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Found 3 results

  1. Jim Wilson

    Materials

    So... Materials, or Building Materials. This is a big one, and a concept/feature we are actively looking into developing. For me personally this is a more difficult feature to properly frame out, as I feel I may lack sufficient industry knowledge to detail what such a feature would include. To that end, I am requesting your comments, concerns and any other input regarding the scope of your needs and how we can best meet them. Now, this is not to say that as of this post we BEGIN developing Materials, talk about this internally has been going on for a long time and many of our distributors (some of them accomplished architects and designers in their own right) have been providing us with wishes and other suggestions, but this thread will concentrate on specific user needs that I will curate and add to internal planning pages for use by engineering since I am sure there will be a great deal. I won't merge the other existing threads since many of them have tangents to things I feel are a bit outside the scope of this feature, so this will be the new home for this discussion. I have pulled input from many existing threads, (Special thanks to @digitalmechanics, @zoomer, @Chris D, @Dieter @ DWorks, @Christiaan and many others whose threads and posts I stole from) as well as from competitors feature lists. Feel free to link in any I may have missed that have missing key points to advance this initial list: 1) Materials must be assignable to any object, 2D or 3D, with the 3D aspects of the Material simply left out of 2D scenarios. 2) Users must be able to not only rely on an extensive default catalog of Materials, but be able to add new Materials themselves from scratch. 3) Materials must be a resource type available in the resource manager with all the current share-ability of current resources via workgroup folders. 4) Users must be able to update a source Material resource and have that push the update to all instances where a Material is used. 5) Materials must include Line Styles for both the 2D and 3D edges of geometry, separate control for section vs non-section views. 6) Materials must include Hatch settings for both the 2D and 3D faces of geometry, separate control for section vs non-section views. 7) Materials must include Tile settings for both the 2D and 3D faces of geometry, separate control for section vs non-section views. 8) Materials must include Textures. 9) It must be possible to generate reports on the volume, weight, density, cost, surface area, exposed surface area, and thermal properties. 10) The same Material needs to be applicable to wall, slab, roof components as well as solids. Duplicates should not need to be created for each type of object to inherit the Material's settings. 11) Materials need to (optionally) have the ability to determine the joins for wall, slab and roof components contextually. Each of these types of joins needs to be user definable. 12) What aspects a Material inherits from the resource should be controllable similarly to Door and Window Types, where users are able to select certain fields that use the Material resource and then allow for overrides for that particular object's particular field value. If I have completely or partially missed the mark with this list, feel free to correct me.
  2. Is there any way to assign different RW Materials to a single Wall Component, the same way you can apply different Materials to each side of a complete Wall ? As you have as an option in Classes, to assign 3 different Materials to Walls by Left/Sides/Right faces. I use Wall Styles and have set all Styles to have Materials assigned by Component. generally that is and should be only one Material per Component. In this special case I have a 2 Component Wall, Concrete Structural Component and a dark Insulation which has to be visible behind folded translucent sheet metal covering. (I have to create that facade layer separate by custom geometry) But for visible faces of insulation not covered by the outer layer, the insulation should be covered by sheet metal. That happens especially for Window Cut Outs and sometimes at the bottom. Currently I modeled all these Cut Out Framings, which are very tedious to adapt to design changes. Now I thought I go into my Styles Insulation Component and just assign different Materials to the Insulation Component for Left/Right (Insulation) + Side (Metal), but that does not work. Even in OIP, going to "by Object" will influence the complete Wall Package only. Has anyone another idea ?
  3. Past week I was working on a project where i needed to use surface hatches. I think it can be implemented beter. When i was thinking about this i realized its 'bigger' then only the surface hatch part. To be honest i think there should be an overhaul of how classes work an what you can do with them. In general classes should have to ability to work as materials. This would mean you would create a class for every material with al the specifications needed (including R-ratings and other properties like weight/m3 etc.) With the new forum its easier to look for previous comments and discussions about this. I will included these because some things i borrowed from there. MOCKUP AND WISHES: ability to create 1 material / classes that you can set to use different settings for different scale. When you create a viewport (1:10) on a sheet layer that's different then the scale on your design layer (1:50) it automatically uses the properties of 1:10 instead of 1:50 This option could work as class overrides do now, but more automated. For every material you can set Lambda values so you don't have to do that in your wall style. The wall styles gets the options to use the values from your class or material or just use a different value. This should work like the attributes palette works: it can be set by classes, but it doesn't have too. Ability to use hatches and tiles in surface hatches. (I'm never been able to create in a simple way a hatch as I can with tiles) I don't like how hatches work together with textures. I think this should be 2 separate things that can work together but don't have to. It should not be part or your renderworks texture but something you can set separate. Beside that I think its confusing that you have a scale for the hatch in your recourse browser, as well in the renderworks edit texture. At the moment if you change the scale of your resource it changes in the renderworks texure as well. In someway this is logic but it worked unexpected for me. You should be able to change in % the scale of your hatch in the class/material without editing the resource in the resource browser. For a section and a surface we should be able to set different hatches without overrides, so lets split that up in different options. I wanna set the pen, fill, hatch, opacity, scale, thickness separately for: sections plans elevations

 

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