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    Any SU render engines that renders distorted textures?

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    • thomthomT Offline
      thomthom
      last edited by

      And how does Maxwell integrate with SU?

      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

        Hmm.. interesting programming discussion which seem to be about similar issue: http://old.nabble.com/Texture-map-a-polygon-td26394710.html

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

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        • C Offline
          Chris_at_Twilight
          last edited by

          @thomthom said:

          It only creates a unique texture for the distorted? Not for the others?

          An export to Collada for the entire scene produces 1 undistorted texture and 1 distorted texture.

          @frv said:

          Maxwell renders distorted textures just fine.
          Francois

          Maxwell can render SU files directly? Or does it import .obj, .3ds, .dae? Because if it just imports, it's as was discussed above: SU produces "pre-distorted" images. The render is just using the pre-distorted image, which any renderer can.

          http://www.TwilightRender.com

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          • C Offline
            Chris_at_Twilight
            last edited by

            @thomthom said:

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

            The fact that all of SU's built-in export methods use the "pre-distorted", unique texture method, my guess is that it can't be done (unless the renderer itself supported the same interpolation technique).

            http://www.TwilightRender.com

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            • thomthomT Offline
              thomthom
              last edited by

              That's my fear.
              Would be interesting to know what texture technique Google uses. Might try to give some of the Googleheads on this forum a prod.

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

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              • C Offline
                Chris_at_Twilight
                last edited by

                http://en.wikipedia.org/wiki/Barycentric_coordinates_%28mathematics%29

                Maybe some thoughts. Barycentric on a triangle is a very common application. But check out the Barycentric on a tetrahedra (barycentric in 3D). Maybe it's how SU uses it?

                http://www.TwilightRender.com

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                • jeff hammondJ Offline
                  jeff hammond
                  last edited by

                  @chris_at_twilight said:

                  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! )

                  not sure if this will trigger any thoughts with you guys (and really, i don't understand much of what you're talking about) but..

                  if everything is triangles in SU prior to messing with the UV mapping then it will render correctly..

                  Sphere after using triangulatefaces.rb

                  After importing a texture and applying it to the sphere

                  use UVtools spherical option on the texture

                  resulting render in indigo.. no exporting or unique textures

                  dotdotdot

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                  • R Offline
                    richcat
                    last edited by

                    IRendernxt straight render in sketchup, you'll have to ask Al how?


                    uv test.jpg

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                    • C Offline
                      Chris_at_Twilight
                      last edited by

                      @Jeff: Maybe because everything is already triangles, the UV coordinates that SU generates are 'compatible' with the traditional triangular UV techniques employed by other applications. So what you see in SU, is what you get in the render. Of course, it could just be how UVTools does the sphere mapping that makes it more compatible?

                      @richcat said:

                      IRendernxt straight render in sketchup, you'll have to ask Al how?

                      You are more than welcome to ask. I won't be surprised if they use the same "pre-distorted" image technique that the SU exporters use.

                      http://www.TwilightRender.com

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                      • soloS Offline
                        solo
                        last edited by

                        Yup, can confirm Irender aim and renders it correctly.


                        testnxt.jpg

                        http://www.solos-art.com

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

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                        • D Offline
                          dedmin
                          last edited by

                          I tried the last version of the IrendernXT, but had a lot of problems - slow response of the interface, sometimes when adjusting textures all goes white, when tried to load a plant from the library SketchUP crashes and etc.

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                          • Al HartA Offline
                            Al Hart
                            last edited by

                            The Distorted texture is a nice feature of SketchUp - the ability to take a photo of a house for instance, from an angle, and then distort it onto the actual house so that it looks correct. SketchUp provides tools to get these distorted textures and UV coordinates properly, but it did take a lot of time and effort to figure it out and get it to work properly.

                            SketchUp made this distortion even easier to use (without knowing that you are doing it) with their Photo Match techniques.

                            Here is a 3D Warehouse model where the house image was placed using Photo Match. Some renderers process it correctly and some renderers do not recognize and process the distorted texture.

