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Kevin Allen

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243 Spectacular


About Kevin Allen

  • Rank
    1000 Club

Personal Information

  • Occupation
    Experiential, Scenic and Lighting Designer
  • Homepage
  • Hobbies
    figurative drawing
  • Location
    New York City

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  1. That's a really good question. I've neither seen nor figured out any documentation on this kind of thing.
  2. Once imported can you use the Scale command and the scale to dimension option?
  3. Create two sheet layer Viewports. Use class over rides to redefine the textures for a class. Obviously, your design has to be set up with classes.
  4. toy need to make a sheet layer viewport of your design layer and put the virewport omg a sheet layer. When you make the viewport, you can assign a scale. On the sheet layer, with the viewport selected, you can change the scale in the OIP
  5. you can add folders to any type of resource, I might be somewhat wrong there, but in general, that's true. So, if your furniture has been saved as symbols, you can add a symbol folder for the 1059s furniture. In turn as you bring those symbols into a file, you can also add a textures folder for that furniture. I would create a file for that furniture, add folders as needed, then save the folder in my library which is a directory on my hard drive. I would then add that file as a favorite in the RM
  6. Model>3D Powerpack>create helix spiral?
  7. OpenGL is restricted to 8 light sources. Use a Renderworks render mode.
  8. The texture should have a Glow shader. It's typically at 100% but can be set higher. Too high and the image will blow out. Emit Light should be checked in both eh edit Shader dialog and in the Indirect Lighting dialog. You won't get any beams of light, but you should get the effect of light.
  9. You can texture a SubDivision. Can we see what you want to make? Deform and Fillet might do what I am picturing
  10. while I'd need to see the venue and the complexity, I would make everything Hybrid so you have 2D and 3D as needed.
  11. I have no idea what this is, but it sure is pretty.
  12. I'm not completely sure I understand your question, but image size is based on output resolution. So, If you're outputting to an inkjet printer that has a 150 dpi resolution. the image size would be the size of the output times 150 in pixels. So, if a 5' object at 1/2" scale it would actually be 2 1/2" wide and then 2.5x150=375 pixels. If the out put his 300dpi, then 750. If only outputting to a screen, then only the screen resolution matters, the rest is extraneous. That's more difficult to calculate, especially since we can all zoom in and out. Does that help?
  13. right, my comment is to suggest that we should need to extract a surface from a wall or a roof. but we should be able to add the array to the original object. If you update the walls, the array has to be recreated. I'd like to eliminate that step.
  14. Excellent Fix! Now if only surface array worked on native objects, and the extraction step could be removed...


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