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Kaare Baekgaard

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Everything posted by Kaare Baekgaard

  1. Well, I use the standard english version, but all versions must be flawed. I have reported this problem –here – shortly after the first release of VW2016. I have re-reported it after each new update. What more do you want me to do? Now I am looking at SP3 and the issue has not been fixed here either.
  2. But you are my tech support rep, Jim I do not know any other way to report it.
  3. This still a huuuge problem for me. ... but I suspect not so much for architects, since it has not been addressed in two updates. So I need to push here for a fix in SP3. Not being able to render layers separately with different lighting settings is not a flaw – it is something for which I would be fully justified to use a much stronger word. Please get it done!
  4. Thanks for the suggestion, Pete, but as you can see, there is no simple way to find the radius of the fillet. Trig is a distant memory, alas, so I would not know where to start.
  5. I have encountered a few variations of this problem – and I have not yet found a proper solution. VectorWorks has no tool to solve it directly: I need to fillet two arcs with a third arc. I know the tangent/starting point of the fillet on one arc, so now I need to find the tangent/end point on the other arc. It seems simple enough, but I do not know any method, that allows me to do that with complete accuracy. Can anyone take a look at the image link and suggest a viable method? The selected fillet on the image is 99,9% accurate, but I need 100. https://drive.google.com/file/d/0BxL3Oyph55RRa0E2TGJSR3RrMHc/view?usp=sharing I suppose, there is a wish list item here as well, Jim.
  6. Actually it is kinda a flaw. The geometry is not really occluded, but the setting ignores the clip cube and treats the now visible geometry as if it were still hidden...
  7. I found the setting: I had the 'Use occluded selection and snapping' setting on in VW preferences under the 3D tab. Sorry for the inconvenience.
  8. Hi Jim The problem remains after restarting the program. But it is only in OpenGL – wireframe is fine.
  9. I can only get a few random snaps in clip cube mode. Is there some setting I have overlooked?
  10. If I extrude a shape along a path, I can see and edit the points of that path with the reshape tool. This is a great little feature. But as son as I exit the reshape tool, those points disappear and are not available for snapping. It is surprising how often I need those snaps. So my wish is, that they remain 'snapable', even if they are invisible – or that I can make them visible in the OIP.
  11. Hi Jim The chair is beginning to look good, but I have had to restart the same subdivision 15-20 times from scratch to get it right. One reason for this is, that there is no tool that does the opposite of the 'edge split tool'. I sure wish, there were, because it would allow for a lot more trial and error. This great new tool would remove a ring of cage edges, where the edge split tool adds one. Does that make sense to you?
  12. I am getting some experience with subdivisions and it has already found its way into a couple of product designs. At this moment am using subdivision to model a regular chair. I have the end result in sight, but I have had to redo the crucial part a few time to establish the right order of events. I have a wish, that I hope can be granted: It is my understanding that the cage of the subdivision is the 'actual' geometry – and that the geometry, that I see is really the product of some sort of calculation. I wish, I could tick some box in the OIP to see only the cage – with rendered surfaces if I am in a rendering mode. The reason for this wish is, that it is very hard on a computer monitor to judge whether a twisted and bent subdivision surface is fair and harmonic to look at in real life. The cage actually gives a better clue than the surface itself. So I wish I could see an isolated rendition of the cage – also when the subdivision object is deselected – and that I could snap to the points and lines of cage.
  13. I just tried to find a suitable texture in the Arroway libraries only to find, that none of the Arroway wood textures appear to be seamless. That is kinda the only imperative criterium for a wood texture: Seamlessness. These libraries reflect poorly on NNA and Arroway, which I guess are two guys in a shed. I dont need 250 wood textures, that are useless. I need 25 good ones – so that is my wish. Please dump the rest, so I don't have to look at them ever again.
  14. After a complete reinstall of VectorWorks, the application feels compelled to give me tips all the time: "Did you know.... " The only tip I really, really need is on how to disable this annoyance once and for all, but I cannot seem to find this option. Can anyone help me here?
  15. I make the comment about the Section Solid alternative, because I tend forget how versatile it is myself. If I start out with a solid primitive of some sort, it will never become a faux solid – even if I use a faux solid as a cutting tool. So if you take your failed faux solid and place it inside a real solid cube, you can sometimes section-solid yourself to a real solid just like that. You may still have problems with fillets, but it is no longer hollow. The Section Solid tool can cut with open and closed solid objects – as well as with basic surfaces. https://drive.google.com/file/d/0BxL3Oyph55RRaHJKRWNVTFlaYTA/view?usp=sharing
  16. I would hate to loose the ability to add-solid collections of nurbs surfaces, because I make my living from doing that. But I see your point about faux solids. The OIP gives no indication as to whether a solid is open or closed – and it should – so that would be my wish. The stitch and trim command produces poor solids, because it trims the nurbs surfaces involved – and adjoining trimmed nurbs surfaces inside solids will often (always) cause problems, if you use the resulting objects in further operations. So I recommend using the section solid command instead whenever you can – and you usually can. Perhaps you have overlooked, that you can use the (2D) connect/combine tool to join 3D untrimmed nurbs surfaces?
  17. To be fair, it is quite easy, if you just want to use a photometric file provided by a manufacturer – or one of these free samples: http://www.mrcad.com/download-free-ies-lights/ But there is no preview inside VW, because it is not a proper ressource.
  18. I wish custom lightsources based on photometric datafiles would be ressources just like textures and HDRI's I wish that custom lightsources would have a separate dialogue window (in addition the OIP) with all controlable options like 'lightsource opening dimensions' etc. – I wish that there would be a suitable preview of the lightsource in this dialogue window - and maybe even the ability to edit the raw data of a custom light ressource in a VW spreadsheet The custom lightsource is a truly great VW feature that I do not use often enough. So I tend to forget that they are so fantastic. If they were ressources, they would be easier to handle and I am sure that I would use them a lot more.
  19. +1 as in this thread https://techboard.vectorworks.net/ubbthreads.php?ubb=showflat&Main=42641&Number=212478#Post212478
  20. Hi Jim This was not fixed in SP1 – and I just realized that I cannot batch render projects with individual layer lighting settings. This is a rather serious setback in my workflow, so I ask, that fixing it gets higher priority.
  21. Sometimes it's the geometry, sometimes it's the textures and sometimes it's the lighting that adds rendering time. I can see how this wish could be very difficult to implement. How about a separate palette called 'Analysis' which displays a smiley. When nothing is selected, the happiness of smiley reflects the overall complexity of the current document with indicators for geometry, textures & lighting. If I select a single object, I will get a complexity indication for that object alone. If I select a viewport, I will a complexity indication for the scene.
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