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    Sketchup 7?

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    • I Offline
      ilay7k
      last edited by

      I share skp's intall dir and find it Program Files\gsu6pro\glcards.dat
      with this info

      // Case doesn't matter.
      // Partial strings are enough to make a match.
      // HW == Use Hardware OpenGL
      // SW == Use Software OpenGL
      // any|ANY matches any Renderer.
      // Format-
      // Acceleration|Vendor|Renderer|Support File
      
      // Defaults first.
      HW|ATI Tech|any
      HW|NVIDIA Corp|ANY
      
      // Then Specific cards.
      //SW|NVIDIA Corp|5200 
      

      How it work?
      Why?

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      • K Offline
        kwistenbiebel
        last edited by

        Sketchup will make use of all 8 cores (just not optimised which makes a big difference).
        So you won't be running Skethcup with 1/8 of your CPU(S) power.

        However, the multicore architecture makes it possible to 'split' several tasks and spread them over the 8 cores in an optimal way . Your software needs to be adapted to that and the code optimised.
        Skethup isn't written that way so in no extent optimised for multicore.

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        • thomthomT Offline
          thomthom
          last edited by

          Not everything can be made into multicore. Some task simply can't be split into multiple threads.

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

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          • jujuJ Offline
            juju
            last edited by

            What I've done is to assign my apps to certain cores. The program needs to be running when you do this.

            Windows only:
            Open up Windows Task Manager (ctrl+alt+del - once only) > go to processes tab > select process > right click on it and a window will open up with the following options: End Process / End Process Tree / Debug / Set Priority / Set Affinity. You select the "Select Affinity" option > a window opens that shows you the number of cores your machine has, starting at zero up to whatever a quad core machine will show you 0/1/2/3). Make sure the cores you want the process to run in are selected.

            That is it!

            Save the Earth, it's the only planet with chocolate.

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            • F Offline
              Fletch
              last edited by

              SIMPLE FIXES TO THE GUI DESPERATELY NEEDED FOR SU7:

              ability to resize the %$#@ scene dialog. If you have more than 7 scenes, EVERY TIME you change a name of a scene in the dialog as it is now, when you hit <enter> it jumps back up to the top of the list. Some animations I have more like 40 scenes! Now I have to manually scroll all the way back down the list... ๐Ÿ˜ž

              Keep my focus on the model window PLEASE PLEASE PLEASE PLEASE PLEASE. It drives me absolutely in%$#@sane that every time I go to paint a material the focus of my keyboard input jumps to my materials pallette. So after choosing the paintbucket, if I hit any of my 100 shortcuts it actually starts changing the name of the material or the size of the .jpg of the material or some $#@% thing in the material editor. ๐Ÿ˜ก ๐Ÿ˜ก ๐Ÿ˜ก

              I have a quad core Boxx and a $900 top of the line Vid. card. When I go to save a .jpg w/AA at 2800px with Shadows on, and all sorts of geometry, textures, etc... it can take up to 2mins to export the .jpg ๐Ÿ˜’ So I echo all other comments on multi-core processing support for rendering animations and stills...

              sorry for the anger... I've just finally had enough today... some days I can spend more than 12hrs/day on SU for many days in a row... so these things are very important little things that really kill an experience.

              Fletch
              Twilight Render Cross-platform Plugin for SketchUp on PC or Mac

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              • T Offline
                tomsdesk
                last edited by

                Fletch...
                Dead on with #2 (pun demanded :`) drives me nuts!!!
                #3 is more of an SU6 thing (I mainly use 5, but have been exporting some out of 6 for the sketchy edges: a 30sec export in 5 will take twice as long, at least)...so I sure hope they fix what they broke!!!
                #1...as little as I've used 6 this has still been a pain!

                Hoping for a 7 as good as 5...

                http://www.tomsdesk.moonfruit.com/
                2.5D Trees & Shrubs!

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                • U Offline
                  Unknown Target
                  last edited by

                  PLEASE give us animation and organic modeling support! Beveling edges would also be great. Also, optimization for handling high-poly models with large textures would be a great addition as well.

                  Also, for the "Follow Me" tool, could we have it where we can assign multiple lines on one face to multiple lines. So for instance, if I want to extrude a face along a curved line, I c an also set the bottom of that face to extrude along a straight line, so I can actually create the top and bottom of the shape. Does that make sense?

                  EDIT: You know what would be amazing as well? Being able to extrude lines. Let's say I create a complex 2D line and want to create a 3D object, but don't want to close the shape. I'd love to be able to pull the line out like I was push/pulling a face.

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                  • B Offline
                    Boogster
                    last edited by

                    @unknownuser said:

                    I have no idea what's going to be in SketchUp V7. My money would be on these features:

                    • Features that are aimed at the populace and that make it easy for them to populate Google Earth
                    • Annoyances and bug fixes fixed
                    • Dumbing down hard to use features
                    • Dare I suppose it.... lockable .skp files
                    • Fat Faces perhaps

                    Todd

                    And don't forget the 3D Warehouse that is needed to be supported from other browsers, such as Firefox. It only supports IE. ๐ŸŽ‰

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                    • CraigDC Offline
                      CraigD
                      last edited by

                      @boogster said:

                      @unknownuser said:

                      I have no idea what's going to be in SketchUp V7. My money would be on these features:

                      • Features that are aimed at the populace and that make it easy for them to populate Google Earth
                      • Annoyances and bug fixes fixed
                      • Dumbing down hard to use features
                      • Dare I suppose it.... lockable .skp files
                      • Fat Faces perhaps

                      Todd

                      And don't forget the 3D Warehouse that is needed to be supported from other browsers, such as Firefox. It only supports IE. ๐ŸŽ‰

                      Noted. A workaround is that you can access the 3D Warehouse via Firefox (or Camino) and upload and download to your heart's content. We've added an Upload button to the 3D Warehouse...all you have to do is log in.

