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    Any SU render engines that renders distorted textures?

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    • T Offline
      tomasz
      last edited by

      @adamb said:

      You can get a ok approximation by doing the projection at the vertices and then interpolating across the polygon in 2d (this is what LightUp does), or you can interpolate the 3-element texture coordinate and do the divide at each pixel which is slower but you'll get the right answer. Not sure there are many renderers that do that.

      SU is using OpenGL. Does it mean that SU, for its own 'rendering', does same interpolation and sends the 'unique' texture to OpenGL?

      Author of [Thea Render for SketchUp](http://www.thearender.com/sketchup)

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      • Al HartA Offline
        Al Hart
        last edited by

        @unknownuser said:

        SU is using OpenGL. Does it mean that SU, for its own 'rendering', does same interpolation and sends the 'unique' texture to OpenGL?

        I suspect so - it is a lot faster to create the distorted image as a bitmap, and then send it to OpenGL - rather than starting to sub-divide faces.

        Also, that would explain why SketchUp makes to pre-distorted image available to 3DS output and to us.

        Al Hart

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

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        • AdamBA Offline
          AdamB
          last edited by

          @unknownuser said:

          @adamb said:

          You can get a ok approximation by doing the projection at the vertices and then interpolating across the polygon in 2d (this is what LightUp does), or you can interpolate the 3-element texture coordinate and do the divide at each pixel which is slower but you'll get the right answer. Not sure there are many renderers that do that.

          SU is using OpenGL. Does it mean that SU, for its own 'rendering', does same interpolation and sends the 'unique' texture to OpenGL?

          No, it means SU sends 3-component texture coordinates to OpenGL and allows OpenGL to interpolate and divide at each pixel.

          But as Al says, given you can 'bake in' your projection to a unique texture once your happy, its not a big deal.

          Adam

          Developer of LightUp Click for website

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          • C Offline
            Chris_at_Twilight
            last edited by

            @adamb said:

            No, it means SU sends 3-component texture coordinates to OpenGL and allows OpenGL to interpolate and divide at each pixel.

            Just as Adam says, OpenGL provides methods not just for 2 coordinates (UV), but 3 and even 4. glTexCoord3f, glTexCoord4f

            http://www.TwilightRender.com

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            • thomthomT Offline
              thomthom
              last edited by

              I'm curious: for those render engines that renders distorted textures. What's the result if you add a bump map, like the one attached. Exaggerated bump so it's clearly visible.


              grid_bump.png

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

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              • Al HartA Offline
                Al Hart
                last edited by

                @thomthom said:

                I'm curious: for those render engines that renders distorted textures. What's the result if you add a bump map, like the one attached. Exaggerated bump so it's clearly visible.

                "True" bump maps, where you assign the bump as a second texture, do not work, because SketchUp gives you a pre-distorted texture, which then works with UVs of 0,0, and 1,1, to use for the main texture. But SketchUp does not give you information on how to distort the second texture.

                Here the carpet texture is distorted properly, but the bump map is not distorted.
                distorted.jpg

                "auto-bump" where a single texture is used for the color and for the bump map, does work, because the bump map is distorted as well.

                Here the bump map effect matches the distortion of the image in SketchUp.
                (The disgtorted SketchUp image was used as the bump map.)
                auto-distorted.jpg

                Distorted SketchUp Material
                distorted sketchup image.jpg

                This could be solved for multiple texture bump maps - but you would have to let SketchUp distort the main texture and then let SketchUp distort the bump map texture as well.

                Al Hart

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

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                • thomthomT Offline
                  thomthom
                  last edited by

                  @al hart said:

                  "True" bump maps, where you assign the bump as a second texture, do not work, because SketchUp gives you a pre-distorted texture, which then works with UVs of 0,0, and 1,1, to use for the main texture. But SketchUp does not give you information on how to distort the second texture.

                  That's what I suspected. Which is a problem.

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

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                  • Al HartA Offline
                    Al Hart
                    last edited by

                    @thomthom said:

                    That's what I suspected. Which is a problem.

                    If you are an IRender nXt user, we can probably write a routine to distort the bump maps for you.

                    If not you can still do it in Ruby. Write a ruby to use texture writer to replace the diffuse SketchUp texture with the bbmp map texture, then use texture writer to save the distorted bump map, then replace te original texture. Ditto for any specular texture.

                    Al Hart

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

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      But surely that will lead to crazy parsing times if you load and map a texture for each material layer for each distorted face in the model..?

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

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                      • Al HartA Offline
                        Al Hart
                        last edited by

                        @thomthom said:

                        But surely that will lead to crazy parsing times if you load and map a texture for each material layer for each distorted face in the model..?

                        Probably not so bad.

                        But if it does start to take too long, you could place the "Bump" versions of the faces in a different layer, which is turned off - and extract the faces when needed. This would save the time to load the material into SketchUp.

                        You can also use "Make Unique" on a distorted face. Then SketchUp replaces it with the distorted image mapped 1 to 1. If you did this with both the material and the bump map, you would have the distorted versions of both. We have considered placing the bump map on the reverse side of the face, so it would be easy to find.

                        Al Hart

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

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                        • M Offline
                          mhd
                          last edited by

                          Here is my guess what the Q value could be used for. Unfortunately I don't have time to test my hypothesis.


                          UVMappingGuess.skp

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            @mhd said:

                            Here is my guess what the Q value could be used for. Unfortunately I don't have time to test my hypothesis.

                            I don't really understand what I'm looking at here.

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

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                            • M Offline
                              mhd
                              last edited by

                              What I'm trying to say is this:

                              If you add Q*(Face Normal) to each of your points you get a new face.
                              If you align your texture to this new face but assign it to the old face it should be distorted.

                              PS: sorry for my bad English... I'm not a native speaker. 😳

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