Some more questions
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@chippwalters said:
Wo3Dan,
Here one:
http://sketchup.google.com/3dwarehouse/details?mid=3bde59bd2cb2eb715953c2937bcaaf81
Chippwalter,
(Working on it, the "hardest" thing is to save steps to make things clear, not forgetting anything)
b.t.w. in 'Shadow Settings' you can adjust ligth/dark and especially in your case: Display (shadow): on ground. I disabled that for good reasons -
Yeah, sorry for leaving it on. I was rendering in Podium and wanted the shadows! BTW, do you know if there's a way to extrude a curved surface, or a curved path? Thx.
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@chippwalters said:
Yeah, sorry for leaving it on. I was rendering in Podium and wanted the shadows! BTW, do you know if there's a way to extrude a curved surface, or a curved path? Thx.
What I meant is not turning off shadow but just that "ground (Z=0) will not show shadow". Your floor is below Z=zero. It's "underground", so to speak. The shadow at groundlevel is in the way. See your scene5.
(camera W.I.P)
Extruding a curved face: no
Extruding along a curved path: yes(*)(*)
- the curved path is coplanar: no problem
- the curved path is 3D: the cross section of the extrusion will twist along the path.
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Huh. Didn't know about shadows not projecting below sealevel. Thanks for that. Podium didn't seem to mind and rendered just fine.
What I meant by extruding a path, was actually taking a path, and offsetting it, and stitching the polys in-between.
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Nevermind about the extrude curve thing. It appears the CurveStitcher plugin will do the job.
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Chipp, your question about the height of the camera gave me pause...but I still think I right(?). If you use the eyeballs to change your view you'll see the reference edges on the horizontal face and at the horizon move together, but if you use the orbit tool you are changing the height of the camera.
Keep me posted (though I keep expecting someone to point us to a ruby that will do this for us...and exactly! :`)
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OK, I looked at it. Thanks for doing this, but while I understand how to find the target, and the height offset, I'm not sure I follow the rest of your construction. You have constructed several polygons. Which came first? TIA.
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@chippwalters said:
Wo3Dan,
Here one:
(see previous posthttp://sketchup.google.com/3dwarehouse/details?mid=3bde59bd2cb2eb715953c2937bcaaf81)Chippwalter,
Here is your skp with one scene (nr.6) reproduced:
(click on C1, C2, C3 and so on till 'closup of target')http://sketchup.google.com/3dwarehouse/details?mid=7dca37346949e03d6887b7fa740aa743
Several tools you can use:
-From scene6 zoom in real close using the eyeglass (=Zoom tool), not your mouse.
This will let you pinpoint (mark) your target.
-The Walk tool will reveal the actual height from scene6 in the VCB
The camera is located on the line that I drew towards the little vertical line in the canon (CANNON?!?#)
The rest is pure constructial and a bit of trial and error to find the camera
Try to figure it out and let me know. -
OK then, maybe this is what you mean by "extruding a path" (see attached skp file).
You can also copy it along the z axis and hand stitch the polylines together but that's slower.
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@gaieus said:
OK then, maybe this is what you mean by "extruding a path" (see attached skp file).
You can also copy it along the z axis and hand stitch the polylines together but that's slower.
really great stuff in here.....
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Hi bonj (and welcome)
I hope you can find some useful stuff here...
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Yep, that does work for extruding a path-- though a bit convoluted. Perhaps SU can accomplish this simple task in the next vers?
I did talk to TBD and he says there's an easy way to identify the position of the camera using Ruby. So, I'm off to figure that out
Thanks everyone for your generous and helpful support!
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You can also just elevate a copy of the curve and then select both and use the curvstitcher.rb or the skin.rb to create the surface. The above method was only about one minute to accomplish however.
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@chippwalters said:
OK, I looked at it. Thanks for doing this, but while I understand how to find the target, and the height offset, I'm not sure I follow the rest of your construction. You have constructed several polygons. Which came first? TIA.
chipwalters,
By now you must be thinking: “this guy is cheating, he just copied that scene”.
I only do admit that in my previous explanation not every step is obvious.
Also, there I found the camera location by zooming out from the scene to be reproduced.
And then when seeing the use of the ‘Walk’ tool, revealing the camera height I new that I could do better.
Here is a slightly different approach that is quite accurate (maybe several mm off / over 50m).
The difference is that here I use a second target just in front of the camera.See this model (tutorial) in 3DW:
http://sketchup.google.com/3dwarehouse/details?mid=e0d6f7ff133ee676a6c3807188d6a98
But now I would like to know what the benefit might be for you to reproduce a scene?
What is your goal?
To me it was just the challenge and you ‘forced’ me to refresh my knowledge about the Zoom, Position Camera and Walk tools, so thanks!hope this helps,
Wo3Danp.s. You can also play the animation.
and toggle between first scene "(STANDARD SETTING (N))" and scene "reproduced camera location" to see if they are different. Hard to tell! -
Yes, that's much clearer, and simple as well. Thanks a bunch for doing that. The reason I want the camera pos, is because I want to light a scene for a Podium render, and I'm used to lighting scenes with a 4 view and camera being shown.
TBD tells me there's a way to do this via a Ruby script-- I may check that out too.
Thanks a bunch for spending the time to enlighten me. It is VERY appreciated!
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chippwalters,
Yes, I forget to mention that possibility.
I don’t even know if there is any such ruby but it should not be that hard to reproduce a scene since that data is saved with the model. The only thing is you have to know where to ‘look’ to fetch it.
I enjoyed doing this.success,
Wo3Dan
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