Nemetschek VECTORWORKS SPOTLIGHT GETTING STARTED GUIDE

2011 Getting Started Guide
The contents of this printed guide and accompanying exercise CD were originally created for Nemetschek Vectorworks, Inc. by Kevin Lee Allen.
© 2010 Nemetschek Vectorworks, Inc.
All rights reserved. No part of this book may be reproduced or transmitted in any form by any means, electronic or mechanical, including photocopying, recording, faxing, emailing, posting online or by any information storage and retrieval system, without prior written permission of the publisher. Published in the United States.
Vectorworks is a registered trademark of Nemetschek Vectorworks, Inc., in the United States and other countries. Windows is a registered trademark of Microsoft Corporation in the United States and other countries. Macintosh is a trademark of Apple Computer, Inc., registered in the United States and other countries. Adobe, Acrobat and Reader are registered trademarks of Adobe Systems in the United States and other countries.
The information in this book is distributed on an “as is” basis, without warranty. While every precaution has been taken in the preparation of this book, neither the author nor Nemetschek Vectorworks, Inc., shall have any liability to any person or entity with respect to any loss or damage caused or alleged to be caused directly or indirectly by the information contained in this book or by the computer software described in it.
For additional Vectorworks training information, or to purchase copies of this book, please call us, in the United States at (410) 290-5114 or visit Vectorworks.net/training online.
Table of Contents
Introduction ..............................................................................................................................5
How to Use this Guide ....................................................................................................6
Getting Help ....................................................................................................................8
Section 1: Organizing Your Workflow ..................................................................................... 11
The Screen ...................................................................................................................11
Palettes .........................................................................................................................12
Document Window ........................................................................................................14
Preferences ...................................................................................................................15
Workspaces ..................................................................................................................16
Organization ..................................................................................................................18
Section 2: Stationery Documents ...........................................................................................21
Section 3: Drawing & Modeling ..............................................................................................23
Layer Plane and Screen Plane .....................................................................................23
2D Primitive Tools .........................................................................................................24
2D Modifying Tools ........................................................................................................26
2D Commands ..............................................................................................................28
3D Tools ........................................................................................................................29
3D Commands ..............................................................................................................32
Manipulating 2D and 3D Objects ..................................................................................38
Section 4: Hybrid Tools ...........................................................................................................41
Locus Points .................................................................................................................42
Wall Tools ......................................................................................................................42
Floor ..............................................................................................................................43
Door and Window Tools ................................................................................................43
Curtain Tool ...................................................................................................................44
Create Seating Layout ..................................................................................................45
Curved Wall Tool ...........................................................................................................45
Wall Sculpting ...............................................................................................................46
Rotated Views ...............................................................................................................47
Column Tools ................................................................................................................48
Section 5: Understanding Symbols ........................................................................................49
Symbol Geometry .........................................................................................................50
Available Resources .....................................................................................................50
Inserting Symbols .........................................................................................................50
Symbol Types ...............................................................................................................51
Modifying Symbols ........................................................................................................52
Editing Symbols ............................................................................................................52
File Referencing ............................................................................................................53
Exercise ........................................................................................................................53
Section 6: Drawing a Light Plot ..............................................................................................55
Label Legends ..............................................................................................................55
Focus Point Objects ......................................................................................................56
Lighting Positions ..........................................................................................................57
Trusses .........................................................................................................................59
Inserting/Modifying Instruments ....................................................................................59
Vertical Lighting Positions .............................................................................................62
Projection/Monitor Tools ................................................................................................63
Photometrics/PhotoGrid ................................................................................................63
Basic Scripting ..............................................................................................................64
Custom Lighting Symbols .............................................................................................65
Create Plot and Model View..........................................................................................65
Paperwork .....................................................................................................................68
Exercise ........................................................................................................................68
Section 7: Visualizing your Design .........................................................................................69
Rendering Modes ..........................................................................................................70
Layer Backgrounds .......................................................................................................71
Textures ........................................................................................................................73
Shaders .........................................................................................................................75
Textures for the Theatre Project ....................................................................................78
Assigning Textures ........................................................................................................79
Textures and Walls ........................................................................................................80
Textures in the OIP .......................................................................................................80
Mapping ........................................................................................................................80
Creating Image Props ...................................................................................................81
Decals ...........................................................................................................................83
Unified View ..................................................................................................................83
Camera Tool ..................................................................................................................84
Setting 3D View.............................................................................................................85
Lighting in the 3D World ................................................................................................85
Section 8: Presenting your Drawings .....................................................................................91
Viewports and Sheet Layers .........................................................................................91
Theatre Project–Next Steps ..........................................................................................93
Working on the Sheet Layer..........................................................................................94
Working in the Viewport ................................................................................................95
Adding Dimensions .......................................................................................................96
Working with Text ..........................................................................................................98
Lighting Paperwork .......................................................................................................99
Printing ..........................................................................................................................99
Section 9: Conclusion ...........................................................................................................101
Additional Resources ..................................................................................................101
Acknowledgements .....................................................................................................102
About the Author .........................................................................................................103

Introduction

This guide is designed to teach the basics of working with the Vectorworks Spotlight and Renderworks software tools. The text and illustrations show some of many possible workflows. Your own methods may vary slightly over time. This book only begins to scrape the surface as to what you can do with Vectorworks.
All of the screen shots here show the MacOS. Windows users will find the same information in the same places, although it may look a bit different. From time to time, I have inserted information about keyboard shortcuts. Again, I generally make reference to the Command key. On a PC, that usually means the Control key. There is a complete reference to these shortcuts in the Vectorworks help files, complete with cross referencing the two operating systems.
The approach contained here stresses the architectural concept of Building Information Modeling (BIM). Simply put, this is working and collaborating in the 3D environment. On a more complex level, BIM allows 2D and 3D representations of objects connected with data. On a collaborative level, this allows a set designer to provide a void—and technical directors to fill parts of that void with structure, lighting designers to add instrumentation, sound designers to insert microphones or speakers, and video designers to add screens and gear. BIM in the performing arts allows for a truly collaborative space for the various partners to work and share information across a series of referenced files.
This guide describes a professional workflow that allows designers and technicians to develop a project from beginning to end, collaborate effectively and produce both presentational materials and construction documents that evolve with the design. Working in the 3D space with dynamic links to presentations (sheet layers) keeps the entire project constantly updated.
Using Metric Units with Exercises
All exercise data set files for this tutorial are set to use imperial units.
Vectorworks Spotlight 2011 Getting St arted G uide | 5
How to Use this Guide
Work through the guide and the exercises. Each exercise or process, no matter how simple, leads to the next exercise. It helps to have the hands and the mind work through the simple steps before reaching more complex problems.
This manual covers a lot of ground quickly. Yet, it just skims the surface of a powerful application. Everything is here so that you can get up to speed waith Vectorworks Spotlight quickly. The following are points to keep in mind as you work through the guide:
•  Alternate methods are shown for
activating/using many tools, commands, and modes.
•  Use what works best for you.
•  Experiment with different tools and
techniques.
•  Watch for SmartCursor cues, which
appear as you hover your cursor over significant drawing – object geometry.
•  The text assumes you are familiar with
basic computer terms and basic theatrical concepts.
•  Save early, and save often. Save after
every operation.
•  Establish a back-up ritual. Macintosh
users should take advantage of the Time Machine feature within the OS.
•  Use the Vectorworks auto back-up in
addition to your own back up plan.
•  Save–As frequently, so you can always
access earlier ideas and solutions.
•  Use symbols, and get to know and
understand them early on.
•  Most tools have options, available for
selection in the Tool Bar. See the illustration on page 11.
•  Don’t be concerned if you do not
understand this entire introduction, it will all be explained as you make your way through this guide.
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Working through the Guide
This guide is built on a plan of exercises and two projects. Each time a concept or set of concepts is presented, there will be an associated exercise created to practice the base skills presented. The exercises are important for new and experienced users alike, and working through the exercises lays the foundation for more complex tasks.
The Lighthouse. The Cape Hatteras Lighthouse is a complex 3D model briefly illustrated in the text but strongly suggested as a challenge. The lighthouse project brings together all of the exercises. It is a daunting and intimidating task when viewed in total, however, it is actually many simple tasks combined. Users who can complete the lighthouse can generally model and present any other professional challenge that comes their way.
The Theatre Project. In the course of the text users will create a basic theatre space, a set, light plot, design visualizations, and a set of drawings from which these designs could be executed. Tangentially, completing this project will also assist users in configuring the application for future assignments.
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Getting Help
Vectorworks Help
With the Vectorworks application installed and up and running, select Vectorworks Help from the Help menu to open the Help application. Alternately, select the “What’s This?” command, which will change your cursor to an arrow with a question mark. You may then use this cursor to select an object within Vectorworks, which will send you to the appropriate location within the Vectorworks Help application.
The Vectorworks Help application is a robust depository of information that users can modify and adjust to their needs. The Help application can be automatically updated.
The Help Application Window is divided into two columns. The left column provides navigation, and the right column provides information. Enter search criteria where it says “Enter text to search.” Results will be displayed in the right column. Selecting a search result will display the search topic. Search results can be saved as Favorites by clicking on the star icon. You may also add comments and other information.
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Additional Help
At http://vectorworks.net it is possible to access a number of additional learning and information­al tools, including user forums, mailing lists and demonstration videos and other guides (http:// www.vectorworks.net/training/guides.php). The Vectorworks online community (http://www. vectorworks.net/community/index.php) is dynamic and supportive. Join the user forums and e-mail lists.
There are specific lists and forums for theatre and Spotlight, but do not neglect the general forums and lists. Many issues that arise in Spotlight are familiar to the larger groups of users. Questions posed to the online community are often answered almost immediately. Vectorworks is used widely internationally. Whenever you are working, there are others working around the world.
Links to the online community and RSS feeds are in the favorites tab of the Help Application. User links may also be added.
Application Resources
On a Mac, the Vectorworks directory should be in the Applications folder on your hard drive. On a PC, this directory should be in the Program Files folder.
The libraries are an important feature that will take time to explore. Critically, the Objects­Entertainment directory contains symbols (pre–drawn objects) for nearly all of the lighting instruments available. There are also lighting accessories, lighting positions, speaker symbols, and truss symbols.
There are also libraries for textures (used to “paint” scenic elements and create gobo projections). The file names are generally descriptive of the file contents.
Symbols are 2D, 3D, or combined 2D/3D (Hybrid) objects, that can be used repetitively and can have critical information attached to them via a data record. Symbols will be discussed throughout this guide.
PDF manuals can be accessed from the Help table of contents.
Vectorworks Spotlight 2011 Getting St arted G uide | 9
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Section 1: Organizing
Your Workow
This section provides an overview of the Vectorworks environment and basic definitions. Everything described in this section will be reviewed in greater detail throughout the Guide

The Screen

When rst opening the Vectorworks 
Spotlight application, your screen should look like this illustration. If it does not, go to the Menu at the top of the screen and select
Tools> Workspaces>Spotlight.
On the left side of your screen you should see the Basic tool palette and the Tool Sets palette, which allow you to access additional tools for particular jobs. The Attributes
palette and the Snapping palette are also to the left. On the right you should see the Object Information palette (OIP), Navigation palette, Visualization palette and Resource browser.
At the top of the active window, you will see the View bar and the Tool Bar. The Message bar is located at the bottom of the window.
Vectorworks Spotlight 2011 Getting St arted G uide | 11

Palettes

Basic Tool Set
The Basic tool set provides ready access to a collection of 2D drawing tools, 2D and 3D drawing modifiers, and basic dimensioning tools.
Tool Sets
Tool sets are collections of tools grouped for specific tasks. Note, for example that there is a Dimensioning tool set in addition to the Dimensioning tools provided in the Basic tool set. In the Dimensioning tool set the basic tools are joined by additional tools.
Attributes
The Attributes palette sets various graphic attributes of 2D and 3D objects. When an object is selected, the line, fill, line style, and opacity of an object may be changed.
Constraints
The Constraints palette sets options for drawing with precise alignment. Constraints can be temporarily turned off by pressing and holding the apostrophe (‘) key.
Users may set Preferences for the constraints and the displayed grid by double–clicking on any of the constraint icons. Constraints help with precise drawing and provide cues to the Smart Cursor.
SmartCursor. The Smart Cursor provides a series of cues displayed as text at the cursor’s current location. The Smart Cursor
can create snaps to specic points relative 
to other objects.
Smart Points. Smart Points allow the use of existing geometry as drawing guides. When Smart Points snapping is on, a Smart
Point can be dened by pausing the cursor 
over an object point and pressing the “T” key. Drawing can then be aligned with that point. The alignment is visually shown with a dotted red line.
Working Planes.The Working Planes palette is not opened by default. For the purposes of working through this book, go to Window>palettes>Working Plane to open the palette. Locate the palette so it is accessible, but not in the way of drawing. Simply explained, working planes allow you to change the base plane on which you are
drawing. Typically, the base plane is a at 
horizontal plane. This palette will allow you to access multiple saved base planes.
Object Information Palette (OIP). The Object Information palette (OIP) is a critical design control point; every object selected in Vectorworks can be manipulated via the OIP. When you can’t gure out how to  modify something, look here rst. 
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The OIP has three tabs: Shape, Data, and Render. Shape affects size, location,
and specic parameters associated with 
different types of objects. Data references information associated with the object for use in worksheets, and Render affects the look of 3D objects in presentations.
Resource Browser,The Resource browser allows access to symbols, textures, and
other data within your le and other les 
that may or may not be open. Select the disclosure arrow at the top right of the Resource browser and select Add New
Favorite Files. Navigate to the Vectorworks
directory and add the following les to your 
favorites:
•  Libraries>Defaults>Renderworks-
Textures>Textures_Default.vwx
•  Libraries>Objects-
Entertainment>Lighting-ETC.vwx
•  Libraries>Textures-Gobo>Rosco-
Gobos>Rosco Abstract.vwx
•  Libraries>Objects-
Entertainment>Lighting Positions Imp.v wx
•  Libraries>Objects-Building
Architecture & Interior>Detail-Molding
Proles Copper Beech Millwork.vwx
•  Libraries>Objects-Building
Architecture & Interior>Furniture­Furnishings and Scenic Elements.vwx
•  Libraries>Objects-Building Services>
Electrical-Accurate Lamps-Imp.vwx
Libraries>Default Content is available from within the Vectorworks application. For example, the Default Textures can be accessed from the OIP and when editing
class denitions. 
Navigation
The Navigation palette will be covered thoroughly in Organizing the Drawing, but for the moment notice that this palette allows you to quickly access Classes, Design Layers, Sheet Layers, Viewports, Saved Views and References. Each of
these items will be covered and dened. 
From the Navigation palette you can activate, navigate, and control visibilities.
Visualization
The Visualization palette will be covered in depth in Drawing a Light Plot. Note that this palette allows control of Light Objects and Camera Objects.
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Document Window

