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About herbieherb

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  1. Woul'd be really helpful, but it sure is hard to implement without impacting on the performance too much. In this case I woul'd just use multiple walls for each height. Draw them in 2D and change it's height in the OIP. As these insulations are added in a very late phase of planning, I wouldn't be worried too much about moving walls. When the geometry is more complicated, I'd also consider drawing them with the 3D-tools and put them in a symbol or auto-hybrid-object. I tend to avoid scaled symbols as soon as ifc-export is a thing as they don't export scaled. At least that was the case with my last export of these objects. Nonetheless they are very handy in early planning phases where export isn't a thing and you do a lot of changes. I'd love to have the opportunity to manipulate the wall components individually just to solve these rare situations, when the standard connection fails.
  2. Just don't connect them. To prevent this you can disable the autoconnect-feature temporaly or group the insulation-walls. Wether the walls are connected or not you can still use the paint-bucket-mode of the room-tool and similar functions of connected roof/floors etc. Beside own perfectionism nothing forces you to have walls connected.
  3. I have only skimmed this thread as it is very long. I hope I didn't miss the point. First of all: The window tools needs improvement. But in which aspects? The Benelux windows are great with the variety of shapes they offer and of course the live preview. For the German version I would be disappointed about the level of detail, which somehow seems to be quite limited. (Maybe I'm wrong there, as a German user I only know the Benelux-tool from the various impressive videos). Users of the English version would probably curse the overly complicated settings of the German version. These localized tools also reflect the local way to plan and build. I don't know where the journey for the Vectorworks developers is heading and hope that the holy grail of window tools will finally be found. 😄 Now to all the display problems that come with the current limitations of the tools: In sections, I tend to use stacks of SLVP's to generate most elements automatically (including terrain, hidden objects dashed lines, some of the details via the new symbol side views etc.) and only add very few details. In floor plans, however, I want to see the correct view while drawing and solve display problems directly at the drawing elements, where they occur. I think this is the more logical way, because in the ground plan in contrast to the section all objects are directly accessible. Since we draw our plans completely in 3D, but BIM data is secondary for us, we tend to use symbols instead of PIO's very often. The Stairs tool is not even touched anymore. Standard windows are solved with the tool, but will surely get additional symbols in later construction phases. Unusual windows are directly drawn with 3d-symbols. If BIM data is desired, we pack PIO's into symbols and, where necessary, supplement the representation in this way. We solve the insulation situation above with separate walls which include only the insulation. There is a disadvantage with wall openings, but to be honest, it often takes a lot more time to adjust the tools until you solve such a situation than to model it with a few additional walls. We also often use Symbols to model such situations completely without any PIO's.
  4. herbieherb

    PC Build

    The technology is somewhat different. The Pro version is always equally fast for files of any size. The Evo variant uses a fast write cache and a much slower permanent storage location. So for large files (4-6 GB depending on the total size of the disk) the Pro is much faster, for file sizes smaller than 4-6GB both are about the same speed. So if you have to write a constantly large data stream, the Pro is the best choice, if you write single files smaller than 4-6 GB, the Evo is sufficient.
  5. herbieherb

    PC Build

    Vectorworks will run very well on the computer. The RTX 3060 is released later in january. If you take one of the RTX 3000 cards, I would also take a board with PCI-e 4.0. Also because of this release all the previous generations used cards are available at very low prices at the moment. If you do GPU-Rendering maybe you really want to wait for a RTX 3000 and also get a PCI-e 4.0 Mainboard. If you don't i'd also consider buying a used GPU atm.
  6. Here are some useful information about Renderworks and lighting interior scenes i postet some time ago in the german vectorworks-forum (translated by google ). https://translate.google.com/translate?hl=en&sl=de&tl=en&u=https%3A%2F%2Fwww.vectorworksforum.eu%2Ftopic%2F14891-benötige-hilfe-bei-der-innenansicht-als-ausdruck%2F%3Ftab%3Dcomments%23comment-65173
  7. herbieherb

    PC Build

    Don't trust UserBenchmark it weights for typical user tasks. Vectorworks is not a typical Gaming/Office task, therefore this comparison doesn't say much. For CPU i'd look at Cinebench singlecore and multicore benchmarks. You can find them here: https://www.cpu-monkey.com/de/compare_cpu-intel_core_i5_10600-1151-vs-intel_core_i7_9700-911 So i woul'd definitely go with the i5-10600. Note that this CPU has another socket, therefore youll need another mainboard. With the RAM i'd buy at least 2999 MHz RAM as the i5-10600 officially supports. Also don't get the cheapest one you'll find. Besides the clock speed also look at the timings (CL, lower is better). You don't need the lowest CL but also not the highest 😉
  8. This is exactly what i was looking for. Thank you.
  9. Is there a way to change the 'Navigation Graphics'-setting in the preferences via script or hotkey?
  10. I didn't say Windows is better. I said: I just mentioned that other OS don't have these issues with backwards compatibility. It's a MacOS thing, not the issue of lazy software programmers. (Backwards) compatibility is simply a very small priority in the Mac world. It's your choice so deal with it. You are the one who continues the pointless discussion about which operating system is better.
  11. I had the same nasty bug once. Changing the GI settings helped sometimes, but not reliably. The same artifacts just showed up in other renderings. The only thing that helped in the long run was to locate the causing object and redraw it. Finding the object was quite tedious because the splotches occurred with a certain randomness. So I tried to reproduce the error with as few objects as possible until I could locate the cause.
  12. You can try to delete half of the geometry in a test file to find out if the cause was in this geometry or not. So you continue to work your way forward until you get to the source.
  13. Change this setting in a Renderworks renderstyle and export with this renderstyle.
  14. No offend, it coul'd have been just a bit misleading to users who are less familiar with hardware.


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