Google is Listening!
-
@unknownuser said:
...but still, what are you going to gain from more memory?
Maybe not important for everyone, but one simply reason for me, going to 64-bit SU would allow 64-bit renderer work in context of SU. It's already possible to create a SU scene that will not render with SU integrated 32-bit renderer, because of memory restrictions.
-
@adamb said:
@thomthom said:
@adamb said:
Like Jeff Hammond, I struggle to understand what workflow using SU requires 2 GB of memory. I'd say your workflow needs looking at.
When you export really large 2d exports that memory usage easily run up to that point - nothing to do with the workflow. But that's about the only area where SU itself run into the memory issue. Mostly it's when using render engines that run inside SU's process.
I don't understand. 10000 pixel * 10000 pixel * RGBA is 400MBytes. You're doing images larger than this? Mad.
EDIT: OK perhaps not Mad. But surprising.
Memory use can be high with relight, displacement and so... not to forget full spectral engines.
-
@jbacus said:
@khai said:
I make Poser content as a base, but which it being OBJ can be loaded into any application that supports OBJ. eg Maya, Lightwave, Cinema4D, Max, Hexagon, Carrara, Vue, Softimage, Blender, Wings3D, .... the list goes on. of those apps only Softimage, Max.. I think Maya and Cinema read DAE. and even then it's not guaranteed as supported as OBJ. infact for UVmapping work the 2 major UVapps UVlayout and UVmapper only support OBJ!
but from your answers I'm not holding out much hope of getting the point across.
I think I get your point just fine. So what you want to do is make models in Poser that can be loaded into a SketchUp scene? According to this page (http://poser.smithmicro.com/poserpro.html) Poser Pro 2010 supports COLLADA import/export.
john
.edit oh forget it.
my question orginally was about the logic of the choice. now it's just lost.
I get it. you prefer Collada even tho it is a poorly supported format at this time.
-
@unknownuser said:
Like you do in Photoshop when importing 3d models? Is that what you mean by painting?
Yeah i think so, i havent used CS5 yet.. I was thinking more like zbrush esp for blending 2 textures
-
To the guy asking for sketchup -> luxrender... I'll continue work on it after finish my last high school exams (ever, yeah!)
-
thomthom i mean being able to paint seamless textures onto organic shapes, don't know the exact term for this.....where you can unfold the shape and apply UV map. It would be cool to have full control over textures. Not just "get what you're given"
-
@notareal said:
@adamb said:
@thomthom said:
@adamb said:
Like Jeff Hammond, I struggle to understand what workflow using SU requires 2 GB of memory. I'd say your workflow needs looking at.
When you export really large 2d exports that memory usage easily run up to that point - nothing to do with the workflow. But that's about the only area where SU itself run into the memory issue. Mostly it's when using render engines that run inside SU's process.
I don't understand. 10000 pixel * 10000 pixel * RGBA is 400MBytes. You're doing images larger than this? Mad.
EDIT: OK perhaps not Mad. But surprising.
Memory use can be high with relight, displacement and so... not to forget full spectral engines.
He was talking about SU's 2D export.
-
@thomthom said:
@notareal said:
@adamb said:
@thomthom said:
@adamb said:
Like Jeff Hammond, I struggle to understand what workflow using SU requires 2 GB of memory. I'd say your workflow needs looking at.
When you export really large 2d exports that memory usage easily run up to that point - nothing to do with the workflow. But that's about the only area where SU itself run into the memory issue. Mostly it's when using render engines that run inside SU's process.
I don't understand. 10000 pixel * 10000 pixel * RGBA is 400MBytes. You're doing images larger than this? Mad.
EDIT: OK perhaps not Mad. But surprising.
Memory use can be high with relight, displacement and so... not to forget full spectral engines.
He was talking about SU's 2D export.
Woops... miss read to 3D.
-
@unknownuser said:
yeah i think so, i havent used CS5 yet.. I was thinking more like zbrush esp for blending 2 textures
yeah thats what i meant by "paint". you could blend several seamless textures by using a "texture brush tool"
could change radius, opacity etc....but maybe this is wishing for too much. But this could be possible within SU.
-
@olishea said:
being able to paint seamless textures onto organic shapes
Does the Ruby API allow to set a color value to a pixel of a texture? Or to reload a texture image very fast? Would it be theoretically possible with Ruby + ImageMagick or would we need to wait for the SketchUp team?
Another thing that I would like (maybe easier as painting) is deforming UV coordinates on multiple/curved surfaces with a smooth tool. This would allow to project your texture with a simple spherical projection and if you don't like the result, you just drag and deform the texture until it fits.
-
@aerilius said:
Does the Ruby API allow to set a color value to a pixel of a texture? Or to reload a texture image very fast? Would it be theoretically possible with Ruby + ImageMagick or would we need to wait for the SketchUp team?
No - no read or write to image data.
Reloading texture via the API is no faster than what you do in the UI.
@aerilius said:
Another thing that I would like (maybe easier as painting) is deforming UV coordinates on multiple/curved surfaces with a smooth tool. This would allow to project your texture with a simple spherical projection and if you don't like the result, you just drag and deform the texture until it fits.
