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herbieherb

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Everything posted by herbieherb

  1. Makes this more effective: Set all attributes by class. Draw a rectangle with every class u use. (There is a marionette around that does it for you). Put all the rectangles into a symbol. Copy it into an empty file Save as a separate file (make it accessible easily e.g. in your library) Save it as another file Change all the class settings to black/grey etc. as you like Now you can import the symbol into your drawings to change the attributes of all the classes in your file with one click. Your workflow is very similar to the printing files in AutoCAD.
  2. Here you have a sample. Funny thing is, when you cut the grass polygons in smaller pieces (still same area of grass) all works fine. grass.vwx I got this same issue in several different files.
  3. 2018. I also tested it with 2019. Both seemed to work similar.
  4. This is how i work around this. Unfortunately the amount of grass seems very limited even though my hardware coul'd easily handle much more. Something like a renderstyle quality setting for the maximum amount of grass woul'd be very welcomed. Or something like a lod so that grass at a certain distance isn't replicated.
  5. Vectorworks is a wysiwyg program. Nevertheless you sometimes would like to have your linestyles coded in colors when drawing. We also use colors for the different materials in our plans. When exporting, we set it to black&white. The problem is that this really means that black becomes all black and white all white. Grey lines become black, grey fillings white. If you now want a gray area (or a color which should become gray), you can use dot patterns. These dots can only be seen in Vectorworks. When exporting, the colored dots are scaled so small that you can only see the individual dots when zooming in. If you use completely black dots, a gray area (without small dots) will result from the PDF export. The whole thing is a bit strange, probably from the days of pen plotters. Another possibility to export colored areas in gray is to vary the opacity. Opaque surfaces are also exported grey in black and white mode. However, this has the disadvantage that the background shines through. Here is a table of how the different fillings and lines behave. Within Vectorworks: When printet/exported as PDF: color table.pdf
  6. Is there a maximum in the number of drawn grasses in the grass shader? From a certain area, I have to subdivide the areas in order to render the grass. With a certain amount of grass, that doesn't help anymore. Then some areas are no longer filled with grass.
  7. We left Mac five years ago. Back then, it became more and more apparent that the Mac Pro waste bins were a design impasse. There was no alternative back then. Our beloved PPC were no longer compatible with the current Vectorworks because Apple stopped supporting them. So we switched to Windows 8. We were amazed how easy it was. Windows and MacOS used to be worlds apart. Since Windows 10, however, the user hardly notices any difference. The standard applications are a bit more sophisticated on the Mac, but I have much more choice on Windows. Both are equally stable and easy to handle. There is definitely no more hell of operating system on the other side as convinced users may attribute. If you can't wait for a successor to MacPro, I'd give windows a look as well.
  8. I was so happy with my two 2K-screens i even bought a third one. Like this you can have one with all the palettes always open, one thats just for drawing and the third one for a multiview pane or other software like mail etc. Your gpu still has a lot less to do than with just one 4K screen and you have a lot more space to organise yourself. At least with windows and the screens always connected i never had any of the issues @Jim Wilson mentioned. May be a mac only thing. Here is an example how a two or three screen layout may look like: Especially in this situation when you don't know yet what hardware is coming up, another cheaper screen may be the better option than an expensive huge UHD monitor, which your current hardware may not handle.
  9. herbieherb

