[Plugin] SU2POV for GSU6
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I thought I did as I downloaded yesterday. Perhaps a bad link exists. That's the benefit of having the version level listed in the menu.
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Hi Didier, a brief follow up.
I haven't had a chance to try the new options except the render with Alpha Channel and I do like that a LOT; I still can't believe that SU isn't capable of doing this natively with their PNG expoxt filter.
What I can tell you is that the two light tools do work for me ONLY IF:
- I import each of their two respective .Skps FIRST so they are registered in the model's component library.
- Then, after selecting a tool from your menu, pressing ESC. This allows the scripts to respond to subsequent mouse clicks.
I am not sure if #1 is related to what the user's default component directory is or not or if it has to do with SU's installed location (mine is C:\programs\SketchUp 6...) .
Could you include the script's version number in the end of the script name listed in the Plugins' Menu? That would help identify if the latest version has been installed.
Hopefully, I can be more deligent this weekend and re-try all the settings of your lastest release.
Regards, John
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Hi John,
@unknownuser said:
- I import each of their two respective .Skps FIRST so they are registered in the model's component library.
- Then, after selecting a tool from your menu, pressing ESC. This allows the scripts to respond to subsequent mouse clicks.
I am not sure if #1 is related to what the user's default component directory is or not or if it has to do with SU's installed location (mine is C:\programs\SketchUp 6...) .
All this is fixed now. The compos are loaded from a path relative to the Plugins folder, which Ruby can find by itself. So no matter where your SU main folder is, it MUST load components if they are not already present in the model. I've tested it hundreds of times believe me...
BTW good idea to put the version number in the menu -
I tried downloading again and I see no difference in the light tools and no version level in menu description so I can't verify if I am downloading the wrong version.
Can you post the zip here ... at least temporarily until Monday?
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John put time-slider in the right end at shadow-toolbar and export with lights
and some explanation in POV sample scenes and help-system too...Strange, i haven't esc-effect...
![my "crappy" light-test(skp-balcony scene)](/uploads/imported_attachments/tCIb_testl.jpg "my "crappy" light-test(skp-balcony scene)")
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Didier, thanks for posting the .Rb.
The component lights are now being found, I no longer have to manually import them prior to using the script,and the version level is displayed.
I still have to press the ESCAPE key to initiate creating the lights with mouse clicks, however.
Questions (of course :}
**1-**In your documentaton you mention that the Sun is automatically "shut off" at night. I had assumed that was when the model was Set to Use Sun for Shading, but this happens as well when it is not set for Use Sun for Shading and also when the rendering setting of Lights is set for lights only. Is this what you intended?**2-**I was curious what the default is for when the script is turned to night mode. Is it a prescribed amount of minutes before the sunset time listed in the Shadows Dialog?
**3-**In your documentation you show the Sun actually being rendered in the sky. How is this done, is it automatically placed (per SU's sun position) once the script is run the first time for a model?
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Hi John,
@unknownuser said:
I had assumed that was when the model was Set to Use Sun for Shading, but this happens as well when it is not set for Use Sun for Shading and also when the rendering setting of Lights is set for lights only. Is this what you intended?
I never noticed any difference with that checkbox ticked or not. Here is what the SU help says: "Click on the Use Sun for shading checkbox to shade the faces of your model based on the position of the sun. SketchUp uses standard shading that follows the camera when Use Sun for Shading is not enabled."
Not correct, at least by me: no standard shading that follows the camera. It makes no difference, that's why the script doesn't take care of it...@unknownuser said:
Is it a prescribed amount of minutes before the sunset time listed in the Shadows Dialog?
Almost. The script calculates the "slope" of the sun rays and when it is less or equal than 0 radians it considers that it is night time (sun rays slope is negative during the night because the sun is "behind" the ground). Between 0 and 0.2 radians the color of the sun light is slightly modified (at sunset or sunrise).
