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willofmaine

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Everything posted by willofmaine

  1. This seems to persist in VW 2020 SP3, but much more difficult to replicate. The floating data bar now seems wise to the problem and scurries much faster to stay out of the way of the cursor. For all intents & purposes, we'll call it "Resolved!"... ... ...
  2. It seems the "extraneous and disconnected wires in networks" of my original post have been resolved!! But with testing to verify, a couple of new issues: Marionette Object Disappears after Editing Script (VWIS194): https://forum.vectorworks.net/index.php?/topic/70049-marionette-object-disappears-after-editing-script/#comment-344473 Marionette Network Symbol Misaligned and Difficult to Select (VWIS195): https://forum.vectorworks.net/index.php?/topic/70050-marionette-network-symbol-misaligned-and-difficult-to-select/ I've posted these issues in "Troubleshooting" because it seems more likely that they're Vectorworks graphics issues rather than specifically Marionette issues...
  3. After changing the drawing scale, it seems that Marionette network symbols and they're bounding boxes are completely unrelated, and sometimes even misaligned such that it's difficult to select the network symbol for editing. See attached video. VWIS195 03-Network Symbol Misaligned-1080-02.mov
  4. Testing to see if Marionette network nodes now keep their relationships to each other when the drawing scale is changed or different from the creation scale (once upon a time, they did not: https://forum.vectorworks.net/index.php?/topic/52644-marionette-wires-frequently-disconnect/&tab=comments#comment-263834 ). Looks like now they do!! But... After editing the Marionette test object and the network symbols it contained, the Marionette object all but disappeared. It exists, which can only be proven by its presence in the OIP. Otherwise, it's completely invisible, without even the benefit of pre-selection or selection highlighting. See attached video. Subsequently adding another instance of the Marionette object and editing that brings back the first instance. I'm posting this in "Troubleshooting" because it seems more like a graphics issue than a Marionette issue... VWIS194 05-Marionette Object Disappears-04.mov
  5. It's custom built geometry (Sweep > Subtraction > 3D Symbol > AutoHybrid). And when I just opened the file to check, the curves were, yet again, completely faceted... So, maybe I was wrong above about having to restart Vectorworks... Solids seem like a much better thing than 3D polygons and meshes; I wonder why PIO's don't ever seem to use them...
  6. Almost four years later, and I still wish that cameras would be automatically activated when editing them via a viewport. If not for me (most of the time I remember to activate them...) then at least for people new to Vectorworks. Along with saving users some time and frustration, it might help expand any perception that Vectorworks is intuitive...
  7. This problem (from December, 2017) seems to persist with Vectorworks 2020, SP3. However, the (or at least a) solution seems to be simply re-rendering the offending viewport. After that, it's not an issue. The problem seems to occur only the first time the viewport is rendered, and that only after Vectorworks (not just the file) has been closed and restarted. Oddly, whether the "3D Conversion Resolution" (for both the Viewport and for Vectorworks Preferences) is set to Low or Very High, the results are the same with "smooth" curves (i.e., the same slight faceting) in both cases. And, either way, it takes about 1 1/2 minutes (give or take a few seconds) to render the viewport. It's as if the 3D Conversion Resolution settings don't have any effect on the viewport, either in rendering quality or rendering time...
  8. It appears this issue is not resolved with SP3. VWIS179
  9. This issue persists in SP3. I neglected to mention in my original post that "Zoom Line Thickness" needs to be turned on in order to see the different line weights. Also, after having set up the viewport and the 0.70mm reference line, if you switch from "Best Compatibility" to "Best Performance," it's necessary to zoom at least a little before the line weights actually update. It would be nice if Vectorworks had "real-time" graphics, let alone real-time rendering.
  10. This issue persists in SP3. It seems it may happen all the time, except when trying to locate one symbol after another, without interruption to do something else in Vectorworks.
