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Modeling
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Correcting wall intersection and surface override.

Anonymous
Not applicable
I’m having an issue with cleanly intersecting walls (brick veneer composite), and because of this the surface override texture does not correctly overlay on connecting walls. I have tried to reset the 3D texture, but I think it still doesn't have the desired effect because the wall edge is exposed.

I have one wall connected to a ground floor wall and a clerestory wall. The ground floor intersection seems to connect properly, however the clerestory intersection does not.

I have purposely wedged out a portion of the roof to allow these connections to intersect properly, although it looks like the timber part of the composite is the only material connecting as intended.

Hopefully the uploaded images can better explain my question. Thanks

Surface texture_Wall connection.jpg
8 REPLIES 8
Anonymous
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Anonymous
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Anonymous
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Surface texture_Wall connection 4.jpg
Barry Kelly
Moderator
Do you mean the almost invisible join in the attached image?
If so I don't think I would worry about it unless you are doing an extreme close up image.

However, make sure you have the option to "End Surfaces: Override Using Adjoining Walls" is ticked in the surface override section of your wall properties.
If it is then it could simply be it is using the surface from the ground floor wall (as you say that looks OK) but your clerestory wall surface does not match the ground floor wall (as they are two separate walls).

Try the align texture in 3D - but you will need to set both the ground floor and clerestory wall to the same origin point.

If that doesn't work then maybe splitting the side wall in two height wise so the ground floor wall join together and then the two upper walls can join together independently of the lower walls.

Barry.
One of the forum moderators.
Versions 6.5 to 27
i7-10700 @ 2.9Ghz, 32GB ram, GeForce RTX 2060 (6GB), Windows 10
Lenovo Thinkpad - i7-1270P 2.20 GHz, 32GB RAM, Nvidia T550, Windows 11
Anonymous
Not applicable
Yes, the almost invisible line. The 'End Surfaces' option is ticked and 3D texture was aligned. I wasn't too concerned about it's representation in the 3D model view. Although as a CineRender image the bricks are exaggerated as too long and too short at this intersection. Although I might be being too fussy.

I guess my main concern is trying to understand why the wall would cleanly intersect the ground floor and not the clerestory, for the purpose of grasping ArchiCad's functions. Could it be that ArchiCad doesn't recognise this connection because the edge surface is a result of SEO? or the fact that a connection has already been made on the ground floor?

Does 'align 3D texture' assume that the texture will align with same surface types only? i.e. outside face. Or does it take into consideration any adjoining surface with the same texture, i.e. outside face to edge surface?
Render.jpg
Barry Kelly
Moderator
Kieran wrote:
I guess my main concern is trying to understand why the wall would cleanly intersect the ground floor and not the clerestory, for the purpose of grasping ArchiCad's functions. Could it be that ArchiCad doesn't recognise this connection because the edge surface is a result of SEO? or the fact that a connection has already been made on the ground floor?
That would be my guess.
That's why you could try splitting the side wall at the same height as the base of the clerestory wall so you can join the walls in bands that are the same heights.
Not using the split tool as that doesn't work horizontally, but copy and paste the side wall.
Adjust the top of one wall to be the same as the bottom of the clerestory wall, and adjust the bottom of the copy to the same height.
This hopefully each wall to trim to the adjoining wall correctly.
Kieran wrote:
Does 'align 3D texture' assume that the texture will align with same surface types only? i.e. outside face. Or does it take into consideration any adjoining surface with the same texture, i.e. outside face to edge surface?
Align 3D texture simply moves the origin from where the texture pattern starts. So if you have multiple walls (different heights), select them all at once and adjust the origin so you know they all originate at the same point.
The actual texture of the wall makes no difference - they can all be different. There is no association to adjoining textures.

The override for the end of the wall does create an association to the texture of the adjoining wall, and the end of that wall will match the surface of the adjoining wall even if they have completely different settings.

Barry.
One of the forum moderators.
Versions 6.5 to 27
i7-10700 @ 2.9Ghz, 32GB ram, GeForce RTX 2060 (6GB), Windows 10
Lenovo Thinkpad - i7-1270P 2.20 GHz, 32GB RAM, Nvidia T550, Windows 11
Anonymous
Not applicable
Thanks Barry, I will give the split wall method a go.

In the case of stacking walls in this manner, would the inclusion of a window in the middle of both walls be presented correctly (as if there were only one wall)?
Barry Kelly
Moderator
Kieran wrote:
Thanks Barry, I will give the split wall method a go.

In the case of stacking walls in this manner, would the inclusion of a window in the middle of both walls be presented correctly (as if there were only one wall)?
No, a window can only belong to one wall.
You would have to add an empty opening in the second wall.

Or you could split the side wall vertically at the edge of the window.
The wall with the window could be a single full height wall with 2 stacked walls next to it that match the height of your clerestory wall.
Then because the corner walls match (if indeed that does work as I hope) that part will be fine. And as the side wall are joining end to end and not at a corner the texture should hopefully match there as well.

This is all just guess work on my part without actually setting it up and trying.
Sometimes a fix for one problem will break something else so it is a case of trying to combine different solutions.

Barry.
One of the forum moderators.
Versions 6.5 to 27
i7-10700 @ 2.9Ghz, 32GB ram, GeForce RTX 2060 (6GB), Windows 10
Lenovo Thinkpad - i7-1270P 2.20 GHz, 32GB RAM, Nvidia T550, Windows 11