Walls can be textured by object or by component. What does this mean? When you texture the wall by object, the textures are applied to the top, bottom, left, right, and center of the entire wall, regardless of the component textures. If you texture the wall by component, the texture of each component is applied to the entire component (top, bottom, and sides). Texturing walls by component can make the walls look more realistic.
Slabs can be textured by object or by component. What does this mean? When you texture the slab by object, the textures are applied to the top, bottom, and sides of the entire slab, regardless of the component textures. If you texture the slab by component, the texture of each component is applied to the entire component (top, bottom, and sides).
In this session we looked at the resource manager. An introduction to movie hemi talk about other topics that we were hoping to cover but we did not have time to cover all these topics. In terms of resource manager we looked at using tools, object styles, and textures.
In this session we looked at creating an exploded view of a project, we looked at strategies for creating roofing options, and a discussion about textures (where you want to the same style of texture but with different colours).
In this session we looked at the concept of applying textures to the wall component of a building. But as well as looking at pictures we also wanted to look at actual 3D modelling of wall components, in this case using board and batten.
In this session we looked at textures, especially making a water texture and what parts of the texture make it look like water. We also used a worksheet to calculate the volume of water in a fountain and what size of pump is needed to circulate the volume.
If you don’t like assigning wall textures by components, you can use Overall. This method requires that you choose a texture for a part of the wall (top, left, right, etc). If you are using unstyled walls without components this will be the best way, but you do have to watch out for the direction of the wall, as this will affect the left and right of the wall. If you are not careful you might get the textures on the wrong side of the wall.
If you assign the textures to the wall components, you have a better way to make sure that you get the correct texture on the wall. The other way to assign textures is to assign textures to the overall part of the wall. The downside of using overall, is that you have to know which is the left and which is the right side of the wall. The left and right sides of the wall can change depending on the direction you draw the wall. Assigning textures by the components removes this problem, regardless of the way you draw the wall the components always have the correct texture.
In this session the users want to look at a couple of things. The first thing they wanted to look at was how to make a 3D symbol of a refrigerator read better in elevation and perspective. This involved editing a symbol that was already created, and the symbol also had 2D and 3D components to it. We also looked at creating symbol that was built solely out of 3-D information and how we could ensure that in plain view it looked correct using Auto-hybrid.
We looked at the Visibility tool, it is perfect for turning off the classes of unwanted information and it even works on classes of objects inside viewports (without entering the viewport). Holding down the V key will temporarily turn all the classes back on so you can see information that has been turned off.
In this session we looked at the graphic representation of plants, focusing on the 3D visual aspects. We looked at the strategies for the graphic representation, creating image props, using the Existing Tree too to create the required 3D geometry, the VBVisual Plant, how to find more plants online, creating your own 3D object for a box hedge, and the Foliage Displacement Map Texture form the VSS web site.
If you are going to present your work in a rendered way, textures are fundamental. Putting textures on your models helps your clients to understand what materials you are planning. Textures have a lot of power, but if you haven’t created textures before you might find this power confusing. These sessions focus on understanding the basics of textures rather than focusing on some really cool or powerful tricks. There are four basic parts to textures (color, reflectivity, transparency and bump), so in the sessions we try to look at these parts individually and at the end of the session bringing all of them together to create a texture.
Vectorworks 2015 has made huge improvement to textures. Textures can now have a surface hatch. The surface hatch will only appear when you view your model in hidden line rendering. If you set up your surface hatches correctly on your textures, you will see the normal part of the texture when you view your model in the rendered view, and you’ll see the surface hatch (the lines) when you view your model and hidden line rendering. The feedback from my clients so far is that this is a huge improvement. If you watch this movie you will see one scene where you can see some viewports and hidden line rendering and one viewport in OpenGL rendering, all using the same textures from the same model, but giving completely different views of the model.
You can use wall styles to control the textures. If you do this, you’ll find that you can change all of the textures on the walls easily by editing the wall style. You can assign the texture to the Wall Component, or you can use the Class settings of the Wall Component, for changing all the wall components at the same time.
In this meeting all we looked at was walls, Wall Styles, and assigning textures to wall. There are a lot of places for you to assign textures to walls, so the first part of the meeting is looking at those. The movie finishes with the best and easiest place to assign your textures.