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Kevin Allen

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Posts 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. 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.

     

     

    • Like 2

  3. 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?

     


  4. 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.


  5. 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.jpg

    test.vwx

 

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