AlanW Posted December 5, 2015 Share Posted December 5, 2015 How to set texture size & transparency via the nodes? See Attached. Type in a number and you get a texture, but I was trying to scale or get transparency to work. Quote Link to comment
Marionette Maven Marissa Farrell Posted December 7, 2015 Marionette Maven Share Posted December 7, 2015 Hi Alan, Unfortunately during development, some nodes slipped by us that were using deprecated/obsolete Vectorscript functions and made their way into our releases. One of those nodes that I'm sure of is the Set Transparency node, and while looking at your file, it appears that Set Texture Size also may have some issues. We've already begun looking into a different way to get those nodes to do as desired, but have not reached a solution yet, and the way textures now work do not support those outdated VS functions. I'll work on compiling a list of released nodes with known issues, as I'm sure it would be helpful to you and other users to know which ones to not use in your networks, and I will let you know if I can find a workaround for the time being. Thanks! Marissa Quote Link to comment
Kevin McAllister Posted December 7, 2015 Share Posted December 7, 2015 Hi Alan, Unfortunately during development, some nodes slipped by us that were using deprecated/obsolete Vectorscript functions and made their way into our releases. One of those nodes that I'm sure of is the Set Transparency node, and while looking at your file, it appears that Set Texture Size also may have some issues. We've already begun looking into a different way to get those nodes to do as desired, but have not reached a solution yet, and the way textures now work do not support those outdated VS functions. I'll work on compiling a list of released nodes with known issues, as I'm sure it would be helpful to you and other users to know which ones to not use in your networks, and I will let you know if I can find a workaround for the time being. Thanks! Marissa Marissa, Your comments make my question here - https://techboard.vectorworks.net/ubbthreads.php?ubb=showflat&Number=216140#Post216140 - even more relevant. It seems that a standard for labelling versions is definitely needed. Kevin Quote Link to comment
Marionette Maven Marissa Farrell Posted December 7, 2015 Marionette Maven Share Posted December 7, 2015 Kevin, I completely agree. Since I've been working with Marionette, I've been trying to at least see which vectorscript calls are still valid for 2016, and I've made a (mostly) comprehensive list as to which functions are usable for Marionette. This can be found here, and although it's probably not finished, it should at least help out a bit for those actually writing their own nodes/scripts for 2016. I'm realizing now that there must be more functions that don't work as expected, and as those get discovered, I hope to update the linked resource. I also hope, like you, that a better maintenance for Vectorscript versions gets implemented as it would help so many people, at this point it's just a matter of how to get that in practice. Marissa Quote Link to comment
Kevin McAllister Posted December 7, 2015 Share Posted December 7, 2015 Hi Marissa, Thanks for the info and link. I've wish listed some thoughts on a Marionette versioning system. Kevin Quote Link to comment
Marionette Maven Marissa Farrell Posted December 7, 2015 Marionette Maven Share Posted December 7, 2015 An update on Set Texture Size - the node works, but the way it's being used in this network is incorrect. The output from "Texture" is actually still the object that you applied the texture to, and in order to use the "Set Texture Size" node, you must use the handle to the texture resource as your input. I'll work on creating a file to explain how to use it, and potentially get it to work a little better, as while I'm messing around, the size of the texture on the object it's applied to does not auto-update. There are some funny things going on with Texture nodes overall, but I can at least move things around a bit for the purpose of an example for this thread. Marissa Quote Link to comment
Carles Olle Posted October 28, 2016 Share Posted October 28, 2016 Hi @MarissaF, was this question resolved? Quote Link to comment
Marionette Maven Marissa Farrell Posted October 28, 2016 Marionette Maven Share Posted October 28, 2016 I don't believe so. There was new functionality introduced, though I haven't worked with it enough to properly explain it, that will allow users to define parts to be textured within Marionette so that you can modify them with the OIP. I'll hopefully get a handle on that soon and put out a demonstration, and hopefully that will solve some of the issues people are facing. Quote Link to comment
the frog Posted November 7, 2016 Share Posted November 7, 2016 Hello all If someone could help on this texture pb I am trying to change the size and the orientation of the texture. I thought “set texture map” was the solution but it doesn’t work. Any idea? texture test.vwx Quote Link to comment
