[Plugin] SU2POV 3.5
-
-
@didier bur said:
@unknownuser said:
is there any possibility to add an external image texture in your material "surface effect" dialog box
Not in this version, maybe in a next release...
Woow.. it will be awesome feature mr. bur, thanks..
-
@solodown said:
@didier bur said:
Je suppose que tu es sur Mac ?
essaies avec le fichier attaché ci-dessous (à dezipper dans le dossier Plugins):Merci ^^
Mais ça n'a pas l'air de fonctionner, je mets Render !, save puis rien ne se passe
Merci pour cette version pour mac.
Elle tourne en effet sur mac. Le fichier pov est creé. POV n'est pas lancé automatiquement, mais pour moi tant mieux, car je peux lancer MegaPOV manuellement.
Pour moi, c'est suffisant. Cependant, le plugin essaye de créer des fichiers dans un sous-directoire mais en utilisant le séparateur "" comme en windows, et pas "/". Le résult est que "" vient à faire part du nom du fichier.
Si, par exemple, le nom du sketch est "sketch",
en lieu de créer un fichier "sketch.pov" dans une directoire "sketch", un fichier avec le nom "sketch\sketch.pov" est créé et le directoire "sketch" reste vide. C'est pas grave, mais quelque chose à rectifier peut-être dans une nouvelle version.Merci beaucoup!
-
gracias ... en español por que mi ingles no es tan bueno ...
los mejores renders los he optenido con Pov-Ray .. gracias al Su2Pov -
@didier bur said:
Je suppose que tu es sur Mac ?
essaies avec le fichier attaché ci-dessous (à dezipper dans le dossier Plugins):Please, the file doesn't work for me. I had the same problem:
Error Loading File su2pov35Toolbar.rb
private method `split' called for nil:NilClassskp 8.0.3161
-
Didier,
I installed Su2POV3.5: no problem. However when I start rendering I get the message: "POV file created in C:\users..\desktop\untitled but unable to launche POV-Ray......"
What's going wrong?Cees
-
Hi,
This message appears in these cases:- SketchUp model has never been saved,
- Pov-Ray is not installed on your system,
- .pov extension isn't associated with the Pov-Ray program.
Please double-click on the file that has been created and see what happens, and let me know.
Regards, -
Hi.
I have discovered a rather obscure but very inconvenient bug in su2pov.
While trying to render an architectural model using POV-ray and su2pov i found that parts of my model were in the wrong place (far far out of place).The common factor for all the missing or dislocated parts is that they have all been scaled as a part of an operation using other addons.
Components that have been scaled while using Chris Fulmer's ComponentStringer or Scale and rotate multiple are moved out of place.
If a component has been scaled manually it behaves as normal. However this problem is reproducible when using the aforementioned plugins.One of the components i am using is dynamic and the other is set to face camera. i have not tried with basic components.
I have tried removing all my other plugins and just using su2pov but the problem does persist even so.I am using SU8 pro, su2pov 3.5 and the latest versions available of ComponentStringer and Scale and rotate mulitiple.
Seeing as all these plugins are very useful tools, I hope it is possible to make them work together.
regards
Grusgrus -
Bonjour,
Ce plugin est très intéressant...
Malheureusement, il semble y avoir quelques problèmes de génération des uv_vectors pour les textures dans le fichier .pov
Par exemple, lorsque l'on fait un rectangle sans épaisseur les uv_vectors "ressemblent" aux vertex_vectors...
vertex_vectors {
4,
<208.246285635031,0.0,265.826360174799>,
<-396.253714364969,0.0,-140.798639825201>,
<-396.253714364969,0.0,265.826360174799>,
<208.246285635031,0.0,-140.798639825201>,
}uv_vectors {
4,
<-208.246285635031,265.826360174799>,
<396.253714364969,-140.798639825201>,
<396.253714364969,265.826360174799>,
<-208.246285635031,-140.798639825201>,
}alors que l'on devrait avoir
uv_vectors {
4,
<-3.25384821304735,4.15353687773123>,
<6.19146428695265,-2.19997874726877>,
<6.19146428695265,4.15353687773123>,
<-3.25384821304735,-2.19997874726877>,
}Ca serait cool si une correction était possible...
