Josh NZ Posted November 7, 2016 Share Posted November 7, 2016 The following is a problem that has plagued my files for awhile and im afraid will be a quite a noob problem. All the walls in my projects are classed Walls External or Walls Internal. Each class has a render setting to the right and left of wall. In the attached image I have selected weatherboards as the left render style. Looks fine apart from at some junctions the textures don't line up. Im guessing this is because somehow the texture is linked to the boundaries of the object as opposed to more of a world based setting (similar to ho hatches work). In the Render settings I have chosen auto-align plane for both walls however the two textures still don't line up. I know I can manually adjust the vertical offset but hoping to find away to have all walls set up when drawing so that regardless of texture chosen they will all line up unless specified otherwise. Can anyone point out where I am going wrong? Thanks in advance. 1 Quote Link to comment
BG Posted November 7, 2016 Share Posted November 7, 2016 Hi Josh, we've had the same issue. Be great if the origin could be set for each texture so that aligning the textures & wall hatches was easy & adjustable. Hopefully someone knowledgeable can answer this. Cheers Quote Link to comment
Josh NZ Posted November 7, 2016 Author Share Posted November 7, 2016 Funnily enough whilst scrolling down to read your reply I could see only the bottom slither of my attached image. Noticed the "use world Z for origin". Ticked this for all walls and it seems to have had the desired effect. Don't know how I have kept missing this, maybe as its separate to the map type and offset V function. Quote Link to comment
BG Posted November 8, 2016 Share Posted November 8, 2016 Cool, will check that out. Good spotting. Quote Link to comment
Vectorworks, Inc Employee PVA - Admin Posted November 8, 2016 Vectorworks, Inc Employee Share Posted November 8, 2016 13 hours ago, Josh NZ said: Funnily enough whilst scrolling down to read your reply I could see only the bottom slither of my attached image. Noticed the "use world Z for origin". Ticked this for all walls and it seems to have had the desired effect. Don't know how I have kept missing this, maybe as its separate to the map type and offset V function. "use world Z for origin" is the correct way to handle this alignment for the time being. Quote Link to comment
zoomer Posted November 8, 2016 Share Posted November 8, 2016 Pity there is no "and use world's X and Y also" setting. Quote Link to comment
BG Posted November 8, 2016 Share Posted November 8, 2016 Using World Z didn't help with some wall hatch alignment issues we had. The origin of the wall hatches/textures need to be easily adjustable. The cladding is always set out from a particular spot/level. It's never random. Quote Link to comment
zoomer Posted November 8, 2016 Share Posted November 8, 2016 I didn't test but if I got that right, VW 2017 allows to use attribute mapping tool (?), (ahm, the tool to move textures), to apply to wall components now too. So at least it should be possible to align image textures in any way. Quote Link to comment
Josh NZ Posted November 8, 2016 Author Share Posted November 8, 2016 BG, i did find for a second that it hadnt worked on a a couple of walls, but it turned out I was setting the Z origin for the right face texture not the left face. I think it also made a difference if one was set by component not by object. In VW2016 you can also use the attribute mapping tool. Just a bit of a lengthy process to go through each wall/object and adjust. Also the nudge button works with hatches but if you try it with textures it will move the whole wall. Quote Link to comment
AlanW Posted November 8, 2016 Share Posted November 8, 2016 (edited) This does seem an issue, without nudging the texture offset to get it to align I would have thought that by setting 2 walls from a Zero RL then adjusting the Bottom offset the texture would align. But alas no as far as i can see. Edited November 8, 2016 by Alan Woodwell Quote Link to comment
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