Patrick Winkler Posted November 7, 2016 Share Posted November 7, 2016 Hello Frog, I think this is the right node, have you tried selector 511? http://developer.vectorworks.net/index.php/VS:Function_Reference_Appendix#tex Quote Link to comment
Marionette Maven Marissa Farrell Posted November 7, 2016 Marionette Maven Share Posted November 7, 2016 I've never had good luck texturing with Marionette, so I don't bother anymore... However I did investigate this, and with a 'value' of 1.57, it appears to rotate the texture to where you want. I have no idea how 1.57 relates to 90 degrees, though. texture test_MFarrell.vwx Quote Link to comment
Carles Olle Posted November 7, 2016 Share Posted November 7, 2016 The rotation angle seems to be in radians. Quote Link to comment
Marionette Maven Marissa Farrell Posted November 7, 2016 Marionette Maven Share Posted November 7, 2016 25 minutes ago, gorrunyo said: The rotation angle seems to be in radians. YES! Good catch. I'll work on a fix for this. For now, there is a node "Degrees to Radians" in Math>Angular Conversion that you can use for converting your values. Quote Link to comment
the frog Posted November 10, 2016 Share Posted November 10, 2016 THANK YOU all I have mastered my showcase and it works in a real document. The case automatically fits in the wall, you can decide the axis distance, the glass thickness and much more; now the textures inside and outside. I decide the size of the visible part of the case and the rest is automatically calculated. Tooo good. Anyone who wants to use it is welcome. Just ask for the script. 2 Quote Link to comment
AlanW Posted November 10, 2016 Author Share Posted November 10, 2016 Congrats looks great. Would love to look at your script. Quote Link to comment
AlanW Posted November 10, 2016 Author Share Posted November 10, 2016 (edited) So Close and I couldn't see it. As always need to read the node. The Set Texture Map Node selector connection asks for ""Real: offsetX:1, offsetY:2, scale2D:3, rotate2D:4, radius:5, matrix mat00 through mat32: 6-17" )" So type in 3 for selector, then in value type scale. and Voula. Edited November 11, 2016 by Alan Woodwell Quote Link to comment
the frog Posted November 11, 2016 Share Posted November 11, 2016 Hi Alan here it is vitrine_modulable_encastrée.vwx Quote Link to comment
AlanW Posted November 11, 2016 Author Share Posted November 11, 2016 (edited) Thanks, My program would not open but i changed the e with the ' over and all was well. The English version did not read French lol. Boy certainly a lot of work in there. Need a steel mind to maintain focus when doing one like that. Well done. Edited November 11, 2016 by Alan Woodwell Quote Link to comment
the frog Posted November 11, 2016 Share Posted November 11, 2016 I spoke too soon: not perfect yet if you insert the showcase in the wall you can then choose in the OIP if the wall is stopped half stopped not stopped ect. In the French version percement interrompu, percement non interrompu, demi percement, pas de percement If I switch to open gl, with the first one the wall is totally open (normal) but with the half I should have my showcase visible and its not the case the wall overrides the inside. Any idea. For the moment I manage because there is no way to see both sides at the same time so I open the wall but my next room have a mirror… wall_test.vwx Quote Link to comment
AlanW Posted November 11, 2016 Author Share Posted November 11, 2016 @the frogHi What you need to do is edit the hole component of the Symbol. I made it a symbol. This controls the actual cutting object for the symbol. Look at the symbol (I converted yours to a symbol) and edit 3D wall hole component. Yo make it stick out through the wall also. I also moved the origin of the symbol so the surround sat on the wall. Plan view still shows wall and symbol but will look at later to figure this out. In the OIP break all options in 3D only shows the small break but in top plan the wall is broken. HTH wall_test.vwx Quote Link to comment
the frog Posted November 12, 2016 Share Posted November 12, 2016 Thanks Alan got the point, I have to make the hole in the symbol (hole component). I can finish my images Lots of clicks to override the wall functions. We are using a specific tool instead of the true destination of the pop up wrote in vw. I suppose half cut should open half of the wall, and cut, the entire section. Of course my simple object becomes a symbol it means to create a new symbol for each showcase, none are the same in the exhibit! The file get heavier every minute. Next goal is to lighten the script before inserting electric tracks on the sides and top Quote Link to comment
AlanW Posted November 12, 2016 Author Share Posted November 12, 2016 Lighting, This file has a network for the lighting that may assist you. HTH Go plan view and turn on lights in view always and they are marionette objects. You should be able to follow it from there. Let me know if you need anymore. Display_Lights_&_Screens_v2017.vwx Quote Link to comment
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