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    Plugins features in 3D World

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    • thomthomT Offline
      thomthom
      last edited by

      I just got my copy of 3D World issue 117. It usually doesn't mention Sketchup that much, maybe a small note when a new version is released. But on page 66 I found two whole pages dedicated to 10 Must-have plugins. (The 10th wheren't actually a plugin, but a mention that it's worth to keep an eye on Sketchucation and PushPullbar.

      whoop! whoop!

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

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      • R Offline
        remus
        last edited by

        Whos had their name emblazoned in print then?

        http://remusrendering.wordpress.com/

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        • thomthomT Offline
          thomthom
          last edited by

          1. Joint Push/Pull - Fredo
          2. Soap Skin Bubble - Josef Leibinger
          3. SketchyBevel - Chris Phillis
          4. Subdivide and Smooth - Dale
          5. Tools on Surface - Fredo
          6. SketchyFFD - Chris Phillis
          7. Bomb - Rick W
          8. FredoScale (though they used the old name FreeScale) - Fredo
          9. RealBooleans - Oscar
          10. Link to SCF and PPB

          So no big surprises. Though I find the example usage of Bomb odd; "exploding everything down to base level before exporting, say, to a renderer." <- when is really needed? Is there renderers that require that? Nuking the model just seem to drastic...

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

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          • B Offline
            BTM
            last edited by

            No SketchyPhysics? 😕 It's useful…
            This is my entry to the current competition, 'lego', made using Sketchyphysics

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            • D Offline
              dacad
              last edited by

              thomthom

              it's not that strange to nuke a model before exporting to a render, I've had lots of problems with components having parts missing in the render and things like that. That's specially true for components inside components like trees for example. On the other hand if i explode the components and then turn the geometry into groups (actually when i want to do that i go fist inside the component, turn everything there into a group, get out of the component, and just then explode it because it's much moreeee faster exploding components into groups than to geometry) there's no problem. I guess that's maybe because groups are just geometry "grouped" and the components can have much more "properties". one of the renders that suffers from this is kerkythea's exporter specially for heavy scenes.

              David

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              • thomthomT Offline
                thomthom
                last edited by

                hm... that sounds like they might be running into a SU group bug where group.entities.parent sometimes refer to the wrong definition.
                V-Ray suffered from this, but I found a way to patch it.

                @unknownuser said:

                On the other hand if i explode the components and then turn the geometry into groups (actually when i want to do that i go fist inside the component, turn everything there into a group, get out of the component, and just then explode it because it's much moreeee faster exploding components into groups than to geometry) there's no problem. I guess that's maybe because groups are just geometry "grouped" and the components can have much more "properties".

                From the API point of view groups and component instances both have a ComponentDefiniton, with very little difference.

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

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