Mauro Pujia
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Posts posted by Mauro Pujia
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Hi everyone! Would love to use this script on VWX 2023! I remember I've used with succes back in 2020 but can trace my file from then. No experience with scripts/importing plug ins. Is there any way I can run this thru my resource manager?
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Hi! I'm trying to solidify (if that's the correct term) a OBJ imported file full of 3D polygons. I go thru the steps that you mention, I get the final result of a Generic Solid but still with the unorganized "wireframe structure" inside, is it posible to remove? Attaching recorded video screen.
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Hi!
Did you use a texture from VWX librarie for the grid texture? Can't find it only, needing a similar solution for a current project. -
Hi!
Thanks for the quick reply, it was an issue with updating my custom workspace. Has anyone experimented already with Omniverse? Is it a good solution for entertainment, or any workflow for volumetric lighting?
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Hi!
I have recently incorporated a windows computer into my workflow mainly to gain GPU for all my render work. It's been a big move since I have always been a MacOS user.
I still have VWX installed on my Macbook Pro plus the other install on my new desktop computer. I don't know if its a matter of settings or the monitor different resolution but my windows its displaying vectorworks in a really bad resolution while working on my Design Layers.
Attaching images and hardware info:
Windows
Intel i5 12400f
DDR4 16GB 3600Mhz X2 (32GB)
RTX 3080 12GB Ventus
27'' HD Monitor.MacOS
MacBook Pro (15-inch, 2018)
2,2 GHz 6-Core Intel Core i7
16 GB 2400 MHz DDR4
Radeon Pro 555X 4 GB -
Hi MrTemplate
Sharing some screenshots explaining the hole situation visually, probably best way to fully explain it.
hace 17 horas, MrTemplate dijo:Hi Mauro; I'm a bit confused by your screen shots, i'm not sure what portion of the label legend is appearing properly, and which part is "corrupted." in the top screen shot it looks like the "channel" data text needs to be "widened," so that the number doesn't potentially word-wrap? and the "universe" data text needs to be both "wider" and a larger font size to equal the font size of the DMX address and the channel texts?
can you add a third shot showing the same [or similar] label legend appearing correctly?
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En 29/6/2022 a las 15:24, zoomer dijo:
I think for VW to Blender, FBX is currently the best Export.
But FBX is a proprietary Autodesk file format and it doesn't work lossless
for me in any App. C4D is quite good but there is even better C4D Exchange
with VW. FBX to Modo needs large rework of Materials, Cameras are off by
some digits. VW has no FBX import and so on.
FBX is usually still better than outdated 3DS or other formats.
But mainly FBX will bring in good geometry.
I hope for larger adaption of Pixar's USD format which is very hyped
as a exchange format in 3D Apps. I see all 3D Apps (Blender, Modo, C4D, ...)
working on it.
Maybe USD will one day get for 3D what ODA does with IFC for AEC CAD.
I agree. FBX has been my main export format when modeling in VWX. I was using Keyshot for rendering at the last company I worked for, importing in FBX, and had great results with modeling, cameras, and materials, the only aspect that I could complain about was the fact that VWX and KS don't have a Datasmith plug-in like Twinmotion and this also affects the way you get your geometry organized on KS.
Now I'm back to freelancing, trying to migrate to Blender mainly because it's free and covers every aspect of the rendering process and animation, plus it has users of every industry and so many tutorials, open information, etc. You can do all rendering and animation in one software, and it also comes with a lot of free amazing 3D and material assets from third-party apps like Bridge.
However I don't want to lose VWX on my workflow, so I'm considering and open to other options. Have you been a user of C4D? Nowadays from what I see in forums this and Twinmotion seem to be the more connected solutions for VWX users.
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I continued with the troubleshooting, by assigning the emitter option and tweaking number on VWX you can get power on the spotlights at Blender. 1,000,000 in VWX = 1,000,0 in Blender (adding +2 "0" will get you the number you're looking for).
Still figuring out cameras, I think it has something to do with the angle you assing on VWX.
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hace 15 minutos, Andy Broomell dijo:
I've only transferred geometry to Blender, not lights or cameras, so I don't have any real answers, but here are some thoughts...
Do light values transfer differently if you use emitter instead of percentage values in VWX?
For the camera in Blender... Have you tried clicking the green camera icon to the right of Camera_1 in the Outliner, then clicked the white camera icon to activate the current camera?
