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Found 11 results

  1. Version 1.1.0

    96 downloads

    Diese Node erlaubt es, den importierten IFC-Objekten - je nach hinterlegtem Material (in einem bestimmten Pset und PropertyName) - eine eigene Klasse zuzuweisen. Dies geschieht mit Hilfe einer Vectorworkstabelle. Dadurch, dass Pset und Eigenschaftsname frei wählbar sind, ist die Node auch für andere Szenarien flexibel einsetzbar. "IFC-Material-Klassifikation" ist Teil eines Workflows, der es Architekten ermöglichen soll, die Mitführung und Nachführung aller statikrelevanten Bauteile (Wände/Decken/Stützen usw.) komplett einzustellen und stattdessen immer auf den aktuellen Stand des Statikers zuzugreifen, ohne dabei auf die Darstellungsvorzüge von Vectorworks zu verzichten. Entwickelt und getestet mit: Vectorworks 2021. Ein Video zum Workflow mit dieser Node finden Sie hier:
  2. Ability to drape a georeferenced aerial photo or tiled photos onto a site model surface.
  3. Hi, at one point randomly my render tab with the texture mapping settings has greyed out and I cannot seem to get it back to work again, do any of you have an idea? ive tried many things but it stays greyed out and all the textures are scaled way to high..
  4. If this isn't in the right place let me know. When I map a texture the section under mapping is greyed and nothing is functional. I don't know if this is part of the new functionality or a bug. I can't change the scale, rotate, or anything under "mapping" on the pallet. Am I doing something wrong?
  5. With the release of VW 2022 we can now paint individual faces with the Texture tool. Part of that tool is the 'pickup' mode. Unfortunately this function only pickup the used texture of another face but not the mapping overrides like rotation or scale. Would be a timesaver if we can also pickup this information and use that for texturing other faces.
  6. I know it is a long-standing wishlist item, but I thought I would submit a new request to improve the poor texture mapping in Vw, partially due to lacking support for UV Texure Mapping. A perfect example of the result of this missing functionality is demonstrated by the way that a Subdivision object has to be converted to a Generic Solid before it can be properly textured with an image-based texture. Of course, you lose all Subdivison functionality once you convert it to a Generic Solid. A select list of objects that are currently hamstrung by the lack of proper texture (UV) mapping, I'm sure there are others: Subdivison Objects [slightly improved in 2017 for small-scale image texture materials] Cabinet PIO Door PIO 3D plants with textures can't be scaled Framing Objects Meshes NURBS Surfaces Links to related threads regarding texturing limitations & UV mapping: Subdivision Objects Different colors on different surfaces of objects Textures that scale automatically- Image Props do, 3D models don't, why? Free XFrog Plants Too Big Textures with grains UV Mapping for Coolux Venue Site Texture Mapping on Stretched NURBS Surfaces Render Issues Model UVW Mapping Question Edge-banding Tool Tip For Texture Mapping on Non-rectangular Object Please Make Cabinets So That They Take Wood Textures Properly [I was doing some further reading on mapping techniques for Pixar's OpenSubdiv (basis of Vw's Subdivison objects), and I came across Disney's Ptex open-source API as an easier mapping alternative to UV mapping.]
  7. I am an exhibit designer and our industry is heading down a very different path since the outbreak of COVID 19. We are moving into hybrid models where inline or virtual exhibits are being requested more and more. Using VectorWorks to model and RenderWorks to render and animate is a fantastically fast and efficient way of resting these environments. The only issue I am running into is in many exhibit spaces there are now lots of opportunities for digital concept. So the big thing missing from VectorWorks is the ability to map animated content to surfaces and have them running during walk through animations. This would be a game change for what I do.. Unfortunately today i know have to export my latest model to Arltlantis so I can add digital content. So it means adjusting all my maps and camera angles and dealing with the clunky Artlantis animation interface. I did see animation concrete in a spotlight tutorial online but cannot find any direction as to how it was done. Anybody have any ideas how I can work around this issue or even better is there a plan in the works to allow the mapping of digital content.
  8. I am having issues opening old package renders in VW 2020 that were done using a swept path as a sticker to a surface. Please see PDF. Now any old file that had this technique to create a label on a surface has to redone. Is this a glitch or a permanent change to Vectorworks?
  9. I'm trying to figure out how I can collect elevations and other site data necessary to make landscape models with 2' contoursby myself, without having to hire a surveyor for smaller/residential projects. Is it possible to use something like the Geneq isxBlue? If so, what else would I need besides the receiver, what kind of program would I also need to purchase to make the data useable? I'd really like to be able to use VW Landmark, but I just can't figure a good way to get useful data to work with. I'd like to be efficient as possible without having to get a degree in surveying. Is there a combination of devices like a laser level and GPS? Even that seems like a lot of extra work to enter points into VW Landmark, but if that is the best way, I'd like to know. Even if I got $20,000 + to buy a total station, could I learn to use that on my own and what else is needed to accompany it to collect useful data? thanks for all your advice Eddie
  10. I've been testing Vw2012 and I'm disappointed to discover that the Wall Cabinet PIO still displays a Renderworks texture on recessed panel doors as a 'sunburst' pattern. Anyone else have this behavior? The texture is the 'Wood Panel Mahogany Clear' from the Libraries/Textures/ Textures_Wood.vwx file. It is a relatively ugly texture, but it has high contrast so that you can see the bug properly. The only way I found to work around this is to convert the Cabinet PIO to a Group or Symbol, and then individually correct the texture mapping for the cabinet doors. But then you've lost all of the PIO functionality. This is the same behavior that I get in Vw2010 (and Vw2008..) and I've brought this bug to the attention of NA before - where I was told that if I wanted more control over my cabinets' appearance I should purchase the third-party InteriorCAD add-on package. Sad to see that this bug still hasn't been fixed. I have attached the Vw2012 file in case anyone is interested. Regards
  11. Can someone clue me in on how the Reflectivity Image Map shader channel is supposed to be used in v2011? There were more Image Reflectivity options in v2010 that seemed to give better results than in v2011. The RW help file was no help, I thought it would at least say what type of image to use. I looked at many of the NV provided textures and none of them use an image in the Reflectivity shader channel. Is this for a reason? I tried using a greyscale specular map in the Reflectivity Image map channel (as you would in any other 3d rendering application), and it just made the whole surface grey, completely overriding the base Image color map. So it appears that RW cannot use specular maps. Generally I guess I'm asking how to make more realistic textures in RW so that I don't need to use a 3d-party rendering app (like C4D). Regards, Tim
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