Creating a Rendered View In Black and White
I had a client asking about a rendered view where you can see all the lights and shadows, but only in black and white.
I had a client asking about a rendered view where you can see all the lights and shadows, but only in black and white.
You may not want to upgrade, you may not be able to afford to upgrade, but I still think you should read about what is new in Vectorworks 2012. There are several important changes to 3D modeling that will change the way you think about 3D modeling. Amongst them are…
Brick Shader Dimensions. In the past it was a hassle to set the correct size of a brick texture. In Vectorworks 2012 the sizes in the Bricks shader relate to real-word sizes.
Metallic Shaders. There is a new metallic shader in Renderworks. You will only find this if you edit an existing texture or create a new texture with a metallic shader.
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…
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.
Textures on Walls. When you apply textures to walls, you have to be careful with the direction of the wall and the wall components.
Attribute Mapping Tool. This tool is designed to allow you to change the mapping of textures on objects (as well as hatches, images and so on).
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.