View Bar
The View bar allows ready access to a number of important functions. View bar functions can be hidden and displayed from the drop-down list accessed via the Disclosure Arrow on the right of the View bar. We will cover most of the View bar elsewhere, but from the left you will see forward and backward arrows; clicking on these will take you back and forth between recent document views. Skip to the center right and you will see two magnifying glass icons that take you to a view of either a selected item or to a view of all items in the visible drawing (if nothing is selected). Command-6 on a Mac and Control-6 on a PC have the same functionality.
There is a drop–down menu for your view of the drawing. Typically, set to Top/Plan (Command-5), which is the 2D view from overhead.
Top is a 3D overhead view, and the others should all make logical sense. You may also access each of these views from your numeric keypad with 5 being Plan, 2 being Front, etc.
Tool B a r
The Tool bar displays different options available for each tool selected from the Basic tool set or one of the task–specific
tool sets. On the right of the Tool bar you have Quick Preferences; selections available from the Vectorworks Preferences allowing the user to make rapid interface changes, as desired. Select available options via the Disclosure Arrow on the right of the Tool bar.
Message Bar
The Message Bar displays precise information about the location of the cursor in the drawing space. This display can be affected by selecting preferences accessed by clicking the Disclosure Arrow in the far right hand corner of the screen. Additionally, the Message Bar displays important alerts, back-up information and rendering progress.
Moving the View
To pan across the drawing at any time (even if a tool or command is active) hold down the Space bar and drag the cursor. This action is referred to as Boomerang mode since you will be returned to the active tool as soon as the space bar is released. Boomerang Mode does not work when editing text.
You may also directly select the Pan tool from the Basic tool set.
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Zooming
By default, the applications preferences set the scroll wheel of the mouse to zoom in and out. Similarly, two fingers on a multi-touch track pad will zoom in and out of a drawing.
From the View bar, click Fit to Objects (Command-6). The view is adjusted to fit the
Preferences
Application Preferences
On a Mac, the Application Preferences can be accessed from the Vectorworks Menu. On either a Mac or a PC, the Application Preferences can be accessed by navigating to Tools>Options>Application
Preferences.
Select the Session tab, and then enter 100
in the maximum number of undos eld. 
Verify or adjust other settings as desired. These are application–wide settings.
Document Preferences
File>Document Settings>Document Preferences allows you to set parameters
specic to the active le. In the United 
States, select the Dimensions tab and set the Dimension Standard to “Arch.”
selected object to the screen. When nothing is selected, the same action will fit all objects to the screen.
Command-1 will zoom in, Command-2 will zoom out, Command-3 returns to the last view, and Command-4 shows the full–page view.
Unit Preferences
File>Document Settings>Units sets the
options for dimensioning and specic units/
measurement systems.
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Spotlight Preferences
File>Document Settings>Spotlight Preferences allows you to establish
specic settings for conguring the plot and 
communicating with Lightwright. (http://www.mckernon.com)
Workspaces
Quick Preferences
Some preferences can be toggled from the Tool bar. Available Preferences may be added or deleted by selecting the drop– down menu via the Disclosure Arrow on the right side of the Tool bar.
The Spotlight Workspace
Vectorworks is completely customizable. Adjusting the menu and palette layout is the most readily apparent way that the average user can make Vectorworks their own.
Editing/Creating Workspaces
Go to Tools>Workspaces> Workspace Editor and you will have several choices:
•  Edit the current workspace
•  Edit a copy of the current workspace
•  Create a new workspace.
Avoid creating a new workspace and avoid editing one of the workspaces that are provided in the installation process. Creating a new workspace gives you a blank slate.
Making a copy of the Spotlight Workspace gives you an excellent foundation on which to build, and you always have the original to go back to for reference. You can name the copy whatever you like to differentiate your workspace from the original.
Most users have several of their own workspaces. Typically at least one for use on a laptop and one for use with a larger
screen. Over time you may nd additional 
tools or plug-ins that you would like to add to Vectorworks. Some come with their own workspace. Other add-ons or plug-ins need to be added to any workspace where you might want to use them.
For example, lighting designers, may be interested in utilizing the visualization capabilities of ESP Vision (http://espvision. com) and would want to modify a workspace. If you work in television or corporate theatre, you will notice the Video Screen capabilities available in the Spotlight tool set. Developer Andrew Dunning also offers a more powerful commercial version.
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Use of the commercial version requires
adding plug-In les and modifying your 
wor kspace(s).
From the workspace editor, we will make a copy of the Spotlight Workspace just to see how this is done. You will now have a window with three tabs that allow you to edit the Menus, tools and Misc Keys. Grab the New Menu from the left column and drag over to the right column. Name it. Note that you can readily rename the other menus just as you
can rename a le. You can also delete a 
menu by selecting and hitting the delete key. Once you have a new menu, you can drag other items from the left column into your new menu, and arrange them as you like. You can also edit the contextual menus to readily access an often–used tool from the right mouse button.
From the tools tab, you can modify your palettes in much the same way. You can totally reorganize the tool sets to meet your
work ow and needs.
In both cases, you can alter the keystrokes
required to bring up a specic tool.
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Organization

Vectorworks documents use several conventions for organization:
•  Classes
•  Design Layers
•  Sheet Layers
•  Viewports
•  Saved Views
•  Referenced Files
When working in a team or just to keep les 
smaller, develop different elements in
different les, and then use the File 
Referencing features to bring all of the elements together.
Let’s look at the Organization dialogue box. Select Tools>Organization. Note the differences and similarities between this dialogue and the Navigation palette. Also be aware that this dialogue can be accessed from the Edit Classes and Edit Layers buttons in the View bar.
Classes
Classes are used to assign graphic attributes and to control visibility in drawing and when creating Viewports for presentation. Classes can be used for objects on different layers. Like Design Layers, they can be used to control what is visible. Vectorworks starts by giving you two classes: Dimension and None. Begin by editing the Dimension class. Check
Use at Creation and set the ll color to none 
so that your Dimension text does not conceal other details.
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Create a Normal Weight class that has Use at Creation checked and set the line weight to a medium width, about twice the width of the Dimension Class line weight. Also create a class called Section Style with a thick line weight and cross hatch
pattern ll. Vectorworks will call for this 
class. Save in your Default.sta document as described below.
Classes truly allow full use of Vectorworks, and, as a best practice, no object should be drawn without having a class assigned. Going further, consider that your theatre walls may have one color and your set wall to have another color. By using classes to assign these attributes, when the color of the set changes, you can change all of the walls at once. Similarly, you would want different classes to distinguish the Grand Drape from the masking.
Design Layers
The design layer is the basic level of organization. Think of layers as sheets of vellum on a table; architects use layers to
distinguish oors of a building. Many 
theatrical designers create layers for the theatre, the set, the light plot, and the sound plot. Each design layer can have a different scale and can be set to different Z elevations.
This is a basic layer structure:
•  Sound Plot
•  Light Plot
•  Scenery
•  Audience
•  Theatre Architecture
•  Audience Seating
•  Tra ce La yer
A PDF or a JPEG of the theatre, ballroom, or television studio architecture can be imported to a bottom tracing layer. On top of that you may have an architecture layer and a master layer for the set and other information. Design layers can be used to
create specic physical elements that may 
be saved as symbols and placed in the layer with the architecture or the set.
Layer visibility is controlled in the Organization dialogue or via the Navigation palette.
The enclosed DVD includes a sample document so that you can examine a basic class structure and another that shows basic layers needed for every drawing.
Sheet Layers
Sheet Layers are used for presenting drawings. Sheet Layers are always in a 1:1/ Full Size or Actual Scale. We’ll discuss Viewports and Sheet Layers for presentations in the Presenting your Drawings section on page 91.
Saved Views
Saved Views (in the View bar) allow you to revert to previously saved views quickly at any time. There may be an area of detail that you continually need to return to in plan; a Saved View will allow that. Views can have different layers and classes visible. Saved Views are also very useful for looking at scenes rendered with lights focused, lighting levels set, and gobos inserted as you adjust the light levels.
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Section 2: Stationery
Documents
When creating a new document (File>New), Vectorworks will ask if you want to create a
blank document or use a stationery le. Vectorworks comes with a selection of stationery  les, most geared for architecture. It is a useful time saver to create and evolve your own  stationery les.
When you go to File>Save As Template and
save a le as Default.sta Vectorworks will automatically le your template in the proper 
place. You will be able to access your saved
settings whenever you create a new le.
Go to File>New to create a new document; you will have a choice between selecting a blank document or using a template. A template le has various predetermined characteristics. Select Create Blank Document and we will determine our own parameters.
Go to File>Page Setup. Here you establish the size of the page and select a printer. The printer does not need to be selected now if you will be printing from a PDF, which is the recommended practice. “Draw” on a sheet size that is the same as the size on which you plan to print. Let’s establish an Architectural size D sheet (24” by 36”). If you are not connected to a plotter, you will have to check “Choose size unavailable in printer setup” on the top right and then US Arch D from the drop–down menu. On the left select “Show page boundary” and de-select “Show page breaks.” Showing breaks will clutter your drawing area with division markers, likely dividing the 24 x 36 inch pages into 8 ½ x 11 inch chunks.
Click OK and now we will begin to make some specic settings.
Vectorworks Spotlight 2011 Getting St arted G uide | 21
Go to File>Document Settings> Document Preferences; you will see three
tabs. We will leave the left and right tabs set to the default; select the Dimensions tab. Make sure the three check boxes are checked and that the drop–down menu is set to Arch. Click OK.
Go to File>Document Settings>Units and be sure that your document is set to feet and inches – or metric units – as appropriate. Of course, if you design the show in one system, you can go back later and convert the document from imperial to metric, or vice versa. Click OK.
Go to the View bar. There should be a data
eld that says, 1:1 and next to that, on the 
right, there should be a ruler icon. If not, select Layer Scale from the View bar menu. Click on the ruler and set the scale to 1/2”=1’-0” and click OK.
Select Tools>Options>Line Thickness and review the default settings.
Select and set a default font. With nothing selected on the page, go to Tex t >Font and select your preferred font. It should be something generally readable and if you will
be sharing les, the font should be one that 
works across platforms and is installed on your colleagues’ systems. You can make adjustments to text later in the OIP or Text menu.
Create the classes as indicated above.
Now, save the le settings as a template le. 
Go to File>Save as Template and the Save as Vectorworks Drawing Template dialog
box will open and suggest that the le 
Default.sta be saved in the Templates folder of your User folder or the Vectorworks Directory. Click Save. Also save a copy of
your default le as DefaultLetter.sta. In this le, change the document size to a standard 
letter–size page. All new documents, unless you select another template, will have the
attributes you have specied set by default. 
You will likely need to save over this
Default.sta le several times as you further 
adjust to the program.
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Section 3: Drawing &
Modeling
Vectorworks provides many ways to draw. For the user, it is a matter of choice to determine
what works best for him or her and/or specic scenarios. Flexibility in drawing is one of the 
many great reasons to use Vectorworks.

Layer Plane and Screen Plane

These are not drawing modes, but planar modes to draw within. 2D objects drawn in the Layer Plane will rotate in 3D space. 2D objects drawn in the Screen Plane will always be seen as facing the screen, no matter the 3D view and they will not rotate in 3D space.
Planes are useful when preparing to extrude an object from 2D into 3D.
The Layer Plane is indicated by a pink box, You may choose whether to draw in Layer or Screen Plane from the drop–down menu on the View bar. You may change what plane an object is assigned to by selecting the object and changing the plane in the OIP.
unless you have changed the color in your
preferences.
Vectorworks Spotlight 2011 Getting St arted G uide | 23
2D Primitive Tools
Open a copy of your DefaultLetter.sta le and use this le to work along as described below.  Switch the plane from Layer Plane to Screen Plane in the View Bar.
You can easily nd which tool is which by 
hovering and waiting for the descriptive text
to appear or by going to the Help les.
Rectangle
Begin by selecting the Rectangle tool. Notice the options in the Tool bar change when a tool is selected. Each mode or option available in the Tool bar offers a different way of drawing. By hovering over the mode icons you will see descriptive text appearing to describe the mode. There will also be text in the Mode bar that describes the active option.
These options will vary with the tool selected. In each case, as you explore the application try every mode available.
24 | Vectorworks Spotlight 2011 Getting St arted G uide
You can simply begin to draw by clicking
and dragging. As soon as you begin to draw,
you will note the appearance of the Floating
Data bar (FDB). Hit the Tab key to select the
rst eld in the FDB and enter a specic 
dimension, tab to the next eld, repeat, and 
click the mouse button. You have created a
specically sized shape!
Draw a few rectangles and note the
highlight color when you hover over a shape
and the change in color when you select a
shape. You can select multiple objects by
pressing and holding the Shift key or doing
a marquee selection (click and drag with the
2D Selection tool).
Select an existing rectangle and note that you can move it or resize it interactively with the mouse. Also note that you can change its size and location in the OIP.
Notice the Circle by 3 Points option. This
options also appears in Arcs and Curved
Walls and is very useful in tracing curves
and in designing the right size circle or arc.
Select the Rectangle tool and hover the cursor near another rectangle. Note the SmartCursor hints and alignments indicated. Align with a corner, indicated by the red extension line and hit the “T” key to lock in that alignment.
Try this again. When hovering near a snap point, hit the “Z” key to enable the snap loupe, which allows you to zoom in close until you click the mouse. You can also use
the snap loupe when you want to nish 
drawing a shape if aligning to another point.
Circle and Oval
Notice two similar tools, the circle and the oval. Select the Oval tool, and notice the different options in the Tool bar. Draw a few ovals using the different options, some freehand, some with absolute positioning, and then with the FDB.
Regular Polygon
Like the Circle and Rectangles, the Regular
Polygon allows you to make simple
multi-sided objects.
Polygon and Polyline
These tools allow for freehand drawing. The
Polygon only has straight lines, but the
Polyline tool allows you to introduce curves.
Consider tracing a scanned drawing or
placing locus points. You can also use the
2D Line lools and absolute positioning to
create a set of guides. Then you can
connect the dots with the Polygon tool.
Note that the Polyline tool introduces a
preferences option in the Mode bar and six
different modes for drawing, including very
precise arcs and curves. You can switch
modes in the midst of drawing by reaching
into the Mode bar.
Vectorworks Spotlight 2011 Getting St arted G uide | 25
Triangle
The Triangle tool is located under the 2D Polygon tool. Click on the 2D Polygon tool icon and hold. The Triangle tool will then appear for you to select. Note that this tool has three different Modes of Operation available in the Mode Bar.

