mike-h

Roof boundaries (clipped eaves/ verge)

16 posts in this topic

I'm wanting all elements of the roof structure, except for the surface (tiles) to extend no further than the inner face of the walls to produce what we in the UK generally call a clipped or struck verge  (and the same at the eaves) ie. no overhang, fascia etc. - the tiles cover the wall and are bedded in mortar. The settings in Edit Roof Style -  'Edge Condition, Wall Associated, Bound: Inner Face of wall, look like they should do the trick but seem to have no effect (see screenshots - I edited the 150mm mineral wool element as that should show clearly either way). I've also tried everything I could think of under the manual settings (Manual Bound/ Offset etc.) but couldn't get any visible difference there either..

 

Any thoughts or words of wisdom - or even better a steer as to how to make it work - much appreciated

 

Mike

Screen_Shot_2017-11-02_at_14_11_31.png

Screen Shot 2017-11-02 at 14.16.27.png

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adding a bound offset in the component settings should work - a minus value for the mineral wool etc , maybe a plus 10mm for the clay tiles.

 

(main bound set to Roof Edge)

 

Screen Shot 2017-11-02 at 15.13.24.png

Edited by fabrica
extra info

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Thanks - thats what I felt should work, but I have no effect from those settings - see screenshot where the edge bound for the mineral wool is -250mm. It also feels like 'Modification - Clipped by walls' should do what I want, but it doesn't. The roof is modelled out of individual faces, interestingly I've just tried a test model with a 'Create Roof', and within that the negative offset works for the components as I want it to. I've generally used roof faces more sucessfully than the Create Roof tool as we have a lot of asymmetric & irregular or monopitch roofs.

Screen_Shot_2017-11-02_at_15_21_47.png

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hmm! maybe you need to do two roof faces? one with just the tiles and another with structure (clip this one to back to walls?) - not very helpful I'm afraid! 

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I agree with Fabrica if I understand you correctly Mike) . I use two roof components. A thin tile roof and a thicker "inner roof" As you correctly note, with complex roofs it is better to use roof faces sometimes. The issue with the create roof tool is once you ungroup it it will make all sides of a roof component  "jut out" +(x) whatever you have specified. Something I have put in a wish list req to rectify. cheers D

26 gomer.JPG

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5 minutes ago, zoomer said:

Very nice Textures.

Very nice (and complex) Project.

I agree with Fabrica if I understand you correctly Mike) . I use two roof components. A thin tile roof and a thicker "inner roof" As you correctly note, with complex roofs it is better to use roof faces sometimes. The issue with the create roof tool is once you ungroup it it will make all sides of a roof component  "jut out" +(x) whatever you have specified. Something I have put in a wish list req to rectify. cheers D

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Thanks Zoomer. Very complicated project with a very complicated client! It gets even more complex inside with a double height mirrored void! Thank god for Clip cube!

17-3D Proposed 1.pdf

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You can click on the green arrow (love button) left beside number of hearts field at he right bottom

of a post. If you don't see that, maybe it needs a minimum amount of own posts, for getting the

voting diploma.

 

 

Thanks for the PDF with interior.

I thought it will be quite complex and interesting after I saw those many skylights.

Edited by zoomer

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@David SNice model and rendering. Could you possibly post a file with your render style?? its always hard to get a nice look like this. 

Thanks.

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Thanks for the compliment Alan. It was an iterative process. Firstly I hate black so I use a grey pencil-like line tone. Secondly although I love RW I find a lot of the colour/tones too photorealistic. I was taught by Dave Donley to export the images into Photoshop and reduce the colour/tones and export them back. Since our job is to get clients to buy the design itself it is important they do not over-focus on the colour/image so this helps. The glass is "figured light blue" I was greatly supported by Tamsin Slatter with the overall render which I am very happy with. Of course I deploy the heliodon tools for shadow and set the Ambient occlusion pretty high.

 

It has taken 4 years for us to get to where we are. We are now capable of producing amazing section images as well. I have to say 4 years ago I very reluctantly upgraded to VW Architect and Renderworks believing it would not incrementally benefit us. Through sheer hard work, patience and determination (and support from Design Software Solutions now Vectorworks UK and this site) we have reaped the benefits of this amazing programme.  I'd say our design stage is now 30-40% more efficient in terms of time saved as our clients "get" the designs so much quicker. And pay us quicker! What's not to like? :- )

 

I'd be happy to drop box the render to you?

 

 

Cheers D 

83 Wensleydale Road New Build and Referenced ex.jpg

Edited by David S

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@David SHi, I totally agree with you in selling the design to the Client this ways as the Client can be consumed with the colour or materials and you find you are discussing that rather than the concept. We are the same, a white model first. I try to do it all in VW as things often change on the run even in the Client walkthough.

Thanks again for sharing.

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Interesting thoughts @David S.  Finishes are very subjective and they do get in the way of the overall design.  Something I may experiment with.  Your render looks great.

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On 2/12/2017 at 11:20 PM, Alan Woodwell said:

Could you possibly post a file with your render style??

Very nice rendering.

I would like this too.
But for vw 2017 ... I do not have the 2018 version.

Edited by egidoro

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8 hours ago, Markvl said:

Interesting thoughts @David S.  Finishes are very subjective and they do get in the way of the overall design.  Something I may experiment with.  Your render looks great.

Thanks Mark. Appreciated. We often find our (lovely) clients completely spacially unaware. No idea what they are incrementally getting. They only start to get it in 3d sections/ 3d plan images. We don't get paid to do too many internals/ 3d internal renders as it takes too much time but I believe we have hit a soft spot where we can do this to a degree as it makes the decisioning so much easier/quicker. We use live viewports totally now, so when "they come back :-) " and want a window or 2 moved and the fridge in a different place it's so quick to update. Like I said, never looked back! Of course all this makes the working dwgs so much easier too, but that's a different story!

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