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Wes Gardner

Vectorworks, Inc Employee
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Everything posted by Wes Gardner

  1. Here's a rendering...couple of mistakes but...
  2. @Ride, the plan view is just the ordinary Top/Plan view. The viewports are just the standard hidden line produced from "Create Section Viewport" I must admit, there ARE limitations with what I call our conceptual cabinet tool(s) ... some configurations just aren't possible. Here's the file if you'd like to have a look at the setup. Wes Kitchen 2020.vwx
  3. @Ride This is about as good as I can get them to look - base cabinets with solid lines, top cabinets with dashed lines and countertop dashed for reference. Data Tag provides the tagging. Sorry, the image export washes out some of the line weight. These are just our conceptual cabinets...I'm not up to speed with interiorCAD. Wes
  4. @Putman, yup, I've tried tweeking the surface hatch and all kinds of other workarounds but...sorry Wes
  5. @trashcan, you are correct, that is a limitation. Wes
  6. @Putman, you are correct, this is a known issue. You can often correct the vertical coursing issue by checking the box under the Render tab in the OIP - "Use World Z for Origin" (see attached screenshot) but there is no way to correct for horizontal misalignment. Wes
  7. Looking at the model, that particular wall is Wall Style TPS30 EX - it is set with a Top Bounding of Piano [Story Above]. In this model there is no Story Above for the wall style's level to "see" or to bind to. It appears that you've used "Fit Walls to Objects Above"? My Italian just isn't good enough to go through how the walls are set to interface with the roof system. This may be the reason the interior component isn't working properly. My advice is to NOT use Stories and just set the whole model up using Layer bound walls styles. Wes
  8. @alfresco, please review and compare the file I've attached regarding your Story set up to your file. You also need to look at the bounding set up in your wall style (the 6" Generic one). In the Component for the wall, where do you want it to be bound? Furthermore, and I realize this is REALLY unclear, you change the height/bounding of walls either by changing where the top/bottom is bound to OR by changing the height of the various levels in the Story set-up in the Org palette - you DO NOT change the height of level bound walls in the OIP (this really should be greyed out but...). You might want to thoroughly review the model set up document posted at the top of the Architecture section where it goes through some of the "rules" for level bound walls, etc. Wes 2020BakerrMay18 wg.vwx
  9. @Giovanni, best thing to do is post a file with the offending wall(s) so we can have a look at your set-up. Wes
  10. @alfresco, there are a couple of possibilities - your bounding set-up, are there any offsets in your wall style? Are you using a level bound wall style? The easiest way for us to respond is to post a small file with an offending wall in it. Wes
  11. @Kennedyme, I did this kind of quickly, so you might need to clean up the appearance of the tag. Wes Height Width with Tag.vwx
  12. @vtallon2, can you post a file with an offending wall in it? Are you on version 2017 ? Wes
  13. @Kennedyme, maybe like this? See attached file. Wes Rectangle Height and Width.vwx
  14. @Katie M, if I'm understanding you correctly, all you have to do is click on the boarder and hit delete. In the short video, I place a border and then hit the Delete key to remove it... Wes Delete Boarder.mp4
  15. @ashleighguns1, as Pat says, make sure to specify WHICH LAYER, the screen shots provided are set to frame the layer called "2-Floor Layout" Also, if you've classed your walls, you have to tell it what class to frame as well...in my case it's [Wall]-Exterior (see screen shots.) You get to that by clicking the "Options" button in the Wall Framing dialog down at the bottom left. Otherwise, I think you get the error message shown?
  16. @davidwd...If I'm understanding you correctly, are you talking about something like Sweep 2 or Curve Network in Rhino? If so, then no, in Vectorworks you're limited to just one profile curve if you choose the Bi-Rail mode, or as Pat suggests, but then you loose the ability to have two rails... Wes
  17. @Putman, the Windoor classes have nothing to do with the Windoor Plug-In. The door and the bit of wall shown in the file you have were taken from a full project that has both windows and doors. My personal method is to refer to the common elements in both windows and doors as "Windoor" - this saves me one class each time I use that methodology. I apologize for the confusion. To a large degree, the number of classes and thus the "granularity" required on each project can vary a bit. I like to class everything and therefore retain control ALL the way through a set of drawings. Sometimes all those classes just aren't necessary. Wes
  18. @Putman, here's a door you can experiment with, you can turn trim on/off, you can texture the trim as well as the door itself (both inside and out). This door is set up for class controlled attributes Wes Door with Options.vwx
  19. @P Retondo, yes I see your point and yes, I understand how "my way" can cause you to have to maintain additional classes. Wes
  20. @P Retondo, Yes, if a wall style is set up correctly, really nothing has changed. To get the container class of the wall to show (like if you just wanted two parallel lines to indicate your walls), you must turn off ALL the component classes that are associated with that wall style. In the attached file, try turning off the Wall-Component classes...is this what you're after? Wes Component Wall.vwx
  21. @Duncan Gunn, depending on how irregular the wall is, I think I'd model it using an extrude (you can extrude your polygon into 3D space) and then use Add/Subtract Soild to create holes where the doors and windows will be. Doors and windows can then be "set" in the holes (they won't be hosted into the wall like if you used the wall tool) and will give a pretty fair representation. You won't be able to join this to walls at the corners so you'll need to do a bit of "digital carpentry/masonry" to get a corner to look OK Wes
  22. @Victoria2M, since you're on a PC, you may want to have a look at Lumion or Enscape - they are PC only "real time" renderers. TwinMotion is cross platform. They probably have recommendations on their sites as to what i needed. I don't think you need extreme power, just a mid-level laptop will do. For the real intense renderings, you may want to consider ONE high-powered rendering machine in the office. For Renderworks, the number of cores seems to make a difference I believe. We have an Alienware laptop in the office that runs Enscape and Lumion just fine...it's not a high-end machine. Wes
  23. @Victoria2M. I'm not a programmer or tech geek, just a user but I believe that is the direction all software is heading with all of these "real time" rendering engines coming online - graphics cards are where it's at - the REALLY cool ones are liquid cooled and you're right, won't fit in a laptop This you might want to check and see if it makes a difference - in Vectorworks Preferences, in the Navigation Graphics drop-down, choose "Good Performance and Compatibility" and then try "Best Performance" Wes
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