2D Modifying Tools

Reshape
The Reshape tools allows for the editing of polygons.
If you want to edit a rectangle into a shape
other than a rectangle, you must rst 
convert the rectangle into a polygon. Select the rectangle and go to
Modify>Convert>Convert to Polygon.
The Reshape tool has several modes and options. Reshaping allows users to move points, add points (between existing points), subtract points, or convert points from corners to curves and visa versa.
Let’s assume that you have not been able to make the shape that you want. Draw a rectangle. A rectangle is not a polygon, but you can make a rectangle into a polygon by
Adding or Clipping. In this case we will
select the rectangle and go to
Modify>Convert>Convert To Polygon.
Select the 2D Reshape tool from the Basic
tool set and edit. You can also double–click
the polygon and the 2D Reshape tool will
self select. Let’s look at the options:
•  Move points
•  Convert points
•  Add a point
•  Subtract a point
•  Hide or show edges
Note: When you select Add or Convert, other
options become available. Note also the options
for selecting points.
This is a very robust tool and is very useful
for creating sweeping curves.
26 | Vectorworks Spotlight 2011 Getting St arted G uide
Your rectangle now shows eight points or, more precisely, four points on the corners and four midpoints. Experiment with the tool: try these things and then undo so you always return to the basic rectangle. First
select the rst option on the left; Move Polygon Handles mode. Grab a corner and move it around. Undo. Select the Delete Vertex mode, and delete one of the corners
so that you have a rectangle. Undo. Select Add Vertex, and be sure that you have the Corner Vertex option selected. Note that you can add and manipulate points only at a mid-point. Select the Change Vertex mode and then select Bezier Curve.
Click on a corner and observe the curve.
Manipulate this curve with the Move Mode.
On another corner, convert the corner point
to a Cubic Spine Point. Manipulate the
curve and compare how they differ.
Offset
The Offset tool allows you to quickly
duplicate a surface inside or outside of an
object. Select the tool and go to the tool
preferences in the Tool bar. Consider that if
you have just drawn a complex shape and
you will use that shape as a platform and
you will need to allow for the thickness of
the reveal and/or the structure. Simply offset
the shape.
Vectorworks Spotlight 2011 Getting St arted G uide | 27
Fillet and Chamfer
The Fillet and Chamfer tools are very similar. These terms are generally used in cabinetry and millwork. In each case, these tools trim the corner off of a polygon. A chamfer is a
straight line cut and a llet makes a rounded 
corner. In each case, select the tool and trim the edge of a polygon. First select a mode. They each have the same three modes. The
rst Chamfer or Fillet option adds the detail, 
the second, trims the lines of the polygon to the detail, the third ‘trims’ the original shape to the new detail and deletes the lines left when using the second mode.
Select the tools, set your preferences and mode and then hover over the edge of a polygon. If eligible for Chamfer/Fillet, the edge will be highlighted.

2D Commands

Clip
Modify>Clip Surface is used to subtract one shape from another. First, draw one primitive shape over a larger shape. Select both and go to the command. Only the top object will remain selected. Delete that object and you will notice a hole in the bottom object.
Add
Modify>Add Surface combines two object into one. Draw two over lapping objects,
28 | Vectorworks Spotlight 2011 Getting St arted G uide
Click and drag to an adjacent edge ,and it
too will be highlighted. Click to execute.
select both, and invoke the command.
You will be left with one new object.
Combine into Surface
The Combine into Surface command forms
a new object from a group of objects. The
objects must intersect and form a closed
polygon. Depending on objects selected
and the location of the mouse click, you can
create several different polygons from the
same set of objects.
Draw two or more overlapping objects, select them all, and go to Modify>Combine into Surface. The cursor will change into a paint bucket. Place the paint bucket inside the area of the polygon you wish to keep and click. A single polygon object is created from the selected objects. The new object uses the current attributes.
Intersect Surface
Create two overlapping objects and select both. Then, go to Modify>Intersect Surfaces and note that the remaining shape is the shape of the area where the two objects once overlapped.
Exercise
Open a copy of your DefaultLetter.sta le 
and create 11 Design Layers with 1:1 scale.
On 10 layers draw a 2D object using all the
techniques described. Assign Graphic
Attributes to each object using a class.
Open the le DesignLayerTB.vwx and
paste the Title Block and border into the
11th layer of your le. Place the Title Block 
at the bottom of the layer hierarchy. Layers
can be moved in the Organization dialogue
or Navigation palette. Edit the text as
appropriate. Add sheet numbers and titles
on the layers with your work. Example les 
are included on the DVD.

3D Tools

Create a new letter size document in 1:1 scale. Go to the Right Isometric View using either the numeric keypad or the drop–down menu in the View bar. Choose the Selection tool from the 2D tool palette and select the XYZ Axis on the page. Note the series of colored dots that appear around the intersection of the axises. Note the convention of using RGB lines to indicate XYZ.
Working Planes
Hover the mouse over the dots and note how the cursor changes. Select a dot and rotate the axises. Note the pink rectangle that now indicates the new working plane that you have created.
In the Working Plane palette, select the now active Add button, and save this working plane.
Vectorworks Spotlight 2011 Getting St arted G uide | 29
Select the Rectangle tool from the 2D tool palette and hover near the intersection of the axis. Note that you can click and draw on this new plane and that the cursor will “stick” to the 0-0 point at the intersection.
Draw a rectangle and note that you can tab into the Floating Data Bar to draw precisely on the new working plane.
Fillet or Chamfer Edge
Like the 2D tools, the 3D Fillet and Chamfer
tools modify the edges of 3D objects.
Choose the Fillet tool, open the tool
preferences on the Tool bar and set the
radius to 1/4” and select one edge of your
rectangle. Shift-Select to select an adjacent
edge and click the check mark in the Tool
bar.
Push-Pull
Go to the 3D Modeling tool set and Select the Push-Pull tool. Note the different modes in the Tool bar and Select the left icon for Extrude Face Mode. Hover over your
rectangle and note the rectangle les with a 
red color. Select the Face and drag, noting that you are now extruding the rectangle up or down and that the FDB is available.
Note that you can select and manipulate other faces of your extruded rectangle with the Push-Pull tool, but if there are other primitives in your document, drawn on other planes, those objects cannot be selected and manipulated without changing the working plane.
Now select the Push-Pull tool and select
one of the faces adjacent to your llet and 
manipulate that face.
Set Working Plane Tool
Select the Set Working Plane tool from the
3D tool set. Hover around your object and
note the way that the working plane shifts as
you move around the different faces. Select
the top face. Draw a circle over the top face.
30 | Vectorworks Spotlight 2011 Getting St arted G uide
Protrusion Cutout
Select the Push-Pull tool from the 3D tool set. Select the third mode, Sub Face Mode.
As directed in the Tool bar, rst select the 
curve and then the solid. Click and drag to add or subtract the curve from the solid. Go to View>Rendering>Open GL to view with shadows.
3D Primitives
Hover around the 3D Modeling tool set and see what tools are installed. Experiment with the Extruded Rectangle, Extruded Polygon, Cylinder, Sphere, Hemisphere, and Cone tools.
In a new document with 1:1 scale, draw a free form shape with the 3D Polygon tool. In the OIP, enter a Z value, and notice that you
have a planar object oating in space. By 
carefully placing 3D Locus Points in space and connecting with the 3D Polygon tool,
you can create forms that would be difcult 
or impossible with other techniques. Experiment with the other 3D modeling tools and make a variety of forms. When you draw with the 3D Rectangle tool, you will see that you are asked for the extrusion before drawing. You still have access to the FDB, but you do not have the ability to absolutely place the object.
Editing 3D Shapes
Most 3D shapes can be edited by double–
clicking on the form.
Exercise
Open a copy of your DefaultLetter.sta le 
and create 11 Design Layers with 1:1 scale.
On 10 layers draw a 3D object using all the
techniques described. Assign Graphic
Attributes to each object using a class. Use
the le DesignLayerTB as you did with the 
2D exercise. Be sure that you have a
different class for each object.
Vectorworks Spotlight 2011 Getting St arted G uide | 31

3D Commands

Extrude
In the View Bar switch the active plane to Screen Plane. Double–click on the Rectangle tool and enter the following data: width=3” [76.2mm], height=3” [76.2mm]. Deselect Position At Next Click, and select the middle circle in the object position
locator. Then in the data elds next to the 
object position locator, enter x=0 and y=0. Click OK. You will have a square in the middle of the page.
Double–click on the Circle tool. Enter the following data: radius=5’ [127mm], deselect Center At Next Click, and enter Ctr x=0 and Ctr y=0. Click OK. You will have a circle in the middle of the page, on top of the square.
Select All and go to Modify>Clip Surface. You will now only see the circle selected. Delete the circle. The square has been clipped by the circle.
Double–click on the circle tool. Enter the following data: radius=1/2” [12.7mm]. Deselect Center At Next Click, and enter Ctr x=1.5” [38.1mm] and Ctr y=1.5” [38.1mm]. Click OK. You will have a circle over the top right corner of the square.
Select All and go to Modify>Add Surface.
The circle has been added to the square.
Let’s make this a 3D object. Go to
Model>Extrude (Command-E) and enter 3”
[76.2mm] in the Extrusion eld and click 
OK.
Select the Flyover tool and look at the
object in different views. Do the same with
the Current View drop–down menu in the
View bar and/or your numeric keypad. You
will see the following options:
•  Interactive Origin Mode
•  Object Center Mode
•  Active Layer Plane Origin Mode
•  Working Plane Origin Mode
32 | Vectorworks Spotlight 2011 Getting St arted G uide
For our purposes, select Object Center Mode and click and drag to rotate the view. Experiment with the other options.
Now take a look at the object in different views. Do the same with the View drop– down menu in the View bar and/or your numeric keypad.
Sweep
Sweep (Model>Sweep) is a simple way to quickly create modeled or sculpted round
3D objects like balusters, nials, or martini 
glasses. We will start with a simple 2D primitive form. Consider sketching a rough
draft of your nal object and/or using a 
tracing layer with a placed JPEG or PDF
image. PDF images created as vector les 
are especially useful for tracing in Vectorworks, as you can snap to points in th e P D F.
Please refer to the le Martini.vwx included on the disc. The le shows each step broken 
down on different layers, and all of the objects are classed. Attributes and textures
are assigned using the class denitions.. 
For illustration purposes, draw a few 2D lines to use as guidelines and use the intersections of these guides to create a martini glass and some liquid in the glass. Next, use the Polyline tool to draw the basic shape. Begin with all corner points and use the 2D Reshape tool to add or convert points to curves and adjust the shape.
Vectorworks Spotlight 2011 Getting St arted G uide | 33
Once you have the basic glass shape, duplicate its layer, and edit the glass to become the form needed for the liquid. Use the 2D Reshape tool to remove points and use the Clip tool (Basic tool palette) to
delete enough of the form from the simplied 
shape so that the liquid will not “spill.” This
ensures that the inner prole of the glass  and the outer prole of the liquid match.
Once the shapes are nished, duplicate the  original layer with the glass prole and then  copy the liquid prole from its layer to the 
new one using Edit>Paste in Place. Paste in Place will keep objects in their exact absolute position as long as you paste between layers of the same scale. With the shapes drawn and positioned, go to Model>Sweep, enter 360°, and accept the other defaults.
Extrude Along Path
Extrude Along Path can be used to create many objects such as picture frames or ornate proscenium arches. Draw a rectangle, select a solid crown molding
prole, and Model>Extrude Along Path.
Working with forms created in different in the
Layer Planes, you can differently manipulate your
extrusions. Check the Fix Prole box in the 
Extrude Along Path dialogue box to extrude a
form on one Layer Plane perpendicular to a path
on another Layer Plane.
Extrude Along Path extrudes around the
center of the prole objects. This small bit of 
information is important in determining the size of your path. If you want the outer perimeter a certain size, your path needs to
subtract the width of your prole.
34 | Vectorworks Spotlight 2011 Getting St arted G uide
Working in the Screen Plane, select a molding
prole from the Beech Millwork le you added to 
your Resource browser favorites. You can insert
one of these symbols and Modify>Convert>
Convert to Group, in order to be able to modify
the form. Add a rectangle to represent a small
piece of wood to hide the edge of the artwork,
and place a rectangle. Select the two objects and
then the Model>Extrude Along Path Command.
Note: Extrude Along Path will extrude from the
top to the right and down, so consider the
orientation of your prole. The illustration shows 
the nished product and the prole and path. An 
enlarged version of the prole is included for 
illustration of the orientation. Double–clicking on
the nished piece allows you to edit (or ip) the 
prole or the path.
Multiple Extrude
Multiple Extrude allows for the creation of
truncated and tapered objects. Draw a simple 2D
primitive–a rectangle or a circle. Of fset inside of
that object. Select both proles and go to
Model>Multiple Extrude. Set a height and use
the Flyover tool to examine what you have made.
Double–click on the object to edit, or edit in the
OIP. Note that these objects do not have to be
centered over one another. Experiment.
Similarly, see the type of results that you can
achieve with a single primitive and using the
Model>Tapered Extrude command.
Vectorworks Spotlight 2011 Getting St arted G uide | 35
Chain Extrude
The Chain Extrude tool is located in the Building
Shell tool set.
You can create a cornice with Extrude Along
Path. You can create a cornice with repeating
corbels using Chain Extrude.
Create the proles as you would normally. If you 
want a continuous object and a repeating object,
create the continuous object rst. Select the 
object(s), select the Chain Extrude tool, follow
the prompts, and draw the line required in the
Plan View.
Revolve with Rail
This command is complex, but very useful for many architectural shapes and tents.
The Revolve with Rail command creates complex surfaces by revolving a planar NURBS curve about an axis. The revolution is guided by a rail curve on a plane perpendicular to the plane that contains the
prole curve and axis.
To create a surface with prole and rail:
•  Create an axis, a rail, and a prole. 
Then convert to NURBS curves. Begin by drawing in the Layer Plane.
•  In the Front View draw a line from 0”
to 2” [50.8mm] tall at 0-0. This is the axis.
•  In the Plan View draw a 2” [50.8mm]
square centered around the axis. This is the
rail. The rail must be perpendicular to the
axis and the prole.
•  In the Front View draw a curve
between the axis and the rail. This is the
prole. The prole cannot intersect the axis, 
it can touch it.
•  Switch to an Isometric View, Select
All (Command-A) and go to
Modify>Convert>Convert to NURBS.
Deslect the NURBS.
•  Select Model > 3D Power Pack >
Revolve with Rail. Select, in order, the
axis, prole and rail.
•  The surface is created.
36 | Vectorworks Spotlight 2011 Getting St arted G uide
Solid Addition/Loft tool
Solid Additions are an extension of the idea behind Multiple Extrude.
•  Create three rectangles of different
sizes.
•  Create a 4” [101.6mm] square at 0-0
in Top/Plan.
•  Go to Modify> Convert> Convert to
NURBS.
•  Go to the Front View.
Duplicate one copy 4” [101.6mm] on
the Z axis.
•  Go Back to the Top/Plan and create a
2” [50.8mm] square at 0-0.
•  Convert to NURBS.
•  Change the Z elevation to 2”
[50.8mm] in the OIP.
•  Go to the right isometric view.
•  Select the Loft tool from the 3D
Modeling tool set.
•  Select the Loft with no Rail mode
and click on three corners (see illustration).
•  Check and review your options in the
dialogue.
Manipulating Solids
Model>Add Solids and Model>Subtract
Solids are the 3D equivalents of Add & Clip
Surfaces. Create two intersecting 3D
objects, select them both and try Adding
and Subtracting. Note the red outline
provided by the application that allows you
to visualize how you are combining the
objects. As in the 2D world, you can also
work with more than two objects at once for
some operations.
After you have created objects by adding or
subtracting, you can double–click on those
objects to edit or move the base forms.
Vectorworks Spotlight 2011 Getting St arted G uide | 37

