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EAlexander

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542 Spectacular

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  • Occupation
    I make real fake things.
  • Homepage
    www.evanalexander.com
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    United States

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  1. @Dave Donley Just promise to keep Export to C4d (3d only) alone. 😂 Do what you will with Send to... Thanks for more info. Watching with interest.
  2. Saw this and watching with interest: https://www.maxon.net/en/article/maxon-introduces-new-real-time-rendering-and-cinematic-previews-solution-for-architects?srsltid=AfmBOor4hyBzua_1Vy5wp7JNAvYGcN1IPLN5wCfadfMw7xUPnV01nN0p Mentions Vectorworks specifically. Let's see where it goes. Previews in early June.
  3. Vectorworks does not have the ability to modify geometry via textures. Things like Bump maps or displacement are render time effects that don't actually change the base model. For defined hard details like that, you would have to take the Geometry into a different piece of software and sculpt it (Blender, Cinema4d, Z Brush, for example). Being a NURBS based modeler, Vectorworks doesn't think that way.
  4. In your Vectorworks preferences>3D what is your "3D Conversion Resolution" set to. Looks like it is set to low. Try High or Very high and redo the process.
  5. Ha - Looks like @markdd and I posted at the same time. His solution is, of course, more elegant then mine. Didn't know about that reverse button - very handy.
  6. I would try making an inverted cone (made this using a sweep) for your cutting tool and intersecting that with your dome and then "Intersect Solids". This will "eat" your original dome, so be sure to do it to a copy of the original. Then try Solid Subtract to get the bottom part. See attachment.
  7. Maybe I'm not understanding the final goal, but after you split, what if you convert it to a Generic Solid. This kills the parametric history of the split and just leaves you with geometry that you can then move forward with. Or are you trying to "undo" the split and go back to the starting solid?
  8. Yes - I feel like since 2024, HLR and Section Viewports have sped up dramatically and it's much appreciated!
  9. You are not alone: VW is working on it.
  10. It gets weirder - if you change the Quality of Shaded view, they show up in all quality settings EXCEPT high which is where your file is saved. Shows up in all other render modes too, so something is weird there. Sorry I don't have an answer for you. Best to submit this to tech support so they can take a look.
  11. I think your only option here is to use the Translate and Rotate mode of the Direct Select tool. Vectorworks isn't really set up to tumble objects around with a gimble like 3d software (Blender, Cinema4D) but the Translate and Rotate will let you do a brief version of it. Select your object Click on the Translate and Rotate button to activate the Gimble Grab one of the axis arcs in the center to rotate the object around. Click once to grab it and a second time to drop the object. Option: While rotating, hit tab and you can manually enter the number of degrees to rotate. Not as elegant as other software, but a start. You're restricted to one of the major planes. The button over to the right with the gimble and white arrow will let you relocate the Gimble on the object if you want to position/rotate from a different part of the object. Hope that helps some.
  12. Convert to generic solids will delete the history, but you will lose parametric functionality.
  13. To assume everyone is doing architecture with the program and needs to follow some construct for the developers sake is a total injustice of free thinking. 😂
  14. This might be an unpopular view, but I say: use it any way you want. There are so many different takes on how to do this you have to find what's right for you and your projects. Obviously, if you are part of a team or a larger pipeline of files, everyone should be on the same page as to how to use the systems. I get drawings from vendors and other designers in all different configurations of layers and classes - doesn't make any of them right or wrong. Layers can be in different scales which is handy sometimes. Classes can extend beyond layers, set attributes if you wish, and can display in hierarchy format in the Navigation palette which is nice too (Just add a hyphen to start a new tier in the hierarchy.) Both can be adjusted independently for visibility in viewports. I work in entertainment, so maybe different then Architecture, but I tend to use layers for the big buckets (Venue, Scenery, Rigging, etc,) and then I use classes at a minimum within layers to help me control visibility or organize groups of objects. For example, the scenery layer may have all the Act One scenery in a class call Act 01 and the Act Two scenery would be in a Act Two class, but they all live on the Scenery layer. Is this the right way to do it? Who knows! Works for me, so don't be afraid to use it any way that suits you.
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