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    Idea for plugin: Bump Map From Geometry

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    • Chris FullmerC Offline
      Chris Fullmer
      last edited by

      I've made a color by z plugin that is also helpful.

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      It does run into problems though because it determines what color to paint a face based on the center point of the face. So faces that are very tall get only a single color, even though it might run the whole z distance of the model. The plugin could be update to slice the model 256 times horizontally to make sure that all faces get the right z color.

      Also, since this was one of my first scripts, I'm sure theres lots of room for improvement in the script 😄 Also, its a bit slow because it takes SU a long time to create each new material.

      Chris

      Lately you've been tan, suspicious for the winter.
      All my Plugins I've written

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      • R Offline
        RickW
        last edited by

        @tig said:

        Insert it at Model bounds min Z rather than zero - otherwise weird effects ?

        That's true. I did make a bad assumption that models don't go below zero, and that's just not necessarily true. I'll adjust my instructions. 😄

        EDIT: One also needs to adjust the shadow settings: Either turn on shadows or turn on "Use sun for shading", and set both the light & dark sliders to 100. It also helps to use noon on 3/21 (or 9/21) at a location near the equator.

        RickW
        [www.smustard.com](http://www.smustard.com)

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        • TIGT Offline
          TIG Moderator
          last edited by

          The brilliance of Rick's method is that there's only one new material added and that's scaled to the model extents in the Z. The only stumble is how to use it as a projected texture...

          To 'colour' things in the Z you could have a texture that's 'spectral' in the Z, rather than a black-to-white gradient...

          If you get the facemade by exploding the imported/transformed image and then mat=face.material, does this then work as projected when used for all other faces faces.each{|face| face.material=mat} ?

          TIG

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          • R Offline
            RickW
            last edited by

            I just did a quick test. Results:

            1. You don't get any resulting entities passed when exploding an image. Workaround: add the image to a disposable group, explode the image inside the group, then explode the group and collect the results (exploding a group or instance does return results).

            2. The exploded image will be projected (as expected - duplicates the manual behavior)

            So, scripting this is good to go. All I would add is creating a new "Bump Map" style and a "Bump Map" orthagonal top-down scene tab with that style applied.

            RickW
            [www.smustard.com](http://www.smustard.com)

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            • R Offline
              RickW
              last edited by

              TIG - good suggestion

              I may have some time this weekend to knock something out.

              RickW
              [www.smustard.com](http://www.smustard.com)

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              • Al HartA Offline
                Al Hart
                last edited by

                We created a prototype of a routine to generate a bump map from SketchUp geometry and showed it to some folks at SketchUp about two years ago.

                http://wiki.renderplus.com/images/thumb/d/d3/Rock-bump-images.jpg/640px-Rock-bump-images.jpg

                Our idea was to create bump maps of background geometry - say windows and other detail on buildings in the background, so that the geometry could be rendered as a bump map using fewer polygons in the model.

                Al Hart

                http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                IRender nXt from Render Plus

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                • TIGT Offline
                  TIG Moderator
                  last edited by

                  @rickw said:

                  I just did a quick test. Results:

                  1. You don't get any resulting entities passed when exploding an image. Workaround: add the image to a disposable group, explode the image inside the group, then explode the group and collect the results (exploding a group or instance does return results).
                  2. The exploded image will be projected (as expected - duplicates the manual behaviour)
                    So, scripting this is good to go. All I would add is creating a new "Bump Map" style and a "Bump Map" orthogonal top-down scene tab with that style applied.

                  I recommend this slightly different way:
                  Insert the image [from file] and rotate/scale-transform it [using model.bounds maxZ-minZ+~1% for its 'height' and putting the image's bottom at minZ, 90 degrees etc]...
                  Add a group to the model: group=model.entities.add_group(image).
                  Explode the image inside the group and leave it there - don't explode the group itself - if you do some of its raw geometry edges might clash with the model's edges on their final erasure.
                  So, find the group's only face: group.entities.each{|e|face=e if e.typename=="Face"}.
                  Get the face material - material=face.material
                  Do the material changes to the model [global material changer et al] as needed.
                  Set up an appropriate scene and style.
                  Finally erase the original image's group to tidy up - having avoided raw geometry clashes...

                  Presumably the new 'Bump Map' style will have no edges, no shadows, no fog etc.
                  The top scene+zoom_extents is relatively easy to do [for you]...

                  Waiting for your solution with considerable interest...

                  TIG

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                  • A Offline
                    AcesHigh
                    last edited by

                    wow, thats quite interesting, Hart

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      Has that made it past prototyping?

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

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                      • Al HartA Offline
                        Al Hart
                        last edited by

                        Send me a model you want to try, and I will create a sample bump map.

                        I will run the bump map through IRender nXt, and perhaps you can show what it does with another rendering or Photoshop rendering.

                        Al Hart

                        http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                        IRender nXt from Render Plus

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                        • S Offline
                          spoof
                          last edited by

                          Hey i just found this thread in my search for an easy and effective way of generating a gray-scale height-map from a Google sketch up terrain, for importing into a sandbox editor such as unity or the cryengine. I was enjoying the thread so far but it seems to have gone dead, has it moved else where.?
                          Al Hart will you be making your plugin available.?

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                          • Al HartA Offline
                            Al Hart
                            last edited by

                            Upload a sample model, and I will see if I can find the utility to create a bump map. The model should be just the terrain, because I create the bump map by rendering the model from a top view, retaining the Z-values, and then using them to create the bump map.

                            Al Hart

                            http:wiki.renderplus.comimageseefRender_plus_colored30x30%29.PNG
                            IRender nXt from Render Plus

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