I'm not fully able to envision what you describe. This "Smooth" tool?
Are you talking about a spherical mapping tool? (Where you stretch and squash the sphere?) -
Is there an app that already has such a feature? I'm curious of how it'd work.
-
Sorry, I meant something similar to smooth selection in vertex tools, that you can use to move/rotate/deform the texture coordinates.
-
@thomthom said:
Is there an app that already has such a feature? I'm curious of how it'd work.
Don't say that they have this, but I'd would first look on zbrush or sculptris.
-
I see how it works for brushes for 3d modelling - but I'm not able to see how it'd be used for UV co-ordinates. Can you illustrate it some way?
-
@thomthom said:
I see how it works for brushes for 3d modelling - but I'm not able to see how it'd be used for UV co-ordinates. Can you illustrate it some way?
Maybe like how Photoshop has "liquify" where you distort a grid that distorts the coordinates?
-
Sorry, that I don't know how to explain it technically, or its feasibility. I think I thought already about it and can imagine how it works on a triangle mesh with 3 texture coordinates, but there is always the forth coordinate.
Maybe it's "innovative"
-
I'm experimenting with some UV mapping tools - so I'm curious of any idea. Would it like Pixero suggested?
In what usage scenario would you use it? -
@jbacus said:
Pixero: Please be civil if you want useful interaction with the SketchUp team.
Our development team believes that a 64-bit version of SketchUp will provide little to no actual benefit to you for the majority of modeling/rendering operations. In fact, a 64-bit version of SketchUp is likely to run slower in many operations. So my question is both an accurate and relevant one. What class of operations do you hope will be improved by a move to 64-bit processing?
If what you really want is the ability to export images at higher resolutions, please ask for that. We don't really have to shift to 64-bit processing to improve image export resolution.
If what you really want is the ability to interact with larger/more complex models at interactive frame rates, please ask for that. 64-bit processing doesn't have any relevance to this problem, but we do make performance improvements in this area with every release.
john
.Hi John!
If my post was uncivil I apologise, but likewise I found that quote from you an insult to me and other loyal SU users that have repeatedly asked for improvments to the core of SU. Something v8 didnt deliver. IMHO.
I'll try to be more polite in the future.First, I would like to thank you for replying to us in this forum.
I know it's not Googles policy to talk about unannounced features and such but I strongly believe that better interaction between users and Google would greatly benefit all.
In other software forums I visit many developers take active part in discussions and answer questions without revealing secrets.
I see this forum as the "true" SketchUp community home and would very much like to see you people around more asking questions to us, answering questions or just discussing features, solutions and workflows.To me, as a professional user, SketchUp is showing its age.
It still is a great modeling tool but more and more often I reach SU's limits and would like to be able to use it for things that I believe it was meant to do. Being a easy to use tool for architectual design and presentation.
To me that means it should deliver the tools and workflow to still be easy to use by todays standards.
The users are more and more relying on third party plugins (which are great) and several workarounds to get SU to do what we need.For example.
The shadow bug. The workaround is either to export the animation to images and edit out the "buggy" frames in a video editing app.
The result is not great since it makes the camera do a small time jump that doesnt look very professional.
Or rendering with a third party renderer. Still this gives us problems because of SU not beeing 64 bit the renderer cannot be either.
And renderers need all the memory they can get. I have never said or thought that 64bit would make SU a lot faster.
For me the main concern with it beeing 32bit is memory limitations.Exporting larger images. The workaround would be a script that lets you export the image in parts and you'll have to stitch them together in Photoshop.
(As a side note, I would for now be happy if I could export an anti aliased image that was in the range of 6500px wide.)
I could go on. The point is these are workarounds for problems that dont need to be there.As I said, SU is a great modelling tool and I believe you should rely on the community to enhance it by giving them even more access to SketchUp api. Who knows, Thomthom might even come up with a solution for better UV tools.
I've been a strong voice for improving the other aspect of SketchUp, - presentations.
I know you'll say thats what Layout's for but to many that doesnt suite the workflow.
Also, presentations can be more than a printed page.It could be a live walkthrough with a client.
If there was enhancements to materials (reflective surfaces) and lights (indoor lighting, coloured light, soft shadows) that would mean a lot. These things are quite possible in any game engine even on hardware that common people have.It could also be an animation. SketchUps animation is rudimentary compared to any competing software.
I have pushed and still am pushing the limits in this area and I believe I have some knowledge in the subject.
Since SU only do linear interpolation between scenes, making any kind of accellerating or decellerating movement is very hard.
I've developed a technique (another workaround) to make it possible but its unintuitive and slow.
http://forums.sketchucation.com/viewtopic.php?f=323&t=20173&p=167919&#p167962
Also the current way with scenes isnt really fit with rendering animations with third party apps.
I know others ask for the possibility to animate objects also.I don't think the things added in v8 are bad. But not as needed as other more important things.
And for a user that don't use GE or Layout, what are the reasons I should tell my boss to upgrade x number of licenses to v8?I also think it would be fair of you to release a free bug fix for the exploding toolbar problem also for v7.
Jan SandstrΓΆm (Pixero)
-
Sure picked a well qualified area to adjust the UV mapping...
Advertisement