    Marionette

    Yes, it has the wrong input nodes for this.
  10. herbieherb

    Marionette

    At the moment you just copy the marionette into your file and change the control geometry as you like (right click - edit control geometry). Im planning to implement it as a script or tool but i have to correct a few bugs first. You also find a Symbol in the resource browser that contains the marionette. You can import this into a template or your library.
  11. Thx a lot @sbarrett. Here is the marionette i made to work thanks to your custom node: gradient offset
  12. Thanks to the help of the custom planar boolean node of @sbarrett I can introduce my new marionette to you. The "gradient offset" makes these beautiful gradients, which give the environment plans that certain something. The marionette is an object node that works works with a control geometry. It works as long as the offset doesn't self-overlap, so make sure to not choose too big offset for your geometry. gradient offset 1_0.vwx
  13. This is what i did for now. Unfortunately the network does only work with a certain amount of inputs. So if you have any other suggestions, I'd be very grateful.
  14. We need more detailed stair to landing connections. Best as with editable solids an adjustable 2D basic form. At the moment I don't use the stair tool at all. It has very strange mesh geometry, it is very complicated to adjust everything, you are limited with textures, there is no possibility to apply a levelling layer (plaster) to the bottom view. Basically, it is easier to build a staircase out of editable solids. Because I need them more detailed later than is possible with the current tool, I build them from solids already in the pre-project phase. Here is an example of the stair to landing connections of our 1:50 plans: staircase bearing.pdf
  15. What resolution do your monitors have? Full HD or UHD? If you have four displays attached, please keep in mind that the resolution between Full-HD and UHD is quadrupled. With four monitors, I would recommend that you only use Full HD resolution. Then you only need the same graphics performance as for a UHD display. A current high-end graphics card supplies one to two UHD monitors, depending on the size of your 3D models. Full-HD: 1'920x1'080=2'073'600 Pixels x4 monitors = 8'294'400 Pixels UHD: 3'840x2'160=8'294'400 Pixels x4 monitors = 33'177'600 Pixels! Your current graphics card has only 4GB vram. It probably fills up with your four screens in OpenGL mode. You can easily check this with the task-manager. As soon as the memory is filled to about 80%, the drawing starts to lag. So I would recommend you to install a new graphics card. If you don't need it for other applications, I wouldn't use a Quadro card, but a gaming card like the Geforce GTX1080Ti, because Vectorworks doesn't benefit from the pro cards.
  16. Does it solve the issue where in sections the textures of terrain modifications weren't shown?
  17. Do you ever think of the Windows users? They've had to deal with an outdated OpenGL version for years just because Apple wanted to push its own API. I don't want to know what the OpenGL graphics from Vectorworks could look like if Apple hadn't put the brakes on it for years. Maybe the Vectorworks OpenGL graphics would look like this today? Now the Windows users should also co-finance the adaptation of Vectorworks to Metal? I would rather consider whether Apple is still a reliable hardware supplier. Open standards are not supported, or only implemented incorrectly and not fixed over years (SMB). Then the hardware is hardly upgradeable and the choice for professional customers is very modest at the moment. Suddenly operating system upgrades are discontinued (as happened to PPC), while at the same time making life difficult for software developers by diligently removing "legacy" that would be important for backwards compatibility. The result is that you can't run old software on new apple-computers and vice versa. Old files must therefore be converted if you want to view them today with questionable results. A nightmare that we fortunately already escaped after the PPC misery.
  18. I want to do a planar boolean intersect object operation with two lists of objects. I got two lists of objects: A1 B1 A2 B2 A3 B3 ... ... What i want to do is to intersect them like: A1 with B1 A2 with B2 A3 with B3 ... When i just input list 1 and list into the hBlank and hTool inputs of planar boolean it seems to intersect them like: A1 with B1, B2, B3, ... A2 with B1, B2, B3, ... A3 with B1, B2, B3, ... ...
  19. I use classes successfully for multiple states, variants, levels of detail and for before/after rebuilds. I just put the whole thing into a group and the group gets the state class etc. Why do you have to pack these features into separate tools when the classes already solve all this? The classes can do so much more than just assign attributes.
  20. Can we add 2D-objects into the autohybrid-object to make annotations and similar?
  21. Fortunately Vectorworks stopped you. The image of your park would have had an uncompressed file size of more than 1000 terabytes. Use the size you want it to be printed in the end. Choose the quality by the dpi. Usually bigger images need less dpi as you look at them from a certain distance.
  22. The export is correct, when you zoom in, the lines are shown correctly. They are only shown in gray on the screen by the PDF viewer when you zoom out. If you print the PDF, they are also correct.
  23. When you work on big 3d models, you really notice every 10% increase in performance in OpenGL mode. The model loads faster, you can navigate more fluently and changes in class visibility etc. are faster. In Vectorworks its a good idea to also max the OpenGL score. It doesn't seem to be only a bottleneck when filling the gpu, because the navigation in an already loaded model is also smoother on the other system with the higher OpenGL score.
  24. Again: They testet the SC speed not OpenGL. You're right it doesn't matter much for renderworks but for OpenGL the right RAM configuration makes a huge difference up to 30% between a 2133MHz (most ECC-Modules don't go much faster than cheap normal RAM) and a 3600MHz (very High-End but non ECC RAM) configuration. I tested it myself with different RAM modules. So if you want to exhaust a high-end gpu, you have to use very fast ram with the treadripper. If you want to buy the cheaper ram you coul'd then also buy the cheaper gpu since it would'nt matter. Example: I got a machine in the office with an i7-6700K (4cores at 4GHz) RAM at 2133 MHz and a Geforce GTX 1070. It has an OpenGL score of 140 frames. The threadripper built i introduced even though he had a GTX 1080Ti with 2x2133MHz RAM only had a score of 100 with 4x2133MHz RAM it had 105 with 4x3200MHz 116 and another user at this board had with 4x3600MHz 134 frames So between the 4x2133 MHz and the 4x3600MHz there is about 30% speed difference in the OpenGL Mode (in SC, MC Tests the difference is only about the 5% as you mentioned). So when you render, you wont notice a difference. When you work in OpenGL mode with huge 3D Models, when you use multiview or use high screen resolutions (several 2k screens or a 4k screen) this definitely makes a huge difference.
  25. Please read the posts above again @zoomer. Your video is not relevant for a threadripper built for vectorworks: Also it seems that vectorworks doesn't use ecc at all: If you really want to use ECC RAM. Get one of the new Xeon not a Threadripper. But you'll get less power for the money. @iaincognito I woul'd definitely wait for the 2950x. Don't try the Noctua cooler. I tried it myself and the threadripper got really hot. Get a water cooler. Make sure that your case is capable to fit the water cooler. If your water cooler has three fans your case must have room for three coolers next to each other. Get a case with good case cooling (same amount of fans as the water cooler). So if you get the water cooler with three fans your case has to have at least 6 positions for the case-fans, three of them next to each other. Make sure you'll get the G.Skill Trident Z with the indication RGB F4-3200C14Q-32GTZRX. These are optimised for the threadripper. Also consider buying even 3600Mhz RAM as another user did. His cinebench openGL test was 15% faster then mine with almost the same system. But this did only affect OpenGL. For the monitor i prefer more than one but smaller size and only 2k not 4k. With three 2k screens your gpu has to handle less pixels than with one 4k but you'll have way bigger screen size. Also the vectorworks pallets can thus be better distributed. But I guess that's a matter of taste.
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