  11. It turns out that it's not Page Scale symbols per se, but, rather, it's Page Scale symbols that are contained in Hybrid Symbols. When editing the viewport and zooming in too far, the ability to snap to geometry of the Page Scale symbol is lost. See attached Vectorworks file. 01-Can't Snap to Page-Scale Symbol.vwx
  12. These issues persists with SP3, except that temporarily changing the window's ID Tag class to None and back again actually seems to cause the issue described in the last paragraph above, rather than resolve it.
  13. This problem persists with SP3 and, as before, it happens in "Best Compatibility," but not in "Best Performance." Also, when zooming way in, text just turns solid gray. Navigation Graphics don't seem to affect this either way. See attached SP3 video. 09-Text Solid Zoomed In-1080-08.mov
  14. Thanks for this but, unfortunately, it doesn't seem to help with this issue in Custom Renderworks... Thanks anyway!
  15. So last night I decided to overhaul my televisions, the screens of which use a texture consisting of an image and a glow shader. My first rendering with custom renderworks, all was good; I knew what I wanted to tweak. So I tweaked. But when I re-rendered, all textures were, what, blank?... huh?!?... Flash forward (through another good chunk of time lost to Vectorworks...) and I've concluded that making a change in the file, such as changing the visibility of a class, or changing a solid, thwarts the ability of Vectorworks to render properly. I found that changing the Quality settings of the Custom Renderworks Options would resolve the issue... at least until something else in the file was changed. At which point it would be necessary to yet again edit the Custom Renderworks Options. A super tedious and somewhat unproductive approach to rendering, to say the least... I replicated this issue in a brand new, blank file (attached, File 04, along with a video, File 08). Changing Navigation Graphics makes no difference. Also, because all of that wasn't frustrating enough, occasionally, the rendering would include inexplicable, extra geometry (video, File 10). VWIS193 08-Blank Texture with Custom RW-1080-06.mov 10-Nonexistent Geometry Rendered-1080-09.mov 04-Blank Texture with Custom RW-00.vwx
  16. Looks like SP3 is recently available, with all kinds of new features and capabilities... Hopefully SP3 also has countless, extensive fixes as well... I've got until September or so 'til I have to decide whether or not to jump in the nearest lifeboat.
  17. I wish that individual viewports could remember their Light, Layer and Class override settings, regardless of such objects' settings on design layers, and regardless of whether or not the objects' design layer settings may at one point or another temporarily coincide with the viewports' override settings (which currently results in the overrides being abandoned). As @markdd suggests, maybe a "Lock Overrides" button. For more on that and what's behind this wish, go here: https://forum.vectorworks.net/index.php?/topic/69769-vectorworks-override-fundamentals/&tab=comments#comment-343437 VWIS191
  18. Yeah, I'm still wishing for this. Almost four years later. And also wishing for the ability to name heliodons. Still.
  19. Ah... okay. That's very helpful in understanding some of what I'm struggling with. I turn all of my lights off for "All" (scenes) so that when I'm setting up, say, my tenth viewport, I don't then need to go back to each and every one of my previous nine viewports and turn off any new lights I may have added for the tenth viewport. So, right out of the gate, all of my lights turned on in viewports are done so as overrides, in which case all of their properties are controlled by their viewports (some quick experimentation seems to confirm this, just as you're saying...). So thank you for helping to clarify the implementation of overrides, though why they're implemented this way remains a mystery to me... At the very least, it seems a "Lock Overrides" option, or similar, would be especially helpful! Thanks!