Manipulating 2D and 3D Objects

Align/Distribute
You will need a number of objects on a page to experiment with this tool. Select the objects and go to Modify>Align>Align (Command =).
You can align objects horizontally or vertically, and you can also distribute the space between objects. To align/distribute in 3D space, go to Modify>Align>Align 3D.
Grouping
Multiple objects can be grouped together for simpler handling with the Group command Modify>Group or Command-G. Groups can be edited by double–clicking on the Group to enter the Edit Group Mode and can be ungrouped by selecting the group and going to Modify>Ungroup (Command-U)
Move
The Move Command (Command-M) or
Move 3D Modify>Move>Move or
Modify>Move>Move 3D allows the
movement of objects along the X-Y or XYZ
axis of the drawing.
Duplicate Array
Often there will be a need to reproduce
several of any 2D shapes or 3D forms. Go
to Edit>Duplicate Array and note that at
the top left drop–down menu you have three
modes:
•  Linear Array
•  Rectangular Array
•  Circular Array
38 | Vectorworks Spotlight 2011 Getting St arted G uide
Note: Options for each mode are different, but
they do allow you to offset in different ways and
to rotate the object(s) that you are duplicating.
The Duplicate Array command allows
lighting designers to populate electrics and
for scenic designers to create patterns.
Move by Points
The Move by Points tool has three modes to move, duplicate, and distribute both 2D and 3D objects by clicking points.
Mirror
The Mirror tool has two modes in the Tool bar:
Mirror and Mirror and Duplicate. Select your
objects, select the Mirror tool, preferred mode, and
click and drag. Hold the Shift key down as you drag
if you want to constrain the angle of the mirroring.
Rotate
Not every object should retain its original rotation.
Double–click on the Rotate tool and any/all of your
selected objects can be rotated to a specic angle, 
up to 1/100 of a degree. You can also freehand
rotate by clicking on an object, dragging to another
point on the object, and clicking and dragging.
Note that Vector works tells you when you are
horizontal or vertical. Note also that you can rotate
and duplicate in the Tool bar. Press the Shift key
while freely rotating to constrain the rotation angle.
Rotate 3D
Rotate 3D is a Command, not a tool. Modify>Rotate>Roate 3D invokes the command. There are some objects that can­not be rotated in space with the Rotate tool.
Project — The Lighthouse
This complex model uses the techniques
explained in this chapter. Work on modeling
the Cape Hattaras Lighthouse as you
continue through the exercises that follow.
The JPEG of the lighthouse included on the
disc is a half section/half elevation. Import
the JPEG and use the Modify>Scale
Object command and the Symmetric By
Distance option to scale the drawing and to
set a layer scale. This is why a scale bar
must always be included on every drawing.
The only point of reference available will be
the scale bar on the JPEG. On a new layer,
trace and model the lighthouse. Consider
using different layers for different elements
and either stacking the layers or assembling
on one master layer.
Exercise
As you have before, create an 11–layer document and use these new techniques.
Vectorworks Spotlight 2011 Getting St arted G uide | 39
As you plan your project, consider the
number of nishes and object types that you 
will wish to class. Plan your drawing modeling before you begin work, making the
classes rst. 
You can also challenge yourself with other great architectural landmarks. The United States Government HABS (Housing and Building Survey) Drawings from the Depression Era WPA is a great resource: http://memory.loc.gov/ammem/collections/ habs_haer
The Cape Hattaras Lighthouse and the Windmill, modeled by student scenic
designer Carla Ramos (her le is included 
on the DVD) can both be found as part of the HABS archive.
Lighting Designer Lucas Benjaminh Krech rendered the Lighthouse seen at right after reading the Getting Started Guide to Spotlight 2010. He then blogged about his experience at http://lucaskrech.com/blog/ index.php/2010/04/26/product-review­vectorworks-2010-part-2/
Once you are able to tackle complex challenges like these, you are prepared to model virtually any piece of scenery or complex venue you are likely to ever encounter. These challenges hone skills
and enhance personal condence.
40 | Vectorworks Spotlight 2011 Getting St arted G uide

Section 4: Hybrid Tools

In this section we will create a basic theatre space and a simple set using the Hybrid Wall, Window and Door tools located in the Building Shell tool set. Hybrid tools have both a 2D and a 3D component created in one drawing operation. Open a copy of your Default.sta document. Create the following classes:
•  Theatre-Walls
•  Theatre-Proscenium
•  Theatre-Stage Floor
•  Scenery-Deck
•  Scenery-Walls
•  Scenery-Ramp
•  Scenery-Ramp Face
•  Scenery-Columns
•  Datum
For the moment, create the classes, check Use at Creation, and give everything a solid ll.  As you progress through the work, you may want to assign some objects colored lines in order to more clearly see your work and differentiate objects.
We are rst going to create a theatre space. As you have noticed, Vectorworks creates a 
zero-zero point on the page. We are going to assume that zero-zero is the intersection of the Plaster Line and the Center Line in a traditional Broadway-size proscenium theatre. We are not going to be concerned that our theatre may go off the page in the Design Layer.
•  Lights-Instruments
•  Lights-Positions
•  Focus Point Objects
•  Drapery-Legs
•  Drapery-Borders
•  Drapery-Full Stage
•  Entourage-3D
•  Entourage-2D
Vectorworks Spotlight 2011 Getting St arted G uide | 41
Locus Points
Locus Points/Datum provide guides for drawing and reference points as needed. There is a 2D Locus and a 3D Locus tool, located in the respective tool sets.
In the View bar, set the Class drop-down to your Datum class. From the Basic tool set, and in the Top/Plan View, double-click the 2D Locus tool and place a locus X = -35’ – Y= 0’.

Wall Tools

There are two Wall tools: the Wall and the Curved Wall. Each have similar drawing options available in the Tool bar. The Curved Wall also has options similar to those seen associated with the Circle, Arc and Oval tools.
Select the Wall tool and the Right Control Line mode. Click and drag to the right in your drawing and notice that the Control Line works as expected. Double-click to end that wall section and click and drag up, and the Control Line also works as expected. Now try starting a wall with the Right Control Line mode, and as you click and drag to the left, notice that the wall is not drawn as desired. Similarly, dragging down (to start) will not provide the correct result. Try the same practice walls with the Left Control mode selected. Notice that for the Wall to draw as expected, you must start drawing to the right or up. Delete your practice walls.
Using the drop-down menu in the View bar,
set the class to Theatre-Walls. Select the
Building Shell tool set and select the Wall
tool. Select the Right Control Line option
in the Tool bar and via the tool Preferences
in the Tool bar, set the wall’s Overall
Thickness to 9” [228.6mm]. Click on the
locus, drag up, tab into the FDB and enter
30’ [9.144m] in the length; tab to the wall
angle and set to 90°. Hit Return, and click
on your page. Drag to the right. Tab into the
FDB and enter 70’ [21.336m] at 0°, hit
return, and click and drag down the page.
Tab into the FDB and enter 30’ [9.144m] with
-90°, click Return and double-click.
With the Wall tool selected, go back to the
wall preferences and change the wall
thickness to 24” [.610m]. Select Left
Control Line option. Switch to the
Theatre-Proscenium class. Click on the
off-stage edge of the Down Stage Right wall
and drag to the off stage edge of the Down
Stage Left wall. Double-click.
42 | Vectorworks Spotlight 2011 Getting St arted G uide

Floor

Make the Theatre-Stage Floor class active in the View bar. Select the Rectangle tool from the Basic tool set. Click on the Up Stage Right outside corner of the wall structure and drag to the outside corner point of the Down Stage Left. Double-click on the Rectangle tool to create a rectangle with the top center at the 0-0 point 40’ [12.192m] wide by 3’ [0.914m] deep. Select both rectangles and then go to Modify> Add Surface to combine them.
Use the Zoom Loupe (Z key) as needed.
Select all the walls and change the wall
height (+Z) to 50’ [15.240m] in the OIP.
Select Both from the Caps drop-down in
the OIP and edit the Theatre-Walls class to
have a thick line (same as your Section
Style) and a Pattern Fill of diagonal lines.
Note: Extruding objects with a positive value
extrudes them up from the zero Z, and extruding
with a negative value extrudes down from zero.
Go to Spotlight>Architectural>Floor and set the bottom Z to -36” -[.914m] and the thickness to 36” [.914m] and click OK. Go to Modify>Send>Send to Back.
Vectorworks Spotlight 2011 Getting St arted G uide | 43
Door and Window Tools
Now, add a proscenium opening. From the Building Shell tool set, select the Door tool and hover over the middle of the down stage wall. The SmartCursor will indicate: “mid­point” when you are in the right place. Double-click to insert the door. Don’t worry about the size or the swing direction. When the Door Settings dialog opens, select the General tab and set the opening to 40’ [12.192m] wide and 18’ [5.4864m] tall and
change the conguration to Cased Opening. 

Curtain Tool

Go to the Soft Goods Layer and set the drawing class to Drapery-Full Stage. Select the Spotlight tool set and the Curtain tool. Select the Preferences in the Tool bar and change the current height to 24’ [7.315m]. Click to insert the curtain and hit Tab to activate the FDB. Place a 60’ [18.288m] long curtain 25’ [7.620m] upstage of the proscenium and -30’ [-9.144m] from the Center Lline. You may modify all of these options in the OIP.
Click OK. At any time, use the Flyover tool,
the numeric keypad, or the Current View
drop-down in the View bar to check your
work.
Work with the Door tool to add a standard
size door upstage left.
Note: The Window tool works in the same basic
manner as the Door tool.
Select ALL the legs and then the Mirror tool
from the Basic tool set. Select the
Duplicate and Mirror mode and nd the 
mid-point of the Upstage wall.
Do the same to create a 10’ [3.048m] by 24’ [7.315m] leg, 20’ [6.096m] upstage of the Plaster Line, in the Drapery-Legs class. With that leg selected, go to Edit> Duplicate Array and select Linear Array from the drop-down menu. Make 3 duplicates -5’ -[1.524m] on the Y axis.
44 | Vectorworks Spotlight 2011 Getting St arted G uide
Click and drag down; hold the Shift key to constrain the downward movement to vertical. Release the mouse.
Duplicate the Upstage drape using the Edit>Duplicate Array command, making one duplicate -12” [-305m] on the Y axis. In the OIP, change the Curtain Height of the drape to 10’0” [3.048m], the Z value to 18’
[5.486m] and the Curtain Length to 60’
[18.288m]. Duplicate three times as you did
the legs to create full set of borders. Class
the borders.
Note that to see multiple layers using the
same view, select Unied View in the View
bar.
Create Seating Layout
You now have a fairly complete and well-masked stage house. Let’s add seats. Draw a rectangle from the midpoint of the DS edge of the stage (draw from CL to SR) 20’ [6.096m] wide by 12’ long [3.658m], select it, and go to Modify>Move>Move and move -2’ [-.610m] on the X axis. With this rectangle selected, go to
Spotlight>Architectural>Create Seating Layout. Select the Padded Theatre Seat
and click OK. When prompted, select the focus straight ahead, and seats are
automatically created. Congure the 
arrangement in the OIP.

Curved Wall Tool

On the Scenery Layer, select the Round Wall tool from the Building Shell tool set.
Click on the Preferences and set the width of the wall to 4’ [1.219m], and select the Left Control Line. Draw from the center of the
stage, click and drag straight down. Tab into
the FDB and enter 4’ and 90 degrees. Draw
an arc that is 270° so that the arc ends
facing your audience. Set the height to 42”
in the OIP.
Vectorworks Spotlight 2011 Getting St arted G uide | 45
Edit the wall with the 3D Reshape tool from the 3D Modeling tool set. Switch to the Left View and grab the DS edge of the wall; drag it to the ground, changing the wall to a ramp. This basic editing procedure, which works in much the same manner as using the 2D Reshape tool on a planar object allows the creating of angled or gabled roof lines on any wall object.
From the midpoint of the wall face that is parallel to the plaster line, draw a 6” [152.40mm] by 48” [1.219m] rectangle. Extrude to 4’ [1.219m] and from the DS midpoint of this object draw a 4’ [1.219m] by

Wall Sculpting

Draw a 2’ [.610m] deep by 24’ [7.315m] wide by 20’ [6.096m] tall, 21’ [6.401m] Upstage of the Plaster Line. This is a bit boring, so we’ll add a few niches. On the midpoint, center a rectangle 1’ [.305m] deep by 2’ [.610m] wide. Extrude to 7’ [2.134m] and set the bottom Z to 4’ [1.219m] in the OIP. Duplicate two of these elements -4’ [-1.219m] on the Z axis and two also 4’ [1.219m] on the Z axis. Select all of the elements and the wall. Go to Spotlight>Architectural>Create Wall Recess and accept the defaults.
4’ [1.219m] rectangle. Extrude the last
rectangle to 6” [152.40mm], and change its
bottom Z to 4’ [1.219m] in the OIP.
Note: You can also add wall projections if you
like. The process is very much the same.
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In almost every case here, we have used the default settings. It is critical that you go back and experiment with other settings to see how they affect your choices and possibilities. Experimentation and observation is the only way that a new user can master the program.
Rotated Views
Note the Rotate View icon in the View bar. This tool allows users to change the angle of the view of the plan such that if, for example, the set was not parallel and perpendicular to the Plaster Line/Center Line, the set could be viewed at right angles.
Select the Unied View button in the View bar for all layers to align to the new view. Rotated Plans can be saved as Saved Views.
Vectorworks Spotlight 2011 Getting St arted G uide | 47
Column Tools
Let’s go back to the Building Shell tool set and select the Column tool. Insert a column stage left in wing two. Select the column and go to the OIP. Enter the data as shown in the screen capture, on page 47. Select Get Finishes/Classes in the OIP and seat all to the class Scenery-Column.
Note: You can make precise placements with
the FDB.
Save this Theatre Project le for future 
reference. When manipulated with the
Flyover tool, your work should look like the
illustration below..
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Section 5:

Understanding Symbols

Symbols are specically intended for items that repeat, but can also be used for one-off  objects. Symbols help keep a le or a project organized.
Symbols help control the size of your le. A symbol denition is stored only once in your  le. If you edit a symbol, all instances of that symbol will be updated. Data can be attached 
to a symbol.
Any object can be saved as a symbol and will be stored for your access via the Resource browser. You can then readily edit the symbol by right-clicking on the symbol in the Resource browser.
Elements within symbols can be given classes for rendering and line weight. The symbol itself can also be classed. In this case DO NOT CHECK the “Use at Creation” box and assign no attributes when creating the Class for the symbol(s).
If a project has moving scenery, multiple instances of the same symbol with different classes can represent the unit on stage and in storage.
Vectorworks Spotlight 2011 Getting St arted G uide | 49
Symbol Geometry
2D Symbols
A 2D symbol has only 2D geometry.
3D Symbols
A 3D symbol has 3D geometry and will display properly in all views, rendered as the user dictates.
Hybrid Symbols
A Hybrid symbol has both 2D and 3D
geometry and displays the 3D geometry in
all views EXCEPT Top/Plan. In the Top/
Plain View a Hybrid symbol displays simple
2D shapes. Lighting Instrument symbols are
Hybrid symbols.

