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Everything posted by jarjones

  1. The only files that can be chosen are .vwx and one other. I guess I could open the target file, re-save it as .vwx, then re-link it, but really, I'd just like to break the links so it's not reliant on that old file.
  2. Starting back to working after the long hiatus and wanted to clean up a theatre file. Every time I open it, a broken link warning comes up. I can find the file it says it wants to open, but it is greyed out so I can't select it. I have no idea what it's referencing. It's been doing this for probably years and I've just ignored it. Is there a way to force it to link, or is there a way to figure out what it's trying to link to so I can delete what's looking for the reference? I'm on VW 2019.
  3. I've designed a show in VW that will have many projections on multiple projection surfaces that change location. We're running through Q lab and I was wondering if there's a way to use a camera placed at the location of the projector to create the projection surface masks. It seems like there could be, but I know there are so many camera variables, that I could see it being completely wrong. Is there a way to get an accurate POV from a projection standpoint?
  4. In my case, it wasn't working because the chamfer was too big for the item. The fillet value was reverting to a previously typed size when I switched tools and I wasn't catching that. When I'm working with fillets and chamfers, the OIP still says they're locked, but they work fine unless the values can't be computed fos some reason (tight curves, multiple intersections, etc.) I also updated to 2019, which has run better than any version to date.
  5. Thanks! I tried that and got the results I was looking for. These forums are great! Jeff
  6. Is there a trick to projecting gobos onto a surface that has a glow reflectivity setting? To simulate a basic background cyc effect, I have an image of a gradient applied to a flat object behind the scenery usually set to around 80% glow. I think it works very well for rendering scenes with a background cyc. Today, however, I'm trying to project a cloud gobo on a cyc. If I have the glow turn on, even if it set low, the lights and gobos do not appear on it. If I turn off the glow, the gobos show up, but the cyc doesn't look as good with spotlights lighting it. The best compromise seems to be Using the Backlight setting, but it's still not as good as what happens in the space. Any tricks to make this work? As a scenic designer, I'm also curious how you lighting designers visualize a lit cyc in VW. Thanks, Jeff Glow texture cyc: Just the texture, no glow: Backlight:
  7. I eventually figured it out. I'd been carrying over my borders from v2014, even though I had made new title blocks in 2019. Once I deleted and placed new borders, the numbering worked as expected. Thanks for responding. Jeff
  8. Just upgraded to 2019 and saw a title block checkbox for "Auto Generate Page Number" but every page that has it says page 1 in the title block. Looking at the manual, it says, "When it is selected, the Page Number is automatically generated based on the stacking order of this title block border among the other title block border objects that have This Title Block is Active selected." I honestly don't understand what that means, since I only have 1 title block per page, unless it means where it's located in the stack of sheet layers, but then, why would they all be page 1? What am I missing? Thanks, Jefj
  9. I stumbled across a workaround, in case anyone is having a similar issue. I was trying to diagnose the problem so I copied a bunch of the gobo lights and the floor and ground row into another document where they seemed to work ok without any changes. I deleted the lights from the original file and copied the lights back in. This made them work again. Don't know why that worked, but I am back in action. Jeff
  10. So yesterday I learned how to use gobos in my renderings and all was going along well and I was getting some renders I was happy with when they just stopped. I can do the renders, but the gobos are showing up as a regular beam of light. I haven't changed any settings. These lights are in a separate class for the background scenery and have been rendering fine. I've re-rendered viewports that they worked in earlier, but they don't now. I've double-checked the gobo settings. I've changed out the lights. I've moved the focus points and the lights, thinking maybe I could force it to recalculate. I've restarted VW. I've turned shadows on and off. I've turned lights on and off. I've turned classes on and off. I've switched between PNG and JPEG compression. I've purged the file. I've upgraded to 2019 and done all that again and I cannot get the gobos to render, which wouldn't be as frustrating if they hadn't already been working. Any help or workarounds are greatly appreciated. Jeff Then vs. Now:
  11. Thanks for all the great help. It took me posting here to (eventually) figure out my own stupid mistake. I did create focus point objects that the lights were focused to BUT when I created them on my lighting layer, they were 24' above the stage at the same level as the lights, so the lights focused on them weren't focused downward. I haven't had a chance to fix it, but at least I know how to make it work. I've got it working in another piece I'm also working on. Thanks again for all the helpful posts. I definitely learned a thing or two. Jeff
  12. Thanks for the link. I hadn't found that. It does slightly contradict the VW user guide, which says that Fast Renderworks can be used. I used the Custom Settings as described in the video. Unfortunately, the lighting was the same, it changed my sail texture placement, and it took 48 minutes to complete.