                            http://sketchup.google.com/3dwarehouse/download?mid=9e0b93c387cad06c93a794ea4e64d35b&rtyp=lt&ctyp=other&ts=1251394213000

                            3D Warehouse model

                            Al Hart

                            http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                            IRender nXt from Render Plus

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                            • jeff hammondJ Offline
                              jeff hammond
                              last edited by

                              it looks ok, right? 😄

                              house.jpg

                              so what's irender doing so differently than the other renderers? or does it export a bunch of textures prior to rendering?

                              dotdotdot

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                              • N Offline
                                notareal
                                last edited by

                                @unknownuser said:

                                so what's irender doing so differently than the other renderers? or does it export a bunch of textures prior to rendering?

                                My quess is that it does export predistorted textures (like kmz export). So for Thomas' scene you will get two different textures when rendered. Sorry, have no irender, so cannot test. Wonder if it saves temp textures on disk before rendering...

                                Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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                                • C Offline
                                  Chris_at_Twilight
                                  last edited by

                                  I didn't see an actual answer in Al's post. Maybe I just didn't understand it?

                                  http://www.TwilightRender.com

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    @chris_at_twilight said:

                                    @Jeff: Maybe because everything is already triangles, the UV coordinates that SU generates are 'compatible' with the traditional triangular UV techniques employed by other applications. So what you see in SU, is what you get in the render. Of course, it could just be how UVTools does the sphere mapping that makes it more compatible?

                                    @richcat said:

                                    IRendernxt straight render in sketchup, you'll have to ask Al how?

                                    You are more than welcome to ask. I won't be surprised if they use the same "pre-distorted" image technique that the SU exporters use.

                                    VfSU for instance, I snooped in the .rb files, uses the PolygonMesh of each face to sample the UV data. And the PolygonMesh consists on only triangular polygons - but it does not render correctly. Even if you make a triangle and apply a distorted textures, it'll render incorrectly.

                                    So it doesn't seem to be the case. Though, it is weird what Jeff describes - seems to do the trick for him in Indigo. ...maybe Whaat knows something on this...

                                    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

                                      @al hart said:

                                      Here is a 3D Warehouse model where the house image was placed using Photo Match. Some renderers process it correctly and some renderers do not recognize and process the distorted texture.

                                      Any insight on how to process distorted textures 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

                                        @chris_at_twilight said:

                                        An export to Collada for the entire scene produces 1 undistorted texture and 1 distorted texture.

                                        How are the unique texture created? No API methods AFIK that dose that.
                                        Something they generate themselves in some external C code? Outside the reach for us mere mortal that only uses Ruby?

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

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                                        • W Offline
                                          Whaat
                                          last edited by

                                          @thomthom said:

                                          How are the unique texture created? No API methods AFIK that dose that.
                                          Something they generate themselves in some external C code? Outside the reach for us mere mortal that only uses Ruby?

                                          The texturewriter class will write pre-distorted textures. It is a lot of work to implement this in a rendering engine because you have to first determine which faces are distorted and create a unique material for each of them. As we have seen, this can result in LOTS of materials. I will probably add support to SkIndigo some day but I have not considered it a high priority. Very few users even mention it as a serious problem.

                                          It comes up most often when a user downloads a model from the 3DW that has been photomatched and then they try to render it.

                                          SkIndigo has had a workaround option for over a year (well before SketchUp added it as a standard feature). You can right-click on a face and go to 'Explode Distorted Texture'. It does the same thing as 'Make Unique Texture'

                                          SketchUp Plugins for Professionals

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                                          • W Offline
                                            Whaat
                                            last edited by

                                            @thomthom said:

                                            So it doesn't seem to be the case. Though, it is weird what Jeff describes - seems to do the trick for him in Indigo. ...maybe Whaat knows something on this...

                                            Very interesting thread. Thanks Thomthom for starting this discussion. So far, it has confirmed most of my theories.

                                            Unless the rendering engine can interpolate UV mapping using four anchor points, it can't be done without exporting a pre-distorted texture.

                                            The method of triangulating the mesh for the spherical mapping probably has something to do with how UVTools works. I believe that for faces with greater than three vertices, I call the position_material method with four points (which probably results in a very slightly distorted texture, but enough to mess up the rendering engines). For faces with three vertices, I call the position_material method with only three points so the texture is not distorted (at least not enough to notice).

                                            It is strange. Someone should test to see if the textures are distorted even for triangles after applying the spherical mapping. Maybe I'm wrong...

                                            SketchUp Plugins for Professionals

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