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    Any SU render engines that renders distorted textures?

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    • D Offline
      dedmin
      last edited by

      HyperShot

      UVMappingTest.29.jpg

      Twilight

      twilight.jpg

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      • thomthomT Offline
        thomthom
        last edited by

        Ok. so far: Kerkythea and HyperShot.

        Thomas Thomassen — SketchUp Monkey & Coding addict
        List of my plugins and link to the CookieWare fund

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        • D Offline
          dedmin
          last edited by

          Only Hypershot - the image from the Twilight is distorted. Hypershot converts everything to obj before rendering.

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          • thomthomT Offline
            thomthom
            last edited by

            I saw Twilight was wrong. Though Whaat mentioned in his post whic I quoted that Kerkythea rendered correctly.

            Thomas Thomassen — SketchUp Monkey & Coding addict
            List of my plugins and link to the CookieWare fund

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            • thomthomT Offline
              thomthom
              last edited by

              @aerilius said:

              This example renders really well in Kerkythea, even with projected textures.

              Actually, in that image, the distorted is not rendered correct.

              Thomas Thomassen — SketchUp Monkey & Coding addict
              List of my plugins and link to the CookieWare fund

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              • S Offline
                sepo
                last edited by

                Kerkythea does not render correctly same as Podium or Twilight.
                I will try LUp later.

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                • soloS Offline
                  solo
                  last edited by

                  Vue.


                  distorted.jpg

                  http://www.solos-art.com

                  If you see a toilet in your dreams do not use it.

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    How does Vue work with SU?

                    Thomas Thomassen — SketchUp Monkey & Coding addict
                    List of my plugins and link to the CookieWare fund

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                    • soloS Offline
                      solo
                      last edited by

                      Export to .3ds, open in Vue, hit render.

                      http://www.solos-art.com

                      If you see a toilet in your dreams do not use it.

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                      • thomthomT Offline
                        thomthom
                        last edited by

                        I see. So Vue doesn't read the Su data directly...

                        What does Hypershot do?

                        Thomas Thomassen — SketchUp Monkey & Coding addict
                        List of my plugins and link to the CookieWare fund

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                        • A Offline
                          Aerilius
                          last edited by

                          I have not used Podium or Twilight yet, but some days ago I read in the forum that they are based on the Kerkythea engine (???).
                          This example renders really well in Kerkythea, even with projected textures.
                          Kerkythea.jpg
                          But I have experienced many times that distorted textures look strange and it's always an annoyance when everything is fine in SU and you have no idea what to correct:
                          render5.jpg
                          Also some distorted textures can appear resized to ca. 10px width (then replace by original texture and it's ok).

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                          • C Offline
                            Chris_at_Twilight
                            last edited by

                            This is definitely a curious problem. Here's some thoughts on it.

                            tex_distort.jpg

                            This is an image from Twilight with the edge line drawn where Twilight triangulates the quad. It's quite obvious that the distortion moves in different direction on either side of the split. But what's important to notice is that the exact corners are not 'wrong'. As I'm sure you know, texture is mapped via UV, and those UV coordinates exist only where there are geometric vertices. They are basically anchor points for the texture, and here, the anchor points are correct. What is wrong is how the texture is interpolated between anchor points.

                            I think the difference is that SU uses a kind of 'quad' interpolation for textures, using four anchor points (even when the face is 3 or 5 or whatever sides), whereas Twilight, and probably many other applications, interpolates textures using only 3 anchor points because the math is fast (which makes for faster renders!). If so, this makes it a fairly fundamental difference that will be difficult to correct for.

                            What surprises me the most is the SU exports, at least in .3ds, in such a way that it's interpreted correctly in Vue. Is it Vue, or is it the export process? I'd be curious to see an export to .3ds and rendered in another app, like Kerkythea.

                            Anyway, I could be mistaken about the whole thing, but it seems a possible scenario.

                            http://www.TwilightRender.com

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                            • jeff hammondJ Offline
                              jeff hammond
                              last edited by

                              interesting....

