Dave Donley

Vectorworks, Inc Employee
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About Dave Donley

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  • Occupation
    Senior Software Engineer
  • Hobbies
    Aquaponics, flying cars
  1. The modern way would be to use Wall Styles, which would be "by component". By object exists to do it the old "texture part" way.
  2. The brightness of the glass reflectivity edge and center colors control the amount of reflections in those directions. So darker colors will reflect less.
  3. Hello AB_151995: Go to the resource manager and create an Image Fill, that is what those are called. Enjoy!
  4. Yes this file was converted to Unity for use on a Rift.
  5. Hello Alan: That behavior of image props is unlikely to change, sorry.
  6. Hello wingchudesign: If you really want just black and white and not a grayscale (which I think you could get if you exported the image and set it to grayscale in an image editor), I think for this you might need to use the "Extract Images" menu. This shows up if you right-click on the texture resource in the resource manager. The images that the texture uses will be written out as JPEG and PNG files. Then you could modify the siding images to be be more contrasty. Then make a new siding using the modified images. If you are using classes and/or style classes for the wall you can set the viewport class overrides to your b/w textures.
  7. Hello Zeno: You should only use styles that have Indirect Lighting set to Interior, for this kind of scene. Turning off indirect lighting to only see direct lighting (if that is what the top image is using for a setting) can be used as a diagnostic. It looks like this scene doesn't have any significant light sources in it, I'm guessing some textures are set to use Glow like behind the panels on the right wall? Glow only shows when indirect lighting is not None, so that can account for the differences between these two images. If the lighting splotches don't get better with higher Indirect Lighting quality settings I would look into making sure the lights and/or glow surfaces have some separation from their neighboring objects.
  8. Great video series, thank you Alan!!
  9. Hello Christian: We are working on adding VR support to Web Views (using WebVR, which works on Vive, Rift, and Daydream). I will try to get you a prototype of this.
  10. Hello Tom: I think this is because your model is using default lighting. Try adding at least one light into the scene.
  11. Hello Kaare: Unfortunately this is a limitation of the CineRender rendering. I agree it would be better if it rendered white instead of black.
  12. Hello Patrick: Sorry for the trouble, there is a security setting that was added for Safari 11 that restricts local files. If you are using Safari 11 this might help: 1. Go to Safari Preferences->Advanced tab. Turn on the "Show develop menu in menu bar" checkbox (at the bottom). 2. In the Safari Develop menu, choose "Disable local file restrictions". This will allow the local panorama to be viewed from the index.html file.
  13. Hello Phil, here is a recent video showing 3D modeling in Vectorworks you might use to compare: https://www.youtube.com/watch?v=9w5-fWPTzdk&feature=youtu.be
  14. If you are using 2018 the new parallax mapping (listed with the other bump controls) is a quicker and easier alternative to displacement mapping. Parallax produces almost identical results as displacement (except on silhouette edges) with no speed hit and easier UI.
  15. Hello Ron: This looks like a small file, can you attach it here? It looks like the mapping may be coming from the side, to me. The extrude will have top, bottom, and side texture parts in the Obj Info palette, and with the Attribute Mapping tool. It may be that the mapping can be fixed by using the Attribute Mapping tool for the Top part and clicking on the top surface so that the mapping is changed to be perpendicular to the top of the extrude.