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Vectorworks, Inc Employee
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About JoshP

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    Quality Control Specialist
  • Hobbies
    Shading and Lighting, Rendering
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    United States

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  1. JoshP

    Shiny floor

    Hello Carl, You can achieve this by creating changing the color of the texture to black, setting the reflective option to plastic with the following options: - Color: ~ 80% (dark grey) to black - Brightness: ~40% - Roughness: ~10% - Reflective: ~ 10% Then play with the bump map, but keep the strength between 3-10% and the scale to about 300%... I have attached two variants to show you the types of end results. Please note that you need to have renderworks active in order to gain reflections
  2. No, unless you have a renderworks texture that uses blur. A texture such as smoked glass.
  3. I have attached my own approach to lighting along with the renders, explanations, and project file. There are many different ways to get lighting just the way you want. My example only illustrates my own method. Archive.zip
  4. Before adding more lights, see what happens if you go into your render style and in the lighting tab change the ambient color to black while using 16 bounces. This will darken the scene but still give you smooth results. In the mean time I too will be looking into using 8 bounces.
  5. As for the HDRI you are mainly looking for any HDRI image with from within VW or on the web that does not have a strong spot in the sky. If there is a haze around the sun, that will soften the shadows it casts.
  6. Another thing to keep in mind is that you have shadows coming from multiple exterior sources. The Heliodon and the HDRI image. If the HDRI has a sun spot in it, it will cause highlights and shadows like you are seeing. Be careful which HDRI you choose as to not overlap, try something that either has a hidden sun, or overcast.
  7. One method to change the scale of a texture on sub division is to apply the texture. Once applied, go to the resource manager and right click > edit on the texture you applied. You will then see a size option in the lower left corner. Downside: This will affect all objects with this texture.
  8. Another good source of textures that I have used in the past is from https://www.textures.com/
  9. As promised, here is a different scene that was set up to be a lighting example. I have included an image of the end results of each steps with a description of each. I have also included the Vectorworks file itself VW 2017 so you can poke around and look at the settings I used. When looking at this, pay close attention to the render times. These render times were based on a workstation laptop I'm using, so desktop results should overall be better. Render: https://www.dropbox.com/s/1l12onl9846o0qi/Bedroom.png?dl=0 (Too large to paste in here) Bedroom.zip
  10. I have used a multitude of different rendering application including VW (C4D) Mentalray, and Render man. My advice to you is that it is less about the software and more about your abilities. It does take time to render photo-realistic, or even close to it in any application you choose. This render was made from start (new scene) to finish in about 3 hours. This was made using only Vectorworks 2017 and getting textures online to fit my needs. I will post a follow up commend that outlines my lighting technique that may help you in the future.


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