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    SketchUp and KeyShot FOV and Focal Length don't match

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    • chippwaltersC Offline
      chippwalters
      last edited by

      So then, what do I do next? Use the Keyshot plugin button to export the file? Will it use your script or it's script?

      Currently working with Cross-Reality technologies

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      • D Offline
        driven
        last edited by

        steve beat me to it but hi ho...
        there just warnings, because we overwrite the existing one for the SU session...
        the advantage of testing this way is it's immediate and if it doesn't work you just trash it...
        the old one will load again after a restart...

        if it does work, you can move it to the folder and rename the old one or trash it...

        learn from the mistakes of others, you may not live long enough to make them all yourself...

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        • D Offline
          driven
          last edited by

          @chippwalters said:

          So then, what do I do next? Use the Keyshot plugin button to export the file? Will it use your script or it's script?

          it will use the last loaded script, i.e. my version...

          learn from the mistakes of others, you may not live long enough to make them all yourself...

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          • chippwaltersC Offline
            chippwalters
            last edited by

            Thanks.

            I did what you said, but the results weren't what was expected:

            1. ORIGINAL in SU (Focal Lenght 42mm, FOV 46.8 degrees)
            2. Using your plugin code. Note the FOV is different, but still not correct.
            3. ORIGINAL KS Plugin. Note the FOV is also different.

            http://dl.dropboxusercontent.com/u/3788438/3D/cameramapping4.jpg

            Currently working with Cross-Reality technologies

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            • D Offline
              driven
              last edited by

              you want post the skp [or PM...]

              learn from the mistakes of others, you may not live long enough to make them all yourself...

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              • chippwaltersC Offline
                chippwalters
                last edited by

                Here's the SKP
                https://dl.dropboxusercontent.com/u/3788438/3D/test.skp

                Currently working with Cross-Reality technologies

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                • D Offline
                  driven
                  last edited by

                  btw, so you know...

                  the only thing I change was a 'back up' for a SU shortfall

                   if cam_aspect == 0.0
                          cam_aspect = width/height.to_f.round(3)
                        end
                  

                  I you don't have a Advanced camera set, SU sets the aspect ratio to 0.0, which is crazy...
                  this bit of code just tell KS to use 16:9 in that circumstance...

                  I'll have a look at your skp...

                  learn from the mistakes of others, you may not live long enough to make them all yourself...

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                  • chippwaltersC Offline
                    chippwalters
                    last edited by

                    @driven said:

                    btw, so you know...

                    the only thing I change was a 'back up' for a SU shortfall

                     if cam_aspect == 0.0
                    >         cam_aspect = width/height.to_f.round(3)
                    >       end
                    

                    I you don't have a Advanced camera set, SU sets the aspect ratio to 0.0, which is crazy...
                    this bit of code just tell KS to use 16:9 in that circumstance...

                    I'll have a look at your skp...

                    Thanks again for your generous help.

                    I did look at your Ruby and saw that, and was wondering if there was anything else. I've written some Python scripts for Vue-Infinite, but don't know much about SU's api-- other than other plugins have figured this out-- and KS hasn't. I believe they first mentioned to me SU didn't have the correct api hooks to get an accurate camera from. That's when I mentioned all the other renderers have figured it out. They said they would take a look at it. Last time they said they'd work on the SU plugin it took them 2 years.

                    Too bad Thea and Vray are so damn slow compared to Keyshot. Of course, they both can do a lot more too!

                    Fwiw, here's an interior shot modeled in SU, and rendered in KS @ 1920x1080. Took a bit under 3 hours on my 2013 i7 iMac. Anyone think Thea can do that? If so, I have a license and can try. My early tests told me no, but then I'm not an accomplished Thea user.

                    http://dl.dropboxusercontent.com/u/3788438/argodesign/hyperloop/Renders/Coach.176.jpg

                    Currently working with Cross-Reality technologies

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                    • D Offline
                      driven
                      last edited by

                      that looks very well accomplished to me...

                      I think KS may ignore the 0.0, even though they extract it...
                      heres some code that I've been fiddling with to try and work out the variance...

                            model = Sketchup.active_model
                            camera = model.active_view.camera
                            position = camera.eye.to_a
                            direction = camera.eye.vector_to(camera.target)
                            up = camera.up
                            fov = camera.fov
                            aspect_ratio = camera.aspect_ratio
                            width = model.active_view.vpwidth
                            height = model.active_view.vpheight
                          
                           p [ position, direction.to_a, camera.up.to_a, fov, aspect_ratio, width, height]
                           
                      
                      model = Sketchup.active_model
                      view = model.active_view
                      target = camera.target
                      vector = target - position
                      
                      if vector.x>0
                        if vector.y>0
                          az = Geom;;Vector3d.new(0,1,0).angle_between(vector).radians
                        else
                          az = Geom;;Vector3d.new(1,0,0).angle_between(vector).radians+Math;;PI/2
                        end
                      else
                        if vector.y<0
                          az = Geom;;Vector3d.new(0,-1,0).angle_between(vector).radians+Math;;PI
                        else
                          az = Geom;;Vector3d.new(-1,0,0).angle_between(vector).radians+(3*Math;;PI/2)
                        end
                      end  
                      

                      the first one is just the same as KS pulls out
                      the second bit is trying to see how they arrive at the azimuth...
                      I remember reading some where that SU reads from the camera 'film' plane and you need to subtract the length to the lens 'plane', or similar... [I can't find the link]
                      the API has to much misinformation about all of this...

                      john

                      learn from the mistakes of others, you may not live long enough to make them all yourself...

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                      • chippwaltersC Offline
                        chippwalters
                        last edited by

                        Thanks for you help. I'll test your new code tomorrow when I get a moment.

                        The workaround I found seems to be doing the trick: Here's a model I built tonight and used a SU wireframe overlaid on top (autonomous mobile office meeting room for an article) and it seems to work pretty well . FWIW, the model is not complete...just WIP).

                        http://dl.dropboxusercontent.com/u/3788438/argodesign/FastCoOfficeOfFuture/OOFRenders/OOF01.192.jpg

                        Currently working with Cross-Reality technologies

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                        • reptilesliceR Offline
                          reptileslice
                          last edited by

                          Can someone please summarize the working solution to this SKP>KS FOV + focal length 1:1 export dilemma. Super irritated with KS. Thanks for your consideration!

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                          • chippwaltersC Offline
                            chippwalters
                            last edited by

                            Last I checked, the latest KeyShot plugin seemed to be working.

                            Currently working with Cross-Reality technologies

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