Hi Andy! Tried both procedures but had no luck. The camera will point to a gray area, not respecting VWX setup. Lighting when trying emitter increased from 1.5w to 2w.
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New to Blender figuring out a workflow.
Basically, I model and what I call "pre-render" my scenes in Vectorworks: a quick setup of lighting, cameras, and clown texture mapping. Importing my scene in FBX but for some reason, the cameras in Blender are not usable (can't make them active in my viewport) spotlights won't respect the values I gave in VWX.
Attaching images of the scene in both software.If anyone here had figured out a good workflow for both software and wants to share it would be appreciated.
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yes I've tried all combinations, none of them work.
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Hello
For some reason the extrude along path tool is not working when selecting a nurbs curve as a path on VW 2022 last SP (updated this morning). I created the file in VW 2021, run the tool successfully, try same file in VW 2022 and got an error message.
Attaching Video:
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Still missing in 2022. Any idea if it would be available in a future SP update?
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Hello
I want to show color code of objects thru call outs inside the annotations menu on viewports. Can't figure out how to do it, is there any automatic way to it? I guess should be something like a 'smart' call out that can extract this kind of information from the texture.
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Serious problems with undo here too ✋. Using windows, the times I used vw 2022 on Mac this problem was not happening. Any update about this? I feel its something serious, I have been loosing so many 3d models when creating an object thanks to this bugs.
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I can't figure out the way to assign a related position to my drawing labels in relation to the scale/crop of the viewport. If I do an original viewport of 1:50 and then re-scale it to 1:70 or 1:100, the result is the drawing label getting closer to the VP, as shown in the first row of the screenshot. I want to end up with a result like the second row each time I re-scale or crop my VPs.
* The drawing label it's a custom style inserted from the 'create a new VP' menu when creating a VP from a design layer into a sheet layer
* I've tried assigning a 2d locus to the drawing label style but nothing changed.
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Hi everyone
Maybe an easy task but I can't figure out the way to assign a fixed position to my drawing labels in relation to the size of the viewport. So let's say I do an original viewport of 1:50 and then re-scale it to 1:70 or 1:100, the result would be (as in the ss) the drawing label getting closer to the VP. I want to end up with a result like the second row.
* The drawing label it's a custom style inserted from the 'create a new VP' menu when creating a VP from a design layer into a sheet layer
* I've tried assigning a 2d locus to the drawing label style but nothing changed.
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Hi everyone
Found this all topic, migrating to KeyShot as main render program due to a job offer.
Wonder if any of you using this workflow on 2021? Seems there's no plug-in offered by VW for exporting, so which format works the best for importing at KS? I've seen that lot of designer assign a solid color texture in their modeling software to make it easier and faster when replacing texture at KS, what workaround do you use for this on VW?
Also, how do you manage model updates in a constant changing project? Is there any way to import only updates like in TwinMotion? -
Hi everyone!
What's the workflow you use when importing VW model to Twinmotion for texturing, lighting and final rendering? I've been thinking that a good idea is to export everything with dummy textures easy to find in TM, since I do all of them there. Didn't consider lighting that much since all of my stills are with day light, but also another feature to keep in mind. Still trying and playing with different options. Open to hear how you do it! -
En 18/3/2021 a las 16:50, Don Seidel dijo:
The re-import update in TM for changed VW models
Thank you @zoomer! The only part I'm missing is this ☝️
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hace 1 hora, zoomer dijo:
If something went wrong or you use a custom Workspace,
you may need to manually add it to your Workspace by (on Mac)
Menu > Tools > Workspaces > Edit current Workspace : Menus
and search it on the left list under Files : and darg it to your
"Files > Import" on the right side.
Should be "Export Unreal Datasmith (3D only) right?"
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Hey Don!
Where's the export TM command? Can't find it on the Export Menu. I've heard something about a plug-in or so, but can't find it on the internet neither.
"Vectorworks 2023" is damaged and can't be opened.
in Troubleshooting
Posted
Hi
I purchased a new Macbook Pro M2 last week and did the OS migration from my old Macbook Pro Touchbar.
When I try openning VWX 2023 i get an alert saying: "Vectorworks 2023" is damaged and can't be opened. You should move it to the Trash.
This file was downloaded on an unknown date.
Anyone experiencing the same problem? Still have not tried re-install.