  13. Working on a scenic design for a ballet and I'm trying to add some gobo textures as recommended by one of the tutorial videos. I've got several gobos aimed at the floor, but they are either not showing up or showing up so subtly as to be pretty much invisible. The lights are all at 100%, cast shadows are on, the floor's fill is set to not black, although the floor has a dark gray mottled texture applied with a thin layer extrude over it to create the blurry reflective surface we get. The light is at about 24' from the stage, ETC source 4 50° with a gobo texture and a green color. (I'd attach the file but it's 480mb with a multitude of layers and classes creating different scenes and I don't want to spend the time trying to replicate the problem in a smaller document.) The two attached images show the setup and the result. You can see a tiny bit of the gobo, but not really where it's supposed to be, and even where it shows up on the bottom of the ship scenery, it's not very pronounced. I'm trying to make a dark and spooky scene, so a lot of the other area lights are off. Since stage floors are often black, is there a trick to getting gobos to show up? I'm a scenic designer with very little knowledge of the lighting design aspects of VW/Spotlight. Figuring out how to add the lights with gobos and turn them on was challenging. I was hoping it would be as easy as pointing a light at the floor and turning it to 100%. We do this all the time in reality, so how to show it? Thanks for your assistance. Jeff
  14. I'm trying to produce a paint elevation of a mast for a scenic design. It's a couple of extruded circles with a wood texture applied and converted to a symbol. When I render in the layer (both Open GL and Final Renderworks), I get the expected result. When I render in a viewport for a sheet, it appears without end caps, as a hollow tube. The sides render properly, but not the ends. I've checked all my classes to make sure everything is turned on. The file it's in is too big to attach here, so I copied it into another file, but in that file, it renders properly. Any thoughts on what's going wrong here? Thanks, Jeff
  15. I'm making some windows for a theatrical set and doing lots of chamfering of extruded rectangles, pretty simple. Suddenly, all the extrudes I create are showing up as locked when I try to chamfer them. Unlocking the extrude objects has no effect. I reset the preferences, which also has had no effect. It has also locked objects that were already chamfered; if I ungroup them and remove the chamfer, I cannot select an edge to chamfer because it is locked. I'm on VW 2018 on Mac Mojave. Any idea what's going on and how to fix it? It's ground me to a halt. Thanks, Jeff A.R. Jones problem windows.vwx
  16. Very nice indeed. Is there a way to convert an imported dwg/dxf? The speed of dropping in existing models outweighs the beauty if I have to model them from scratch.
  17. Never mind. Converting it to mesh did the trick. Thanks for the help!
  18. Mesh smoothing enabled: Now it is. I don't think it's technically a mesh at this point, but a group (within a group within a group) of 3d polygons. Should I convert to mesh? When I set the pen to none, the object disappears in wireframe view, unless there's something I'm doing wrong.
  19. I'm trying to render a bathtub that I've imported from a dwg file. Everything in it is filled, but when it renders, it displays all of the mesh lines. I've done this before and never had this problem, but this one just won't cooperate. Also, is there a way to get smoother renders from imported files? As a scenic designer, I don't want to model every single furniture prop I need to use (especially when exactly what I need already exists online), but I fend that when these render sometimes, they are very chunky looking. Attached is a screenshot of what I get on Final Quality Render. Thanks for any assistance.
  20. The current pieces are in 1/4" scale. The largest is about 2.5" tall. (Our proscenium is 60'w, so I'm limited to 1/4" unless I want to deal with a 5' wide model, which I don't.) I'm guessing these are too small for the 3d scan. Are there places you can rent/use a 3d scanner?
  21. I hate to say I only understood about half of that, and it wasn't the important half. If I did want to 3d scan, what would be the process? Is it a special scanner or multiple scans on a flatbed? What is a point cloud (I'm guessing a collection of points generated by the 3d scan), STL file, and Autohybrids? Jeff A.R. Jones
  22. Thanks for all the suggestions. I'm usually able to structure my workflow to make an object in 3d with a 2d symbol so I can create build drawings and renderings using the 3d and plan views with the 2d all in one pass (maybe one and a half). Looks like I'll have to forego that for this one. I would like a decent 3d representation for rendering/vis because these elements play in a wide variety of positions and angles, so I'll probably try the loft from section profiles approach. I didn't know if there was a way to basically create each face on its plane then join them for 3d. I wasn't sure whether loft from sections would be better or some version of a rail/birail sweep. I've done things with nurbs surfaces before. I understand them intellectually, but in practice I can never get them where I want them without tons of time spent (they either end up moving where I don't want them or I end up unable to select the points I want out of all the points that overlap in 3d) For displacement maps, how do you create one. The help file seems to tell how to apply them, but what are they based on? A bump map-type image or something else? Thanks, Jeff A.R. Jones
  23. I need to create 3d rocks for a scenic design (think Stonehenge, which I could probably find on Sketchup) but I need them to have specific sizes and 3d features (gouges, cracks, etc.). I have sculpted them to scale in clay and scanned them. Is there a way to basically take each side of the item on its plane and build it into a 3d object? Any recommendations for the best and/or fastest way to approach it? (I'm also fighting the fact that I've been on 12.5 until last year and am now on 2015 and am still learning my way around the way some things are done differently. I've attached a picture of some of them. While we're at it, I also need to build the tree trunks. Thoughts? Appreciation in advance. Jeff A.R. Jones
  24. I have a document with the origin set to a specific point. When I view the file from the front/side/etc. the rulers on the side show measurements based on the 2d origin. Looking at the rulers, that point is 5'11.162 down from 0, so my floor is below zero compared to the rulers. If I make a new extrude however, it puts it on the floor at the correct relationship to the floor. How do I make my front view floor zero coordinate match my rulers? I'm back on VW 12 Thanks, Jeff
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