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Luis M Ruiz

Vectorworks, Inc Employee
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    Architectural Industry Specialist
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    Columbia, MD

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  1. You do not subtract a solid from a mesh, you delete portions of it. A mesh object is edited only by making use of your marquee selection.
  2. My thoughts on why design layer scale not 1:1 My personal approach to start drafting or modeling in a design layer: If the project is residential, then from the beginning I'll prepare my scale to be 1/4" or 1:50 depending on the units. Why? because I am old school and I like to see that my line weighs match my final target plots (floor plans and sections). I know, I know, things are different now when it comes to setting up viewports to match my desire output. Then again, if the task is a 3d furniture piece or just a simple flower base then, I could switch it to 1:5, just so I can see more detail when I zoom and also no line weighs necessary. The big rub for me is the 3dnavigation, I control the speed or sensitivity based on the scale. Moving in 3d in a design layer that is 1:1 (slow) is not the same to a model 1:50 or 1:50 or 1:300 in the case of a large city. Give it a try and you'll see what I mean.
  3. @Kevin K I took the liberty to test your rendering with a bit of post production. Just an idea.
  4. For fine detail, make use of per face texturing and adjust mapping individually
  5. In the mean time, I'd recommend you take a look at this webinar I did a few years back. There is a section about how to approach lights for a model https://university.vectorworks.net/mod/scorm/player.php?a=146&currentorg=articulate_rise&scoid=292
  6. Hello @Adarsh Dhurwey I'l be happy to take a look at your file if you send it my way. I'll return it with a few extra goodies.
  7. Over the years we have put a lot of effort on our dedicated webinars related to this topic: Lights, textures, cameras, renderings styles, all type of settings, resolution, rendering size, use of cloud, and lots of tips and best practices, and sample files. There is not one click solution for creating an incredible rendering, there are several variables depending on the desired result. Interiors, exteriors, day, night, etc? Please take a look at our growing gallery of webinars, it'll be worth it. https://university.vectorworks.net/
  8. I'd recommend to check out our Service Select Portal. Tons of new content for interiors.
  9. I opened the file. I do not think this is a bug. The demo class is set to have no fill. That is why the object appears hollow.
  10. Texturing mapping is solved in v2022. Plus the mapping now is applied differently so it helps for better translation between Enscape, Lumion and Twinmotion.
  11. Negative. Plug in objects offer a certain degree of texture control. But if what I look for is not available, that does not stop me from finding alternative solutions. Most of the times, comissions can’t wait.
  12. Correct. For higher quality renderings, we had to create multiple rotated textures or explode the plug in objects into individual faces and then apply only one texture and control the rotation from the info palette. That’s why latest versions are so welcome by people who create presentations. 3d > texturing > lights > rendering styles > processing > presenting. good times are here.
  13. v2022 allows per-face texturing control. Please check it out.
  14. Here is my personal suggestion. Go ahead and create multiple Heliodon objects, each with different times. Put them in a class for better organization. Create multiple viewports of your scene. While selecting a viewport, check out your visualization palette. You'll find multiple heliodon objects and from there, just turn off the ones you don't need. I am attaching an image for clarification. Let us know if this works for you.
  15. This is an interesting topic and what better way than testing it. There is something to learn from this. Image props, great for a quick presentation but not reliable for an astonishing rendering. Suggestion? replace human prop for a 3d symbol or, how about editing that reflective material so is more blurred? plus add a bit of turbulence noise at 800%. That'll make the rendering reflection more suggestive than perfect. I am attaching a couple of samples. Yes, 3d human choice is ugly but you get the idea.
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