Polyreducer Experiments
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Extremely impressive how you master this domain of 3D modelling!
I am sure you'll make many Sketchuper happy, especially when importing from other 3D software.Fredo
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Looks interesting. What about keeping UVs for correct texturing?
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whaat
That is great. To be able to do this natively in SU will be very useful. I've tried a few poly reduction apps but haven't had reliable results with SU models.
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Pretty cool.
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You've gotta be kidding.
They don't even offer this (much needed) feature in Blender, C4D, or mudbox.
Awesome work!! -
Whaat, you seem to be a one man coding machine! is there nothign he cant do
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Whaat, amazing at what rate you keep producing these wonderfull scripts. It would be a real killer application if the mesh somehow could 'remember' its original number of vertices so that when it was exported to a real renderer (Kerkythea, Podium,Indigo,...)the original number of vertices would be exported. This 'remembering' state should ofcourse not affect the speed in SketchUp there only the simplified form would be taken in account. Probably wishfull thinking !! Anyhow, the one your making now would open up alot of (not native sketchup)components for use in Sketchup !! So keep up the good work !!
erikB -
Awesome! Don't quit this one (please), have some more $$$ here with your name on it if you bring this functionality to the SU table.
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whaat please stop playing with such childish tricks, and make something more demanding on your skills and talent: reverse polyreducer (user draws a rough shape and your script turns this into a beautiful and detailed component)
all right, am just kidding.
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Dear ErikB,
There is no need to reverse the process. Just save the component in its high poly form outside the model, use the poly-reducing script inside the model to speed up modelling, then re-load the high poly version before rendering. Sometimes, native Sketchup has the just the tools you need.
Kind regards,
Bob -
You could even just place the high poly components on another layer and have some dummy components on a layer and jsut switch between them for low poly/high poly.
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Wow, that's quite impressive! I'll certainly buy a copy...
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Awesome addition to your arsenal of must have plugins, well done mate.
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Geez Dale-- prolific is the word which comes to mind. Great stuff!
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Hi Dale, Well done! This will be a very useful plug-in.
Just a thought! Most of the time when I use a poly reducer
program, its because the model is so large that I have trouble
bringing it into SU in the first place.Mike
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Ah good point Mike
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I dreamt about a poly reducer that reduced by a slider, like an undo - redo function.
So I can place high poly objects into my scene, reduce them for the workflow and redo it by fixed renderscene - instead of replacing ....but it's just a dream -
Hi Dale (Whaat),
I love this idea of a SU polyreducer.
Some thoughts about this from a user perspective:
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Is it possible to have the plugin both as a standalone as being an add-on to Subsmooth?
That would reduce the amount of plugins in my menus... -
It would be great if the polyreducer could be combined with a proxy/instancing system so the low poly version can be used as proxy for high poly components.(The one in skindigo is a great start for that..). I am not sure if it is possible to make a 'universal renderable' proxy/instancing system no matter which render engine is used.
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It would be great if we could 'context click' (=right click) to use the commands of your plugins. I kind of miss this in the subsmooth plugin. (I know I can assign a key to a command but still...)
Cheers and good luck with the plugin. Looking good so far.
Kwistenbiebel.
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@pixero said:
Looks interesting. What about keeping UVs for correct texturing?
I can maintain material assignment but I don't think it will be possible to keep the UVs looking right. We'll see...
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