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    What about procedural shaders/materials for SU 9?

    Scheduled Pinned Locked Moved SketchUp Feature Requests
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    • D Offline
      define
      last edited by

      What about procedural materials/shaders for the pro version?

      at least for gras, sand, asphalt, concrete, tiles and stuff like that.
      no more seams on greens and streets πŸ˜„

      It could be an alternative to UV-mapping in many cases and todays procedural shaders are
      capable of producing truly photorealistic materials. We could then share these
      via 3d-warehouse. What about the 'darktree'-symbiont shader system or similar.

      Download_Simbiont2

      favicon

      (www.darksim.com)

      One more - > 'fog' is a nice feature, but 'real depth of field'
      would be unprecedented. I'm not talking about photorealism, but this
      would truly enhance 'style-builder'-shaded pictures as well.
      If not possible to realize in realtime, it might as well be an 'after effekt'.

      Alongside with this, SU should have a much better AntiAliasing,
      when it comes to large pixel-exports, but also for the UI/workspace.
      A very bright example is Michael Gibsons 'MoI3d.com' > MoI.
      Perfectly antialiased lines even with low-cost grafic cards.
      Please contact him for licensing or advice πŸ˜„

      Its a very common workflow to set up your scene-cameras and
      then start making screen-captures with one of the many apps you can
      find around. 'The 'shots' are then put together to multipage-presentation
      pdf-files on the fly via clipboard. I use 'Xara designer' by the way to
      accomplish this easily.
      That's why antialiasing counts.
      Full HD resolutions (1900x1080) are high enough to let you produce
      nice Prints up to DIN A3 formats.

      best

      define

      posted this in 2010 already for V8

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