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Hey, I am a Landscape Designer working with Architects that use Revit as their main software. We are usually able to import their revit files pretty easily with little to no hiccups but for some reason this one Revit file is giving us trouble. I am trying to import it with all of it's materials and textures and I click on the grab textures and materials from the pop-up window but for some reason the walls aren't even coming in as walls but Revit Entities and the materials aren't showing up. The problem seems to be coming from specifically the curtain walls in Revit (image attached). I have tried to import it using the three different categories of importing the revit entities (VW Mesh, 3D polygons, and VW Solid Objects) but none are working. The first image ("IFC Import Materials") shows what the Revit file should look like and the second image ("Revit Import Materials") is showing what it is coming in as. Thanks for any help.
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I have models created in Sketchup that I want to include in my Lumion file. Do I have to save my files a specific way to be able to explode imported models and adjust textures? I have had success doing so with some models but others have pieces that will not allow me to select textures.
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Are any of these image-based AIs capable of transforming a horizontal stretcher bond brickwork (like the attached) into a stack-bonded soldier course texture?
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Reload texture image file (or reference)
BartHays posted a question in Wishlist - Feature and Content Requests
I searched for this as I am sure it was here on the list once already, but no luck. In exhibit design, graphic panels develop in parallel with the 3D design. We use textures for every individual graphic panel. When the graphics are updated I'd love to drop the new files (same filename) into a resource folder and have the Renderworks textures update. As it is, I have to open each texture, open the Color Shader, select Change Image, and reselect the existing file. I imagine this could be a script, or an option to load the color shader Image as a reference. Bart -
I'm back to troubleshooting things and writing it all down as I go so that folks in the future, if they stumble on a similar problem, might find this helpful. Oddly, my lights aren't effecting image props / image textures: Thought it was Redshift and then noticed it was happening with Realistic, too. Ahhh interesting, when you import an image for an image prop it automatically throws a glow on as the reflection property... I can see why someone might want that but it's weird to be a default IMHO. Cool that's solved. Next problem.
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Is anyone else regularly having trouble getting Surface Hatches to align with the Renderworks Textures they're assigned to, in spite of them aligning perfectly within the definition? I'm getting all sorts of different results based on the object type (parametric, e.g. walls, generic solids, extrusions, etc.) and the Map Type (Plane, Auto-Align Plane, etc.). Only rarely do the geometries coincide as expected when switching between, say OpenGL and Hidden Line render modes. See the attached example with an extrusion – here the pattern jumps horizontally for me when switching between the render modes. This is really frustrating our efforts to go fully 3D and get both our 3D and 2D views from the same model, as one uses OpenGL or Renderworks, and the other Hidden Line... Cheers, Markus surface hatch alignment.vwx
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Hi all, I can't seem to find anyone else with this issue, so I've had to resort to posting it myself in search of a fix. For some reason my textures show up white on 3D objects and symbols as if they are generic white solids, even when a texture has been applied previously. The files often open with the textures there but once I begin editing they soon disappear, or the file opens with all objects displaying as white objects with no textures. What is weird with this and different to a lot of other issues I've seen others having is that the objects seem to lose all surface UV's altogether, not displaying in the render window as having any texture at all, and I am unable to apply any texture back onto the object. This also means that when importing to twinmotion or publishing other viewports that the textures appear white as if no texture has been applied. I am using Vectorworks 2022 and I have ensured that the software is up to date, that my graphics card settings are correct, and I have even tried reinstalling vectorworks altogether and still getting this issue. I work in a small team who also use Vectorworks that have not experienced this problem, in fact if I send the files that I have been using to their machines they all work fine, even though I have a brand new PC! I've also opened up past projects which didn't have this bug originally and now the same issue occurs, so by now i definitely think this is a software issue or bug rather than an issue with my machine. Any advice on this subject would be highly appreciated. I did have a quick fix by turning the 'Use textures' on and off from within shaded options.. but now this option often appears greyed out and I am unable to get around this without restarting vectorworks multiple times until it decides to work. Please help!! EDIT: This issue seemingly occurs after loading a file back up, I spent all day in a project yesterday without any issues until I opened the file back up again today to find my textures missing. Vectorworks Design Suite 2022 - [SF 40131 Burfield Academy.vwx] 2021-11-19 13-45-05.mp4
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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.
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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.]
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Texture Previews in Resource Browser appearing as gradients
ajpen posted a question in Troubleshooting
Often when I edit a texture the preview thumbnail turns in to a black and white gradient, like this: In this case, it happened when i duplicated Brown-Dark to make Brown-Medium. The colours render fine in the model but not in the resource browser. The textures are basic color shaders with no reflectivity, transparency or bump indicated. The texture itself still works, but the preview does not. Restarting has no effect. Couldn't find any posts about this on these here forums... Help? Thanks peace aj- 4 replies
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HI all I have a file that has some textures that seem to disappear in my roof. Im sure its not a class thing as parts of the same roof are visible. This is the first encounter with something like this. I am using Vectorworks 2020 on a 2018 Mac book pro with 2.6GHZ 6core intel core I7, I have done many projects and this is the first time I have encountered this. The file is particularly large and the shapes not all that complex. Any ideas?
