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herbieherb

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Everything posted by herbieherb

  1. I tried to make an example for you but it seems that the option Cast Shadows of Objects Removed by Section doesn't work atm. So you can't see any reflections. But the sample has a glass material with transparency, cloudy look and shadows. And as soon as the bug is fixed it shoul'd also show reflections. The file attached is a VW2017 file because this is the last version when the reflections did work. When you convert it to 2018 or 2019 the reflections disappear 😕 This is how it shoul'd look like: glass.vwx
  2. Here is a description of the material above: As color i use a noise turbulence shader to imitate a cloudy reflection. For the reflection of trees and stuff behind the cutting plane i use a common mirror shader: And finally there is a transparency-shader with about 75% transparency. Finally adjust the size of the clouds by the texture-size and activate the shadows for the material. In the settings of the section activate the shadows of objects behind the cutting-plane. Else you don't see any reflections of trees and stuff behind the cutting-plane. The glass shader doesn't work at all in an orthagonal view because it's math is based on the angle that you look at it.
  3. For orthagonal views i use a fake glass material. The glass shader only works in a perspective view as zoomer mentioned. Use a dark grey color, make it a little glossy with the mirror shader, make sure there are some objects to mirror behind the view (trees other buildings etc.) Reflections from hdri backgrounds don't work too because of the orthagonal view. When you want the window to reflect clouds, you have to fake them with a cloudy noise-shader as color. Now make the material a little transparent so you see some of the interior. This makes it look a little more like glass. The advantage of this method is that you get real shadows on the glass, which is what you want in facades, but is not what it looks in reality. Now only use this material in orthagonal views by overwriting the material in the class settings of your glass in the viewport.
  4. Is this also the reason that it takes longer to move a line than to move a polygon? Is the polygon already optimized and the line not? I found out that way: I draw 40'000 lines and measure the time until I can continue working. The same takes much less time with 40'000 polygons with e.g. 3 points. Actually, it should be the other way round, because I have to calculate more coordinates for the polygon?
  5. There is no tolerance. You have to draw the walls exactly. Also make sure that the stacked walls do not overlap.
  6. This error has not yet occurred with us. This seems to be more of a network-related problem. How is your network structured? Which operating system do you use?
  7. Users tend to think the problem is in the software when in fact it's sitting in front of the screen or in the hardware. We looked for the causes and eliminated them. This results in PS working stable for years now in our daily work. Some were in the software, some in the hardware, some in front of the screen. From our point of view the ones in the software are mostly solved since VW2017, at least for Windows users. Apple unfortunately has problems with the implementation of SMB, while AFP is not developed further. Not only Vectorworks has to struggle with this. I can't tell if that's better now, because we have no Apple computer in the office since about a year. Since PS is not only a tool in Vectorworks itself, but has to work in a network, you also have to do an error analysis outside of Vectorworks. Which protocols do you use? Where is the server located? What kind of device is this? Do you use a cloud? Dropbox? The easiest way to eliminate all these sources of network related errors is to make a local copy of the project-file and try to send/receive its changes to this local file. You can't completely rule out network problems yet. The file may have been corrupted before you took it off the network. Nevertheless some network problems can be excluded like this. If it has nothing to do with the network, you have to try to reproduce the error. All project participants have to communicate exactly what they did. Often someone just played with the admin rights without knowing it and shot down other users. In 2016 we had a lot of problems with PS until I found out that an employee kept linking his backups to the project file. Recently someone complained in the German forum, until he found out that a coworker regularly released his checked out objects with its admin rights. Many users also think that Vectorworks crashed just because it didn't respond for a few minutes. Then they quit the program manually. Depending on which phase they do this in, they may corrupt the project file. Simply blaming the software for the errors is easy, but not helpful. If you have excluded incompatible hardware and users as sources of error, you can still rightly complain to Vectorworks.
  8. If you use these alpha-channel pictures, don't use compressed jpg. The compression makes the holes look frayed.
  9. Any news on this? Is it a bug? Is it related to the threadripper processor? Is there a plan to fix it?
  10. In the same window where you change the class visibilities you can double click on the class. Then you can change any class settings for this viewport. You can also change more than one class by selecting them and hit the edit... button
  11. Just take normal metals. Draw your cuts-outs as black/white pictures. Use these black/white pictures as transparency map.
