I am trying to help out one of our teams at the office. They have a model-in-place family (of type Wall) that contains a sweep. The sweep does not show up in 3D views with the Realistic Visual Style applied. It is visible on other Visual Styles. I wanted to review and edit the sweep itself, but when I tried to open the family, both Edit Profile and Load Profile are grayed out. Coincidentally, this sweep will is not visible in Enscape either. Does anyone have any ideas of where to look for a solution? Is there a setting I might be missing?
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I'm thinking Material. What's its Material's Appearance Tab settings? That's what "Realistic" is using.
The only option I get when I wall family type is Structural Material. I applied Anodized aluminum in the Appearance tab and still nothing.
You can work with either of the following:
Option 1: edit the in-place family >> select/ highlight the sweep >> on the properties palette assign material and/or associate the material with a parameter >> finish editing and set the material from there on as you wish
Option 2... you can disregard the material parameter and assign a subcategory for the sweep ... then in the project environment use object styles to set a default material for that subcategory
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Thanks for the tips. For option 1, I do not get a Material parameter come up in the Type Editor. I tried to change the Structural Material and that did not work. Option 2 did not work either. For some reason, the sweep is showing up as Wireframe, even in Realistic visual style.
@jorgedelacova7458 wrote:The only option I get when I wall family type is Structural Material. I applied Anodized aluminum in the Appearance tab and still nothing.
Sounds like you didn't assign a Material to the Sweep, so it's using the Material of the Category (BYCATEGORY). Under Object Styles, find the "Category" the Sweep is assigned to, and inspect its Category's "Material" - and/or assign one to it.
...Did you create the Sweep as an In-Place Model or an In-Place Mass?
...you know, it looks like a Mass in your Screenshot. That would explain everything.
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