# HalTDavis

Member

5

1. ## Marionette Tutorials

I've taken a couple of courses in logic and programming, and I'm kind of new to vectorworks, but I see two possible routes here. The first is putting in a minimum and maximum Lux value, a geo-reference and position data for where the sunlight would come from (which would require you to set up a light source that would serve as the sun), select a general shape\ratio of sizes of sides\perimeter for the holes (thickness could come from the wall object), you'll also need to know how far from the edges the holes need to sit, and how far apart you want them; and set up two layers with both the maximum and minimum number of holes based on that info. Another way is to give it how many holes with all pertinent sizing, etc, and getting back a LUX value in the room, which is just a light meter in different corners. You'd still need many of the components from above. Here's what I would do.... ...Seating charts are already built into Vectorworks. You can use that tool with special object you create (a 3d shape of your holes), and then set the seat counts to change the number of holes per row, and set the vertical distance to change the number of columns. You'd have to create the LEG and SEAT marks in your shape for VW to use, but it would give you a way to populate the surface instantly, and ctrl\command +Z to go back and do over. You'd have to get the data from one hole first, placed in different random areas, by subtracting it from your wall, then measuring the light from it, to give you an idea of how big it would have to be to get the right amount of light at it's outer falloff, which should be about 1\3 to 1\2 of your LUX needs for lighting in the darkest part of the room. You'll also need to know what those needs are for how bright it should be. Measure where the extreme falloff begins from the center of the beam of light, and set your distance between seats to match that or just a little more than that by up to 4' for every 10ft of ceiling height. You'll have to create a 2d planar shape that matches your ceiling or wall shape so you can create the seating chart, but once you do, you can align and ungroup the seats, then subtract each one from the wall. Just remember that you'll have to align the plane of the seats on your surface in 3d, so alignment options would be useful to you for align Left\right\center, top\bottom\middle, and you may have to use the rotate tool.
2. ## Creating Polygons from lines

Just wanted to throw one in here... ...Thanks for asking the question, thanks for the answer, and generally, thanks to Nemetschek who built this software. For me, nothing ever goes 2d to 3d, it always goes from 3d to 2d--something my dad taught me when I was trying to draw the diagrams for a project for school that required some wood construction. This is an old thread, but it's been a while for me and the software is very different from the old 1990's MacDraw I used for a long time. There are some nuances I'm still learning and this is one of them.

4. ## Intermittent Render freezing

I tried it today with a new file. I rebuilt everything in the old file. For some reason, the polygons are acting up again and it isn't my broken file. Somehow, the rendering engine is fouling up, possibly due to the number of objects, I can't be sure without knowing more about the engine's limitations. I did put in cameras, tried the renders again, and again the polygons hated me. However, OPENGL worked fine. I even set the render settings high and it worked really fast. Check to make sure that your objects are not grouped in weird ways, or that your classes conform to norms. It may be something to do with that. Again, I can't be sure. I tend to reclass every set of objects to it's own class, and then put similar design elements (similar purpose) into the same layer so I can change how I work with the objects very quickly (altering class to only the active allows me to see all of one type of object so I can move them around; prevents grouping problems). This method worked at first with one or two objects, but I'll admit I've got 40 children placed. OpenGL has a cleanup designed to limit memory leakage where the polygon shaders don't seem to. From the Cameras, I created viewports and only opengl worked. I stuck with it. I'll try other renderworks styles later, but I get the feeling I'd be better off sending to Cinema4d for a full render.