-
Bonjour,
Oui effectivement il y a un problème, mais qui n'arrive que sur des faces non extrudées, je ne sais pas pourquoi.
Fait un cube avec cette face et tu verras ça marche -
Bonjour,
Arf dommage...
En fait, j'avais vu que ça fonctionnait quand on extrudait la face (ca m'a d'ailleurs permis de voir que les uv_vectors étaient en cause)
A noter par ailleurs que le plugin SU2Kerkythea fonctionne correctement dans ce cas de figure... (Bon par contre Kerkytheas est vraiment trop lent chez moi sur des images en 1920x1200)
Je crois qu'il y a d'autres cas ou cela fonctionne pas (mais c'est peut-être un problème d'alignement de texture)
Question subsidiaire : le code source est-il disponible pour que je puisse éventuellement y jeter un coup d'oeil ?
-
Hi - Like the plugin - works so much better than the previous one I had installed. Question - is there any way to alter the target of a spotlight once its been added to a scene, or is the only way to delete it and add a new one?
Regards
Alan. -
Hi,
You can orient the spot as you like once it has been created: just select the component and rotate it. The target of the spots are computed WHEN you export your model, the orientation is not an attribute of the spot itself.
Regards, -
Am I doing something wrong? Simple scene, wall with a point light just in front of it. Created a cylinder, semi opaque to look like a shade and positioned this around the bulb. Rendered and all looked like expected. Then I grouped the bulb and the cylinder, and when rendered the light source seems to have moved to the origin while the bulb shape still renders in its original position. Whats going on?
Alan.
-
Hi,
Don't group cylinder (or anything else) with bulbs. The script needs to parse the model and find the bulb components to export them correctly. It doesn't dig into user groups to check for that, so bulbs components must be at 'top level' in the model.
Regards -
Thanks for your speedy reply - a good clear explanation - I'll just steer clear of grouping bulbs full stop! I assume this ruling applies equally to spotlights.
Any chance in the future we might be able to group bulbs along with metalwork and glass to make complete lamp assemblies?
Regards
-
Three surfaces, each with own texture, 1 sphere and a circle, just plain colours, and 2 point lights creates a 5.5Mb .pov file. Any tips as to how this can be reduced? as I notice it contains details of surfaces and textures I am not using in this simple scene.
Another downside of such a huge .pov file is that it takes almost 4 seconds for SU2POV to write it, not unreasonable given its size, but nevertheless an annoying delay before I can click POVrays Run button without getting an error.
I created a similar scene using Bishop3D and this produced a 5Kb .pov file which seems more reasonable.
Regards
-
Hi,
@unknownuser said:
this ruling applies equally to spotlights
Correct.@unknownuser said:
Any chance in the future we might be able to group bulbs along with metalwork and glass to make complete lamp assemblies?
No@unknownuser said:
Three surfaces, each with own texture, 1 sphere and a circle, just plain colours, and 2 point lights creates a 5.5Mb .pov file.
It depends on the number of faces you used to create the sphere I guess. If it is based on an arc with 200 segments, this leads to a bunch of faces that "take place" to describe in a pov-ray file (which is an ascii file, much bigger than binary).@unknownuser said:
it contains details of surfaces and textures I am not using in this simple scene
Yes, the script does'nt check wether a material is usued or not but exports all materials instead. A good idea is to purge all unused materials (and components as well), export the file, then undo to recover your materials/components.Regards,
-
Ok - good reply - but is there any easy means to delete all unused materials and components? I had thought about moving the materials and components folders away from SU, but this would then mean that although SU would not see them, I would have to generate materials as I went. Nicer would be from within SU so that I could develop a scene, then clearout all unused rubbish before SU2POV.
A ruby script perhaps ??
Regards,
-
Hi,
@unknownuser said:
is there any easy means to delete all unused materials and component
Yes, that's built-in: purge mats, comps, layers,styles.
@unknownuser said:
A ruby script perhaps ?
Again yes. See TIG's gem 'Purge All': http://rhin.crai.archi.fr/rld/plugin_details.php?id=307
Regards
Advertisement