Any SU render engines that renders distorted textures?
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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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@unknownuser said:
so what's irender doing so differently than the other renderers? or does it export a bunch of textures prior to rendering?
My quess is that it does export predistorted textures (like kmz export). So for Thomas' scene you will get two different textures when rendered. Sorry, have no irender, so cannot test. Wonder if it saves temp textures on disk before rendering...
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I didn't see an actual answer in Al's post. Maybe I just didn't understand it?
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@chris_at_twilight said:
@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.
VfSU for instance, I snooped in the .rb files, uses the PolygonMesh of each face to sample the UV data. And the PolygonMesh consists on only triangular polygons - but it does not render correctly. Even if you make a triangle and apply a distorted textures, it'll render incorrectly.
So it doesn't seem to be the case. Though, it is weird what Jeff describes - seems to do the trick for him in Indigo. ...maybe Whaat knows something on this...
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@al hart said:
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.
Any insight on how to process distorted textures correctly?
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@chris_at_twilight said:
An export to Collada for the entire scene produces 1 undistorted texture and 1 distorted texture.
How are the unique texture created? No API methods AFIK that dose that.
Something they generate themselves in some external C code? Outside the reach for us mere mortal that only uses Ruby?
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