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Found 14 results

  1. Hello- I'm trying to add multiple textures to a single solid object. I have an extruded rectangular shape that's serving as a "ground" covered in a sand texture. There is a point where it runs up against a wall that has its own texture and I would like to add a tall grass where the two meet. could someone help with adding both textures to the "ground"
  2. Ibstock have a webpage where you can choose to blend one to three bricks and export them as a PDF. From there you can open in an image editor like Photoshop and crop/save the result as a jpg and insert into Vectorworks as a brickwork image texture. Works really well in my experience: http://www.ibstock.com/brick-blender/
  3. I was an early adopter of Vision but have not used it for some time. Can anyone tell me what one can and cannot do when rendering an image in Vision now that VW and Vision are integrated? I don't recall what the feature is called, but you can export an image file with better quality images than what you would have with standard "operational" OPEN GL meaning the rendering you see when working in real time. Here is what I suppose I would really like to know: - Can I export from VW into Vision using all of my existing VW textures? - When exporting still images at higher quality, do those textures appear the way they would in final quality Rendtrworks? (i.e. reflections, bumps, transparencies) I am assuming not as I do not believe that was ever the case before, but perhaps there have been some changes with the integration?
  4. I realized today that texture folders work differently in the Resource Manager than they do in the Render tab of the OIP. I had spent some time in the Resource Manager organizing a bunch of textures into a folder because they had been imported with SketchUp objects I brought in, and I wasn't really interacting with them. I wanted these textures to be filed away so it was easier to work with my own. This worked great in the RM. But now when I select an object and go to the Render tab to apply a texture, the popup-RM-thing displays ALL the textures. I would've expected it to be organized the same as the main RM, with some textures in folders and others in the 'top-level'. I'm not sure if this inconsistency is intentional or not, but I find it a bit confusing. The only thing that's the same in both places is that you can select the folder in the lefthand navigation pane, allowing you to see ONLY textures in that folder. But if you select the top level (the file name), the RM shows textures organized into folders while the Render tab does not. It'd be great for the Render tab to keep textures in their folders.
  5. I know it is a long-standing wishlist item, but I thought I would submit a new request for UV mapping in Vectorworks. 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 of the lack of 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 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. 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
  6. After doing several viewport FQR updates. The screens and any texture that is assigned glow, seems to do this weird inverted thing color thing. This has happened in multiple files, fresh ones, and older ones. Anyone else run in to this? Is it a bug? Restarting VW fixes the problem for a handful more renders. Vectorworks 2017 SP2. Machine spec's in the screen shot below.
  7. 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?
  8. Hello, I am trying to render a 3D model in Vectorworks Spotlight, with graphics. I have added these graphics using import Image file (They are JPGS from PNG. It all looks fine, but when I render the model, some of the graphics are not changed, but some are completely enlarged, misplaced, or missing. Can anyone tell me why does this happen and how to fix this? Thank you
  9. So...I have only just begun doing 3D modeling in 2017 and we are encountering a weird occurrence where the renderworks engine occasionally disappears. When attempting to apply textures to a class's properties or manually setting textures in the OIP, any texture options simply aren't present. It is as if the program doesn't recognize the rendorworks engine as being present. We never had this problem before when renderworks was a separate license, but now that renderworks is a standard inclusion in the software, this problem seems to be happening occassionally. I have found two fixes so far. completely closing the program/file and reopening...hoping that the issue is resolved. textures still appear in the resource manager? editing an existing texture seems to suddenly kick the engine in and apply it. I still have to reapply textures to existing objects though. Here are two screenshots that show the issue.
  10. Since I see that VW coders and software designers sometimes lurk in here to help answer some questions, I wouldn’t mind some advanced discussions on how I should be doing things to make my files and work more efficient. I like to push the limits of both software and hardware to achieve the best possible results so I spend a lot of time doing things that I think make the software more responsive and make renderings quicker. The thing is, I have no concrete proof that I should be doing these things or if they make any difference at all. I always thought, the efficiency of textures was very important, so any time I use an image map, I go through great length to keep them as dimensionally small as possible and I painstakingly adjust compression levels and select the best image format to make sure the file size is as small as possible. My rational for this is that if you have hundreds of textures going on in a render, it would be a lot easier on the software to load and buffer these smaller files. About a year ago, I extracted an image out of a vectorworks texture and noticed it was a png file, but I knew I imported it as a jpg file. I brought this up to Jim and eventually learned that Vectorworks converts all of our image maps to png regardless of what format we put in. Ever since, I have felt that I’ve been wasting my time compressing these files because vectorworks will change it anyways. These are the types of questions I would like answered on a more factual level. Here are a bunch of a questions along that line: Is it more efficient to use procedural textures or image map base textures? Should we be saving our image maps in PNG before importing them? If we do import our image maps as PNG, does the compression settings we set stay intact or does vectorworks change them anyways? Does the file size of images have any bearing on speed or performance? I also have the same types of questions when it comes to modelling. My belief is that native procedural objects are more efficient than meshes and 3D Polygons, but are they really? Are procedural objects more efficient than meshes? What I mean by procedural is; objects generated from VW tools with no conversion (an extruded polygon with fillet edges or multiple levels of add or subtract solids) Does converting these objects to “Generic Solids” make things more efficient? Are Sub-D objects efficient? The heavy lined appearance of them gives me the impression that they are not, so again, I convert them to generic solids which gives the visual appearance of a not so intense object. But maybe I’m wasting my time and removing editable for absolutely no reason at all. I’m hoping someone that knows the inner workings of vectorworks could shine some light on some of these things so that we can improve the way we and the software works.
  11. Hi, I have an a inquiry regarding the files used to present the "render for success" series seminar. Are these files available to us? Or vectorworks select users? Edit : I found it, they are under the first introduction video. At least this issue is also recorded here...
  12. Hi, I am using an image mask texture to simulate pixels on a low res, transparent LED panel. Looks alright, but I would like to add glow to show how it looks with content. I don't necessarily need light from the screen on surrounding objects, but at least a bright "lit up" look on the screen itself. Any ideas how to accomplish this? Texture glow options are not doing anything. Thanks johnq
  13. 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
  14. 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