Textures in Vectorworks 2011 have changed a lot. The shaders are completely different, reflectivity has new settings, transparency has new settings, and the bumps are all new.
If you are used to textures in earlier versions of Vectorworks, you need a guide to show you how to use all the new settings, but if you are new to textures, you also need a guide that takes you though creating and editing textures.
I have created a kindle manual that guides you through the creation and management of textures. For example, there are four basic components to textures, and this manual guides you through each component so you learn how to control them.
Table of Contents
Textures are only a part of the process, so I have created a follow-up manual on lighting and rendering.
This manual guides you through the rendering and lighting options in Vectorworks, and there are several options to look at.
There are several rendering options, so the manual works though those, to show you the options you have.
There are several lighting options. The manual show you how to control each lighting option, and has tips on the best way to use lighting.
Finally, the Kindle manual shows you how to bring all the parts together and how to get the rendering completed in the fastest time.
Textures have changed dramatically with Vectorworks 2011. Most of the tricks that you know from earlier versions of Vectorworks need to be re-learned. Textures in Vectorworks can make your designs come to life.
Assigning a Texture To a Site Model. In Vectorworks 2011, you can assign a texture to an overall site model. In previous versions, Vectorworks was not able to treat the site model an on overall object for texturing. But now, you can assign a texture to the whole site model.
Mapping Textures. Mapping textures is the way that VectorWorks (and the other CAD programs) drape the textures of the objects. For most situations, you should try to get the scale of the texture correct, as we did earlier with the preview size.
Creating a Decal. A Decal is like a sticker you can apply to an object on top of the texture that is already assigned. So, you can apply a wine label to a bottle of wine, or a poster to a textured object.
Some clients are a bit confused about this issue. Vectorworks uses two concepts that look similar, images and textures. Some clients make use of these words as if they were interchangeable – they are not. If you take a photo on a digital camera, that is an image. If you import that photo into Vectorworks, it can be imported as an image (for use on 2D things), or it can imported as a texture (for 3D things).
Making an Image Prop 2. Another method for image props is use an image and a mask. You can use Photoshop to create a image, and then copy the background area to make a mask. This technique is useful for creating people, plants, and other things to populate your render scenes.
Image Props. An image prop is where you take an image file and convert it into a 3D object in VectorWorks. The image file could be a photograph of a tree, a person, a kitchen appliance, or even a sketch that has been scanned.
Creating a Texture Using a Transparency Map. One of the major tricks with 3D modeling is, don’t model it if you can texture it. Think about the brick texture, we could have modeled every brick, but it is quicker to create a brick texture.
Image-based Textures. Creating a texture from an image allows you to make any texture that you want. You can scan an object, a logo, you can use a digital photo or you can make up an image in Photoshop.
Assigning Textures Using Classes. If you set up your file early on to use textures for specific classes that you want to texture then you have an advantage when it is time to assign the textures. By going to the classes dialog you can then texture all the objects of a specific class.