatch will degrade around a level of zoomed-outness where you're unlikely to want to see different hatches anyway. My problem arises because I want my DLs at 1:1 but I think this can be an issue for anyone who might want to be able to work on things in the design layer at a wide range of scales. It's a non-issue if classes are set up to show a solid colour (or in fact a pattern) in section - it only becomes an issue with hatches. It pops up in "section-in-place" editing as well as top/plan view in the design layer. For some time I have kind of dealt with it by starting projects out with things set up with solid colour fills - because that's easiest to work with when modelling and editing the model. But then at some point, when I'm moving on to more formal drawings, I change everything to hatches, so that it looks as I want in viewports on my drawing sheets. This is a totally unsatisfactory way of working though, because of the time it takes to switch it all over, and the fact that from then on editing the model becomes a rather ugly business.
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I want my hatches to be page based because that's how I want them to appear in viewports (if I have a 1:50 and 1:20 viewport next to each other on the same sheet, generally I want the hatch to appear the same in both). However - I don't think page or world based actually makes any difference when viewing on a design layer. The hatch effectively remains at a fixed "world" size regardless. Zooming in or out doesn't adjust the size of the hatch relative to anything else. The only thing that changes the size of the hatch relative to the rest of the geometry is changing the "scale" of the design layer. Here's how the same wall appears if the design layer "scale" is set to 1:50. This is more manageable - it still looks ok if I am zoomed out quite a bit: And if I'm zooming out further than that, I probably don't need to see the individual components anyway. But then there can be the opposite problem, where the hatch is really too big if you are working on a close detail. Here with design layer "scale" 1:50: and here at 1:1 The speckled hatch of the top layer doesn't show at all in the 1:50 version.
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Here is a wall, seen in 3d in a design layer, in a shaded view: This is fine. I can see all the components clearly. Here's the same wall, still in design layer, viewed in top/plan: You will see that I use a hatch fill for three of the components. An initial reaction might be that I am using very dense hatches. Actually I'm not, and the reason they appear like this is because I have all of my design layers set at 1:1 "scale" for reasons I won't try and explain here. This is what the same wall looks like when I zoom out a bit: Not very pretty but just about workable - I can still (relatively) easily distinguish the three different hatches. However if I zoom out more: Now the hatches look horrible and are barely distinguishable from one another. It's quite unpleasant working on drawings where a lot of the walls are like this. My question is, isn't there a better way to render hatches when zoomed out like this? For example, could they just revert to a solid colour? Alternatively, is there a way for me to set up walls so that when I'm viewing them in top/plan design layer mode, the components are shown as solid colours, but whenever they appear in a sectional viewport, they use the hatches I've assigned to them? Or... could we have an option not to scale hatches when zooming in and out in a top/plan design layer view?
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Add ons or programmes for best landscape graphics
line-weight replied to Jack Wallington's topic in Site Design
Unfortunately the direct snyc does not seem to be reliable. -
Survey expectations in the point cloud era
line-weight replied to line-weight's topic in Site Design
I just happened on this blog post, which mentions an alignment error rather similar to what I saw in the survey I had done. https://www.spacesurvey.co.uk/post/we-had-to-refund-the-money-multiple-revisit-and-side-elevation-204mm-20-4cm-shorter-than-in-real It doesn't exactly explain how it happened - one illustration shows something 20mm out of alignment while the actual error was 20cm. Anyway, it does seem to imply that there is some element of manual intervention in getting the various scans aligned. -
Hm, on my examples, there are some gaps which I can't seem to resolve fully by rejoining manually. In fact the gaps that are an issue in shaded view are in different places from the ones visible in top/plan.
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This kind of shape comes up quite often as a question. It can be hard to achieve both neatly and accurately. I think you need to try and redraw your curve with fewer points.
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Just to double check it wasn't something I was doing ... I made 4 further copies of that bezier curve, and did a "convert to wall object" on each of them in sequence without doing anything else, and here is what I got: The OP might want to consider building their wall as an extrude or EAP instead of using the wall tool.
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I think converting curves into walls is generally unreliable. See for example the attached file. Try converting the bezier curve (top in the sceenshot below) into a wall object. Below it are two results I've got. Zoom in to the "join" between walls and you'll see there is a gap. Furthermore, note that doing the same operation on copies of the same curve has produced two different results (the "join" is in a different place). bezier walls.vwx
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How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
I've just got around to trying this, and actually this does reduce the reflections quite a lot. Thanks. It doesn't really make sense but it works! -
How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
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How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
@zoomer I tried the "clear" texture that was in your file, in my original drawing, and at first I thought it was in some way better (from a reflections point of view). It's the one on the left below. But as soon as I changed the "transmission" value under transparency from 90% to 95% the undesired reflections re-appeared more strongly again (image on the right). This doesn't feel right to me ... it doesn't feel like reflections should become more prominent as the material becomes more transparent. -
How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
Here's an updated version of the test file itself, if any wants to try and replicate. glass test.vwx I wonder if I should report this as a bug. I've tried it in VW2023 as well as VW2025, with the same results. -
How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
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How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
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How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
Here's what happens, going back to the "plastic" shader. There is some difference between reflectivity at 100% vs 0%. But 0% certainly doesn't reduce the reflections to zero! -
How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
Changing the transparency or colour settings has the kinds of results I expect. It doesn't affect what's going on with the reflections though. -
How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
Here's a test file and a screenshot from it. As far as I can see, adjusting those settings has no discernable effect on the reflections visible in the render. glass test.vwx -
How to make "glass" less reflective? (Renderworks)
line-weight replied to line-weight's topic in Rendering
Thanks @zoomer I've tried as you suggest with the glass shader, but making adjustments to those two grayscale inputs seems to have no effect on my render at all. I am going to have to do a bit of troubleshooting to see what's going on. Maybe it is something in my render settings.