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Found 6 results

  1. 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?
  2. 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.]
  3. 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
  4. Ability to drape a georeferenced aerial photo or tiled photos onto a site model surface.
  5. 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
  6. 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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