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Window openings showing correctly


FBernardo

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@TomKen I am in VW2020 + you can wrap the components around window reveals in 2D by entering the number of components you want to wrap in the interior + exterior wall detail settings:

1086672504_Screenshot2020-10-29at19_49_52.thumb.png.7438764bc07e55d3946562659f5a6355.png733115287_Screenshot2020-10-29at19_46_30.thumb.png.6870cbf9dfd7da28e879a08da40f4526.png

 

But it has no effect on the 3D model:

1534542549_Screenshot2020-10-29at19_50_10.thumb.png.808819792bd2908faabeaace2dc5289a.png

 

Are you saying it does now in VW2021? 

 

The way door/window openings look in 3D + vertical sections (bad) is a fairly massive sore point so it'd be amazing if there'd been any improvements on that front.

 

For example see this thread:

 

@Christiaan it'd be great to see some screenshots of the results you get by your method...

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  • 1 month later...

Hi @FBernardo to be clear I am unable to achieve the component wrapping in 3D that @TomKen describes in his post:

@zoomer thinks it's maybe a feature of the Benelux version of VW but certainly not for most of us.

Like you say, the components can be fairly satisfactorily wrapped in 2D but not in 3D. People have various workarounds for getting it to look right in 3D: mine is to model reveals + window board in 3D then convert to auto-hybrid so looks good in 2D (+ use this in place of the component wrapping) but not ideal. In the recent VW roadmap component wrapping was one of the issues they said they'd be addressing

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On 10/29/2020 at 8:12 PM, Tom W. said:

@Christiaan it'd be great to see some screenshots of the results you get by your method...

 

Sorry I missed this originally @Tom W.. It's really straight forward. 

 

For any given Wall Style I simply make sure that any components outside the window are set to the external wall texture. In this example, in the first screenshot, I'm essentially changing the cavity component Texture from Class to manually use my brick texture. 

 

In the second screenshot I'm manually changing all the other components to using my 'Paint White' texture.

 

That's it. This of course has the downside of not being able to see the original textures when working in 3D (everything is either brick or white instead), but I find in practice the pros far outweigh the cons.

 

1375149346_Screenshot2020-12-21at18_57_49.thumb.png.6ecc75fc8432beb48a3a09bde013b5ab.png

 

812157023_Screenshot2020-12-21at18_57_13.thumb.png.f3beaf8f2c8e0b45c17f73a62c140062.png

Edited by Christiaan
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Thanks @Christiaan in my mind I envisaged the different components showing up with lines in between - I didn't realise they'd blend into a lovely monolithic surface! I should have just tried it when you first mentioned it. I've got a wall with eleven components so was thinking it would look a real mess but it looks great!

 

Yes I also wondered about the drawback of not being able to see the original textures whilst working on the model so I changed the textures using class overrides in the viewport instead. Then I can turn off classes to reveal the correct textures in the wall interior in one VP (top image) + override the class textures in the 2nd VP to lose the unwanted textures in the reveals. And nothing is changed in the design layer.

 

2101804744_Screenshot2020-12-21at20_19_50.thumb.png.49ebd74a4928afe86cff3345fc721531.png

 

The black featheredge cladding looked a bit funny in the reveals so I replaced that with a solid black texture so as not to see the stripes.

 

Thanks for getting back

 

 

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