Any SU render engines that renders distorted textures?
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@chris_at_twilight said:
I think the difference is that SU uses a kind of 'quad' interpolation for textures, using four anchor points (even when the face is 3 or 5 or whatever sides), whereas Twilight, and probably many other applications, interpolates textures using only 3 anchor points because the math is fast (which makes for faster renders!). If so, this makes it a fairly fundamental difference that will be difficult to correct for.
Yes. This is what it seems to me as well from trying to make UV tools in SU. I found taking UV from vertices failed when it came to triangles and distorted textures.
I had to sample four points of the face's plane in order to get correct data set.
In SU, when you set UV mapping using.position_material
, you don't set UV data per vertex, it only has to be UV data that related to points on the plane.But that had lead to problems when trying to use
PolygonMesh
to sample, as thePolygonMesh
only returns UV data at each vertex. Meaning that I have not found any way to get correct data from that.So question is: how can SU's data be converted into a format that most renderer's and external program uses?
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Important question:
If most other renders use 3 anchor points for UV mapping, how is a distorted texture defined? How can you define a distorted texture using only three points?
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On side note Podium will render photomatch (distorted textures) after SU exports to 3ds and import back.
Tried LightUp and it also does not render correctly distorted texture. -
@sepo said:
On side note Podium will render photomatch (distorted textures) after SU exports to 3ds and import back.
Tried LightUp and it also does not render correctly distorted texture.That would be due to what Jeff described: http://forums.sketchucation.com/viewtopic.php?f=80&t=23947&start=15#p204562
That when exported to .3ds each face gets a unique texture - So when importing back you have lots of new textures where they then are not distorted any more. -
I exported the model to kmz and reimported it. Interestingly, it created a unique material of the distorted image by itself and this rendered correctly (Twilight in this case but I guess it wouldn't matter in this case of a unique texture)
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It only creates a unique texture for the distorted? Not for the others?
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Maxwell renders distorted textures just fine.
Francois
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And how does Maxwell integrate with SU?
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Hmm.. interesting programming discussion which seem to be about similar issue: http://old.nabble.com/Texture-map-a-polygon-td26394710.html
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@thomthom said:
It only creates a unique texture for the distorted? Not for the others?
An export to Collada for the entire scene produces 1 undistorted texture and 1 distorted texture.
@frv said:
Maxwell renders distorted textures just fine.
FrancoisMaxwell can render SU files directly? Or does it import .obj, .3ds, .dae? Because if it just imports, it's as was discussed above: SU produces "pre-distorted" images. The render is just using the pre-distorted image, which any renderer can.
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@thomthom said:
So question is: how can SU's data be converted into a format that most renderer's and external program uses?
The fact that all of SU's built-in export methods use the "pre-distorted", unique texture method, my guess is that it can't be done (unless the renderer itself supported the same interpolation technique).
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That's my fear.
Would be interesting to know what texture technique Google uses. Might try to give some of the Googleheads on this forum a prod. -
http://en.wikipedia.org/wiki/Barycentric_coordinates_%28mathematics%29
Maybe some thoughts. Barycentric on a triangle is a very common application. But check out the Barycentric on a tetrahedra (barycentric in 3D). Maybe it's how SU uses it?
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@chris_at_twilight said:
Huh. The .3ds format only supports triangles (I think), so there is a way to represent the texture interpolation used by SU using only 3 UV coordinates (and the .3ds export knows it! )
not sure if this will trigger any thoughts with you guys (and really, i don't understand much of what you're talking about) but..
if everything is triangles in SU prior to messing with the UV mapping then it will render correctly..
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IRendernxt straight render in sketchup, you'll have to ask Al how?
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@Jeff: Maybe because everything is already triangles, the UV coordinates that SU generates are 'compatible' with the traditional triangular UV techniques employed by other applications. So what you see in SU, is what you get in the render. Of course, it could just be how UVTools does the sphere mapping that makes it more compatible?
@richcat said:
IRendernxt straight render in sketchup, you'll have to ask Al how?
You are more than welcome to ask. I won't be surprised if they use the same "pre-distorted" image technique that the SU exporters use.
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Yup, can confirm Irender aim and renders it correctly.
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I tried the last version of the IrendernXT, but had a lot of problems - slow response of the interface, sometimes when adjusting textures all goes white, when tried to load a plant from the library SketchUP crashes and etc.
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The Distorted texture is a nice feature of SketchUp - the ability to take a photo of a house for instance, from an angle, and then distort it onto the actual house so that it looks correct. SketchUp provides tools to get these distorted textures and UV coordinates properly, but it did take a lot of time and effort to figure it out and get it to work properly.
SketchUp made this distortion even easier to use (without knowing that you are doing it) with their Photo Match techniques.
Here is a 3D Warehouse model where the house image was placed using Photo Match. Some renderers process it correctly and some renderers do not recognize and process the distorted texture.
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it looks ok, right?
so what's irender doing so differently than the other renderers? or does it export a bunch of textures prior to rendering?
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