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Everything posted by domer1322

  1. Benson ... thanks for the ideas. Alan: this may disappoint you: I'm retired and I'm doing this as a volunteer. Thus, I didn't upgrade my VW and I'm using VW 2015. Hence, I don't have Marionette and I don't know if I ever will. Sorry I led you down a path that isn't useful (for me, anyway). All: thanks for the help.... I've always had trouble manipulating a DTM and showing grades in 3D and this is a good learning experience. My current technique is to get the DTM as close as possible, but it always has odd rendering of the grass and I also have trouble with texture beds. Thus, I get the DTM as close as possible, then use a draped surface (with cut outs for the hardscapes or other objects) and produce a final rendering. The draped surface always shows the grass or mulch much better than I can get with a DTM and texture beds.
  2. thanks for the help. I found Alan's "wall technique" doesn't work for me because I am modeling an entire park and it is too laborious ... plus i can't seem to get the pavers to be the correct size (4x8) by manipulating the texture scale. I guess I'll use Benson's "multiple symbol" approach. To my surprise, having thousands of individual brick symbols in the file does not seem to slow down the render times as much as I thought it would. It might be the best method, but it still takes a lot of time, since it has to be done separately for each curve. One additional question: after I duplicate the brick symbol along the path, I send the bricks to the surface of my DTM. However, each individual brick remains co-planar with the original ground (flat) plane. Is there a way that the bricks could be slightly tilted so that each brick is sloped to match the grade of the DTM at the location where the brick is? Most of the time this is not necessary, because the difference in the "sloped" plane is negligible, so my question is more theoretical than practical.
  3. I ask for help: I've struggled for a long time trying to make a realistic 3D model and rendering of a landscape path (or area) that has brick pavers on the edges, like that shown in the attached photo. Can anyone give me a suggestion on how to do it well ? My main problem is that I can't figure out how to make the edge pavers be perpendicular to the edges for a curvy pathway. I know I can use the hardscape tool, but that doesn't allow for a realistic rendering of the pavers using RW in 3D. Using the "border-joint pattern" settings will yield a hatch that has perpendicular lines, but it is only a hatch and not intended to be "photo realistic". I appreciate any help ... or .... just let me know that you don't think it is possible so I don't keep trying different things that ultimately don't work.
  4. Bingo ! Christiaan - you got it right. First I changed the Navigational Graphics from being checked to being unchecked. It had no affect (maybe made it worse). Then I took the VW default wall style for brick veneer with 6" stud cavity insulation and removed all the component hatches (except brick veneer) as Christiaan suggested. Now it scrolls and zooms fast. Case solved ... thanks a lot Christiaan. However, I am disappointed that using the standard VW-provided wall style caused this to begin with. For this job, removing the hatches doesn't matter ... but I envision sometimes where that would be a problem.
  5. I drew a site in 3D, and recently added a "shell" building as shown in the attachment. There are no interior walls, only the exterior walls and a roof. After adding the walls, I suddenly noticed the screen redraw of the walls in top/plan view are unusually long ... about 3 seconds per wall, or about 30 seconds for the whole thing every time I scroll or zoom in/out. I'm not used to any redraw delay for top/plan view, so I figure something must be wrong. Any suggestions as to what is wrong or could cause it ? I did not use "stories" for the walls, I just duplicated and moved them up for each floor. There are no interior walls, slabs, or any other symbols. I've had much larger file size drawings without this issue (size = 95 Meg) so I'm puzzled. When using RW or OpenGL everything renders as fast as normal. Any thoughts ?
  6. OK ... eventually I got it to work completely correctly by redrawing the 2D component ... but it didn't seem to work in a predictable fashion ... I sort of stumbled upon the final correct version. Anyway ... thanks a lot for your help.
  7. thanks for the help .... I tried the copy and paste idea, and it didn't work, until I added 2D loci. However, even though I got it to work satisfactorily, it still has an odd quirk. Look at the attached image file to see that the symbol fits in the 2D top/plan wall nicely, but when I select the symbol, the selection box indicates the larger size that was the original problem. I am perplexed, but I guess I should accept partial success and move on ..... door test.pdf
  8. this ought to be easy ..... I attached a 2015 VW file with a hybrid door symbol that I built myself. I'm very frustrated that the door symbol, when inserted into a wall, has a large blank space (about 2 ft) to the right side. My obvious thought was there must be a "stray" locus or 2D object causing the large gap in the wall in 2 D top plan. However ... I'm stumped. Anyone care to help ? test_door_symbol.vwx
  9. need simple help ... in the attached image, I applied a texture bed to a sloped grade and it is rendered in RW. How can I get rid of the white lines that mark the edges of the texture bed ?
