jpkna Posted November 12, 2024 Share Posted November 12, 2024 I am trying to understand how to achieve good lineweight results using section viewports and there is one things stopping me achieving what I want. My desired outcome is simply a solid white cut plane with thick black line, and then windows/doors/details in a slightly thinner line. Then the background can use different line weights for different classes - with some sort of depth cue so objects further away are thinner. I have been using multiple viewports layered together for this but it is getting very clunky and difficult to use. One viewport can do almost all I need except a few things: Is there a way to designate a wall or object to be non-structural in the section viewport (and vice versa)? Is there a depth cue option in sections to show how far away objects are with lineweights? I feel these features could really simplify my workflow and am surprised if nothing like this exists like in other similar softwares. 1 Quote Link to comment
rDesign Posted November 12, 2024 Share Posted November 12, 2024 (edited) Answering 1/2 of your post: No, as of Vw2025 – depth-cueing is still not possible, in section viewports or otherwise. This has been wish-listed for a long time and it is currently on the official roadmap under 'Active Research'. Feel free to go vote up the wish-list requests and comment on the roadmap as well. https://www.vectorworks.net/en-US/public-roadmap?url=depth-cueing Some old wish-list requests for this, one dating back to 2015. Edited November 12, 2024 by rDesign 1 Quote Link to comment
shorter Posted November 12, 2024 Share Posted November 12, 2024 5 hours ago, jpkna said: Is there a way to designate a wall or object to be non-structural in the section viewport (and vice versa)? Not aware of a way to 'de-structure' a wall but any object can be set to 'Merge with Structural Objects in Section' and therefore behave like a structural object. Select an extrusion and take a look at the Object Info palette. I have never found the section through a door object to be satisfactory. I will resist getting in an argument about the need for depth cueing... 😉 Quote Link to comment
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