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Wes Gardner

Vectorworks, Inc Employee
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Posts posted by Wes Gardner


  1. As @Rob Nykolaishen says...it's probably a Unified View issue that you've accidentally toggled off.  In the future, you may want to consider turning the icon that allows you to toggle Unified View on/off OFF in your viewbar so you don't accidentally activate it...For me there is NEVER a reason to turn Unified View off...

     

    Also, be careful in your Saved Views as they have the ability to toggle Unified View on/off so you may want to check your settings there to...

     

    Wes


  2. @HSP DanS...two things to do - First, the container class that those walls are in (01 Lines) has no fill - giver it a fill.  Second, select the walls and then under the Render tab, in the OIP, in the Mode drop-down,choose "By Component" rather than "By Object".  This will let you see the textures of the components in your walls

     

    That will fix it...

     

    Other classes have no fills...that's why other objects appear in wireframe even when you're in openGL  attached are a couple of screen shots and an updated version of your file.

     

    Let me know if you have troubles.

     

    Wes

     

     

     

    Class with Fill.png

    Edited Class with Fill.png

    SECTION TEST v2019.vwx

    • Like 1

  3. @Dick Jenkins...yes, I understand...that's why I chose something like the number stamp tag style as it doesn't require any object...it's sort of like a "dummy" tag.  And you can get into the tag in the Resource Manager and edit it to look like whatever you want...below is an example where I replaced the circle with a polygonal shape.  Here's the file as well...

     

    Screen Shot 2019-09-27 at 10.34.50 AM.png

     

     

    Tagger.vwx

    • Like 1

  4. Hi All,

     

    An often overlooked feature is the ability to take a hatch from the library and modify it to suit then save it as a new hatch whereupon it becomes available in the Resource Manager.

    The steps are:

    Hatch some shape with a "standard" hatch

    Select the Attribute Mapping tool from the Basic Tool palette

    Alter it as desired (corners change size, midway points provide rotation)

    Right-click and from contextual menu, choose "New Hatch from Locally Mapped Hatch"

    Voila!

     

     

    Screen Shot 2019-09-27 at 9.53.58 AM.png

    Screen Shot 2019-09-27 at 9.53.40 AM.png

    • Like 2

  5. Another idea for rendering in viewports is to set the sheet layer resolution really LOW so you get a quick initial rendering making sure all objects, the view, etc. etc. are set up correctly then jack up the DPI of the sheet to get final good-looking renderings.


  6. @Kane...your class that the walls are in needs to have a FILL...right now they have no fill that's why in openGL the walls still look like wireframe.  You may want to have a look at some of the getting started material on our website.  Additionally, you may want to have a look at the two threads that are posted at the top of the Architecture section - "No Stories, No Problem" and "Model Set-Up".  These talk you through the two types of wall styles as well as some hints on setting up a file.  There are sample files there as well.  I would start with "No Stories, No Problem" to get a firm understanding of a layer-bound wall style, how it's created, how it can interact with slabs, etc.  "Model Set-Up" talks about using stories to help define the height of certain elements that are "story aware."

     

    Wes

    Screen Shot 2019-09-25 at 11.17.03 AM.png

 

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