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  1. Hello, - My issue : I would like to customize the texture of one part of one styled wall's instance. In other words, is it possible to set the texture of a styled wall "by instance" instead of "by style" on one component only ? - What I found on the Internet : It seems to be possible as shown below. In my case, the "Part" button is greyed out which prevent me to modify the texture. Please, find a file with my styled wall attached. Styled wall test.vwx
  2. In previous versions of VW, I could covert text to polylines, extrude and apply a different texture to the front, back and sides. This allowed me to easily create channel letter signage on buildings. VW2022 only allows on texture for the entire extrude, making it impossible to to create this same effect.
  3. 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?
  4. With VW 2022 it's great that we are able to texture individual faces. However I'm missing the possibility to split a face so I can only texture a part of the face. We do our concept design with SketchUp. There we can easily add lines to split the face and paint those new faces individual. After this action we hide the lines, giving the model a clean look. With VW the only way to split the face is by extruding. This gives two problems. First it results in lines that we don't want to see in the model. Second it makes editing the shape afterward more complex and result in unwanted depth of the mass were in reality everything is in the same plane. How we work now in SketchUp: Hope VW implement this function so we can say goodbye to SketchUp.
  5. Alrighty then; I have a scenic drop to light, quite traditionally executed, to my general delight. Got all wound up in the idea of previz-ing a few ideas in Renderworks (def not Vision) for the client. The few times I have executed this idea in the past, the drops have been either simpler in execution or I knew less then or both. This time the drop has the following attributes: opacity varied translucency specular highlights (glitter paint) My solve so far has been: image prop for the overall drop, with translucency determined by luminosity in PS translucent cyc behind that this covers all but the specular bit. Help? The attached image shows a close-up of the paint sample. The drop overall is a sub tropical cityscape. [The side-by-side is just because I got suddenly interested in who's interpretation compared to IRL worked best. The Canon (2012) for color accuracy's sake kicked the iPhone 11/Halide Raw's ass all over the kitchen floor to my eye, as it was shot in daylight and directly compacted to the paint sample. Punchy as the iPhone/Halide version is, it's much livelier (& plain wrong) than the reality.]
  6. Hi I seem to run into a problem when exporting some set-elements from Spotlight, to Vision. My worksflow is to export to MVR, and then import the MVR to vision. But my textures seem to loose all color when exported to MVR. I use the alpha channel of the texture, as alpha channel in vision. Does any of you experience this behavior? Here are screenshots of my settings. I found that the textures in the vision texture folder is Black and white as well, like both are alpha textures. See the screenshot: Best from Mathias
  7. I have some custom plants intermixed with stock VW plants(the ones in the rightmost rectangle) When I export them to TwinMotion using C4D, note how some of the object have a black background where it should be transparent. The image props were constructed by masking a photograph in Photoshop and/or Affinity Photo to create a texture and saved as PNG with a transparent background. The imageprops were created in VW by using the aforementioned texture file with the options shown in these dialog boxes. Everything behaves as expected in VW, but the black in place of alpha rears its head when VW is exporting the textures. Note the image below. On the left is how my plant with alpha appears outside of VW, as created by me. The same plant as it appears as a texture exported from VW, either via extract image or C4D export. The tree on the right is a default VW tree image prop exported via C4D. I suspect something is slightly different with the alpha channel or image definition, I just can't figure out why the images I am creating are behaving this way. I'm beyond frustrated by this mystery. Any help is appreciated.
  8. Hi, is there in the meanwhile a good solution for the GetTexture problem where previously selected Textures where locked to the index of the PopupList not the Name/ID of the texture itself ? In the end the applied textures got kind of randomizes as soon as new materials got imported in the file and sorted near enough at the top of the list to affect the indexing of the list Is there a good solution for that ? See here: JH
  9. Heya Team, I'm feeling like a real noob. Id like to know how to colour the 3D component of truss made with the straight truss tool without changing the 2D fill colour. I also cant add a texture to the 3D model, like chrome. Can anyone point me in the right direction? Thanks in advance.
  10. HI, I can't seem to apply a class (image) to a wall. I have no issue applying a solid colour but for some reason If I need to apply an image this does not work and defaults back to a colour. The wall is classed but I have no idea where the yellow comes from. I can render a wall with whatever image but when I apply class texture this does not work, even though the class is set (as it works with any color fills but not image fills). Photo attached. Anyone has any idea as this must be a simple thing which I did not grasp! Thank you,
  11. Hi, I'm in the situation that I need to create around 1000 objects with a mapped texture each. Now I'm doing it manually and, as you can imagine it takes a long time. I've tried to automate the process by creating a python script but it just happens that python doesn't have the functions to load an image file (png, jpg, etc.), create a texture/material and set up the correct aspect ratio for a right object mapping. My question is: Is there a way to archive the functionality described above using the VW SDK? Thanks in advance. Carles
  12. Hi, I am currently looking into creating a script to import a folder of images and create image probs from them. I found a completely undocumented function vs.CreateImageProp(...). But as it is takes in a texture, i got lost trying to create the corresponding texture object from the images loaded. Anyone having some scripts which could help me on my path? Thanks in advance. Cheers Jonas
  13. Displacement bump/ Grass will penetrate through an overlying object. Eg - grass through a paving stone It would be convenient if the texture of the overlying texture could negate this effect or if the grass/displacement bump could be set to react to all objects it interferes with.
