Jump to content

Mike Lamb

Vectorworks, Inc Employee
  • Content Count

  • Joined

  • Last visited

Everything posted by Mike Lamb

  1. Marshallae, I don't think there is a way to wrap a texture to the curve of radial pavers. You could also use a try a hatch or a pattern, something with uniformity, they will not follow the curve either, but they might give you the textured look you are looking for. Set the fill opacity lower, maybe like 30 to 50 percent.
  2. Hope this helps! You will probably want to set the control point of the radial pavers to the center of the pool in your drawing, that should make the pavers wrap around that curve nicely. hardscape radial pavers.mp4
  3. Have you tried the pavers-radial joint pattern option for hardscapes?
  4. Hi Miriam, can you post your file here?
  5. @elch Just heard back from the development team, I'm pasting their response below. I'll also attach their files. Notice that: There is a set of adjacent Roadway (Straight) and Roadway (Curved) objects as an attempt to model a complex roadway consisting of straight and curved sections. Actually, the Roadway (Straight) and (Curved) objects are not suitable for modeling such complex poly roadways as it is hard to vertically align the separate objects/road segments (as every separate roadway object could be sloped differently). As a result, the site model recognizes modifiers conflicts exactly where the separate roadway objects align to each other. In such cases, it is preferable to use the Roadway (Poly) object which models continuous roadway along a polyline and overcomes the vertical alignment issues. The Site model collects modifiers from a custom set of layers (see "modifs_from_custom_set_of_layers.png”) which includes the "modifiers” design layer. This means that all modifiers from the "modifiers” layer will be recognized and collected by the site model no matter this layer is set invisible. Notice that there are modifiers from the "modifiers” layer which overlap some of the Roadway objects, i.e. they conflict with some of the modifiers that comes from the roadways. Please see the attached "Research_Conflicts_Reasons_1.png" which illustrates why the site model recognizes conflicts between the modifiers it collects. I have prepared a fixed version of the file (see the attached "p80III_modell_fixed_v2019.vwx") where: The set of Roadway (Straight) and (Curved) objects are replaced by two Roadway (Poly) objects (they follow the same path and model the same geometry). Some of the 3D modifier polygons in the "modifiers" layer are slightly reshaped (using the Reshape tool) so they don't overlap any of the roadways. p80III_modell_fixed_v2019.vwx
  6. @elch I think the site modifier of the roadway is causing this. I can go in and edit the contours, but they get overridden by the roadway modifiers after you exit the edit mode. I guess one workaround would be to uncheck the "use site modifiers" checkbox on the roadway, or have the site model ignore the elch-weg layer for site modifiers. I'll write up a bug for this.
  7. Hi elch, what version of Vectorworks are you using? Would you mind attaching your file here so I can take a look? Mike
  8. I exported it back to 2018 for you. Let me know if this works! EXE CR59 v2018.vwx
  9. @Phileas - I was able to reproduce this using 2018 on my Mac, but not in 2019. It's much easier to select the site modifiers in a 3D view now as well in 2019. Unfortunately we've stopped releasing service packs for 2018 at this point, so this will not be fixed in 2018. If you would like to try this in 2019, you can go here for a free evaluation copy: https://www.vectorworks.net/trial/
  10. @Phileas, what Mac OS are you currently on?
  11. Hi Phileas, any chance you could attach your file here, and post a short screen capture video of your workflow? You're on 2018, right?
  12. @Phileas - Glad you were able to work around it. I did file a bug report for it, but it probably won't be fixed until version 2020.
  13. Inserting the site model into a new file is going to cause this to happen again, because the site model effectively gets rebuilt as part of the process. Just make sure whatever design layer you place it into does not have a story assigned to it. After the site model has been inserted, then you can go back in and re-assign a story to the design layer. Hope this helps...
  14. Here you go. I also attached a video showing the steps. CRA_EXE_50 Site Model fixed.vwx site model fixed.mp4
  15. Did you delete the site model, and then recreate it from the 3D poly's while the terrain layer's story was set to none?
  16. It looks like there is a bug with stories causing an issue here. As a workaround until its fixed, you can set the story for the terrain layer to none, recreate the site model, then change the change the story back on the terrain layer. Hope this helps...
  17. Hi Fich, can you attach the site model here?
  18. Hi Donna, you need to create a texture and use the grass shader, then apply that texture to the site model or surface that you want to be the lawn. Here's a link to a video that should get you started.
  19. I did something similar once by modeling the LED tape light. I created a tiny extrude for the LED, gave it a glow texture, and then placed a spot light directly above it. Turned in into a symbol and made an array of them. This did result in alot of lights and a slow rendering time, but I thought the effect was worth it. Something else to play around with is using the exposure setting on the Renderworks camera, especially if you feel that you can't get the LED bright enough.
  20. Nice test file mjm, thanks for including it!
  21. Hi Chris, Here are some pointers... 1) Looks like your ambient lighting is up abit high and washing everything out, this might be hiding the effect of your glow textures? Try reducing the ambient lighting(or turning it off completely), and making your existing lights brighter, or adding more lights. 2) The little details add to the realism, like pulls on the cabinets, a towel hanging somewhere, electrical outlets, light switches, HVAC vents, fruit setting on the counter, etc. 3) Create the viewports on a sheet layer, then make a copy of that sheet layer and set the DPI to something low like 25 DPI. set all the quality settings to low, turn off displacement mapping. Use these viewports to tweak the lighting settings to get the effect that you want, your rendering times will be much shorter. Then crank up the quality and DPI settings. 4) In the reflection of the backsplash, I can see there are windows in the room. Try this... Use a helidon, crank up the brightness, and edit the glazing texture of the glass in the window, indirect lighting options, and check portal. Adjust the helidon so the light shines in thru the window and onto the wood floor, it will reflect in the room and give the room a nice warm color.
  22. Very nice, care to share your settings?
  23. I think this might be the one, also from Stephan. Was posted to the Beta list on 4/1/2015.
  24. Something else you may want to try is to set the reflectivity on the glass texture to glow, and set a slightly yellowish color for the glow. That will make the glass appear brighter, like it is lit up. Turning on soft shadows for the light will give you a nicer shadow on the ground, and might even make the shadow cast by the vertical supports on the light box disappear. lamp_post.vwx


7150 Riverwood Drive, Columbia, Maryland 21046, USA   |   Contact Us:   410-290-5114


© 2018 Vectorworks, Inc. All Rights Reserved. Vectorworks, Inc. is part of the Nemetschek Group.

  • Create New...