Available Resources

Go to your Vectorworks application directory and look at the many libraries provided. You can add more as Favorites so their contents can be accessible via the Resource browser
or you can open some of these les and 
then access them via the Resource browser. In the latter case, you can right-click on a symbol and either “Import” or “Reference” the symbol. Note the section about ‘File Referencing’ below.
Take some time to look through the valuable
content that Nemetschek Vectorworks has
assembled. In addition to the audio gear
and lighting equipment you will nd 
furniture, hardware, and xtures that will 
prove useful.

Inserting Symbols

Symbols are inserted using the 2D or 3D Symbol Insertion tools after a symbol is selected from the Resource Browser and activated. Some special types of symbols
have specic insertion tools. Those other 
insertion tools will be covered later.
50 | Vectorworks Spotlight 2011 Getting St arted G uide
Note: To insert symbols click once. The you can
rotate the symbol. Click a second time to lock
down the rotation. Double-click on insertion if you
do not want to rotate.
Creating Symbols
To create a symbol, select a 2D or 3D object or group and go to Modify>Create Symbol. The Create Symbol dialogue offers several options: it allows you to select where the symbol will be inserted and whether the symbol is scaled to the World Base or Page Base. It also allows you to class the inserted symbols.
World Based symbols are inserted ‘in scale’
while Page Based symbols will always
appear in the size drawn on the page, no
matter what the scale of the layer.
If you have a 3D symbol and want it to be a
Hybrid, see Editing Symbols.