                              Indigo:

                              open skp and push render:
                              indy.jpg

                              export as 3ds.. import 3ds and push render:
                              indy3ds.jpg

                              these are the settings i used for the 3ds export (i didn't try any other variations.. i set it like this first try and it worked)
                              screen 1.jpg

                              dotdotdot

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                              • C Offline
                                Chris_at_Twilight
                                last edited by

                                Huh. The .3ds format only supports triangles (I think), so there is a way to represent the texture interpolation used by SU using only 3 UV coordinates (and the .3ds export knows it! )

                                http://www.TwilightRender.com

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                                • C Offline
                                  Chris_at_Twilight
                                  last edited by

                                  I just tried an export with Collada and was amazed that, despite the fact that the UV coordinates were very simple, it somehow was distorting it correctly. 😲
                                  Well, turns out, the export produces an output texture that is "pre-distorted" 😒
                                  Is that what the .3ds export does? That may be the only way to do it, to distort the texture image rather than have the render app try to reproduce the mapping technique...

                                  http://www.TwilightRender.com

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                                  • jeff hammondJ Offline
                                    jeff hammond
                                    last edited by

                                    another quick experiment... (indigo)

                                    i made a sphere with quads, added a texture and used UVtools spherical mapping...

                                    typical results when trying to render...
                                    indigoreg.jpg

                                    i then exported the sphere as a 3ds file and was wondering why it was taking so long.. well, 1100 separate jpgs were being exported to my desktop 😄 (used two 48 segment circles for the sphere)

                                    when i brought i back into sketchup, you could see the individual jpgs and you can see it in the indigo render as well.. (but it did keep the mapping correct)
                                    click on pic for a clearer view

                                    .
                                    so i guess 3ds exporting is just making everything individual textures.. ?

                                    here's the material browser of the sphere after i brought the 3ds back in (note the scroll bar on the right side.. that's a very long texture list 😄


                                    screen 5.jpg

                                    dotdotdot

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                                    • D Offline
                                      dedmin
                                      last edited by

                                      @thomthom said:

                                      I see. So Vue doesn't read the Su data directly...

                                      What does Hypershot do?

                                      There is a menu entry "Export to HyperShot" to open the scene inside HyperShot. In the HypeShot's installation folder there are executables XXXtoObj.exe for every supported file format - so, it converts everything to obj before rendering.

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                                      • thomthomT Offline
                                        thomthom
                                        last edited by

                                        @chris_at_twilight said:

                                        I think the difference is that SU uses a kind of 'quad' interpolation for textures, using four anchor points (even when the face is 3 or 5 or whatever sides), whereas Twilight, and probably many other applications, interpolates textures using only 3 anchor points because the math is fast (which makes for faster renders!). If so, this makes it a fairly fundamental difference that will be difficult to correct for.

                                        Yes. This is what it seems to me as well from trying to make UV tools in SU. I found taking UV from vertices failed when it came to triangles and distorted textures.
                                        I had to sample four points of the face's plane in order to get correct data set.
                                        In SU, when you set UV mapping using .position_material, you don't set UV data per vertex, it only has to be UV data that related to points on the plane.

                                        But that had lead to problems when trying to use PolygonMesh to sample, as the PolygonMesh only returns UV data at each vertex. Meaning that I have not found any way to get correct data from that.

                                        So question is: how can SU's data be converted into a format that most renderer's and external program uses?

                                        Thomas Thomassen — SketchUp Monkey & Coding addict
                                        List of my plugins and link to the CookieWare fund

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                                        • thomthomT Offline
                                          thomthom
                                          last edited by

                                          Important question:

                                          If most other renders use 3 anchor points for UV mapping, how is a distorted texture defined? How can you define a distorted texture using only three points?

                                          Thomas Thomassen — SketchUp Monkey & Coding addict
                                          List of my plugins and link to the CookieWare fund

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                                          • S Offline
                                            sepo
                                            last edited by

                                            On side note Podium will render photomatch (distorted textures) after SU exports to 3ds and import back.
                                            Tried LightUp and it also does not render correctly distorted texture.

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