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gmm18

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Everything posted by gmm18

  1. Petri, by "assumes the object colour," do you mean that the lines in the texture change automatically to the color defined in the wall object "line" color attribute palette, or that the background color is defined by the wall "fill" attribute? Can you share an image example of something you rendered in this way? Thanks!
  2. Robert, You may not have noticed that I am on 12.5.2, so your .vwx file doesn't work for me. But it sounds like to answer to my question is "no." You described a method for using double layered viewports and adding light sources, but what I wanted is just plain horizontal siding lines on my walls using hidden line rendering. Here are two example images, first showing hidden line rendering, which I would like to also show horizontal siding lines, just as the roof hatch shows the shingles. The next is an OpenGL of the same model. Is there a way to get my siding lines on my walls using just hidden line rendering, or is Robert's suggested method the only way? Thanks
  3. Robert, Sounds easy, but... I know how to make hatches and textures,but can you please explain how to create a "hatch texture?" And verify that you are still talking about rendering in Hidden Line. Thanks
  4. I want to show simple horizontal siding lines on my "hidden line" elevations and perspectives (without having to add lines as annotations and without having an Open GL or other rendered Viewport behind my Hidden Line). There must be a way... I read a post with Petri and Gideon describing the method for adding a hatch to floor and roof faces to get 3d hatches for hidden line renderings, but how can we do this for walls? Thanks... g
  5. Is this possible with walls? I want to show simple horizontal siding lines on my "hidden line" elevations for construction documents without having to add lines as annotations. There must be a way...
  6. There should be an option in Hidden line rendering to show hatches, for simple black-and-white elevations. This would be while you can still render using an object's assigned texture using Open GL, or other rendering modes without going back and changing the texture of each object.
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