                      Hope that helps!

                      And all of the other feedback is great! Keep it coming! We're listening! ๐Ÿ˜„

                      Cheers,

                       - CraigD
                      

                      Google SketchUp

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                      • A Offline
                        alexander
                        last edited by

                        What i like to see in a new version is:
                        an easy way to get from a 3d the 2d vieuws in layout
                        Like iso / rightvieuw / topvieuw etc. and a easy way to do the measuring in the same.

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                        • C Offline
                          crc
                          last edited by

                          Most things I think should be addressed have been mentioned here; ie, higher poly-count modeling, better curves, stronger "engine" underneath with fewer crashes.

                          A few tweaks I'd like to see that I've been trying to keep track of in my daily workflow:

                          edit:DOH!

                          -ability to view components/materials with the thumbnail and the name of the component beneath it. I know that if you hover over it, the name pops up, but this doesn't work that well, sometimes it hangs on one of the components displaying it's name even when I move to another component and sometimes it takes a long time to show the name. just doesn't work that well.
                          also, ability to sort alphabetically/numerically in this list.

                          -ability to drag and drop the scene tabs where I want them, and to double-click on a scene tab to rename it. I know about the scene dialog box, but why go to a dialog box what could be done right in the modeling window? also, you have to sit there clicking the up and down arrows to re-order the scenes. Sometimes I have quite a few scene in my models.

                          -I am a big fan of the Outliner and would like to see it enhanced. Not sure exactly what those enhancements would be ๐Ÿ˜„ but it is a great tool!!

                          -I'd also like to see the "Flip Along" command change with the axes of the component. As it is, it stays with the global axes.

                          • don't see a need for a renderer, there are some great ones out there that work well with SKP!

                          These are just a few, I'm sure there are more. ๐Ÿ’š

                          http://www.motoclip.net

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                          • C Offline
                            cdubea
                            last edited by

                            I would like to see local help. I do a lot of work not attached to an internet connection and this makes help a non-entity.

                            chris

                            http:www.dubea.orgchris_small.jpg

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                            • T Offline
                              Tim Danaher
                              last edited by

                              Support for multi-threaded OpenGL:

                              Link Preview Image
                              Mac Gaming and Multithreaded OpenGL

                              Arstechnica and InsideMacGames write about some OpenGL optimizations which were privately announced at WWDC two weeks ago. According to the...

                              favicon

                              MacRumors (www.macrumors.com)

                              I'm hoping this would make the glacial animation export faster...

                              Support for 'baking' shadows into a material's texture. It would get rid of the reverse-flickering shadows problem. I started a thread about it here:

                              301 Moved Permanently

                              favicon

                              (www.sketchucation.com)

                              Fix the ยขยขโˆžโˆžยถโ€ขยชโ„ขโ„ข Mac Outliner. It blows chunks.

                              Cheers,

                              Tim

                              http://vizarch.blogspot.com

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                              • soloS Offline
                                solo
                                last edited by

                                Did I mention tools for organic modeling? ๐Ÿ˜‰

                                NURBS!!!

                                All I ask is for nurbs and higher poly support for them.

                                http://www.solos-art.com

                                If you see a toilet in your dreams do not use it.

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                                • R Offline
                                  remus
                                  last edited by

                                  hahaha, 'all i ask for is NURBS', you make it sound so easy solo โ— not that i know anything about programing...

                                  http://remusrendering.wordpress.com/

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                                  • T Offline
                                    Tim Danaher
                                    last edited by

                                    Solo --

                                    another thing about 'Fat Faces', is that a component would cut both faces of a wall automatically...

                                    Cheers,

                                    Tim

                                    http://vizarch.blogspot.com

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                                    • soloS Offline
                                      solo
                                      last edited by

                                      I have heard much talk about 'fat faces' but do not know what it's all about, do you have more info for me?

                                      LO @ discussing fat faces and then seeing your avatar.

                                      http://www.solos-art.com

                                      If you see a toilet in your dreams do not use it.

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                                      • R Offline
                                        remus
                                        last edited by

                                        feel free to correct me anyone, but as far as i know, fat faces are basically solids, so not made up of lines and faces, as is the case for everythign else in SU.

                                        http://remusrendering.wordpress.com/

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                                        • GaieusG Offline
                                          Gaieus
                                          last edited by

                                          Well, as I read about an article of a 2006 basecamp (if I'm not mistaken), they have been planning this for a while. But in SU it wouldn't be achieved as real solids, as I read, but by assigning thickness to certain materials.

                                          I don't know however at what stage this development is. Then it was still a discussion about the (future) release of SU6. Certainly not every new idea and wish can be incorporated into every new release.

                                          Gai...

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                                          • G Offline
                                            Gjenio
                                            last edited by

                                            @solo said:

                                            Did I mention tools for organic modeling? ๐Ÿ˜‰

                                            NURBS!!!

                                            All I ask is for nurbs and higher poly support for them.

                                            Totally agree with SOLO.
                                            In another tread I wrote the following:

                                            Sketchup 7 whishlist:
                                            1- Improving dwg export: something to recognize arcs and circles in your model and trasform them in true arcs or circles. And the possibility to export shadows as hatches (so...vector shadows)
                                            2- Improving section tool with something that can manage edge thikness and hatches (more than SectionCutFace.rb)
                                            3- Layout must be somthing like AutoCAD Layout sheet with possibility to insert dimensions and to edit your 2d drawing accurately
                                            4- Ability to join together edges and trasform them in a continius path that can be modifyied and stretched like a Bezier.
                                            5- In sandbox tools the smoove tool would have the same capabilityies of the sphere modelling tool in MODO (a 3d modelling sw)

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