Symbol Types

Plug-in objects (PIO or PIO’s) are like standard symbols, but customizable. You will see that
doors and windows are PIO’s and can be varied within a single drawing. PIO’s are modied 
in the OIP or other dialogues.
Red
A “red” symbol is a symbol converted to a PIO. Individual insertions of these symbols
can be extensively modied in the OIP. 
Blue
A “blue” symbol is made when, Convert to Group is selected when the symbol is created. When placed, this type of symbol is
converted to an editable group. Changes
made to the symbol later have no effect on
the group.
Black
The most common type of symbol is the
“black” symbol. Changes made to the
symbol affect all instances of the symbol.
Vectorworks Spotlight 2011 Getting St arted G uide | 51
Modifying Symbols
Symbols can be modified or replaced via the OIP. Symbols can be scaled by percentage symmetrically or asymmetrically.
Editing Symbols
Symbols can be edited from within either the document or the Resource browser. When editing in the document, the objects around the symbol are grayed out. When editing from the Resource browser, the symbol appears isolated. Right-clicking on a symbol in a document shows a contextual menu that offers the choice of editing the 2D or the 3D component of the symbol. Right-clicking on the symbol in the Resource browser brings up a dialogue that allows you to edit of the 2D, the 3D, and options.
Editing works like any other drawing
modication. Note the heavy yellow-orange 
border around the drawing area that indicates you are in the Edit Symbol Mode. Also note the Exit button in the top right of the window.
52 | Vectorworks Spotlight 2011 Getting St arted G uide
To Create a Hybrid symbol, edit the 3D
component and copy the entire object. Exit
the 3D and edit the 2D component and
Paste in Place (Command-Option-V) the
3D element. With the 3D element still
selected, go to Modify>Convert>Convert
to Polygons, select the Hidden Line
option. In the OIP set the Plane to Screen.
Exit the Symbol.
File Referencing
Go to Tools>Organization and open the Organization dialogue. Select the References tab on the far right.
References are the key to collaboration. If one member of the team draws the studio, theatre, or ballroom space and saves it as a symbol, other members of the team can
“reference” that symbol. If it is modied, all 
drawings associated with that reference will
be updated. Similarly, the set designer can
save the scenic elements as symbols, and as
the design is developed, all members of the
team have updated information. A scenic
studio or technical director can add structure
to the set by inserting other symbols.
Exercise
Open the TheatreProject.vwx file with your set and theatre model. Save the Back Wall and the Column as symbols.
Vectorworks Spotlight 2011 Getting St arted G uide | 53
Section 6: Drawing a
Light Plot
In preparation for creating a light plot we will go through several steps that add information to our document. Users will want to add these settings to their Default.sta document.
Open your TheatreProject.vwx le with the theatre and set model. Work on the Light Plot layer.
Label Legends
A label legend provides information around your units. Go to Spotlight>Label Legend Manager and select Add. Call the rst one  LL-1 for brevity. Once created, click in the left column to make the legend active.
Select Edit Fields. For simplicity select only three of the many possibilities: Unit Number, Color, and (down near the bottom) Focus. To
select a data eld, just check in the left column.
Note: In the right column you can choose to
enclose information in a container.
Containers are symbols, and to change the container, you must edit the symbol in the Resource browser. The container symbols do not appear in your document until you choose to use them.
Vectorworks Spotlight 2011 Getting St arted G uide | 55
Click OK. Select Edit Layout, which will
open the Edit Symbol window, dened by 
the colored border. From here you can select and drag the labels from the left column around the instrument. The Smart Cursor will help you align the data. You can also use the Align command. Text can be formatted from the Text menu. Click Exit
Symbol when nished.
You will also want to create additional label legends to use on vertical lighting positions; one with the information on the right and the other with the information on the left. Remember once you have created your label legends, add them to your Default.sta document.
Label Legends will automatically size
themselves appropriately for the instruments
to which they are assigned.
Focus Point Objects
Focus Point objects serve several purposes:
•  They allow the designer to verify the instrument throw and beam angle.
•  They graphically illustrate where instruments will be focused.
•  They indicate where the light will fall in visualization renderings.
In 3D views instruments assigned to Focus Points aim at the Focus Point, allowing designers to see focus issues and make appropriate adjustments prior to installation. The 2D portion of the symbol can be “focused” or not, manually and independent of the 3D portion of the symbol, even as they occupy the same space. This allows for technical accuracy and graphic clarity.
56 | Vectorworks Spotlight 2011 Getting St arted G uide
Go to the Spotlight tool set and select the
Focus Point tool. Click on the tool Options
in the Tool bar. There is a drop–down menu
of choices for the graphic attributes of the
Focus Point object. These options can also
be accessed from the OIP. There is a
standard hybrid symbol, a 2D, a 3D and
Locus Point. Below the dividing line there are
additional choices available from the default
content. These choices are editable symbols, including vertical focus objects. Users can add their own content or modify the defaults once imported into an active document. You can also choose to show or hide the Focus Point object in the Tool preferences.
For the purposes of this exercise, in the Focus Point tool preferences select Show
Focus Point Name and choose Standard 2D from the drop–down menu. In your Application Preferences>Display Tab, set Display light objects and Display 3D loci
to Only in wireframe. Class the Focus Point objects in the Focus Points Objects class, with no graphic attributes.
In the sample Theatre Project le there are  ve areas used to create a simple 
downstage wash, an area at the top of the platform, and two areas to focus light on the rear wall. Use the midpoint of the stage and
the Smart Cursor to set your rst area. 
Duplicate Array as needed and rename the new objects in the OIP.
Lighting Positions
Next, you will need some electrics. Go to the Resource browser, use the drop–down
menu to access the Lighting Positions le 
we already added as a favorite, and select the 50’ pipe symbol. Right–click (control– click on a Mac) and select Import from the
contextual menu. Revert back to the active
document in the Resource Browser by
clicking the Home icon, and then double–
click on the 50’ pipe to select it. Go to the
Spotlight tool set and choose the Light
Position Obj tool.
Vectorworks Spotlight 2011 Getting St arted G uide | 57
Align the insertion point with the midpoint of the DS edge of the stage, press the “T” key, and position. Adjust the position and set the Z height in the OIP. Name the position in the OIP. Repeat for the onstage electrics.
Use the Vectorworks duplication options for adding electrics.
Off–stage add two 20’ Vertical Lighting positions on one side. For graphic clarity they should be away from the stage. Functionally, one will be side light focused on the area on top of the platform and one will be a front of house box boom side lighting position with instruments focused on the downstage wash.. Once populated with lights, these positions will be duplicated with the Mirror tool.
Creating Lighting Positions
The Vectorworks libraries are great resources, but they cannot anticipate everything any designer will ever need. The application allows you to create for your particular situation. Any hybrid symbol inserted with the Lighting Position tool (or you can select a hybrid symbol and go to
Spotlight>Object Conversion>Convert to Lighting Position) can be a lighting position.
You can easily create a lighting position with the Truss tools or with simple primitives. The Truss tools are pretty self explanatory at this point: they create hybrid objects. A library of commercially available truss included with the package.
While a lighting pipe is typically round, you
can choose to make it a square (simpler
geometry, smaller le size) extrusion 2” 
[50.80mm] by 2” [50.80mm] by your choice
of length. You will likely want to assign a
class to the 3D element. Make sure that
your 3D component is centered at 0-0 and
Modify>Create Symbol, with the insertion
point at center. Name the symbol, click OK
and then right–click on the symbol in the
Resource Browser to edit the 2D
component, which currently does not exist.
There are two schools of thought on the 2D
component–line or rectangle. The decision
is up to you. In either event, double–click on
the 2D tool you need and place the object–
the same size as the 3D (in the case of the
line, the same length)–at the 0-0 point.
Class the new object, and exit the symbol.
You now have a hybrid symbol that can be
used as a lighting position.
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Trusses
The Truss tools in the Spotlight tool set can be used as Lighting Positions. The Straight and Curved Truss tools should be self– explanatory to you by now. They insert hybrid objects. You can specify sizes to create either custom trusses or objects that match trusses you know you will be using.
There are truss symbols for many
manufacturers in the Entertainment Library.
If you are using trusses, draw the elements
you need, select them and choose
Spotlight>Object Conversion>Convert to
Lighting Position.
Inserting/Modifying Instruments
Double–click on the 26° instrument symbol in the Resource browser. Notice that the
Instrument Insertion tool has been activated. Place the rst instrument on the FOH position 
at center. Look at the OIP and notice the number of options available. Double–click on the Lighting Device or click the Edit button on the OIP. Select a focus for the unit. On the Light Information tab, select Draw Beam. Click OK. Notice that Vectorworks Spotlight calculates the angle and coverage of the instrument. You can use this feature to verify your instrument choice. Don’t forget to deselect Draw Beam from the OIP, or your drawing will become very cluttered, and selections will be very unwieldy.
Coloring Lights
From either the Lighting Device dialog box or the OIP, you can assign Rosco, Lee, or GAM
color in the color eld. A Rosco color is 
noted as R36 and a Lee as L36. Hexidecimal or RGB values can also be entered.
You can add additional information to your schedule. When you add color and focus in the OIP, that information will appear in the LL-1 label legend in Top/Plan view on the plot.
Also note that the instrument added now
appears in the Visualization palette. Double-
clicking on the instrument in the Visualization
palette selects that unit on the plot.
Vectorworks Spotlight 2011 Getting St arted G uide | 59
Editing Lights
Lights can be edited and focused in a variety of ways. We’ve already looked at the powerful OIP and have seen how that design control point interfaces between your lights, focus objects, positions, and label legends. Let’s look at other options. Right–clicking on the instrument in the Visualization palette allows editing of the lighting properties.
Double–clicking on the instrument in the plot allows editing of various properties, including shutter cuts for visualization. Right-clicking on a unit offers several choices: Edit, Edit Light and Properties in the contextual menu. Edit opens the Lighting Device dialogue. Edit Light accesses the dialogue at right, reaching into the symbol to access the Vectorworks light source (more on those a little later). Properties is another route into the OIP data.
Use the Instrument Insertion tool and Duplicate Array command to add additional instruments. Add information as you need in the OIP. Once you have populated an electric, select the position and check “Auto Number” in the OIP; the instruments will be numbered and that information will be added to the plot. If you move units around, deselect and reselect Auto
Number, and the information will be updated on the plot.
Before we can present and visualize this
light plot, go to Spotlight>Reports>
Generate Paperwork. Select the schedules
you need, for example, select Instrument
Schedule and click Setup to specify what to
include in the schedule. Schedules will be
stored in the Resource browser.
Adding Accessories
Instruments often need accessories like
color scrollers, or barn doors. There is a
selection of accessories in the Vectorworks
Entertainment Library. You can also make
accessories symbols by creating a hybrid
symbol, selecting it, and going to Spotlight>
60 | Vectorworks Spotlight 2011 Getting St arted G uide
Object Conversion> Convert to Accessory. Selecting an accessory symbol
activates the Accessory Insertion tool.
Inserting accessories is a three-click
operation. The rst click inserts the 
accessory, the second click sets the angle. The cursor provides highlighting for the third click. Clicking on an instrument in place associates the accessory with an instrument.
Adding Gobos
Vectorworks comes with a large library of gobos by many manufacturers. You can easily import a gobo texture into your document or create a custom black–and– white or full–color gobo.
Any square graphic image can be imported into Vectorworks as a gobo texture. Go to
Spotlight>Visualization>Create Gobo Texture and follow the steps through the
creation of the texture. Name the gobo. We’ll look at creating textures in more depth shortly, simply accept the defaults. Remember that the gobo projection is only going to the image within a circle within your square image.
Alternately, via your Resource browser, you can open or add as a favorite one or more of the stock gobo libraries and import a gobo texture. Once you have your texture(s) in place, you can add one or two gobos to any instrument in the OIP. You can see in the OIP that you can also rotate the gobo images as needed for visualization.
Shutter Cuts for Visualization
Double–click on an instrument in your plot and open the Lighting Device dialogue. The right–hand tab will be for shutters. This dialogue simple and easy to understand. It is very interactive. You will need to check your work as you go by rendering with the single light activated.
Aligning Instruments
Although it is possible to Align/Distribute lighting instruments with the Modify>Align commands, the Spotlight Align tool provides
additional entertainment industry–specic 
options.
Select multiple instruments and select the Align tool from the Spotlight tool set. As indicated in the Tool bar, draw a line to align the insertion points of the instruments. Once the line is drawn, you will see the associated dialogue that allows alignment or alignment plus distribution–including distributing on instrument centers.
Vectorworks Spotlight 2011 Getting St arted G uide | 61
Ganging Instruments
Instruments can be ganged by channel,
dimmer, or circuit as specied in the tool 
Preferences. Once the ganging method is selected and the tool is active, click on two or more instruments and then once in space to gang the units. Clicking above the units places the ganging graphic above, clicking below places the gang indication under the instruments.
If you gang three instruments and need to
revise the ganging to two units ganged
adjacently, simply select and delete the
ganging graphic that attaches any two of
the units.
Vertical Lighting Positions
We are not drawing this plot for production, but rather to illustrate how all these tools work, individually and together. In production
other and/or different elds would be required, 
but the principles remain the same.
Place a 20’ [6.096m] pipe outside of the theatre architecture. Populate the position with a few lights. Begin with one unit to the right of the position. Assign the unit to the position and give it a color and Label Legend. Duplicate the light down the pipe and Mirror the units. Now Mirror the entire position to the opposite side of the stage. Reassign and adjust the Label Legend information. Name the position and assign the lights to the position.
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Projection/Monitor Tools
Vectorworks includes a number of very useful tools if you will be working with projections onstage, in television, trade shows, or corporate theatre. In the Spotlight tool set, take note of the Television tool and the two Projection Screen tools–plain and blended.
These tools work very much like many
others covered. Take some time and explore
them in a new le. Note that once inserted, 
you can change the size of the monitors/
screens in the OIP. Note that the screens
show you projector placement. The
projection cones appear in 3D so that you
can analyze any obstruction issues on the
computer and not in the eld.
Photometrics/PhotoGrid
The Photometrics and Photogrid tools provide you with two ways of ensuring that you have an even wash and that your focus areas are not spread too thin. If you are working on a television production, Vectorworks uses these two tools for measuring the light from your instruments.
The Photometer tool in the Spotlight tool set measures the elevation and light at any given point on the stage. Draw Beam must be turned on for this tool to work. Simply select the tool and insert on the plot. As you turn Draw Beam on and off for different units or systems, you will have to refresh the Photometer Object.
The Photometer Grid tool allows you to
create an array of photometers across the
stage–perhaps one at the center of each
area and one where each area overlaps
with the next.
Vectorworks Spotlight 2011 Getting St arted G uide | 63
Basic Scripting
Don’t let scripting scare you. We can start with is a simple macro. You might want to create more. Let’s say that you want to change all of the R37 in this plot to another color. That sounds pretty tedious, even if we don’t have many instruments.
Go to Tools>Custom Selection. Choose
Select and Create Script and then click Criteria. Set the criteria as illustrated. Note
all of the options. This is a technique that can be used for many things. Once you have all these units selected, you can change the color in every one with one keystroke in the OIP.
Once you save the script, you will have a new “Scripts” window. To execute the script, double–click on the name.
To change another color, the script is stored in the Resource browser. Open the Scripts folder, right–click on the script in question, and select edit from the contextual menu.
Simply change the color number and save. The script is ready to run in the script window. If you close your script window, you can always get it back at Window>Script palettes>Scripts.
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Custom Lighting Symbols
Any Hybrid symbol can be made into a Lighting symbol by selecting the symbol in the document and going to Spotlight>
Object Conversion>Convert To Instrument. In this way, you can assign a
symbol to represent a practical or prop lamp and be accounted for in your paperwork.
The next section details Vectorworks lights. Once you review that section, you can come back, edit your 3D symbol, and insert a light.
If you are looking to represent a specic 
lamp type, Vectorworks has a le of lamps 
in the library, which you should have already
added to your Resource browser favorites.
You can also import Illumination
Engineering Society (IES) data from
manufacturers specications.
Be sure that your symbol either uses the
default instrument texture or a texture with
cast shadows unchecked for the light to
pass out of the instrument.
Create Plot and Model View
The Create Plot and Model View command
will create a Denition Layer for the boom(s)  selected. From that Denition Layer it 
places a Design Layer Viewport (DLVP) of the boom(s) in plan on the Plot Layer–this is your 2D Light Plot View. It will also place a
DLVP of the Denition Layer on a new or 
existing Model Layer. The Model Layer (after you have rotated the booms) is used for stage sections and rendering.
Critical issues:
•  You must have a layer structure as I
have previously described.
•  Your lights and positions must be on
one layer.
•  If your focus objects are on the layer
with your lights and positions, they should
be classed together and invisible.
•  Be sure that you do not have any
Sheet Layer Viewports created that
reference the Plot Layer.
Select one of the vertical positions and
associated units. Go to
Spotlight>Visualization>Create Plot and
Model View.
Vectorworks Spotlight 2011 Getting St arted G uide | 65
The Create Plot and Model View command moves the selected lights and lighting positions to a new design layer and references them back to your Plot Layer as a Design Layer View Port (DLVP). Create Plot and Model also places a DLVP on an existing model layer, or it will create a new model layer.
The rst dialogue in the process names the  new Denition Layer. Since we have two 
vertical positions, we will run this command
twice. Name each Denition Layer so you 
can identify your positions. Check the box next to Vertical.
If you have multiple boom positions, you must run Plot and Model View for each boom, or create the booms on layers separate from your horizontal hanging positions.
If you include your horizontal positions or have nothing selected when you run the Create Plot and Model Command, all or none of your positions will become vertical positions.
Denition layers are created at the same 
scale as the original layer. Objects are placed at the same position as they were originally drawn. When viewing the Model or the Plot Layer, be sure to turn off all the
visibility of the Denition Layers.
On the Model Layer you can rotate and
position the booms so that they will appear
correctly in sections and elevations using
the 3D Selection tool in the Basic tool set or
use Modify>Rotate>Rotate 3D.
In your Model Layer, in the Top/Plan View,
select a boom and rotate so it faces the
stage. Repeat, as required for each vertical
position.
If you create each position manually Create
Plot & Model will create another Denition 
Layer and DLVP that contains all the other
geometry–It just won’t rotate that way all you
have on your plot and model layer are DLVPs.
If you view your Plot Layer and Model Layer,
you are going to see the DLVP on the Plot
Layer and the DLVP on the Model Layer.
Use the visibilities options in the Navigation
palette to make your choices.
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When we create Viewports to present the drawings, you will:
•  Make a Top/Plan Viewport of the Plot
Layer, with other appropriate layers visible.
•  Cut Section Viewports of the Model
Layer using View >Unied View and with other layers visible as required/desired.
•  Use the Model View, Camera tool,
Unied View, and other layers to render and  visualize the design and/or specic cues.
In the annotations space of your Plot Viewport, you will want to add a 2D symbol indicating boom placement. The 3D View of the instruments shows the 3D and you will want the 2D symbol for graphic clarity.
I have also rendered this simple design that
you see above, set some light levels, turned
some instruments off, added some lights as
I felt necessary in the visualization phase,
and added gobos. We have reviewed all of
those steps or we will review them as we
move forward, but you should make your
own design choices. All of these les, like 
this plot, are relatively simple, but your work
will likely be much more complicated.
Vectorworks Spotlight 2011 Getting St arted G uide | 67
Paperwork
Transferring Data to and from Lightwright
At the beginning of this guide, we looked at
File>Document Settings>Spotlight Preferences and the Lightwright Tab. This
Preference tab allows users to determine what information about lighting units they would like to be able to export to Lightwright in order to create paperwork for executing the lighting design.
The exchange of information between Lightwright and Vectorworks is automatic. Check the box for “Use automatic Light­wright Exchange” to enable this function.
Vectorworks Reports
Vectorworks can also generate instrument schedules, hook-ups and other paperwork. Go to Spotlight>Reports>Generate
Exercise
Paperwork. Follow the directions, and make
your choices. We’ll set that up for printing in
the Presenting Your Design section.
Working in your Theatre Project le:
•  Add classes for your lights, lighting positions and focus objects.
•  Create on stage and Front of House electrics and populate them with lights
•  Create a minimum of four boom positions with lights.
•  Focus and color the lights.
•  Create a Plot and Model View of your work.
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Section 7: Visualizing
Your Design
The image below has some classes added, additional lights, and gobos inserted, and textures created. It could illustrate one moment of one cue. Many such views can be created by set and lighting designers to convey their ideas to directors, producers, colleagues, and craftspeople.
The rendering and visualization capabilities of the Vectorworks Renderworks module are
key to the creation of an efcient workow. In a proper workow, the ability to update a 
model and have all of the mechanical drawings and renderings updated is critical to a smooth operation. Having all of these functions within one suite that communicates internally has proven to be the only path.
Vectorworks and Renderworks provide a number of ways to visualize your drawings. Some of these are pertinent to presenting your mechanical or designer drawings; others are relevant to visualization. Combining these methods also allows designers to include illustrations within the mechanical drawings.
Vectorworks Spotlight 2011 Getting St arted G uide | 69
Renderworks and Spotlight allow lighting designers to visualize moments and cues and present them to colleagues before working in the theatre. Using the lighting controls and renderings, designers can write cues well before tech. Time invested in the design stu­dio can save producers valuable crew time.
For lm or television the Camera tool can  show specic lens choices and camera 
placement views of sets. While we will not deal with the animation tools, or third-party animation plug-ins, Vectorworks makes it easy to illustrate camera moves or walk through animations of exhibit spaces or themed environments.
It is very important that renderings and models clearly show clients and colleagues
the design intent. Clients do not like sur-
prises. Renderworks allows designers to be
very specic about what the deliverables will 
look like, well before fabrication. Changes
made in the 3D space and renderings are
much more easily changed than built pieces.
Textures (sometimes also referred to as
Materials) are some of the real magic within
Renderworks. Learning to use them well will
help create effective presentations. You
cannot get to the point of building your ideas
if you cannot effectively show your vision to
others.
This book is all about the application, but I
would be remiss not to say this text ignores
the paper-and-pencil process that should
take place as you think and plan.
Rendering Modes
From the drop-down menu in the View bar or by going to View>Rendering you will see a list of available rendering modes. The View menu list is longer, so let’s look at it;
•  Dashed Hidden Line
•  Line Render Options
•  Unshaded Polygons
•  Shaded Polygons
•  Shaded Polygons No Lines
•  Final Shaded Polygons
•  Create Batch Render Job
•  Start Batch Render
•  Wireframe
•  Wireframe Options
•  Sketch
•  Sketch Options
•  Open GL
•  Open GL Options
•  Fast Renderworks
•  Final Quality Renderworks
•  Custom Renderworks
•  Custom Renderworks Options
•  Artistic Renderworks
•  Artistic Renderworks Options
•  Hidden Line
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This book will not delve into every option. First, let’s consider at a few things related to line drawings.
We have been working in the Wireframe mode, which shows every line we’ve drawn. However, if you want to show an elevation without clutter, this is not the appropriate mode to use. Consider thinking back to hand–drafting conventions, and that Hidden Line or Dashed Hidden Line might help to clarify our intent. Use and experiment with the Line Render Options dialogue to adjust the look of the rendering mode.
When rendering, you will want to move from an orthogonal or isometric view into a less mechanical perspective view. Go to View> Projection> Perspective.
Open GL renderings are useful for fast
preview images to see if your textures are in
place and properly oriented. Open GL is not
a presentation format. Open GL can be
useful for your own visualization. Open GL
does not render backgrounds.
We will focus on Final Quality Renderworks,
which offers a great look for presentations.
To save time as you develop ideas, consider
rendering in Fast Renderworks to preview
your ideas.
Open GL and Renderworks each place an
unseen light source in your renderings if you
have not already ‘lit’ the scene. Since we will
deal with lighting specics next, just work 
with that invisible light source for the moment.
Layer Backgrounds
In our theatre space, we do not need a background, as we have the architecture. However, if illustrating an isolated element, like the Martini Glass or a trade show space, you might not want to model an entire world before you render a simple object. In these cases,
Renderworks defaults to a white background that you can easily change.
Work in the le you created when you made 
the ten–3D objects.
Vectorworks Spotlight 2011 Getting St arted G uide | 71
Choose to edit your design layer via either the Navigation palette or the Organization
dialogue. Using your existing le, you now 
have the opportunity to create ten different backgrounds. First, note that in the Edit Design Layer dialogue you can assign a background from the default backgrounds
le. Once we create a few backgrounds, you 
can also assign a background to a layer by double–clicking on the background icon in the Resource browser.
Let’s make a few backgrounds. Exit out of any dialogues and go to the Resource browser, right–click and select New
Resource>New Renderworks Background.
After taking a look at your options, name your background something that will readily remind you of the content. You also have weather options, which we will avoid right now, as they add considerably to the rendering time. For the moment, be aware of the options and plan to go back and test
them. Your test le is a good place for this 
kind of experimentation, as you currently have minimal geometry to slow the process.
The top drop–down will be our focus:
•  Clouds
•  One Color
•  Two Colo r
•  Image
•  Image (HDRI)
One Color should be self–explanatory and
having at least a black background is always
useful. When roughing out ideas, use a black
background rather than worrying about the
surrounding architecture. Two colors will give
you a traditional gradient background.
The Clouds option is very versatile, certainly
useful if you are doing an outdoor project or
if you want to see a simple outdoor scene
behind a set. Clouds also make terric 
backdrops for free–standing kiosks. The
default options make for a lovely day sky.
Switching the default white to black, gives
you a good night sky. As always, you need
to experiment with the options and render
the options in Final Quality Renderworks to
see your results.
Select Image>Options brings you to a
standard OS File Open dialogue–select an
image that you would like to use as a
background–say a park or beach scene.
That selection takes you to the Edit Image
Background dialogue. The size of the image
will be based on the size of your output, so
there should be no surprises. But what are
Flip H and Flip V? Instead of the X and Y
indicators we have used elsewhere,
Vectorworks has changed the designation in
this dialogue to horizontal and vertical.
Images can be inverted– made to look like a
lm negative image–consider that for some 
types of presentations you might want to
make a Vectorworks drawing or a hand–
drafting into an old–style blueprint with
white lines on blue or black.
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Simply dened, High Dynamic Range 
Images (HDRI) contain lighting data and are a composite of different exposures that Vectorworks can use to “light” a scene. So, if you’re working on an outdoor project and have (or can create) an HDRI image of the area at a certain time of day, the light data contained in the image and interpreted by Vectorworks will cause your model to be lit with the same colors and angles as the background. There are many resources on the Web from which you can download HDRI images. Be sure to verify the licensing and ownership of those images.
Exercise
Make at least ten backgrounds for use later.
Understand that you should allow time to
edit and modify those backgrounds as you
work with them to take your document to the
next stage.
Create a Black Background for your Theatre
Project and assign the background to the
Theatre Architecture Layer.
Textures
Vectorworks provides a large number of predened textures. As always, you’ll nd them, if you 
haven’t already, in the Libraries. While you can use the library textures, it is also useful to review them to see how they have been created. Use this study as the basis for the creation of your own textures.
Creating Textures
You can create a new texture the same way you create a new Renderworks Background. Right–click in the Resource browser and select New Resource>New Renderworks Texture. Note that in both cases, once you have a background or texture created, you can right–click under the sub head to access the “new” choice.
In the Create Texture Dialogue–accessible by right-clicking in the Resource Browser– there are several overall options:
•  CThe size eld in the lower left 
denes the size of your texture.
•  CThe Indirect Lighting Options button
in the lower right allows you to create
glowing or back lit objects by overriding
document lighting.
Textures can generally be described as
either a Procedural texture or an Image
Based texture.
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Procedural
A procedural texture is computer generated using an algorithm designed to produce a realistic representation of natural elements such as wood, metal, stone, and others.
Image Based
An image based texture has as its primary
source an image le, such as a JPEG or  PSD le. A logical use for an image based 
texture would be to illustrate a painted back drop on stage. Image based textures can also represent commercially available products like carpets or patterned plastic laminates.
Images created for use as image based
textures can be designed in one of two ways:
To be a seamlessly repeating pattern.
•  To be dened in actual size.
Images as textures should be kept to a
moderate size. As a very general rule, no
larger than a 1Mb le. The image les 
should be created with the output method in
mind. This concept is discussed in further
detail in the section on Image Props.
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Shaders