  20. The concept of viewport and visualization palette overrides I understand. Their implementation... not so much... Can anyone explain to me the fundamentals of how Vectorworks overrides are intended to work??? A somewhat circuitous path has brought me to finally asking this question. I added a "can" light fixture to my model, and updated a perspective viewport of the room. No light. Why?!? I moved the light object (a spotlight) down below the ceiling (maybe the light fixture's "lamp" texture was the problem...). Re-rendered. Still no light. I cranked the light's brightness way up. Still no light. I checked my classes; all good. I went exponential with the light's brightness. And lumens. Still no light. ALL I WANT IS TO SEE THE LIGHT!!!!! Finally, in the visualization palette, I edited the light's brightness, and set it to 1,000,000. FINALLY, LET THERE BE LIGHT!! (Sure, overexposed beyond recognition, but, still, LIGHT!!). So... if the brightness of a light object in a viewport is ONLY controlled by its brightness setting per the visualization palette, in what way is it an override? If the light's settings in the model don't affect its settings in the viewport, what's being overridden?... ... ... VWIS192 All of which brings me to what, generally, I wrestle with in the world of Vectorworks overrides. The question is difficult to articulate, but I think it's this: "Why aren't overrides remembered by, and unique to, each individual viewport?" For example, with classes: I have a soffit class which, in top/plan view, is dashed lines with no fill. In perspective viewports, it's overridden with a solid fill. So far, so good. But working in 3D on the model, I temporarily change the class's attributes to a solid fill (otherwise, except for ghosted edges, any geometry in the soffit class is invisible). Still good; I can see my soffits to work on them. But, oh oh, because the viewport's setting for a solid fill now matches the class's attribute, the viewport no longer considers it an override. So, when I change the soffit class back to "no fill," the viewport displays the soffit class with no fill, completely forgetting that it's supposed to have a solid fill. Unless I'm missing something, it really seems like viewports should remember their "overrides," regardless of the settings of the original class (or whatever) that they're overriding... And when it comes to lights, the situation is maybe a bit different. After setting up a scene, it really seems it would be best if lights subsequently added to the model would by default be OFF for all previously set up viewports!! I find myself in a constant battle to try and remember to turn off ALL of the lights in my model (Visualization Palette > (radio button) at "All" (as opposed to "Current Scene")), so that the creation of new lights for new scenes (viewports) won't mess up my previously created viewports (VWIS084). How many times have I added another heliodon for my latest viewport, only to then discover that all of my previously created viewports are woefully overexposed?? Too many. (But at least heliodons can't be given meaningful names to help sort such things out... (a request made only almost four years ago now... ... ...) (VWIS084)). Let me know what I'm missing!!! VWIS191
  21. Hi Pat, I've figured out at least one thing that causes this (it's happened before, and I can't say that I'd done the same thing back then). The problem seems to occur when I attempt to make a 2D symbol out of a line drawing (section/details). The original drawing is a combination of screen plane and layer plane objects. In creating the symbol, I select "Change 2D Objects from Layer Plane to Screen Plane" but, for whatever reason, a few polylines remain in the "3D" plane, resulting in a hybrid symbol. All's fine at that point. It's after I edit and exit the 3D component of the symbol (where I select the rogue polylines and send them to the screen plane, finally resulting in a 2D symbol) that the selection highlighting won't let go. Panning doesn't seem to make a difference (using the space bar to pan; my "H" key is set to something else). It does seem that it happens in Best Performance, but not Best Compatibility. VWIS189 Thanks, Will
  22. In the attached video, the symbol (fluorescent tube with glow texture) has just been moved to it's current location seen in the wireframe. But when rendered (Custom Renderworks), the tube is rendered as if it's still where it was prior to being moved. Rendering a second or maybe third time, possibly in conjunction with orbiting the view, finally resolves the issue. (Symbol is an asymmetrically scaled, hybrid symbol consisting of an extrude and a 2D rectangle). VWIS190 02-Symbol Renders in Previous Location 01.mov
  23. This keeps happening, sporadically of course: suddenly, when I deselect an object (such as the symbol in the attached video), its (in this case green) selection highlighting persists. Even when the object is moved, the selection highlighting remains. It's necessary to close and reopen the file to resolve it. VWIS189 02-Can't Get Rid of Selection Highlighting-0404-203W.mov
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