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CipesDesign

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Everything posted by CipesDesign

  1. Select the Object (Slab, Roof, etc). Go to the Render Pane of the Object Info Palette. Scroll to the (in this case) Part = "Bottom" settings and change the angle as desired.
  2. Also, I believe the Object must have Fill=Solid in order to display a texture. FWIW, I use this method to properly show road intersections and other annoying portions of a site that VW's doesn't handle very well. Maybe, hopefully, someday...
  3. I think the answer is that while VW's can generate highly accurate shadows (given that the model data and heliodon settings are accurate), you will need to trace and color those shadows to produce a graphic which shows them all together on the same sheet (as you have done). There are other ways to do it (eg: exporting image files and re-importing at proper scale and locational registration ) but I think these will be more time consuming and provide less graphic control. From a purely graphic illustration point of view, I would suggest adding hard/heavier lines to the buildings and make sure to label them. Also, I might play with the opacity of the (traced) shadows which would allow the background to be seen a bit more clearly, and also label each or provide a color-coded legend off to the side. One other note (unsolicited 2¢), I am assuming that the area in question has existing buildings which would receive and/or block shadows from the proposed structure. For me this would be very important to try to get across because in many cases the new building's shadows might be less relevant when seen in proper context. It would require actually modeling the existing buildings, at least in some rudimentary form. Also, unless the area is flat or nearly flat, it would also be important to model the base topography as that very well might effect the true shadowing. General note: not too long ago all of these types of studies were done by hand using complicated algebra or geometry. It was painstaking, mind-numbing work and the results were only so-so. Even though we need to trace some objects, we are saving so much time and gaining so much accuracy in comparison that I think it's quite worthwhile.
  4. Have you tried to Compose the polylines first? And also make sure that the fillet distance is less than the closest sequential vertices?
  5. Can you provide a screenshot of what you're after? I'm not sure I understand the context. Are you talking about different size/shape trees/landscaping which shades a building? Or?? I'm pretty sure there will be a way to do this, perhaps with multiple or stacked Viewports.
  6. What about a visible cropping object?
  7. I have done this by drawing a polygon over the portion I want to blur. I make the polygon solid, but reduce the opacity to ±35% (adjust to taste). Another way you do it is by using two Viewports, one on top of the other. You can then use Sketch rendering (and also the poly mask, above) for the blurry part, and place the "crispy" portion on top, perhaps even increasing the line weight of the front/clear portion.
  8. Maybe better yet, select all of the pieces and "Create Symbol"...
  9. Unless I am mistaken, that is a general rule about Classes, and VP Overrides.
  10. Note that in order for VP Class Overrides to work, USE AT CREATION must be ON in the Class setup dialog.
  11. I usually use two walls for this condition. (Note: this is also how these sorts of things are generally built in my neighborhood: first we build the structural wall then we apply the brick facade to the lower exterior portion.)
  12. Generally you should always use Class Setting = S/S/M Others. (Exception: use Active Only to see only that particular Class, eg). Also generally, for Layer Options, I almost never use S/S/M Others as it can be unintentionally dangerous.
  13. In VW 2020 the Create Animation procedure was changed. See VW's Help for details, then post back with follow up questions.
  14. Make sure Class Options are set to "Show/Snap/MODIFY Others"?
  15. I have done a lot of remote drafting and design and drafting in VW's. My practice is custom residential, mostly traditional stick-framed. Feel free to PM me to continue this conversation. Peter
  16. This can be done by using the Framing Member tool with all attributes set "By Class". This provides several options, including: 1) These objects can be placed in the model in their correct X/Y/Z position(s). 2) If a discreet Class is used, the objects can be visible or not depending on user settings in Design Layers and Sheet Layer Views. 3) By Class attributes can be dialed in to your desired graphics, for both 2d and 3d representations. 4) In Plan Viewports (eg as you mention above) the Class Attributes can be Overridden (modified) as desired.
  17. Suggestion 1) Check to make sure that your Class Options are set to Show/Snap/MODIFY others. Suggestion 2) Quit VW's. Restart your computer. Restart VW's.
  18. Objects can be assigned to Classes. Some Objects, such as Walls and Roofs, have different sides or faces that are each independently assignable in the Edit Class Dialog. Classes can have Textures assigned to them, but only if Use At Creation is ON for both the Class Attributes and Class Textures. Try this: Create a new Class, name it "Walls" (or whatever). In the Edit Class dialog make sure that "Use at Creation" in ON. In the Texture Pane of the same dialog choose a Texture for the Right Side of a Wall, and choose a Texture (same or different) for the Left Side. Now create a Wall. With the Wall Selected, go to the Object Info Palette (OIP) in the Shape Tab, and assign the Wall to the new Class. Then with the Wall still Selected, go the the Render Tab of the OIP and use the the drop down menus to assign the Left and then Right of the Wall to "By Class". Now when viewed in Open GL (or any rendered view that recognizes textures) the wall should appear with the textures you just assigned by class.
  19. "Images" are 2d only resources (they will only appear in Top/Plan View, not in 3d Views). What you're after is a "Texture" (which can be created from an Image). Check out VW Help and post back with followup questions.
  20. Try either the Window Tool set to "opening" for a hole all the way through the wall, or try Wall Features (See help for explanation) for indents or additions that don't go all the way through.
  21. This might be helpful: http://app-help.vectorworks.net/2020/eng/index.htm#t=VW2020_Guide%2FSiteModel1%2FSite_model_source_data.htm%23XREF_25736_Site_Model_Source&rhsearch=site model&rhsyns=
  22. I've gotten sort of lazy about template files in recent years. I often end up just copying and pasting from previous projects. But yes, objects that you use frequently should be easily accessible somewhere. That's one of the whole points of a computer 😉 .
  23. I agree that it is very tedious to select classes one at a time, especially in cases where a fence is all the same material (nearly always!). It would be immensely helpful if the class of all of the various components could be changed en-masse. This would be a good enhancement request. My usual workaround for these overly-deep, mouse-click intensive dialogs is to either duplicate one fence (eg) and changed it's length, or sometime use the eyedropper tool to transfer attributes.
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