Vue 7 Infinite
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Bruell
Can you send me the model in .skp or .vue and let me see if the problem exists on my side, if not then I can send it back to you ready for you to carry on working.
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Solo,
good for you if you are able to just move on.... on my end here the problems e-on software has put on to my business are still not solved.
As I mentioned before, in the lost realms of this forum, my scene imported into VUE6 I works perfectly smooth, and I'm able to add the vegetation.
However, In VUE 7I, which i was forced to buy instead of VUE6I, I am not able to even move the Camera.
e-on software has admitted the problem, but they are saying, I will have to wait until the BUG fix is out.So, I'm not moving on yet!
And I want to add another issue here, I've been looking at the brick texture of the above post.
I am wondering, has ayone here got a solution to the brick texture looking funky???????
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Charlie, I enabled the background draw thread and it worked and also once I exploded the original model, it also solved the scattering issue. Solo, it's also good to know that Vue 7 can import files without having to explode as that can be quite time consuming on larger files. Thanks to both of you. I'll now give Vue a thorough test and may well buy Vue 7.
As for the 54 styles, I was playing around with them but didn't realise it was that many! More importantly, I have to admit that it's never registered with me that you can purge styles . It just shows you that you can always learn something new no matter how long you've been using Sketchup. I think I'll have to review some of my other models and I think I can see a speed and model size improvement on many of them as I use styles a lot. So thanks for that too!
Kenny
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Solo, I'd love to send you this file, and I very much appreciate your support, but unfortunately, the work I'm doing is highly confidential.
If you like, try importing several elaborate sketchup buildings into a scene add some landscaping/vegetation (I used the Date Palms)and see what happens.
Be assured, that all my sketchup models consist of minimal faces and are all purged, so there is no unnecessary contnet.
I will find a building in my files later on, that I then will put into a VUE 7 scene and that i am able to share. but for now I have to reactivate VUE 7, since it tells me that the activation code I used Yesterday is no longer valid, and i have to reactivate the program.
cheers,
Bruell
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Bruell
I understand the confidentiallity thing as I too get projects that I cannot share, show or display online. I can say that recently I was able to open a very complexed model of a water treatment facillity, with a terrain that was assembled using Civil 3D and 3 phases ranging 40 years progress. The model was 78MB in SU and when imported and vegetation added, the final Vue model was just short of 2 billion polygones. Vue handled it very well in fact.
As for the reactivation notice, I too had that in the beginning, the problem on my side was that I was using Vista and I needed to right click the application .exe and choose 'run as administrator' then insert my serial and activation details, after that I never had to do it again. -
I see,
you work in Vista,, may be the whole issue is due to the fact that I'm using xp 64 pro as OP-sys.
My scene has 3.5 billion polygons but some other scene with 1/100th of the amount of faces had the same issue.
I would be able to install the VUE7I onto my vista home premium.... but still, I want it to work on xp and e-on admits to the problem.
I just wish I could work on VUE 6 until this issue is solved.
Don't you think, that they should at least let one choose until all issues are solved to buy and work with the yet fully working version of the software?
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Bruell
I have Vue 7i also installed on two XP pro machines as I render my animations using cows and they are all stable and working correctly.
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Solo,
I'm tempted to send you the file, It's only 26mb..... .
But this is not the only one that causes the slow down.
Just strange that with the same scene, I don't have this slow down issue in VUE6I PLE
edit:
Solo how's about this, do you have a large scene, from sketchup, imported into VUE7I that i could test run on my system?
this way I would be able to see if and what is going wrong here on my end.would be interesting to see if one of our scenes give me a problem here...
Okay Solo, you've gone quiet, but try this 3ds file from someone who hase the same problem as I have from the E-on web site.... don't know how to attache a file here
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@sheik said:
How about the improvemts in workflow from SU to Vue? I wasn't too happy with that in Vue6. Can I now make a model in SU, like an large scale urban plan, and then (comfortably) populate it with ecosystems etc.?
@solo said:
Yes you can, even with 6 it was possible (see my site for examples)
Vue is really cool, but I have this question that is an absolute bottleneck I haven't come up with a great answer for. In that such questions are probably meat for a Vue forum, the fact is, Sketchup was created for architectural purposes, not for fantasy landscapes, therefore how Vue interfaces to make Sketchup an incredibly powerful architectural tool is to me of stellar importance.
Question:
I have yet to find a convenient way of dealing with urban/residential lawns in Vue wherein one can populate with live growth plants, a geometric area 'ecosystem' with 'grass' and end up with a neat, manicured lawn that doesn't also want to bleed over a foot and a half into sidewalks and streets.
