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Tamsin Slatter

Vectorworks, Inc Employee
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Posts posted by Tamsin Slatter


  1. You can have multiple boundaries - as long as they don't overlap. If they DO overlap, just turn them into one boundary (by using Modify>Add Surface).

    For roads, I would not recommend creating separate boundaries for each road segment. Instead, draw your own boundary to enclose the modifiers you need.


  2. I agree with you Peter - comverting existing objects to create modifiers is a very efficient way of working and allows you to design first and then work out what modifiers you need for the site afterwards.

    I also agree that Site Modeling is worth the effort! Once you've mastered it, it should be the first thing you do with any survey - create a model of the site so you can really understand it before starting your design.


  3. Hi

    When placing dimensions on a Viewport, you have to go into viewport annotations. First, check the scale of the viewport by selecting it and looking on the Object Info palette in the scale field (you can change the scale of viewport here if you need to).

    Then, right-click on the viewport and choose Edit Annotations. You will now be within the viewport and working at the same scale as your viewport, so your dimensions will match the objects you are dimensioning. When you're done, click Exit Viewport - the big orange button at the top right of the screen.

    Hope that helps!


  4. Hi Fergy

    Yes, you probably do need to add a directional light to create shadows on the floor, but it depends on which HDRI background you use. Try turning down ambient light a little - that may have some effect.

    The orientation depends very much on the HDRI you are using. There is no hard and fast rule, so just experiment. Create a floor and place a sphere on it in a new file. Render in Top view with different backgrounds applied and you can guage the orientation of the HDRI relative to the screen.

    To get a directional light to light a scene in what is effectively a closed box, turn off Cast Shadows for the directional light. It will then pass through the walls/floors/ceilings.

    Hope that helps!


  5. With a glow shader, you need to have another light source in the drawing (even if it is switched off) to turn off the default light. You also need to have the Indirect Lighting settings turned on to see the light bouncing on the surface of other objects.


  6. Is this with an Area Light? If so, select it and uncheck Render Geometry on the Object Info palette.

    Try the glow shader though. You need Indirect Lighting switched on to get the effect of a glow, but they are cool.


  7. You might also want to look at creating a Renderworks Texture with Glow set as the reflectivity shader. These can be a great alternative to an area light and render faster too.


  8. Get an image of a vertical planting scheme, use Photoshop to make it repeat sensibly, and use it as the basis for a texture. Make a vertical plane in front of the wall, and apply your texture. It can look OK. If you want help offlist with this, give me a shout.

    Regarding worksheets, how about using the Landscape Area tool to count your plants. You don't need to actually add visible plants this way - and can set the density you desire. Then you can pull of a report of the landscape areas only. Just use Plant graphics for aesthetic beauty then!


  9. You could always make a texture of a mass of vertical planting and place that on a vertical plane just in front of the wall. But this would not count plants. You could still use the Landscape Area of Place Plant tool to create a plan of the wall face so that you can get correct calculations of plants.

    Hope that helps


  10. Hi Matt

    I'm afraid this is currently a limitation of the Hardscape tool.

    To solve your 2D, 3D working with terrain, here's a suggestion for you:

    1) Draw a Polygon, to represent your paving in Top/Plan view.

    2) From the Landmark>AEC menu, choose Roof Face. This will allow you to create a hybrid object which can show 2D and 3D in the same object, AND show a fall.

    3) Draw a 3D Polygon around the bottom of your Roof Face and put it in the Site-DTM-Modifier class - this will become your pad.

    And the Attribute mapping tool works a treat on the Roof Face!

    So, you get 2D, 3D, correct fall for your sections, site modifier AND mapped texture!

    Hope that helps


  11. Hi Matt

    The Place Plant tool creates a hybrid object. Hybrid objects, whether they are plants, hardscapes or tables and chairs, can only be placed on the layer plane, or parallel to the layer plane. The cannot be placed on angled planes such as the vertical face of a wall or extrude.

    However, you may be able to place this plant purely as a 3D view.

    You could create a 3D plane, which you extrude from a working plane set against the wall face. You can then apply the image prop texture onto this plane, but its effectiveness will be dependent upon your view. If you are looking head on at the wall, you will just see the top edge of the image prop, which will look like a line or two crossed lines.


  12. Hi Mark

    Draw your area using the Landscape Area tool. That has various edge styles which you can customize to suit your taste. If you have already created a plant object to represent your Juniper, you could add that plant to the Landscape Area, specifying the planting density that you want, and have Vectorworks count them for you.

    When using sketchy edges on a Landscape Area, I do advise you to keep your design layer at the same scale as the ultimate viewport so that the edges will print as you expect.

    Hope that helps.


  13. If you uncheck that box, you will see all classes from the import file listed. If you choose to import any classes that have the same name as classes in your current file, the attributes of the imported classes will override those in the current file and change any objects which are members of that class. You will be prompted to confirm that you wish to do this.

 

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