ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info
  • Toposhaper icon or toolbar not showing up

    3
    0 Votes
    3 Posts
    132 Views
    S
    @tig said: Have you also installed LibFredo6, which is needed to support it... Also install the SketchUcation toolset to get the latest licensing set up. Restart SketchUp after the installations to sync everything... Also note that this Extension appears in a Tools submenu... The toolbar associated with it should also be listed in the toolbars-dropdown... Thanks so much for taking the time to answer. I guess I missed the popup that said you have to restart to see the tool, something which I should have known. All is good now!
  • How do you draw a pulley?

    5
    0 Votes
    5 Posts
    1 Views
    Dave RD
    @lockha said: I'm on Sketchup 2017. Please update your profile. That information helps us help you if it is correct. @lockha said: I've chosen not to upgrade past that because I have some plugins that I was told (actually, by you, I think) that they wouldn't work in newer versions. What plugins?
  • Toposhaper question

    9
    0 Votes
    9 Posts
    2 Views
    Rich O BrienR
    @unknownuser said: Only the outer points of the STL are "grippable" to connect to. So there's no real issue with Toposhaper? Your issues with Inventor I can't help with I'm araid.
  • 3D into 2D?

    11
    0 Votes
    11 Posts
    0 Views
    Dave RD
    Indeed! If the 3D object was simpler it would work.
  • Can someone please explain different texture maps.

    4
    0 Votes
    4 Posts
    22 Views
    panixiaP
    @rich o brien said: ARM could be a variant of MRAO where the Red channel is Ambient Occlusion, Green channel is Reflection and Blue channel is Metallic. Its a technique used in game engines to pack 3 maps into 1 bitmap Yeah, that kind of channel packing is one of the most popular, even if we usually refer to it as "ORM map" (Occlusion Roughness Metallic respectively in R, G and B channels). It's used in that way for the gltf/glb format and for many UnrealEngine shaders, ThreeJS/BabylonJS shaders and so on... so it's widely adopted in the game/vr/ar/web industry. There are of course different (more specialized) standard for channel packing, e.g. Unity Standard shader uses R for metallic, G for occlusion, Alpha for glossiness, or the WinMRTK Hololens shader which is similar to the previous one, but also add emissive intensity mask on B channel... and a lot of different "custom" packing for similar custom shaders, often using the B channel to store the DetailMask (used to drive optional detail albedo/normals). I see all the time people struggling in attempt to use this kind of maps in Vray and such. The real answer is "You cannot have a 1:1 translation of game engine material into a vray material", mainly because of the occlusion map. A lot of tutorials out there say that AO map should be simply multiplied on top of the basecolor map, which is totally wrong in 99,9% of cases. First off, because the AO map is intended to be used to occlude ONLY a (fake, not raytraced, not shadowcasting) Ambient light, which simply doesn't exsist at all in Vray&co (even a vray or corona domelight is casting some "true" raytraced shadow and GI), and also because a basecolor map itself could be meant to be a "diffuse" or an "albedo" which are similar, but not the exact same thing (and the exact difference is a bit controversial, so may vary quite a bit depending on the context). In addition to all of this, to make "game engines" maps work 99% properly in different engines, one have to know about the difference between metallic Vs specular workflow, difference between directX vs openGL normals, difference between glossiness and roughness, difference between displacement mapping/bumpmapping/parallax occlusion and so on.. Many tutorial out there are misleading (to say the least) and it's difficult to tell someone a general rule about "where I shpuld plug the maps I downloaded to be used correctly?", whitout seeing the actual maps and without knowing how and why they were autored in first place. One of the best resource out there to clarify this complex topic, is the Allegoritmic PBR guide, I strongly reccomend that to everyone which is into textures and materials. https://academy-api-adobe.substance3d.com/courses/b6377358ad36c444f45e2deaa0626e65/attachments/2b57526e-4bf3-4fd6-ae88-e9a9313a35cc
  • Demolition Derby 3 Mod Apk Download New Version 2023

    1
    0 Votes
    1 Posts
    1 Views
    No one has replied
  • Tutorial: how to fix sketchup zoom error

    1
    0 Votes
    1 Posts
    28 Views
    No one has replied
  • Animator not rendering the sky with Vray after crash

    30
    0 Votes
    30 Posts
    5 Views
    ntxdaveN
    Twilight Render is only $99. At least it currently is not a subscription so the $99 is a one time charge Not all that expensive if you plan to use it for more projects in the future. Wish you luck in what ever direction you go.
  • Delete account

    2
    0 Votes
    2 Posts
    160 Views
    Rich O BrienR
    Easiest way is to send us a mail support@sketchucation.com
  • Curviloft problem

    2
    0 Votes
    2 Posts
    2 Views
    Dave RD
    Your image didn't upload. Try again.
  • Housebuilder

    sketchup
    160
    0 Votes
    160 Posts
    214k Views
    Dave RD
    @jclements said: Is this being supported at all? Nope. Not supported for years.
  • Best Way to Align Faces within Groups?

    9
    0 Votes
    9 Posts
    12 Views
    D
    ah, got it! My issue was I was clicking my mouse prior to it "gluing". Thanks to both you and Dave for all the help!
  • Export Polygon to csv

    1
    0 Votes
    1 Posts
    0 Views
    No one has replied
  • Control Points Bezier Curves

    7
    0 Votes
    7 Posts
    3 Views
    M
    @fredo6 said: One possibility is to convert the original to Polyline, which will give you the sequence of control points. Indeed, make a copy of the original bezier curve before. @mluy said: wow, I am honoured to get a response from the great Frodo himself!, you are a absolute hero just wanted to say that. But I am not quite sure what you mean, because if I convert the bezier curve to a polyline (which I did) I just get a polyline....where are the control points ? oops initial response too fast I got it now!, thanks very much!!
  • Animator and Vray 6 rendering

    2
    0 Votes
    2 Posts
    4 Views
    D
    Just an update... It seems that the rendering with the GPU withing vray is working, but not when i'm using vray via animator... for an 800 * 450 pix image, it takes 58 seconds. I'm using Cuda with CPU and both cards selected. Any idea ?
  • Industrietore aus dem Ruhrgebiet

    1
    0 Votes
    1 Posts
    0 Views
    No one has replied
  • How to construct a dome?

    8
    0 Votes
    8 Posts
    2 Views
    A
    "downsave your SKP file posted here" oh yes, sorry, I had forgotten that The follow me method is indeed much more efficient. I should try if the mill has a problem with a structure generated by that method. Dome 2017.skp
  • Trouble downloading plugin resources

    5
    0 Votes
    5 Posts
    4 Views
    fredo6F
    @chowalko said: Does enyone had a situation where after purchasing plugin bundle license, file with license were not sended?? I'm still waiting for the file and confirmation after yesterday purchase. You can always see your licenses and download them from your MyLicenses page on Sketchucation. Apparently you have been able to activate the license for JointPushPull and FredoCorner.
  • Problem with Curviloft Plug-In

    2
    0 Votes
    2 Posts
    2 Views
    Dave RD
    Share the .skp file so we can see what you have set up.
  • Arrow keys to move objects?

    sketchup
    14
    0 Votes
    14 Posts
    8k Views
    BoxB
    I wonder if anything has changed in the intervening 14 years since that post was made.

Advertisement