  12. That's more like another bug you uncovered there. Thanks for the extensive testing.
  13. This is a very strange behaviour that I never saw in our work.
  14. I'm pretty sure they spoke of the class overrides in viewports. With the magic wand tool you can easily transfer the settings, which have to be made quite laboriously, to other viewports. This option comes closest to Archicad's workflow. The only difference: In VW you override the classes, not the colors. I wouldn't be afraid to control all line types and fills consistently via classes. This is the best way to do it in Vectorworks. Several hundred classes are also quite normal if an entire project is in a Vectorworks file.
  15. I think in the standard configuration the associated dimensions is activated. This means when you change a dimension you also change the associated object. With this option you can change a wall without touching it. Your problems with walls may be caused by this.
  16. Sorry I don't use the english version so i may misapply some terms. I mean associated dimensions.
  17. We don't have such troubles with walls. Do you use relative dimensions?
  18. It's the single core speed thats bottlenecking. Not much network traffic meanwhile. When i open a file i hadn't opened for a week, where others had made a lot of changes i also have to wait about 10 minutes to get the changes. The only recommendation i can give you so far is to not postpone sending your changes when you do a lot of work on viewports in the layouts. This seems to affect the time to send changes the most. We've located most of the problems we had in front of the machines. You can do a lot of bad things with PS. Copying your workfile or getting a new one without checking out leads to objects, that can't be changed by anybody. Afterwards the users misused admin-rights leading to data loss. Deleted classes can be recreated by accident when others copy objects that had the class and they didn't received the changes yet etc. We had a lot of problems with vw2016 and PS untill i found out that one single employee regularly reconnected his backup files with the project file. You have to give your employees workflows a very close look to find out whats going wrong.
  19. We use a Synology DS218+. It runs two hdd's on SHR (Synology Hybrid Raid). No Dual Network only common Gigabit connections. The hardware of the workstations don't seem to have any influence on PS related stability and speed. We also use Windows 10 64bit. Our files are about 500-1000MB size. All layouts are stored in one single file. Sometimes the model is referenced from multiple files to one layout file. Some of the references are normal files, others are also ps-files. We don't save viewport cache in the project file but we do it only in the work files. This saves a lot of network traffic. We only activate this for specific project phases when we don't want to re-render viewports on every machine. But when we do we keep an eye on the file size so it doesn't get too big. We send our changes on a regular base at least twice a day. The more you do, the faster it is. When you do a lot of work on viewports, send the changes more often. Working on viewports seems to cause the most sending lag. Slow updates is the only complain we have with PS but with this workflow we keep sending times in a usable range (some seconds up to some minutes). Most of our PS experience is based on Vectorworks 2017. We don't change the vectorworks version if the project is already too far progressed. Although in 2018 we experienced faster sending times.
  20. PS works stable on Windows and our Synology NAS with a Gigabit LAN. We use it in every project since it was released. Had some troubles in the beginning. Some of our users did some nasty things with PS that were leading to errors. For example they reconnected their backup-files with the project file, or they misused their admin rights to overwrite other users drawings. We also had some technical related problems in the beginning. But since vw2018 it works stable at least on our network environment.
  21. Yes, three of the four areas shoul'd render with the grass shader, one is empty. If it's the ecc i'll officially join your religion 😉 Here is a file where it's easier to test. It has only two polygons. Both shoul'd render with grass on it. grass.vwx
  22. I now tested it with some other workstations (all Windows10, VW2018 with latest updates & drivers). Seems to only affect this threadripper built: AMD Threadripper 1950X MSI GeForce GTX 1080 Ti GAMING X TRIO (latest drivers) AsRock X399 Taichi (latest bios) I didn't expect different results with a cpu renderer. Can someone else with a threadripper (or maybe another AMD CPU) reproduce the issue? Deleting the library folder (sets all settings back) didn't work.
  23. No, it really seems missing at all. I also had the issue at site models. Thought of, maybe the polygons are flipped in the model, but also found no grass on the inside of my terrain. 🙃
  24. In the file it only happens on the left side of the viewport. You coul'd also fly around and render without viewport. It still doesn't work in one polygon. Whats a mirrored rendering?
  25. With the describet method you have two files with the symbol. One with black classes and one with colored. If you wish to print, just import the symbol from the black file. When you want to work on you import the symbol of the colored file. So you can easily change anytime without copying the file or undo after printing.
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