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Tamsin Slatter

Vectorworks, Inc Employee
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Everything posted by Tamsin Slatter

  1. The XFrog IP libraries are for Landmark and Designer users.
  2. I would not want to guarantee. You are better off finding some cut outs and making your own image prop if you want something specific. VB Visual has a library of cut outs you could peruse. And you can make an image prop using Model > Create Image Prop.
  3. Hi Click on the Resource Browser's Files menu. Choose Add New Favorite Files. Navigate to Applications/Vectorworks 12.5/Libraries. You will find all the files there. You just need to choose which ones you want to add as favorites. Hope that helps.
  4. As you have Renderworks, you can use the two tree models in the VB Visual tool (Visualization tool set). There are also some default image prop libraries that you can use with Architect. There are some trees in there.
  5. Hi Elena When you click Get Plant Data, it doesn't actually read the database. It reads some text files that are exported from your database. Here's what to do: Open the Database again Search for your newly added plants (hopefully there is something you added that will enable you to distinguish them from the other records) Choose File > Create Vectorworks Plant List Name your list and click OK. Then, Vectorworks will be able to read this list when you click Get Plant Data. Hope that helps!
  6. Hi Clive This is usually because there is a conflict between the class that the tags are in (Plants-Components-Tags unless you have changed it) and the main class that the plants are in. For example - if you have a class called Plants-Proposed and it has Use at Creation checked in its properties, and your tags are also in a class which has Use at Creation checked, I have seen tags disappear. The way around it is to make your container class (e.g. Plants-Proposed in my example) NOT set to Use at Creation. But you have have to replace your plants to get it to fix those you have already placed. Hope that helps
  7. I'm not sure what you mean by a bounding polygon. You should not need to draw that as Vectorworks will create a boundary for the site model. You then use the Site Modifier tool in boundary mode to limit how much of the site is updated by other modifiers.
  8. The minor contour interval is the difference in height between one contour and the next. However, the major contour is not the height interval - it is asking you after how many lines you would like to draw a major contour. For example: Minor contour interval of 200mm and a Major contour interval of 5 will give a major contour every fifth contour line, so, every metre of level change. So, the minor contour interval will be higher than the major contour interval. The fields contain different types of data. Hope that helps!
  9. Hi Christiaan It's Tamsin, not Tasmin, but I'll forgive you. OK - if you are using the Lines shader... Set the texture size to 100% and then edit the shader. You will see in the little preview window that one repetition of the tile has two horizontal repeats. SO, that's what 100% will give you - making each individual "tile" 50mm. So, instead, if you increase the V % to 1200%, you are saying that one repetition of that preview is equal to 1200mm. That will make each individual panel 600mm as desired. HOWEVER, I am finding that the grout width does not respond on that particular shader - making a blurry gap between the two pieces that . I believe this is a bug and will look into it further... I had more luck using the Planks tile shader - I could get the grout joint to be really small and not look blurry. However, you will need to make the U percentage really really large to make the panels stretch along the horizontal axis. Hope that helps!
  10. Is it possible that when you created the viewport, your Attributes palette had an opacity setting of less than 100 percent set as the default?
  11. Just set your overall texture size to 100mm and then percentages become real world values. The preview square for the noise and tile shaders is the equivalent of 1 x overall texture size.
  12. View > Lighting > Set Lighting Options Good luck!
  13. Hi Carl The lighting options in Final Quality Renderworks will use whatever is currently set in the Lighting Options - either on the design layer or on the viewport. But Horst is quite right - take one of the styles and then experiment with the options to create your own style. Good luck!
  14. Hi Final Quality Renderworks equates to all the settings on High if that's any help. It will only bounce light if you set that separately.
  15. Thanks for the clarification Dave! Have a great weekend.
  16. Sorted - the object has an image fill applied on the Attributes palette, rather than a Renderworks Texture, which needs to be applied from the Render tab on the Object Info palette. All the best
  17. Can you send me a file with the object in? tamsin@vectorworks-training.co.uk
  18. It's really good fun making your own! Have a look at the Noise shaders too - lots of pretty stuff you can make.
  19. Hi Ali First, make sure that the object has a fill style of Solid on the Attributes palette. Without a solid fill, the object will only show as wireframe in a rendered view.
  20. The size field does control the size of the preview square within the shader editor for Tiles and Noise shaders, however, in 2012, there was a change for the Brick shader editor in that the values were supposed to be just real world and therefore the size field should not mess it up. Maybe some clarification from Dave D would be useful.
  21. Hi Christiaan Sending you an example of a UK brick texture. I find that attempting to change the size field seems to kick it into action - it prompts you to use the specific dimensions you have entered rather than using the main texture size as a scale factor.
  22. HI Craig and Eric Do you need the hardscape to change flatten the site - to regrade it to a flat surface where the hardscape is? If so, you need to choose Pad Modifier instead of Slab. A slab is just like an extrude - it doesn't include any modifier to change a site model. But the Pad Modifier will create a slab AND a pad modifier underneath it. Then you'll just need a boundary to limit how much of the site should be updated when you update the model. Another idea... I can't see the attributes palette on your screenshot, but check that your hardscape has a solid fill. Without it, it won't display a renderworks texture. Hope that helps.
  23. Also, change your class names so that they are grouped together and in a hierarchy by using a hyphen in their name e.g. Survey-Levels or Survey-Boundary. This will make your list shorter to navigate and organise your classes according to their purpose.
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