ginger04 Posted February 9, 2008 Share Posted February 9, 2008 After creating a landscape wall bezier I added some texture and wanted to see it in a final quality renderworks - the wall is curved but the texture remains straight... in an openGL mode it looks better (except the curved distance where the texture is a little stretched) so what might be the problem this time? thanks! Quote Link to comment
Vectorworks, Inc Employee Tamsin Slatter Posted February 9, 2008 Vectorworks, Inc Employee Share Posted February 9, 2008 Hmm - I am having problems with this too - and getting different results each time I render in final quality renderworks. In OpenGL only the top of my wall renders. In final quality, the texture doesn't seem to sit on the vertical surface at all... Will experiment some more and see if I can find an answer... Quote Link to comment
Vectorworks, Inc Employee Tamsin Slatter Posted February 9, 2008 Vectorworks, Inc Employee Share Posted February 9, 2008 No - I get very odd results. Sorry - I can't help. Can anyone else? Quote Link to comment
Benson Shaw Posted February 10, 2008 Share Posted February 10, 2008 Just a thought: Are you investigating the texture mapping options in the render tab of the OIP? VW might default to plane and you might do better with perimeter, or one of the others. -B Quote Link to comment
Vectorworks, Inc Employee Tamsin Slatter Posted February 10, 2008 Vectorworks, Inc Employee Share Posted February 10, 2008 Hi Benson Thanks - there are no render mapping options on the render tab for the Bezier wall. Only options are to override radiosity which won't be relevant. Thanks for the suggestion. This looks buggy to me. I will submit a report Quote Link to comment
ginger04 Posted February 10, 2008 Author Share Posted February 10, 2008 It could be very simple if only landscape wall bezier was based on NURBS curve, which doesn't have any problems after extruding and given texture - it looks properly in every render mode... so why walls are not made on this platform? It's probably a bug:( Quote Link to comment
Vectorworks, Inc Employee Tamsin Slatter Posted February 10, 2008 Vectorworks, Inc Employee Share Posted February 10, 2008 Yeah - I've submitted it as a bug and we'll hope for the best. Quote Link to comment
Benson Shaw Posted February 11, 2008 Share Posted February 11, 2008 Sorry about the mapping miscue. A workaround is to trace the bezwall edges with NURBS curves and loft the 4 edges together as a solid. This NURBS loft can be textured with mapping options. Make the bezwall class invisible. DTM is still modified, but only the NURBS trace is visible. (Plus the NURBS edges in my example). Now if I could just get the overlapping fence, pad and hull error resolved . . . I think the DTM would fill in behind the wall. -B Quote Link to comment
Benson Shaw Posted February 11, 2008 Share Posted February 11, 2008 Also, I see the flat texture you refer to in orig post. In FQR the wall top and ends render, but the faces show as flat vertical planes oriented about on TOW end points. Fast RW gets part of the front face and a void behind. Open GL shows a curved face, but a void behind the wall. I'm doing this in VW12.5.3. Am I doing something wrong? Is this resolved in VW2008? -B Quote Link to comment
Vectorworks, Inc Employee Tamsin Slatter Posted February 11, 2008 Vectorworks, Inc Employee Share Posted February 11, 2008 No - I'm on 2008 SP2/R3 (Or should I say SP4??) Quote Link to comment
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