[NEW]Sketchup 2 Vue
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@dburdick said:
(4) We thought about this, but felt that it wouldn't be too useful unless we could provide some real-time preview in Sketchup of how the lights would look in Vue. Otherwise, you could spend a lot of your time going back and forth between the apps to "tune" the lighting. Thoughts?
In exporting to Thea I have all my lights added in SU using Twilight lights: I know, I know - not really a good workflow and requires having Twilight, but.....When I get into Thea I group all the lights with the same name and modify them and see what they look like until I get it right without leaving Thea.
The point is, if one could add a Vue light proxy in SU and then group proxies that have the same name, then adjust them in Vue, wouldn't that be the same thing (without having to have an intermediate program e.g., Twilight).
My facility models have up to 75 lights or more! They are components in SU.
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Getting on well with Vue 9 ple today it opend .vob files exported out of SU8, just can't load into Vue 9 complete. This is pretty irritating having spent so much money. Any suggestions?
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@bob james said:
It's really strange: I have both Vue 8 Complete and Vue 9 Complete.
I can export from SU into V8C just fine, but the same model winds up being just a sphere in V9C.
It seems to me that there is a bug in V9C.
Hi Guys,
There indeed appears to be a problem with a speficif Vue 9 Complete build and importing .vob files. The build number is 9005403. We are looking into this and will most likely have a new build up soon to download.
Also, there is a new version of the SU to Vue Exporter 1.1 avaialble for download from your C3D account. It's a free update that fixes issues with large models and corrupt textures.
Dave
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Great news, Dave, but...
I've gone to my C3D account, but see no obvious way to download the update.
I did a search for SU to Vue and it led me to your post: the link on the post sent me to a page to buy it.Edit: My SU2Vue came as a part of the Vue 9 Complete Bundle - I didn't buy it separately: is that the problem?
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It's really strange: I have both Vue 8 Complete and Vue 9 Complete.
I can export from SU into V8C just fine, but the same model winds up being just a sphere in V9C.
It seems to me that there is a bug in V9C.
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@bob james said:
Great news, Dave, but...
I've gone to my C3D account, but see no obvious way to download the update.
I did a search for SU to Vue and it led me to your post: the link on the post sent me to a page to buy it.Edit: My SU2Vue came as a part of the Vue 9 Complete Bundle - I didn't buy it separately: is that the problem?
Hi Bob,
There's a new update of Vue 9 complete coming out next week which should have the updated plugin as well. In the meantime, drop me an e-mail and I'll send you a copy of the plugin:
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@dburdick said:
There's a new update of Vue 9 complete coming out next week which should have the updated plugin as well.
dburdick@e-onsoftware.comHi Dave are we still on for the update this week?
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Many thanks Dave, the new build works really well. I have something I actually want for Christmas now!
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What about the update to SU2Vue?
Where do I download that in the future? -
Does this bug solved in SU2Vue Exporter? Using via .3ds or .obj export method it is impossible to use texture displacement on sketchup surfaces
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@starlex said:
Does this bug solved in SU2Vue Exporter? Using via .3ds or .obj export method it is impossible to use texture displacement on sketchup surfaces
It looks like your base model is too low poly for such high frequency displacement. Have you tried just using bump?
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Vladimir from Geekatplay has posted some excellent SU2Vue tutorials. I found the "Working with textures" tut very helpful
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In general (don't have much experience with vue) displacement does require a good mesh topology. Something like this if triangulated (quad faces are even better). Perhaps need more sub divs.
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@notareal said:
In general (don't have much experience with vue) displacement does require a good mesh topology. Something like this if triangulated (quad faces are even better). Perhaps need more sub divs.
Why are quad-faces better than triangles?
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What Solso asked there - turning a mesh into quads - I recently replied to a similar thread where I mentioned that Quad faces in other applications are often different in that they are not limited to being co-linear. Internally they are triangulated, it's just the application that treats two triangles as a quad and simplifies the presentation tot he user so you get a more predictable mesh.
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Ah - that post was also from Solo... http://forums.sketchucation.com/viewtopic.php?f=323&t=33895&p=297883#p297883
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It's later more demanding to go from tris to quads, if you happen to export mesh to a program that uses quads.
For rendering quads are not particular critical as most render engines do use triangulated meshes. But even then if mesh is triangulated and is not dense enough and render engine have some issue with geometry smoothing, smoothing artifacts may appear when "poles" or "spikes" are present. Using quads for modelling should prevent this, even if mesh is later triangulated. This topic might be good to look http://forums.sketchucation.com/viewtopic.php?f=18&t=33894
I do believe that if Starlex where modelling with quads in the beginning, he would not had those displacement issues. -
Requirements for displacement are similar than in Subdivision Modeling (Displacement essentially needs to subdivide the original mesh). Considering SU limitations with quads, it might be best to model quad-like manner, like you suggest in the other topic, and then avoid need for co-planar quads. Anyhow, basic issue in earlier displacement problem is in the poor mesh topology.
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@notareal said:
I do believe that if Starlex where modelling with quads in the beginning, he would not had those displacement issues.
this is it, but I can't imagine how it will be with arcs...
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@starlex said:
@notareal said:
I do believe that if Starlex where modelling with quads in the beginning, he would not had those displacement issues.
this is it, but I can't imagine how it will be with arcs...
If you know that you are going to use displacement, use some lofting tool like in this tutorial http://forums.sketchucation.com/viewtopic.php?f=18&t=34018 You will automatically get reasonable good topology.
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