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grant_PD

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Everything posted by grant_PD

  1. @Kevin Allen Curving led has become pretty popular these days, so that is one reason to want an accurate map along these types of walls. But also when I'm working with wall textures and want to rapid-protoype a look, it can be easier to build a flat graphic that can be messed with in photoshop and applied to the wall just as a texture.
  2. It's close. I usually build the uv map in c4d, sometimes out of a new extrusion that I can turn on for rendering purposes. I hope that someday I can do the mapping inside vectorworks, but the uv mapping tools are clunky.
  3. For what it's worth, I did need to go through and line up the textures horizontally to get the map aligned across straights and curves, but it was not too bad. I will still need to build a UV map that I can work with in a flattened elevation and then re-map it to these walls, but that will most likely be in c4d and not vw.
  4. @Elite Exhibits @Mark Acetowall tool for the win!
  5. Thanks @Kevin K! I'm still hoping to have a one and done solution to this, without having to do all of the tweaking. I've just tried a single rail loft and can check that off the list.
  6. @Kevin Allen I thought I was on the right track this morning by lofting the top and bottom curves. So I have eliminated that, and simple extrusion...
  7. @Kevin KBACKWALL.vwxwith the right texture @Elite Exhibits I find that I can get a good map sometimes, other times not. I want to know how to control that.
  8. @Kevin K Same file. I had just swapped out the uv map texture for a dot look. But the mapping is the same no matter what you put on it.
  9. is there a secret sauce to getting a good mapping along a surface like this? Seems like no matter how I create the shape, I get the corners running in a different direction than the rest of the map.
  10. I get this all the time, and have no idea what causes it. It goes away after a few clicks. I've done all the things that Juan recommends, except closing all other programs.
  11. Here's how I deal with black box studios: Set your classes (Venue-Walls, Venue-Floor, etc) to use the textures upon creation, set to a nice dark texture. Then you can make renderings with those objects dark like you want them, and override the texture for your sections and elevations so your walls aren't pitch black in the sheet layer.
  12. I think you want to to create the hatch. Then create a texture and enable "surface hatch." Map the texture to the hatch and it will show up in a hidden line render.
  13. But Ray! Those of us who want to get your reshaper plugin can't get it from your website! How do we get such a fantastic tool?
  14. I know that really these are two windows with custom trim and sills, but am wondering if it can be built from the window tool and not having to make custom trim for it. I can't find a setting anywhere, but may not know what I'm looking for.
  15. But C4D's selections are for polygons of an object. So how does that work for Vectorworks? -Maybe for the push/pull tool you could expand the selection to touching faces? There is a select inverse command. I'm also a big fan of the Alt selection, where all you have to do is touch a part of the object rather than encircle the whole thing.
  16. What is the calculus for having the ability to show objects below the cut plane as dashed, but no setting for showing objects above the cut line as dashed? Wouldn't it be helpful to show scenery that is above you as dashed?
  17. xfrog.com has 3d plants and treees, pretty good quality.
  18. It seems I can set my flown speaker array bumper to be dashed, but not the line array itself. Is this because the line array is just 3d symbols? How would I show the array in a dashed lineweight, for a plan?
  19. I find it quite tedious to go through each sheet layer and set the date to auto update. There doesn't seem to be a style switch for this option. Can I make it default to auto update?
  20. I would think that if you are using GI the simpler the better, and covering up those holes would take less computing time.
  21. Do you need to do this because per face texture mapping is not working for you?
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