The idea of planting, resizing, and rotating individual objects until the area is filled and not spilling into the concrete is really an impossibility within the parameters of any commercial project.
Is there a way to do this that I don't know?
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Whitney, the easiest way to achieve that is to select the mesh that you need populated with lawn (best way to do that is when in SU you apply a color to both sides of face and give it a name like 'lawn'. then once model is imported into Vue you split model by textures in model properies then select the 'lawn' mesh and copy and paste it on a new layer (delete original). now select grass mesh and and apply a base texture and ecosystem, because only the grass is selected and on a seperate layer it will not bleed over onto other geometry.
Hope this helps.
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Thank you for your effort in attempting to help me understand, but I still don't get it.
I have imported the model, broken it down into it's various object components, copied the 'grass' object,
pasted it onto another layer, and deleted the original grass object on the first layer. Next I changed the object
to an ecosystem and populated it with a livegrowth grass object.In the examples below, you can see that the grass ecosystem ignores the perimeter selection that was made and
simply grows wherever it wants within the parameters of it's own specific design footprint. The only way I have gotten close to containing it is to make the scale so tiny that it encroaches more like an inch instead of a foot.I am also attaching a pic of the layers for your review.
What am I doing wrong, or not doing?
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@hombre said:
Thank you for your effort in attempting to help me understand, but I still don't get it.
I have imported the model, broken it down into it's various object components, copied the 'grass' object,
pasted it onto another layer, and deleted the original grass object on the first layer. Next I changed the object
to an ecosystem and populated it with a livegrowth grass object.In the examples below, you can see that the grass ecosystem ignores the perimeter selection that was made and
simply grows wherever it wants within the parameters of it's own specific design footprint. The only way I have gotten close to containing it is to make the scale so tiny that it encroaches more like an inch instead of a foot.I am also attaching a pic of the layers for your review.
What am I doing wrong, or not doing?
Under "density" tab in the material editor, try to adjust the "decay near foreign objects" value.
That might get you the result you wanted:) -
It is better to activate in the same tab Force regular alignment of instances
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Thank you Karmoh for your suggestion on decay near foreign objects, and Sliner for your suggestion about 'Forcing regular alignment of instances' and your example which showed me it could be done simply.
I have taken these 2 pieces of advice and after playing with the sliders have arrived at the solution, which also involved the idea of using a ONE plant module ecosystem, instead of a 'bunch of grass', which I am assuming would NEVER contain itself within a prescribed border, but would rather center its' mass within those boundaries, leading to overlapping onto other surfaces.
Thank you all once again for your help.
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Thank you for the sample grass objects Sliner.
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Back with another question.......
How does one go about making brick soldier coursing, rowlock and arches ( for use above windows etc. ) in sketchup and then translating that into vue?
I have been making individual bricks to represent this in sketchup, which is nuts enough, but translating that into vue becomes a monster which I don't seem to have the brain muscle to figure out...does anyone know how to do this?
Thanks in advance for showing me the magic button.
LOL
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It comes down to UV mapping, no matter how you skew or distort a texture in SU it will render accordingly in Vue.
The problem here is SU, there is a few UV tool that Thomthom has created which may assist you in mapping the textures as you need (I just cannot remember the names to search it), anyway once you have them orientated in SU as you need then they will import into Vue no problem, and without creating millions of unique textures. -
@solo said:
It comes down to UV mapping, no matter how you skew or distort a texture in SU it will render accordingly in Vue.
The problem here is SU, there is a few UV tool that Thomthom has created which may assist you in mapping the textures as you need (I just cannot remember the names to search it),That was what I thought...if you remember the tool that you are speaking of, please post it.
I had a similar issue about a month ago using a SU tile pattern, and found that the pattern was also height specific. That is to say, if I started the pattern at a point which was unequal to the multiplied nominal dimension of the particular tile size the tile would be interrupted instead of starting with a clean coursing. EX: if the individual tile size is 12" and I start the tiling at 30" above FF level, then I end up with my first row cut in half.
The other issue is that it seems a bit absurd to have to individually draw each brick in something as common in architecture as rowlock or soldier coursing. It makes sense to manufacture a picture to fit a particular space, and I understand that Vue imports the picture very well.
@solo said:
anyway once you have them orientated in SU as you need then they will import into Vue no problem, and without creating millions of unique textures.
...that was the only other solution that my brain revealed to me and why I asked the question...LOL
Thanks for your effort and quick response.
BTW: I see that you are using the UK equivalent of the Commodore 64......very funny!
I waited for the big guns: a Commodore 128...LOLOLOL
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