Jump to content

Search the Community

Showing results for tags 'shader'.



More search options

  • Search By Tags

    Type tags separated by commas.
  • Search By Author

Content Type


Forums

  • Announcements
    • Announcements
    • News You Need
    • Job Board
  • Feedback
    • Wishlist - Feature and Content Requests
    • Known Issues
    • Wishes Granted / Issues Resolved
  • General
    • Troubleshooting
    • General Discussion
    • Architecture
    • Site Design
    • Entertainment
    • Vision and Previsualization
    • Braceworks
    • Rendering
    • Workflows
    • Buying and Selling Vectorworks Licenses
    • Hardware
  • Customization
    • Marionette
    • Vectorscript
    • Python Scripting
    • SDK
    • 3rd Party Services, Products and Events
  • Solids Modeling and 3D Printing
    • Subdivision
    • Solids Modeling
    • 3D Printing
  • Vectorworks in Action
  • Archive
    • Resource Sharing
    • Machine Design

Categories

  • Knowledgebase
    • Tech Bulletins
    • Troubleshooting
    • Workflows
    • How To
    • FAQs

Categories

  • Marionette - Objects
  • Marionette - Networks
  • Marionette - Nodes
  • Marionette - Menu Commands

Product Groups

There are no results to display.


Find results in...

Find results that contain...


Date Created

  • Start

    End


Last Updated

  • Start

    End


Filter by number of...

Joined

  • Start

    End


Group


About Me


Occupation


Homepage


Hobbies


Location


Skype

Found 5 results

  1. 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
  2. It is very nice that the Grass Shader in VW also works within Symbols. That makes it easy to create instances of plant tubs or other green furniture. However, that will not work in C4D after Import/Exchange when you keep your Symbols als Instances in VW order. Which I think is the recommended way to go for Symbols. Grass Shader Materials (like Lights) in Symbols will not work as "Render Instances". Export as "Render Instances" is VW's only option to get VW Symbols into C4D and not dissect them into separate geometry. So if you encounter such problems with Symbol exports not working as expected, try to search the Instance Copies in C4D by Name (You can't isolate them by Single Layer (Class) display, as Instances from VW unfortunately don't have a Layer assigned like their Symbols Original) and deactivate the Instance Copies "Render Instances" option - so they will work again.
  3. Hi, I don't seem to find the way to create a texture color shader that will use a bitmap imported from the file system. Looking at the documentation I found this possible sequence: texture = vs.CreateTexture() vs.SetName(texture, "Test Texture") shader = vs.CreateShaderRecord(texture, 1, 41) bitmap = vs.CreateTextureBitmap() image = vs.ImportImageFile("E:\IMG_8509.JPG", importPt) paint = vs.CreatePaintFromImage(image) vs.SetTexBitPaintNode(bitmap, paint) vs.SetTextureBitmap(shader, bitmap) There seems to be some problems with this sequence: vs.CreateTextureBitmap() is not doing what the documentation says; Instead of creating an empty bitmap object, it opens a dialog to pick an image. It seems to be deprecated also. For some reason vs.CreatePaintFromImage(image) returns always 0 when an a Type 14 (Bitmap Image – BITMAP) coming from vs.ImportImageFile() is used as parameter. Some help will be appreciated Thanks --Carlos
  4. Two requested improvements to the Grass Shader (which is really quite fun to play with): 1. Enable 'Variation' within 'Length' — this would make it easier to render grasses and weeds having natural variations in length. Right now, everything is the same length. 2. Inside the Grass Shader seetings, in addition to 'Choose Image' — also enable the Noise Shader.
  5. Here's a Vw2016 file containing my attempt at creating a grass shader to be used as natural grasses on a green roof. The grass has a low density on purpose so that the render times don't get too crazy.

 

7150 Riverwood Drive, Columbia, Maryland 21046, USA   |   Contact Us:   410-290-5114

 

© 2018 Vectorworks, Inc. All Rights Reserved. Vectorworks, Inc. is part of the Nemetschek Group.

×
×
  • Create New...