Textures are dened in Renderworks by adjusting and modifying a series of denitions 
called Shaders
Color
The Color Shader denes the surface color; 
this can be a plain, uniform color, or a complex pattern like wood or stone.
Object Attribute. Object Attribute assigns
the object’s ll color attribute to apply as a 
color texture.
Image. Allows importing of image les.
Color. -Basic, simple color dened through 
the available Vectorworks Libraries or the system color picker. This Shader also allows
for the brightness of the color to be modied.
Fresnel. Creates a simple texture that has an overall glowing or gradient like appearance.
Bricks. Creates a basic brick pattern based on percentages/proportions of the
texture size as dened in the lower left of 
the dialogue. Color nd size/proportional
variants are also assigned to further rene 
the texture.
Noise. The Noise shader allows access to a huge array of options for creating different painting or natural stone, marble, or granite looks.
Pavement. The Pavement shader creates
colored stone patterns and textures. The
settings dened in the shader Options help 
to create realistic and random repeats.
Tiles. The Tiles shader allows for the
creation of a number of different geometric
patterns. The settings in the Options allow
for a very regular pattern or a repeat that
appears much more random.
Reectivity
The Reectivity Shader denes the amount 
of light reected by a surface Reectivity is 
dependent on surface texture properties
and light sources
Note: Increasing the blur of the reectivity 
shaders increases realism and, in turn, increases
render times.
Image. Image reectivity allows a designer 
to choose what exactly will be seen as the
reection in a texture. The reection will be 
an imported image le.
Back-lit. Back–lit reectivity will help to 
properly render things like televisions
screens. Deselect Cast Shadows in the Edit
Texture dialog box when using the backlit
shader.
Vectorworks Spotlight 2011 Getting St arted G uide | 75
Glass. Glass reectivity would be 
appropriate for rendering windows, and adjusting the color options of the shader
further denes environmental reections.
Glow. Glow reectivity can create objects 
that do not have shadows cast across, similar to a back-lit object that also emits light (if the Emit option is invoked). Glow shaders can be an alternative to creating line or area lights.
Metallic. Metallic reectivity options can 
be used to create realistic metal textures
that reect the colors in the surrounding 
environment. Mirror can also be used to create polished metal looks.
Mirror. Mirror reectivity options can create  fully reective surfaces or be used at low 
settings to add a sheen to surfaces.
Plastic. Plastic reectivity options provide 
designers with a subtler set of options than the Metallic or Mirror options.
Bricks, Noise, Pavement, and Tile. These
options work with the Color Shader or be
used to overlay a reectivity onto a Shader.
Transparency
The Transparency Shader denes surface 
transparency or opacity.
Image Mask. The Image Mask denes an 
imported image or alpha channel as pattern
or mask.
Image. Selects an imported image to apply
as a transparency texture, for colored
transparency and projected colored lights
like gobo projections.
Color. Allows the designer the option of
isolating a color from an image based
shader to drop out of the texture.
Glass. Transparency with the options
required to properly illustrate how glass
interacts with the world around. Generally,
for glass, set the color to white, and the
Index of Refraction to 1.
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Plain. A simple slider to create different
degrees of uniform transparency.
Rectangular Mask. Uses the texture size as a rectangular, transparent mask (usually
combined with another shader for a specic 
effect). Used for decals.
Bricks, Noise, Pavement and Tiles.
These options combined with the Color Shader overlay a transparency effect onto a color shader.
Bump
Bump maps dene surface irregularities that 
bring dimension to textures without the complexity of additional modeling. This is an instance where vector data would create a
larger le than a raster adjustment. Proper  use of Bump maps will produce les that 
render faster than fully–modeled images.
Image. An image based bump map
species an imported image to be used 
as the source of the displacement. The image can be either a full–size image or a seamlessly tiling image gray scale image.
Bricks, Noise, Pavement and Tiles. These
options can work with the Color Shader or
be layered onto a Color Shader for effect.
For example, the Brick bump used with the
Brick Color can create a very realistic 3D
brick, without modeling each object.
Alternately, for example, a noise bump
added to a plain color can add a stucco
effect to a simple color.
In a gray scale image, the darker areas will appear to recess and the lighter or white areas of the image will seem to actually bump out.
Vectorworks Spotlight 2011 Getting St arted G uide | 77
Textures for the Theatre Project
We will examine some the of the effects shaders can make by creating or modifying textures to be used in our Theatre Project.
Open the Theatre Project le.
Edit the class Scenery-Wall. Select the texture Brick Runbond Red 02 from the
Default Texture le as the texture for all 
sides of the wall. By clicking to the right of the texture preview you can visually access all of the textures in your document and the Default Textures.
Click OK.
Right–Click on the Brick Runbond Red 02 Texture in the Resource browser to edit the texture. Add a Brick Bump Map to the textures. Set the strength of the bump to 500 and otherwise, accept the defaults. Note in the preview that the texture is not aligned with the image of the bricks. Edit the
Color Shader and ip the Image vertically to 
align the color and bump shaders.
Create a new texture named Red Paint. Select Edit. Click on the color swatch. Select “Pick a Color” on the top middle right. Select the Benjamin Moore Color Preview palette and select BM 2000-10 Red as your color. Click OK back to the edit texture
dialogue. Assign a plastic reectivity to  simulate a semi-gloss nish.
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Create a black-matte texture in the same
way, with Reectivity set to none.
Create a black-gloss texture by selecting the Fresnel Color Shader and setting the options with two shades of color (dark on
the edges), and Glass Reectivity with edge 
color around 50% gray, center very dark but not black.
Lastly, create a brushed–metal texture with
a simple color and Metallic Reectivity. Set 
Assigning Textures
the Metallic Option to Brushed.
Use Class Denitions to make the theatre 
walls and the drapery Matte Black, the Stage
Floor—Gloss Black, and the ramp Gloss
Black with metallic facing. The column should
be the Brushed Metal. The vertical form at
the front of the ramp should be metallic and
the top level platform should be Gloss Black.
Textures can be assigned to objects in a
variety of ways: by Class denition, by 
selecting an object in the OIP, going to the Render tab and assigning a texture from the drop–down menu (which accesses the default textures as well as textures in the document), and by selecting an object and then double–clicking on a texture in the Resource browser or dragging the texture icon from the Resource Browser on top of the selected object.
It is extremely important to develop the habit
of using Classes to dene the graphic 
attributes within your documents. By
extension, this means you must plan your
documents ahead of developing designs.
Notice in your Class denitions, textures are 
assigned differently to walls, roofs and other
objects.
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Textures and Walls
Now that you have some textures, let’s add them to some Classes. Open the Class tab in the Organization dialogue. You must have
Use at Creation checked and Use Textures
at Creation checked. You will see that you
can have different textures for different sides
of walls and roof objects. All other modeled
objects are textured as Other.
Textures in the OIP
Once you have textured an object by class, select the object and look in the Render tab of the OIP. You now have many options, including over ruling the class assignment.
The OIP allows for many options with scale and placement of textures. You can also
select different texture options for different
faces of objects, just as you can texture
different wall surfaces differently.
Select the Stage Floor and change the
sides to the Red Paint Texture in the
Render tab of the OIP.
Mapping
Sphere, Cylinder, Plane, Perimeter or Roof mapping types are used to control how a texture is projected onto different types of objects. The Attribute Mapping tool does not modify Perimeter or auto-aligned Planar mapping types.
Attribute Mapping Tool
Find the Attribute Mapping tool in the Visualization tool set. The Attribute Mapping tool allows you to edit texture mapping parameters of wrapped color shaders or mask transparency shaders visually. We’ll use this tool with a Decal.
80 | Vectorworks Spotlight 2011 Getting St arted G uide
Exercise
Open your le where you created the 3D 
objects. Create textures for each object and
assign by class.
Creating Image Props
Image Props are largely a task for image-editing software. They serve multiple purposes, but are key to adding people/
gures to renderings. You can use the same 
technique for trees and small objects that would be too complex to model or consume too much memory, like a toaster on a counter. Vectorworks ships with a number of great Image Props in the Library for you to use. If you have the Designer package or
Landmark module, you will nd a number of 
additional tree Image Props in your Library and I also suggest investigating VBvisual Plant tool in the Visualization tool set available in the Landmark module. The VBvisual Plant tool requires Renderworks.
Keep your image le small, as larger  graphics les can cause Renderworks to 
work slowly.
In print graphics, les are usually created at 
the size they need to be printed by 300 DPI.
You will more likely be using a desktop ink jet printer which works well with 100-150 DPI.
We’ll actually be working with pixels, not DPI; 300 DPI x 3” tall is 900 pixels.
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How big is your person going to be when printed? If you will only be outputting to a letter–size page, your person may end up as only an inch or two tall.
Create gures as “actual size” in the photo 
editor. A 6’ tall man can still be a 6’ tall
image le but, set the DPI very low, usually  5-20 DPI, to keep the le size as small as 
possible. Determine the DPI by estimating
how large the gure will be in the 
presentation. If it will be 2” tall, you need a
le that is 300 DPI or 300 pixels tall. Set the 
pixel height/DPI appropriately.
Although, as you will see, you can make
some of these specications within  Vectorworks, I nd this method cuts down on 
the a possibility of error. Generally speaking,
I try to keep most image les under 1Mb.
When making an Image Prop, Vectorworks allows you to mask out the background in a couple of ways. Again, this is often a chore best tackled in an image editor.
In Photoshop and Corel Painter you can
create an image mask or alpha channel that
Vectorworks can nd and use as a mask. 
Alternately, you can add a solid color around
the gure and mask that color. In both cases 
be aware that there are two caveats:
•  Be sure that masking color is also not
on the gure or you will have holes in your 
people.
•  Consider the color against which you
are going to place the gure.
If you have a dark brown set and you mask
out your gure using white, most image 
editors will “anti-alias” the edge. That is they
don’t just paint white, but they blend the
white into the adjacent color–your gure. So 
if you mask with white and place in a dark
environment, your gure may have a white 
or light gray outline. Mask your gure in a 
color close to the background.
Create an Image Prop from the le included 
and place the gure on stage. Class the 
gure as Entourage-3D
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Decals
Decals allow multiple textures to be applied to a single object. Decals are created in the same manner as Image Props or Textures with a mask. Adding a decal allows you to either create a new decal or use one that you have created and is residing as a Texture in the Resource Browser. Decals
are great for adding grafti to a wall, a logo  to a set, or a carpet on a wood oor.
Import the Grafti texture from the le 
provided. Edit the Stage Wall symbol in 3D. View your wall, full screen in an isometric
Unied View
The Unied View command in the View  bar has been mentioned before, but since it is critical to the information that follows, let’s spend a little more time discussing this functionality.
In a document with several layers, like the set and lighting design we are working with right now, it is likely that you will need to look at multiple layers at once and you will want to switch between views. Simply switching views only affects the active layer
unless Unied View is activated. 
view, render in Final Quality Renderworks. Select the wall and go to the OIP. Select
Add Decal and select your grafti image. 
Adjust the size. The decal should appear in the lower left corner. Select the Attribute Mapping tool from the Visualization tool set and move it around. Notice the options in the Tool bar and the FDB. Also notice that
you can move the grafti numerically in the 
OIP. While working with the decal also change the scale or size of the bricks as they are mapped to the wall.
In order to invoke Unied View, simply click 
the button in the View bar. To disable
Unied View, click again. This is the same 
as using the View>Unied View command.
Not all primitive drawing functions will work
when Unied View is in use.
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Camera Tool
The Camera tool in the Visualization tool set is your friend. It can help with the simplest of chores like checking your masking from the end seats to clearly illustrating or animating your designs for presentations.
Let’s go back to our theatre and light plot.
To place a camera on the Set Layer near house center select the Camera tool, click on the location where you want the camera, and drag in the direction you want to view. Double–click on the object to see the camera view in Wireframe.
To see all of the layers properly, go to View> Unied View or click the Unied View button. Now click Fit to Objects in the View bar, and you have a proper full screen image.
Use the settings in the OIP to adjust the view.
Note: Cameras are automatically added to the
Visualization palette and can be renamed there.
Click Auto Update 3D View.
Note: The Z height of 0 is the stage oor. Set the 
height of the camera eye-level with the eye height
of a seated audience member in a chair. Set the
aspect ratio to 3:2 and select Top/Plan View.
Adjust the width of the view here by grabbing the
outer edge of the cone and moving the handles.
Adjust to a full stage view.
Preview your view, zoom in, and save the
view using Saved Views in the Tool bar. If
you are viewing multiple layers, be sure to
add the layers in the Saved Views dialogue.
Add a camera or cameras to your project le 
on the scenery layer.
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Setting 3D View
Alternately, you can select the Flyover tool from the Basic tool set and go to View>Projection>Perspective. Use the Flyover tool to manipulate the screen image
to one that shows what you want to see. Save the view.
Saved Views
Any screen view can be saved as a Saved View. This might be a perspective view as suggested above or a zoomed location to which you need to frequently return. In the View bar select the Saved Views drop– down, and name and save the view.
Saved Views can be edited from the same
location if you nd you need to add or delete 
layers or classes from the view.
Lighting in the 3D World
Like textures, lighting in the 3D world is not always as you might expect from living in the real world. The Spotlight Entertainment Fixtures work as you would expect, but there are other lighting options available for visualization. We’re going to look at the lighting options in the Visualization tool set and the View menu.
Think of these lighting options as preliminary tools. Set designers can use these tools to indicate lighting ideas to colleagues. Lighting designers can use these tools to rapidly present early visualizations to directors, producers, and others on the team, Lighting sketches prepared prior to creating the light plot can help a team to see, and agree to, the design direction prior to drafting an entire plot.
Remember, every light adds calculations and increases rendering time, so consider that rendering time when planning your lighting.
Renderworks inserts an invisible light when
you render an object (we have been working
with that light). When you add a light, that
invisible light source is removed.
This section is short but very complex.
Mastering lighting takes time.
Lighting Commands
Go to View>Lighting. You will see two
options: Set Lighting Options and Set
Sun Position.
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Set Lighting Options
Ambient light is the extraneous light in any
space. If you are working on a nal light plot 
and visualizing you should turn this off. If you want to illustrate a few spots piercing a blue overall wash you may just want to change the default color and adjust the brightness and/or the color temperature.
The Emitter Options allow the user to set
specic color temperatures and intensity for 
Ambient light.
The Environmental Lighting (HDRI) options allow you to “turn on” the light in an HDRI layer background, specify using the light source in a different HDRI Background, or not use lighting from a background image.
Set Sun Position
Set Sun Position is valuable if you are doing outdoor work or looking through a glass wall and are interested in the sun’s impact on a
specic date and time. Take a close look at 
the Set Sun Position dialogue which allows you to specify the exterior light for an exact
time and date for any specic location.
Light Tools
Go to the Visualization tool set and select the Light tool. Note the options in the Tool bar. You can control your model’s inserted lights the OIP and also the Visualization palette. In your Preferences you can make the lights invisible in your renderings.
Directional Light Tool
The Directional Light Source is a general
light coming from one direction and is
represented by a large globe. The
placement of these lights and the light they
provide is very general. The source moves
interactively with the 2D Selection tool and
can be controlled numerically from the OIP.
While you can change the Z height of the
object, it does not matter with these lights.
You can change color and intensity in the
OIP. Read below about Lit Fog before you
jump into a long rendering. Remember you
can always cancel out of a rendering if you
feel you are waiting too long or can tell early
on that you are not yet happy with your
results. Press the “esc” key or Command-.
to cancel a render.
Use Emitter allows you to specify the light’s
actual brightness and color temperature;
leave deselected to use the light as a simple
light source. Set Light to View sets the
orientation of the light to the current view.
Set View to Light sets the orientation of the
current view to the light.
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Turned on Display Light Objects in all views using the Display tab of the application preferences. You will want to turn Display Light Objects off when you export your renderings for presentation.
Spot Light
Spot Lights are a work horse. You will nd 
spot lights embedded within the Entertainment Lighting Fixture symbols. In the OIP, you can interactively set the Spread and Beam (numerically also). Spot lights need to be carefully focused and set to a proper Z height, with an associated Z look-to height. You can move and rotate the units with the Move command and the Rotate tool. Once focused, you can readily duplicate as needed.
You can add lights to symbols, so if you have a lot of columns and want them up lit, you can add to the symbol. By adjusting the light in the symbol; all your columns will be lit the same.
Distance Falloff is the change of intensity
moving along the beam away from the light
source. Angle Falloff species the intensity 
change between the beam and the spread.
Point Light
Note: The drop– down menu in the OIP allows
you to change one type of light to another and is
very useful for our exploration here.
Point Lights serve a great many functions,
but they can really add to rendering times,
as they are just like an uncontrolled or
focused lamp sitting in space.
In the OIP, you can use Absolute Positioning to place and focus your lights exactly where you need them.
Try adjusting the focus and placing the light exactly where you like with the 3D Reshape tool.
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In the Lighthouse Model, there is a very high–powered point light in front of a reec- tive surface to simulate the light house light.
Line Lights and Area Lights
Line Lights and Area Lights are great sources for creating neon effects, edge lighting, illuminated bars, and the like. To create either, start with a 2D primitive line or shape (either for Line Light, shape for Area Light), and go to Modify>Convert and either Convert to Area Light or Convert to Line Light. Note that you can also import
an IES le to dene a Line or Area Light. 
Line Lights and Area Lights will add considerably to rendering time in large/ complex models.
IES Files and Custom Lights
IES les contain photometric data. Most  manufacturers provide IES les for their 
lighting products online. When you select the Custom Light option in the Tool bar,
you can load an IES le and create a light 
in the 3D world based on commercial photometric data.
Consider that you are able to create a table
lamp and look at the xture with different 
light sources, possibly tungsten or CFL, before manufacturing.
A Basic Lighting Set-Up
Any basic lighting set-up requires three–point
lighting - a Key, a Fill, and a Back Light. This
is true on stage, or in lm, television, photog-
raphy, or Vectorworks. Create an object on
the ground (this means two objects: the
object and the ground) with a black back-
ground and a Saved View in perspective.
Then return to the Top/Plan View.
From the Visualization tool set, select the
Light tool and the rst option on the Tool 
bar-–Directional Light Mode also select the
Set Direction Mode (the sixth option in the
Tool bar). Your rst light should be 45° from 
the straight on angle of your perspective
view. Click on your object and drag to place
the light. This is the Key Light and can be
named in the Data Tab of the OIP. In the
Shape tab of the OIP, set the elevation to
60° and the brightness to 60%.
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Lit Fog Option
Any light–a 3D World light or a theatrical
unit–can have the lit fog option checked in
the OIP as long as the layer background has
a weather option. A small amount of fog can
go a long way towards adding a bit of drama
to a rendering. Lit fog can greatly increase
rendering times.
The Fill Light comes in lower and lls in 
places missed by the Key. Typically this is a softer light, so click and drag this light to be 45° from the Key Light. In the OIP, set the elevation to 20° and the brightness to 40% for this light, turn shadows off in the OIP.
For the Back Light, select the Mirror tool from the Basic tool set and Mirror the Fill Light using the Mirror and Duplicate Mode. Set the elevation of the Back Light to 45° and the brightness to 30%.
Exercise
Building on your ten–3D models, add
lighting, backgrounds and cameras. Render
in Final Quality Renderworks.
Now with your le of 3D objects with 
textures, add lights to see how they work
and how you can optimally illuminate your
objects. Be sure to add a oor and possibly 
some walls using either extruded primitives
or the Floor command and Wall tools so you
will have some surfaces to cast shadows on
or reect light off of in your renderings. Try 
all of the different light types. Create beauty.
Duplicate layers so you can really explore
the various lights on your objects.
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Section 8: Presenting
Your Drawings
Now you have a 3D model of a set in a theatre with stage lighting in place, but you need to be able to disseminate this information. Vectorworks is also a powerful page layout application. We are going to create Viewports of your model and place them in Sheet Layers for organizing, annotation, and printing.