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the new handles for setting image size in 2021 are even worse than previous versions , my mouse pointer needs to be a good 20mm from the actual line for it to work, + the scale line is smaller than ever, handles at each end of line smaller and only right seems to be selectable, its way to hit and miss at moment.
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Hi VW, Is it possible to drag & drop images from desktop into a TEX folder or into VW program?? (not using as bitmap but as Renderworks textures) Thanks in advance
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Hi, I"m very new and started this file from scratch. I changed to different roof types, components, etc. I could see it at one point as the shingle but now they are back to black for some reason... I do not know enough to know what I am doing wrong. Help! SOS
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Hi my friends I have some problems to import .OBJ files, follow the link to download one of these files. When I tried to import this .OBJ, the textures doesn’t import (Appears this message in attach). Import only the 3D Object without textures. http://vectorworks.com.br/temporario/Obj_File.zip Anyone have a idea, what it's happen? Regards Paulo Renan Ferrari Technical Manager
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I'm having trouble seeing a VWObject's texture mapping. The code below properly assigns a texture, but the mapping remains unchanged. Is anyone mapping textures successfully with SetTextureMappingInfo()? void ApplyTextureToObject(VWFC::VWObjects::VWObject &inObject, const double &mf) { inObject.SetTexture(fTextureID, kTexturePart_Overall); TextureMappingInfoSDK txtrMap; txtrMap.f2DScale = mf; txtrMap.fParamSpaceKind = kParamSpaceKind_Plane; inObject.SetTextureMappingInfo(kTexturePart_Overall, txtrMap); }
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I'm being asked to create a rendering of the exterior of a restaurant that my company is proposing some lighting upgrades for. One of the options is a direct-view flexible RGB LED rope-light-like solution around the top of the exterior wall. In order to get the brightness that I need out of the glow or backlight textures, I have to pump the brightness up significantly in order for them to look correct. But the amount of light that they are throwing off onto my exterior walls is too much. I thought maybe I could make some sort of "invisible wall" for the lights to throw their light into that the renderworks camera could see through, but I don't think that will work because in Vectorworks, if an object is transparent then light passes through. Anybody got any ideas?
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When I apply a texture to an object, I have the ability to scale and rotate the texture on that object. When the texture is assigned by class is there a way to rotate or scale the texture? This is a problem when cabinet objects have doors with assigned texture grain running in different directions or if you want to control floor direction or scale.
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Hi does anyone know how to grab the texture of a group an display it in a worksheet? I can get the texture of objects with using "Function" and "Object Texture", but even though the group is covered by a texture I can't work out how to display it in a worksheet! I have thought of using a Marionette, to put the texture name in a record and then reference that, but you can't seem to get a texture name from a Marionette either!
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Hi there, I have a couple of extrudes on a project which are assigned to the "flooring' class and should have a stone texture (Arroway stone 002 Sandstone) however, the texture id only showing on the side, not on the top surface so the floor looks see-through apart from its extruded edge. Can anyone help please? The 2D shape is solid as I know this is a problem for applying texture but not the case here. Thanks
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Pillar - left and right texture option
martinfdc posted a question in Wishlist - Feature and Content Requests
Hi, Would be great if the Pillar tool could accept left and right textures. I think the Pillar tool is a superior tool when compared to the wall projection tool. The projection tool always causes issues when the projection reaches the ends of walls. The Pillar tool works great always. You can join walls from everywhere and it works. Maybe even rename the Pillar tool to Irregular Wall or something like that because thats the way it works best. -
Dear VW lovers, a little bit of shameless self-promotion going on here 😂 but I thought I'd share some really nifty rendering results which I have been working on for a veeeeery loooong time 😴 😫 I work with VW Architect, not VW Spotlight. So when looking at the results, you can tell how I brought my VW version to the very brink, including my poor graphics card and CPU or whatever works in the background rendering away ... 😱 My main aim was to figure out the best Renderworks Style settings for backlighting, glowing graphics, LED, neon, shiny, glitter, metal, and reflective textures, fog lighting, lighting, even multi-coloured lighting beams, and the combination of many of the above in one single scene. Now honestly I could not have done it without this forum and the help of the always patient and very resourceful support of @Jim Wilson and @Luis M Ruiz who were outstanding in their knowledge, 1:1 correspondence, video tutorials and even providing template files. So hats off and my biggest gratitude to you both 😘 !!! RW Styles - Event Venues - 2018.pdf
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I received a drawing from a structural engineer today with this lovely isometric. I'd love it if we could have this kind of transparency in Vectorworks.
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I would love for the Resource Manager to be 'active' in the way that - whilst downloading textures, symbols & other items - I can still scroll up and down within the Resource Manager to see about other units. - At the moment the Resource Manager 'freezes' and prioritises the download. - Only once the item is finished downloading the Resource Manager 'frees' up and lets me work and scroll. - Being able to do both at the same time would very much increase the overall work-flow. A solution to this is much appreciated. Cheers, Grethe
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