  10. This is a good topic .... so I'm keeping it current .... Jim: by your response about pdf file cropping you seem to imply that cropping a pdf image will make the whole file less "heavy" ,,, that is, it will draw, scroll and zoom faster. Is that true ? That also implies I should also import images as bitmaps or jpeg files (not pdf) , unless I'm trying to snap to points as can be done with a pdf. True ?
  11. great ... but ever since VW started this new forum format, I can't figure out how to look up my old threads .... so I don't know how to get to that old thread ... help ???
  12. I need help ... I'm trying to render a stained glass window. When I make the image prop and related texture, I adjusted the image mask for levels of gray/black transparency, and the light comes through the window according to levels of black in the image, but it doesn't show the colors in window. That is, I expect to see the light reflecting off the floor to be the color of the stained glass. As a bonus, it would be nice to directly look at the window and see the colors "glowing". What I see now is the various levels of grayscale render as transparent (clear) glass. How do I make this work the way it looks in real life?
  13. To All: Never mind my previous post. I have now come to the conclusion that there is no way to download El Capitan, since my Macs will run Sierra (although I can't run VW 2015 on Sierra). This sucks .... forced upgrades. I guess I've seen that before.
  14. I tried to read previous posts about compatibility, but I can't find a definitive answer to this question: Does VW 2015 run smoothly using Mac OS El Capitan ? I found some posts indicating there was initial trouble, but I can't find anything from Jim W or an official VW source that says the last VW update (SP5 ?) fixes everything. Can someone please confirm if this is true or not ? PS: I hope I'm not too late to update ... I understand it might be difficult now that Sierra is out.
  15. when I tested it, I made a simple rectangle, converted it to a 2D symbol, then tried to extrude it along path. It does not work. Since it is not a plugin, I don't understand your comment Alan. What is it that I should "untick"?
  16. Does this technique only work in VW 2016 ? I am using VW 2015 and it does not allow me to select a 2D symbol for an extrude along path object.
  17. Matt: you are correct. Thank you for confirming that the software can not do what I wanted. Now I can stop wondering if I just don't understand something. Jim: any chance you can influence your software coders to make this work? I frequently find existing buildings that have similar construction, and I want to model it in VW .... but I can't do it.
  18. wall cap: can anyone tell me if it is possible to make a wall cap with the veneer brick that wraps around the corner and returns back into the CMU ? I attached an image of the objective. I've tried repeatedly to make it work, but can't figure out how to do it. PS: on this new forum layout, how do I find the previous posts that I made days (or years) ago ?
  19. well, thanks for helping, but, I must be very ignorant. I don't see what a slab has to do with this ... the file I posted had nothing but a wall. I also don't know why changing any texture should make the 2D plan be all messed up. Are you sure you're answering my question and not someone else's ? The wall image you posted doesn't show any recess grooves in it, like my original problem stated. There does appear to be lines, as if they are part of a texture. However, I'm asking about actual 3D grooves like you might have at a joint for EIFS. I decided to make a work-around by simply adding a 3D Generic solid layer of EIFS instead of trying to put recesses in the walls. Then I used "subtract solids" to make the grooves. Thus, this in only an academic discussion for me now. But I'm still curious to know if there is a way to put EFIS grooves/joints, in a wall object without messing up the 2D plan or stopping the joints at the wall corners. Any comments, anyone ?
  20. thanks ..... one big help was to pull the recess object away from the wall surface before making the recess. That fixed one problem. However, look at the wall plan that resulted. (attached). I also tried a vertical groove, and you can see the start of it in the plan. But this plan is clearly messed up. Look at what it does to the wall cap, and changes the window opening. More help, please.
  21. Can someone confirm that this problem is not operator error: I'm trying to cut grooves in a retrofit layer of EIFS. When adding the grooves as a wall recess, I can't get it to work correctly. I attached two files showing some of the problems. 1) the horizontal groove only renders for part of the way. 2) When using wall caps, the groove won't cut through the wall cap. If have found many other issues when trying to manipulate these grooves. Can someone tell me if there a way to do this, or confirm it is the software fault so I don't keep trying to do this ?
  22. rDesign: that was a big help .... thanks.
  23. I can't remember what it is that causes white outlines around a window opening. Can someone tell me how I can get rid of the white "outlines" on the corners of the opening and the segmented arch. (See the yellow arrow to show the white lines that I'm trying to avoid.) I attached a jpg and VW file to demonstrate.
  24. thanks for the help. I guess there is no easy and simple way to do this ... but there ought to be. Tom: I am not a Service Select member, so I guess I can't see the video.
  25. Need simple help with this: when a large window exists on both the first and second floors, how do you get it to show in 3D on both floors? That is .... if I insert the window symbol in the first floor, the second floor wall will show a solid wall instead of the top half of the window. Inserting a duplicate symbol on both floors doesn't help, since the window schedule will have the duplicate. I've been using a work-around by cutting a hole in the second floor wall, but this seems cumbersome and there must be a better way. Please show me the way.
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