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Amelia S

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Everything posted by Amelia S

  1. Hi again, In general, can anyone say what would cause this splotchy effect? Thanks, Amelia w/ VW 2016
  2. Great! I got the shadows back and they look good. My white walls (where in shadow) are a bit blue, so my first instinct is to try to change the emitter temperature?
  3. You're right, Jim! Thanks. So here's the follow-up: Is there a way to make the room brighter without upping the ambient lighting? There are 4 windows and a pair of french doors, so I know this room would get pretty bright in real life with just the sun.
  4. I'm rendering an interior view. When I first rendered it, there were nice shadows cast through the windows from my heliodon. Later I went in and introduced a few lights to the scene. I lost the beautiful shadows, and when I delete the lights, the shadows are there but very subtle. I think I remember reading something about renderworks detecting light sources and adjusting to them, but cannot find the thread. Any ideas how I can revert to the original lighting? I haven't changed the heliodon. The background is a physical sky (also not changed).
  5. The fit to objects trick worked! Thank you so much.
  6. Something like this:
  7. Hi Peter, Thanks! That screenshot was misleadingly simple. The parapet we're working on will have mission style curlycues, so I don't think I can replicate them with a wall. Amelia
  8. Hey guys, The attached screenshot is a distilled version of a problem I'm having. I need to show a decorative parapet wall in my hidden line elevations, but that horizontal line won't go away. There are windows in the wall below that need to show up in plan. I tried making a wall projection, but it won't center, as it's the full width of the wall. Any suggestions?
  9. The background! I was looking for something in the Renderworks Style. Thank you!
  10. Can you get a beam of light to show up without having Vectorworks Spotlight? I'm trying to render a projector in a classroom. I have "lit fog" checked for the spotlight I created, but nothing happens. Thanks, Amelia VW 2016 Mac
  11. Yep, Alright! It is a pretty minor complaint of mine, and "manually" isn't a problem, it just makes you have to think harder about ripple effects, which I should be doing anyway. Thank you!
  12. +1 adjustable top/plan viewport heights (that don't cut through openings that aren't at that height)
  13. I work on lots of houses like this too. bcd's suggestion from Dec. 13 is the best method I've come across. I don't even clip the top/plan viewport. The roof just covers what it has to. It's still a pain when you get to dimensioning the walls and stuff.
  14. Is it possible to have VW sort of ignore openings in walls? I've struggled with this for a while. On framing plans, my firm conventionally shows walls below without gaps where doors and windows are. (This may be atypical?) We're trying to take more and more of our drawings as viewports from the model, but I've been unable to gracefully do this with framing plans. Please check out the attached image. I just cover gaps in the annotations layer. Please tell me if you have any ideas! Thanks! We're using Vectorworks Architect 2016.
  15. Interesting! Thank you, that works perfectly.
  16. Can anyone tell me how to get my door schedule to sort like this: list each door type once, no matter how many there are, and the height, width, and thickness show up for one door, like 2'-8" x 8'-0" x 1 3/4". When I list them all individually, these dimensions show as intended. But right now, when I summarize redundant doors, the fields for the doors' dimensions are multiplied by the number of instances of the door. Say there are 3 of those 2'-8" x 8'-0" doors; they show up as 8'-0" x 24'-0". How is this done? Thanks!
  17. I made a brand new template for 2016 and I can't create a Heliodon at all. Did I mess something up or is it related to this glitch?
  18. The file was started with a template I created in VW 2014 I think. Sounds like that could be one of the issues? So much good advice in this thread. I mostly use textures from the VW subscription libraries, but if I make some from scratch I'll be sure to save the image really small. And look there if I experience a jump in file size. MK: Follow-up question about this one: 1. Don't use multiple extrude objects. Many times I've had a laggy file that got faster when all the multiple extrudes were changed other types of objects. Take for example my standing seams. Would you just convert them to Generic Solids? Jim, my specific trouble on this is with a realistic colors white axonometric viewport with hidden line foreground (not sure if that's the same as shaded polygon). It had been updating in reasonable time (6 minutes or so, while the perspective projections of the same model in the same render style took only about 2, and still do.) Now it takes about 40, with lots of time spent on Indirect Lighting. It's just this one viewport. The other axon from the other side, on the same sheet with the same size and settings, takes 6 minutes. When I change to Fast Renderworks with hidden line foreground, it takes less than 2 minutes.
  19. Hey Guys. Is 200 MB large for a VW file? Thanks, Amelia 27" iMac 3.4 gHz intel core i7 16 GB memory VW 2015 sp4 Here's some background if you have time: We work mainly on single family houses, but our files often get clunky as the design gets developed. We're getting into the habit of modelling everything in 3D - standing seam roofs (with seams modeled), a couple of VB visual trees, some mild custom trim work, a heliodon. Pretty simple I think. I purge the file once in a while. Say we have a file that's got a site plan sheet, 2 floor plan sheets, 2 elevation sheets, 5 wall section viewports, 5 rendered viewports (mostly low quality white shaded renderings). Any reason viewport updates would get very significantly slower as the file is used over the course of a project? This thing happens where VW seems to freeze immediately after you press update, the mouse thing spins, and 20 minutes later the viewport is updated, but you can't do anything in the meantime and sometimes it never finishes. It's just hard to figure out what's going on.
  20. True, when I try to swoop around in the sky with the move along path animation, it kind of bounces from view to view and I guess that's something I won't be able to fix. But so far I like it for walkthroughs where the viewer height is consistent. Also, with the screen capture method, the mouse pointer is distracting. (Can that be hidden?)
  21. Wow that's promising too. It seems to turn out smoother too. I appreciate the follow-up. Any reason other people don't like to use this method?
  22. Thanks! That's a lot of really helpful information. I am using a Mac, and I'm playing around with the QuickTime now. I think it will do the trick for the time being! And soon I'll try Cinema 4D.
  23. Hi guys, We're trying to figure out if 3d walkthroughs are feasible for our office. Sorry for the amateur language (I've seen some posts that are way over my head). I am hoping someone will be able to explain the current state of saving and/or exporting 3D walkthroughs and flyovers. 1. I think I understand the walkthrough tool well enough. What I'd like to do is save what is going on on my screen. I'd be happy with saving it in VW kind of like a viewport or saved view or something. Do I need a plugin? A script? Some sort of screen recording program? 2. Is OpenGL the only rendering option? Thanks! Amelia Using VW 2015
  24. Domer, I struggle with the same issue. Alan's suggestion is good, but I dislike such manual methods because a) it clutters the drawing and b) it needs to be moved or reshaped separately from the wall it is representing. Maybe someone else will pop in with an easy answer I'm unaware of, but if not, do you think there's room for the space tool to have a role in interior finishes? I never use the space tool, so probably I'm way off and there are a million reasons this wouldn't work. But it might allow us to keep wall types to a minimum and assign interior finishes by room. Wish list?
  25. Thank you. I guess it's unfair of me to ask that components of the same wall would continue flush at a lower elevation and turn a corner at a higher elevation. Will I have to build a few different walls at different heights for this one?
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