@unknownuser said:
In your documentation you show the Sun actually being rendered in the sky. How is this done, is it automatically placed (per SU's sun position) once the script is run the first time for a model?
This is done this way: the script evaluates the angle between camera direction and sun rays vector, and calculates wether the sun is in the field of view or not. When it is, the component "su2pov_sun" is inserted at the right place, then removed after the export is finished. The component uses a png image that goes from white to transparent to mix the sun with the sky color.
Regards,
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Thanks, Didier, for the feedback.
"..When it is, the component "su2pov_sun" is inserted at the right place, then removed after the export is finished. .."
Very clever programming.
Regards, John
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@jclements said:
Thanks, Didier, for the feedback.
"..When it is, the component "su2pov_sun" is inserted at the right place, then removed after the export is finished. .."
Very clever programming.
Regards, John
+1!
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Great plugin. Question. How does the plug in know what surface is glass for glass finish?
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Hi,
If opacity is less than 100% the scripts considers this is a transparent material and applies a glass finish, if it is set in the rendering options.PS: i'll publish a 3.2. release soon with a basic material editor.
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Hi Didier!
I have unzipped su2pov3 and installed su2pov_24_setup.exe. I've also been able to export to POV-Ray and I'm a happy user of that part already now. But installing the 2.4 version gave me the su2pov buttons also. My problem is that I get an error message using the buttons. The program can't find the components (su2pov_spotlights.skp, su2pov_tree.skp etc.) and I can't find them in the installation or in any zip file. Where do I find them? Or should they be in the 3.2 package but happen to be missing?
Another question: Is there a function for making a component a "piece of glass", i.e. give all its faces an interior definition with a IOR? Right now I'm doing it the hard way, pasting a "stolen" interior definition and references into the pov file, but there must be a simpler way...
Thanks for a great job!
/Rickard
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Hi,
Release 3.2 and relase 2.4 are different, you guess. DON'T install 2.4 AFTER 3.2 !!! -
Hi again,
Yep, I do understand basic version numbers... But installing just the 3.2 version did NOT give me the buttons and component folders, so I tried installing the 2.4 anyway (even if it is an older version). So my question is: Is something missing in the 3.2 installer when I can't find the button toolbars and components? Or is the file su2pov_materials.exe supposed to install them? The problem is I get the following error message trying to run it:
Line -1:
Error: Array variable has incorrect number of subscripts or subscript dimension range exceeded.
Regards,
Rickard
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Hi,
@unknownuser said:
Is something missing in the 3.2 installer when I can't find the button toolbars and components?
There are no toolbars and no icons in 3.2. Maybe in 3.3
su2pov_materials.exe is an executable that runs from within SU when you edit pov-ray material properties.
Regards, -
OK, that explains why...
Is it possible to get the 2.4 versions lights, 3D trees etc. somewhere? Or is a 3.3 version coming soon?
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dear Didier . thanx for your nice jib on improving SU2POV.. and waiting to have v3.2beta ( material editor problem resolved )
. v3.2 was a great improve !!!
yours kindly -
Dear Didier, Found this tread and after moving a copy of the su2pov folder into the components folder I am now able to use "lights" with the "esc" key.
I am still unable to "edit pov-ray" finishes. When ever I try to "apply" a change, a ASCII file titled "Program" is created in the root directory. The contents of this file include the selected changes. Apparently the file is not being saved in the proper location. (I discovered this file when I booted the computer and the boot process reported the file, requireing that it be renamed) When I again attempt to access the "edit pov-ray" menu, the menu would not open until I clear the file "Program" from the root directory. The title of the "edit pov-ray" menu is "Files/Google/Google". Is that right? I currently have su2pov.rb and the su2pov folder in the "plugins" folder. In addition, the su2pov folder is installed in the "components" folder.
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Hi,
Thanks for the bug report. I also had a file on c:\ named "program" and never though it was my own script that did it ! Seems you've tracked the bug I'm on for a long time !
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