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Tom W.

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About Tom W.

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  1. It did thank you for the tip much appreciated!
  2. Hi I'm having issues with the way text is displayed in page based symbols inserted in the annotations of a viewport. I copied Tamsin Slatter's v nice parking symbol to use in a map: but when i export to PDF I'm finding the text is sometimes displaying at an oblique angle: I messed around a bit + found that changing the Scaling setting for the symbol in the OIP from None to Symmetric seemed to resolve the issue. I have no idea why but it did. The problem is that now this doesn't seem to be working any more so I've got some displaying correctly + some not + no idea the reason why or what I need to do to correct it. Any guidance would be gratefully received. Thanks Tom
  3. @Matt Panzer this is a really helpful video! I can't believe it's not more widely available. I've been trawling through every bit of info on Camera Match I can find + unless I missed it I don't believe anything out there explains the relationship between the Reference Target + the measured line as well as you do here. And showing so clearly how dramatic an effect tiny tweaks to the control lines have on the preview object. Might be four years after the event but really glad to have come across it so thank you
  4. Thanks @Art V that makes a lot more sense thanks for taking the time to explain. I was trying to visualise the same wall component looking different above + below the cut plane but yes I can absolutely see how you might want to show some wall components one way in horizontal section + another in vertical section. Mostly for me the same hatch/fill is fine in both situations but yes something like solid wood for example I've found quite unsatisfactory where longways grain is right for one view but not for the other where crossways grain would be more appropriate. But this only applies in detail drawings, not general plans/sections where such a level of detail would be out of place. For me at least. So far
  5. As a complete novice in all this but one who is interested in the discussion @_c_ could you give an example of what you mean when you say you need to show the same wall differently in different sections? I thought @Tom Klaber was right to say that Section Fill is something that should be controlled in Materials but haven't understood what you mean about needing to show different fills for the same component in different contexts. Apologies for my ignorance I am very much a learner driver here! But fascinated to learn how people work + use Vectorworks. Thanks
  6. I'm not sure what is meant by 'Materials' but I agree it would be really useful to be able to assign a separate section fill to something like a Floor Object rather than only be able to show a hatch (for example) in section by assigning it as a 2D attribute that you'd also see in Top/Plan. I just want a solid white fill in plan, not a hatch. I recently discovered that I couldn't rotate the texture on a Slab Object so had intended using a Floor Object for the floor finish (i.e. the top component) so that I could rotate the texture + get it looking the way I wanted it (the direction of floorboards or parquet flooring or a herringbone brick pattern for example). But hadn't realised this would affect how the overall floor was shown in section. So this request gets my vote. But at same time be great if you could vote up my request 'Texture Mapping for Slab Objects'
  7. Good rant. I've put it on the Wishlist Thanks
  8. Texture Mapping is available for Roofs, Hardscapes, Floors, Extrudes, etc but not for Slabs. This appears to be a fairly major oversight + it would be good if it could be remedied ASAP. Thanks
  9. Thanks @bcd but neither option is available to me: Hardscape, Floor + Extrude I have the rotation slider in the O.I.P. plus the other v useful mapping settings but not for a Slab...
  10. Yes I did think of that, to modify the original image to get it orientated the way I wanted it, but I couldn't find where the source images for textures 'lived': I couldn't see any way of editing it beyond the functions in the 'Edit Image Color' + 'Image Effects' dialogs. Be great to have two slab styles, one showing the herringbone pattern at 90 degs + the other at 45 degs + be able to switch between them easily in the model. I have a project with large internal brick floors where this would be useful. But the same would apply to wooden parquet floors + wooden floorboards you wanted at skewed angles... I'd probably prefer to have the different orientations saved as separate styles rather than seek to edit the texture in the model. I am going to try creating some of my own textures from scratch as I need an English pantile roof texture which I haven't been able to source as a readymade texture but have found images of. So presumably in these cases the source image is retained where I originally saved it should I need to go back + mess around with it. Wish me luck... Yes I'd thought about having a slab for the structural floor + a separate floor object for the floor finish, which would be necessary anyway where you have different finishes in different rooms I guess. But be preferable to do this with separate slab objects to benefit from their functionality + given the fact that the floor command is meant to have been superseded by the slab tool + presumably won't be around for ever: if you could control the orientation of the texture that is. To be honest I'm still training myself up on all this + coming mostly from a theoretical point of view rather than practical as not really modelling anything properly yet, just playing around + working out how I'm going to approach several projects I've got waiting in the wings... 12 years of using VW just for the most rudimentary 2D draughting + been quite a steep learning curve moving into 3D/BIM...! But great to be able to discuss things with people such as yourself I appreciate your advice ūüĎć
  11. Thanks Jeff v helpful. This is all new to me. So the texture on an extrude you can easily rotate using Attribute Mapping tool or in O.I.P. The texture on a hardscape you can also easily rotate both ways but when you do it in O.I.P. the 2D hatch doesn't rotate, only the 3d texture. Incidentally, I found the Attribute Mapping tool worked fine whether in Top/Plan, Top or an Isometric view. Slabs however I can see no way to rotate other than by editing the texture where you can only rotate it by 90 or flip it by 180. What if I have floorboards in a room I want to go diagonally? There must be a way
  12. I got the texture to rotate through 45 on the extrude but not on a hardscape yet. I need to mess around with the tool + see how it works it's one that's managed to avoid my attention so far...
  13. Cheers Jeff I did try that before posting + got this: This is first time I've used the tool. I then tried it on an extrude with the same brick texture assigned to it + got this:
  14. If I have a slab like this with a brick texture and I want to rotate it 45 degrees how would I go about doing that? I can see how you can edit the texture to rotate the image 90 degs + flip it 180 degs but not how to rotate it by other amounts as suggested to @khumenny ... Thanks
  15. Thanks Wes but the Drain Elevation setting, for me at least, simply raises up the whole top surface of the slab, maintaining the falls as they are + leaving the drain symbol unchanged in its semi submerged state. The Drain Elevation after all refers to the low point that the slab falls to regardless of whether you choose to show a drain symbol there or not. But what I failed to realise before is that there IS a 3D Wall Hole Component to the symbol that cuts a hole in the slab corresponding to the part of the roof outlet that's meant to be located beneath the surface of the roof. That's why I was getting a weird effect last time, because I was just moving the 3D component + leaving the wall hole component behind. SO if I painstakingly move both components of the symbol upwards bit by bit, one at a time, I can eventually get the roof outlet symbol exactly where it's meant to be + it looks great: But this can't be the way the tool's designed to work??? Even if the tool can't place the symbol in the right position from the off there must be a way of measuring how far the symbol needs to move + do it in one hit rather than a bit by bit trial + error approach??? Incidentally, if I go through the drain symbols one by one most of them are actually fully submerged within the slab + it's only a minority that show anything at all through the surface... So to go back to my original question that Tamsin answered, if I model a shower drain or floor gully symbol I would also need to draw a 3D wall hole component to add to it for it to work with the slab drainage tool - if there were also a way to easily position it at the right elevation that is...


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