Viewports and Sheet Layers

Viewports are windows into models with the display of information controlled by class and layer visibilities. Sheet Layers are used to assemble Viewports and create sets of drawings for printing.
While Design Layers can have one scale per layer, Sheet Layers are always in 1:1 scale. Viewports also only have one scale per Viewport, but there can be many Viewports, each with a different scale on any given Sheet Layer.
The Sheet Layers are for publication.
Viewports, placed on Sheet Layers, can be modied, annotated, dimensioned,  and cropped.
First, we will review the process of creating Viewports and Sheet Layers, Then we will create a set of drawings from the Theatre Project.
Creating Viewports
From a Design Layer in any view go to
View>Create Viewport and you will be
presented with the Create Viewport dialog
box. Note that you can select the view, as
well as which layers and classes are visible.
Select New Sheet Layer from the Create
on Layer drop–down menu.
When viewporting scenic elements, it is
possible to create one Viewport on a sheet
and then duplicate the viewport by either
Alt/Option and dragging, or by copying and
pasting. Change the view and rendering
mode using the OIP.
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Look at the Create Viewport dialogue, and notice that there are many things you can accomplish here. Naming the Viewport will
help you to nd your information. The 
Drawing Title is linked to the Drawing Label tool in the Dims/Notes tool set.
In the New Sheet Layer dialogue, the Sheet Title is linked to the Title Block and Drawing Border tools.
The Sheet Layer will take its size from the
Default Stationery le. Sheet Layers can be 
of different sizes, if required. The light plot
for this project will not t well on a 24/36 
Arch D sheet, so you should go to Tools>Organization. Select the Sheet Layer and click Edit button. Click the Page Setup button and change your Sheet Layer sheet size to US Arch E.
Note the thick gray border that identies that 
you are on a Sheet Layer.
Creating Section Viewports
Go to View>Create Section Viewport. You can draw the section line through any view at any angle. Click once to stop the line and then, click again on one side of the line to select the view direction. The Create Section Viewport dialog box will open.
Camera Viewports
The view of a sheet layer viewport can be controlled by a Renderworks camera. Establish the view with the Renderworks
camera on a design layer and then create a
sheet layer viewport linked to the camera.
The camera view can then only be edited
from the viewport.
To link a Renderworks camera to a sheet
layer viewport , complete the following
steps:
•  Create and adjust the Renderworks
camera as described in Setting a Camera
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View in Renderworks. A camera linked to a viewport can be in perspective or orthogo­nal projection.
•  Select the Renderworks camera, and
then select View>Create Viewport.
•  A dialog will ask whether the camera
should be used for the viewport’s view. Click Yes.
The Create Viewport dialog box will open. Enter a viewport name and drawing title, and select the sheet layer to place it on. The view and projection parameters are set by the camera, and therefore appear dimmed; the camera’s render mode does not affect the viewport’s render mode.
The viewport is created on the specied 
sheet layer, with its view, projection, and
perspective distance set to that of the
Renderworks camera. In the OIP, the
Renderworks camera status changes to Yes.
The camera becomes part of the viewport
and can be edited (or deleted), changing the
viewport’s view parameters, by editing the
camera through the viewport.

Theatre Project–Next Steps

Open your Theatre Project le and create 
the following Viewports:
•  Camera View rendering in Final
Quality Renderworks on Sheet Layer 1.
•  Set Groundplan rendered in Dashed
Hidden Line on Sheet Layer 2. When creating the Viewport, select Classes, check “Class Overrides,” and edit the Scenery-Wall Class. Make the Fill Attribute color black so this element will stand out on the printed page. Class Overrides only changes the appear­ance of objects in the Viewport.
•  Light Plot on Sheet Layer 3.
•  Stage Right Section with Lights on
Sheet Layer 4. Edit the Section Style Class
created when you cut this section. Save
your edit to your Stationery le.
•  The Wall Unit, in any view on Sheet
Layer 5.
•  The Column, also on Sheet Layer 5.
•  The Platform Unit, also on Sheet
Layer 5.
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Working on the Sheet Layer

Using the Sheet Layers as a workspace, experiment with moving the Viewports around and changing the scale of a Viewport in the OIP. Make sure that all of the scenic elements on Sheet Layer 5 have been set to Hidden Line Render. You can select the render mode when creating the Viewport and you can change the mode in the OIP with the Viewport selected on a Sheet Layer.
From the Sheet Layer you can edit the Class Overrides of any Viewport through the OIP.
Drawing Border tool
Drawing Borders and Title Blocks, like the Sheer Layers, are in 1:1 Scale. Add a title block and drawing border to the Sheet Layers. Select the Sheet Border tool from
the Dims/Notes tool set and assign one of
the default title blocks. Clicking in the
drawing should center the sheet border, but
if not, adjust using the OIP, setting the
center to 0-0-0.
You can add a Revision Block, if needed,
using the OIP.
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Double–click on the title block to access the Edit Title Block dialog box. Which will allow you to customize each sheet and each set of drawings.
Once you have entered the title block data, duplicate the sheet layer by right–clicking on the sheet layer in the Sheet Layer Tab of the Navigation palette, and select Duplicate from the Contextual Menu. Edit the name and delete the viewport on the new sheet layer. Return to the design layer.
Custom Title Blocks
You can create your own custom title
blocks. While it is not a complicated
process, it is outside of the scope of this
book. The process is well explained in the
Help application. Title blocks are basic
geometric 2D drawings, with critical data
records required to simplify data entry and
create data associations.

Working in the Viewport

Some information must be added in the Viewport. Dimensions, for example, give page sizes when added outside of the Viewport. Dimensions must be added in the Viewport for them to have world associations with the model. By example, if you have an object that is 4’-0” in 1/4” scale and you dimension the object on the Sheet Layer, you will see a dimension of 1”. To get a real world dimension you must enter the Viewport.
Double–clicking on a Viewport reveals the Edit Viewport dialogue where you can choose to enter the Annotation Space, the Crop, the Camera (if applicable), and the Design Layer. You can also access the Viewport from the contextual menu that appears when you right–click on the Viewport.
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Adding Dimensions

Dimensions are added to objects in the Annotation Space of the Viewport. Take a look at the Dims/Notes tool set. There are several dimensioning tools: constrained, unconstrained, angles, and radial dimen­sions. Some of these tools are also located in the Basic tool set of the Spotlight Workspace. Select the Constrained Dimension tool and look in the Tool bar to see what modes are available.
Exit the Annotation Space by clicking on the Make sure that you are still in the Annotation Space of the Viewport. Leaving the annota­tion space and working directly on the Sheet Layer is a very common mistake. Remember that the sheet layer is 1:1 scale, so if you dimension on the sheet layer the Dimension tools measure the distance on the page. In 1/2” scale, instruments on 18” [.457m] centers are actually 3/4” [19.05mm] apart.
You have several modes and a preference selection for your constrained dimensions.
Add a Center Line and Plaster Line to your Plans and Plots in the Annotation Space. Adjust the line weights and dash styles by
selecting the lines and making modications 
in the Attributes palette. Save your choices as Classes in your Stationery document.
Exit Annotation button in the upper right of
your window. Note that the border shifts
from yellow (or your user selected
preference), back to gray.
Graphic Scale Tool
The Graphic Scale tool in the Dims/Notes
tool set is an important feature. Adding a
graphic scale to plans and sections allows a
ready reference for anyone looking at the
drawing. On plans, a graphic scale can help
a stage manager in rehearsal. Recipients of
your electronic documents in PDF format
can use the graphic scale to see if there has
been a shift in scale after printing.
Add a graphic scale to your drawings and
also place a gure symbol on all elevations 
and sections. A 2D gure symbol has been 
provided on the DVD.
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Drawing Labels
Add Drawing Labels to each view. The Drawing Label tool is in the Dims/Notes tool
set. Before inserting the rst Drawing Label, 
set your tool preferences for text sizes. Remember, the design of your documents is a critical part of your presentation and communication. The Drawing Labels are associated with the information you provided when you created the Viewport. You can also edit this information in the OIP.
Viewport Cropping
Entering the Crop Space of the Viewport allows you to eliminate extraneous information or focus the viewer as needed. Any 2D shape can be a crop–one per Viewport. Create a crop class and turn it off so the crop shape is invisible. To edit the crop later, just turn the class on, make the
edit, and turn the class off. You can also crop a viewport on creation by placing a 2D shape above the model. A dialogue will ask if you want to use the shape as a crop.
Key to Instrumentation
In your Light Plot viewport, go to Spotlight> Reports>Key to Instrumentation. Add it to
the annotation space.
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Working with Text

The Text menu in Vectorworks looks and acts pretty much as any text menu in any application. With text selected, you can manipulate that text via the Text Menu. You can also manipulate Vectorworks text via the OIP.
Default fonts, sizes, and styles can be assigned via the Text menu when nothing is selected in the drawing area.
When text is sized, it is in relationship to the layer scale. If the layer scale is changed, the text size also changes. So 14 point text created on a 1/2” scale layer becomes 7 point text if the layer scale is changed to 1/4” scale.
Text Styles
Text Styles are resources created and accessed through the Resource browser. Text Styles are applied to Text in the O IP. Right–click in the Resource browser and Select New Resource> New Text Style from the Contextual menu. The Text Style dialogue will open and you can easily set different parameters for different types of text.
A Text Style that creates 14 point text will always insert 14 point text without regard to the layer scale. If styled text has been inserted and the layer scale is changed, the size of the text become dis-associated from the style and the sizes changes, just as it does with unstyled text. In this case, the style can be reapplied.
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