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Kevin Allen

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Everything posted by Kevin Allen

  1. @SeanOSkea I often feel I have the same struggles. IIRC, as it's generally finger memory., I draw of place the profile perpendicular to the path. I think the control point you mention in the center point of the profile, BUT the user has to do the math. So if you have a piece of simple crown moulding that is 3 3/8" wide the offset of the path needs to be 1 7/8" (or 3 3/8 / 2 in the offset dialog). Obviously Control Points (like the 9 little dots in the oIP whose name I can never recall) would help.In an ideal world, if using Wall Objects, the crown molding, however it's composed as I doubt either of us uses a single moulding element in a crown, should be a Component and defined in a Style. @DanJansenson @_c_ @C. Andrew Dunning
  2. Use the extract tool to get the curve. Offset that by 50% of the thickness of the banding and then extrude a rectangle along the path
  3. MSG is a typo. Should read mask. An Alpha channel is a mask, but it doesn't have to be black and white. There are many uses for, and ways to create a grayscale alpha channel in photoshop. So, If you have a 40' by 40' floor, create a texture that size in photoshop. Keep the over all resolution (DPI) low, mI typically keep all of my image based textures to 1-3Mb. That resolution is dependent on the size of my output. Create a new channel and use the gradient tool to create the black to white gradient. Save as A TIFF file and then in VWX create a new texture. Import that file, set the size to the same 40' and use Image Mask Transparency and choose this image and choose the alpha channel in the Image shader. Of course, you could create a 4" texture and change the size in VWX, but I use real world sizes to keep track of what I'm doing.
  4. Create the msg as an Alpha Channein Photoshop nd save in TIFF format, then us the Alpha as a VWX mask
  5. I do not think additional point is possible as you describe.
  6. It's not a Field, it's a button. It's imperfect, but it is there, near he bottom of the OIPIn 2020, and as I recall in 2019, there is an Add Leader button at the bottom of the OIP.
  7. It's not a Field, it's a button. It's imperfect, but it is there, near he bottom of the OIPIn 2020, and as I recall in 2019, there is an Add Leader button at the bottom of the OIP.
  8. I think that's in the OIP when. callout object is selected.
  9. Me too. I think Ia also sked for this years back as well. I generally use the edit symbol functionality to detail parts of a design, or I have to have a design layer. Being able to create a SLVP from the edit symbol window would clean up my files.
  10. Looks, to me, like you would need to model the floor and the ceiling grid, and use a black background, Keep the light restricted tot he area of the stand.
  11. I think I've had the same issue. I generally use simple procedural textures. I recall trying to get a wood grain. but I could not control the direction, so I modified the design.
  12. if you convert, keep a copy of the subdivision for future edits. I'm not an engineer, but I can see how mapping directions on faces could be an issue.
  13. I have to check, but this seems odd.It might require using the split tool and multiple textures.
  14. hmmm, I can't seem to convert to Generic Solid either using v2020. I can convert to a mesh, but that should only provide a shell. Looking at the 'floors' above, I would think that getting the solid from the subdivision would be the first step. Then modeling the outside of the walls and floors as an overall 3D object using simple extrudes and Add Solids would give you something to Subtract from the generic Solid and then the interior detailing could be modeled. I would doo all of this on different design layers to keep everything lined up and to meep the individual objects easier to see as you work. That said, the failure of the convert to generic solid seems to be a bug. I don't think either NURBS or using Multiple extrudes will give you what you want. That said, perhaps, and maybe w=using a simply exterment, model the interior hollow, then subtract that from the 'cardboard' overall shape (having assembled that using add solids to make one object), then Co avert the result to a subdivision and while not touching the interior, work on the exterior surface?
  15. You should be able to post here or send a forum message or email klad@klad.com
  16. It really is best practice in Vectorworks to draw in scale not in 1:1 for large objects. In terms of the hollowing out. You can convert the Subdivision object to a generic solid, duplicate and scale down the solid and then Model>Subtract to give you 'walls.' However when you do that conversion you can no longer model the object. I'm thinking there is also a way to do this and keep the object as a subdivision, although that's more difficult and would require some thought. Using the ethos above, the walls would be very regular, keeping it as a subdivision, would allow for irregular modeling.
  17. Hmmm, kind of a PITA, but you could do the detail in a separate document and reimport back. Possibly as a DLVP.
  18. I do go back to the texture. I wouldn't try to model every last bit of geometry, let a bump map really help you.
  19. I might start with something like this, les complex, convert to subdivision and model further.
  20. Not seeing what you’ve done or what you want, I think the answer is less in the model than in the texture. I would use the noise option in the bump shader.
  21. yup, I'll bet that geometry is overlapping in 3D space.
  22. When I render and export from the design layer, I see the issue. When I put the camera view on a Sheet Layer as a SLVP, render and export, the tree is there. Although I think it should work from the design layer, I also think there are known issues with rendering on design layer and using SLs is considered best practice. test.vwx

 

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