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Found 28 results

  1. 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.
  2. 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.
  3. 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 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
  4. 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
  5. 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.
  6. 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
  7. 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
  8. Why is it that Hardscapes do not allow for alignment of Render Textures in similar ways to other solid objects (i.e. extrudes and floors). The entire Render Tab disappears when using Hardscape Objects. This is not good and should be fixed ASAP.
  9. ericjhberg

    Orienting Hardscape Textures

    How do you orient directional textures of Hardscape objects, or can this even be done? The Render Tab completely disappears on Hardscape objects, eliminating traditional render setting options like Auto-Align Plane/Follow Longest edge. This is one of the remaining headaches we have with Hardscapes.
  10. JBenghiat

    Creating a bitmap texture

    Does anyone have any experience creating textures from a chosen image file? Is the Choose Image dialog pre-defined in any way, or do we have to re-create it? If we need to handle the process from scratch, is ReadMaterialImageFile() still the best call? http://developer.vectorworks.net/index.php/VCOM:VectorWorks:ISDK::ReadMaterialImageFile
  11. gawad

    2017 Texture Loss

    A classmate of mine has been having a problem where every time she tries to revisit any project it has lost all of its textures. She is running the most up to date version on a MAC computer. This has happened to her consistently and has tried opening the files on a different computer but they are still missing the textures. Any one able to offer some help?
  12. JBenghiat

    Setting texture map

    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); }
  13. 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?
  14. SarahISO

    Corrupt textures

    Hi All, Having a recurring problem when applying textures to objects in Vectorworks 2018 - See image attached. I will be working on a project and apply textures fine with no issue, then for some reason when I start changing existing textures or try to create new ones the image in preview will show lines/weird pixelated images (like when your tv/computer screen looses connection) and then the texture on the object will look the same as the image (sometimes it actually looks how it should but mainly the texture will corrupt too). Any ideas how I can fix this?
  15. The most basic textures – metals, glass, plastic, etc. have not been updated for a decade, and they do not take advantage of the many new features, that have been added since. There are a lot of nice Arroway textures for architectural surfaces, but the most basic of materials – like aluminum – really stink. It would be my guess that many VW users spend a great deal of of time tweaking bad textures and it does take a lot of effort to get them just right. Perhaps you could ask a talented intern to redo them?
  16. I have used the shadow catcher texture for a few projects. It only catches the shadows of regular lights and not HDRI which is flaw. But a more serious issue is that the texture is black – and is reflected as such in the surrounding objects. Can you make it invisible?
  17. tringas1

    Multiple Textures

    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"
  18. 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/
  19. 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.
  20. 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.
  21. 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?
  22. Katarina

    Rendering in Spotlight

    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
  23. 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.
  24. 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.
  25. 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...

 

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