  14. The first image on the left is a Design Layer view of my model. Note that the mapping of the grey texture has an equal module each side of the bay. This is an Autohybrid containing an extrude and looks like this in OpenGL or RenderWorks. The second image on the right is a Sheet Layer Viewport in a Workgroup Reference file rendered with RenderWorks. Note that the texture mapping is offset slightly and doesn't match my model. Any ideas how to fix this and synchronise them?
  15. The "floor" objects have been losing its texture in Open GL and rendered views. This issue has been appearing since the upgrade to VW 19. The solution so far is to toggle the render texture from "class texture" to "none" and back. Or click into the "floor" objects and click on the base polyline to attempt to "shake" the file. In the attached screen shots, you will see the blocks appearing as without fill when it should be a filled box with the texture mapped. I have also attached the view of which shows the polyline is closed and shouldn't be without fill. This problem has been very persistent and annoying, especially when generating final renderings. I can only redraw the objects as "generic solids" or "extrudes", but it reduce the convenience of geometry modification on Top/Plan view. Whereas "Floor" objects can be easily dragged big or small. If any other users been experiencing this as well please vote this post up. Thanks!
  16. I was hoping someone could shed light on this issue. I may be setting it up incorrectly as I don't have much experience with textures. Basically what I am unable to replicate the preview of a renderworks texture in the actual model. I've attached a couple reference photos. The desired result is to map this texture to a flat surface or bulge to emulate a densely packed crystal chandelier. Thanks!
  17. I really like the way a link to the mtextur website is integrated into Vectorworks - so you get all the benefits of mtextur's well laid out product browser (try it if you haven't already)! However, I haven't managed to download any textures using it yet. I select the texture I want and then select 'CAD & BIM texture download' icon. Then it freezes and VW crashes. Is this just me or anyone else had success with it (or same issue?) . Is it my system set-up - any ideas?!
  18. Hello everyone, I created a marionette object with a texture used as a visual. This appears normally in OpenGL style but in Final quality Renderworks style it is not rendered at all, instead the texture is white. Do you have any idea what could be the issue? Thanks in advance!
  19. Hello everyone, I created a marionette object with a texture used as a visual. This appears normally in OpenGL style but in Final quality Renderworks style it is not rendered at all, instead the texture is white. Do you have any idea what could be the issue? Thanks in advance!
  20. Ok; I just got done trying the blur portion of the Plastic reflectivity shader, danged if I can see a difference. What do I not understand? BLUR Thought experiment.vwx
  21. Hello, I'm learning to use render works textures and have a strange glitch where my slab is bright red, despite the applied texture being white paint (bottom) & hardwood (top). I've tried: applying the white paint directly by dragging and dropping from the resource browser applying the white paint to the slab style applying the white paint to the object, both overall and by component deleting and re-drawing the slab out of desperation But the strange red persists. Any suggestions? Screenshot of the very red ceiling attached.
  22. Hi I would like to be able to apply a texture to an extrude so that it matches the width of the extrude. Also need to be able to edit the orientation. I have tried the Set Texture Size node with no luck. Cheers Kieran
  23. I am trying to place an outdoor panoramic background image around a model I am trying to render from 8 different camera angles. For the background I have made an image prop using an extruded arc that has been converted into a nurbs. On this I have placed a texture of the panoramic image, the sky has a transparency mask so I can use the HDRI sky in renderworks. The problem I am having is trying to get the image to scale and map to where I want it on the nurbs. for some reason the image crops out and repeats in random vertical sections and does not wrap continuously around the surface, I have tried using a decal but this has proved too difficult. I have tried turning off horizontal and vertical tiling and this doesn't work either. I'm sure there has to be a way to get this to work, any ideas much appreciated.
  24. I have tried creating a fabric texture by importing a image but i can't find the perfect setting for it. while rendering i can't active what is needed? i have attached the image of the fabric. please do suggest a setting for it.
  25. Hello everyone, I have a rendering problem with Renderworks. I created a cyclorama with the Soft Goods tool and created a special texture for it, to allow it to be lit from the back. The texture settings are : Color : White 100% Reflectivity : None Transparency : Plain 99% Bump : None Cast and receive shadows Override Indirect Lighting, Emit Light and Receive Light checked. With these settings it works well with OpenGL, but with all the RenderWorks (I tried Fast, Final and Custom with different settings) modes the scrim is just black. And I can't only use OpenGL as I want to use more than 8 lighting instruments in my renderings. Anyone ?
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