Ramaja
Guest
presupposing you speak to someone who passes for the first time to the vw system you have patience even if I imagine that the answer seems obvious to those who have been accustomed to us for a long time.
we can create a building on the style of the "canadà house" of the zetadierre tutorial.
in the tutorial, you start from a series of vertical masonry that define a closed space and associates us with a loft. at that point there is some confusion because the loft does not behave as it should and zdr mentions that it did not place a "lucid loft" previously created but of which it did not explain the parameters.
We imagine creating a house from scratch, exactly in the building order.
lay the foundations, then a connection jet that acts as a floor above the wasp.
at that point you climb with the walls of a hypothetical basement that arrives, to the ceiling, exactly at the altitude +0
from here starts a new loft that represents the floor of the ground floor, raising a 30n of centimeters from floor 0.
from +30 share the external walls of the house rising to taste, say 270cm.
we try to set everything in vw, starting from the glosses - floor.
I have two possibilities in the interaction "solar - masonry": I can draw the wall from the plane +0 and then insert the loft to the floor 0 going to manage the intersection between the two objects layer by layer; the wall will become in this case 300cm tall (and not 270) but I can do so that, for example, the outer plaster will cover the same floor, so as to prevent the grey band appearing in the prospectus.
pretty rough I guess.
in the clearing case I could, for example create an intermediate gloss and call it "solaio 0", from the quota +0 to the quota (es) +30, and then another gloss called "ground floor", which starts from +30 and has walls 270cm high.
If it were a structural design I would have no problems, but here we have an architectural design with plasters, coats, masonry and counterparets, floors, screeds, etc. that in reality does not constitute two solid and single objects such as the wall and the ceiling of vw. the outer plaster goes to cover the sandwich of the loft, while the inner one drops below the floor to the screed... not to mention the insulating layer for the trash.. .
In this case then, I would have the entire layer of 30cm of the "solar 0" discovered in an open gl rendering of the prospect without the plaster going to hide it.
by those who work there every day, I would like to know which is the best system to draw, so as to limit the problems of junction and speed everything. is it possible to create a practically exact section of the real model or is it better to surrender and edit in 2d to correct inconsistencies?
Thank you.
we can create a building on the style of the "canadà house" of the zetadierre tutorial.
in the tutorial, you start from a series of vertical masonry that define a closed space and associates us with a loft. at that point there is some confusion because the loft does not behave as it should and zdr mentions that it did not place a "lucid loft" previously created but of which it did not explain the parameters.
We imagine creating a house from scratch, exactly in the building order.
lay the foundations, then a connection jet that acts as a floor above the wasp.
at that point you climb with the walls of a hypothetical basement that arrives, to the ceiling, exactly at the altitude +0
from here starts a new loft that represents the floor of the ground floor, raising a 30n of centimeters from floor 0.
from +30 share the external walls of the house rising to taste, say 270cm.
we try to set everything in vw, starting from the glosses - floor.
I have two possibilities in the interaction "solar - masonry": I can draw the wall from the plane +0 and then insert the loft to the floor 0 going to manage the intersection between the two objects layer by layer; the wall will become in this case 300cm tall (and not 270) but I can do so that, for example, the outer plaster will cover the same floor, so as to prevent the grey band appearing in the prospectus.
pretty rough I guess.
in the clearing case I could, for example create an intermediate gloss and call it "solaio 0", from the quota +0 to the quota (es) +30, and then another gloss called "ground floor", which starts from +30 and has walls 270cm high.
If it were a structural design I would have no problems, but here we have an architectural design with plasters, coats, masonry and counterparets, floors, screeds, etc. that in reality does not constitute two solid and single objects such as the wall and the ceiling of vw. the outer plaster goes to cover the sandwich of the loft, while the inner one drops below the floor to the screed... not to mention the insulating layer for the trash.. .
In this case then, I would have the entire layer of 30cm of the "solar 0" discovered in an open gl rendering of the prospect without the plaster going to hide it.
by those who work there every day, I would like to know which is the best system to draw, so as to limit the problems of junction and speed everything. is it possible to create a practically exact section of the real model or is it better to surrender and edit in 2d to correct inconsistencies?
Thank you.