[Plugin] Bitmap To Mesh
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@unknownuser said:
Did you read the first post of this thread? It instructs the user to access this 'mesh from height map' in the 'draw' menu.
I did, but since I don't have my own internet connection I can only read so many pages in the 60 minutes of internet time I get at the public library. And combine that with having to fill out online applications for work and checking my email, I last read page one about 2 weeks ago. Please forgive me...
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@gr8fzy1 said:
@unknownuser said:
Did you read the first post of this thread? It instructs the user to access this 'mesh from height map' in the 'draw' menu.
I did, but since I don't have my own internet connection I can only read so many pages in the 60 minutes of internet time I get at the public library. And combine that with having to fill out online applications for work and checking my email, I last read page one about 2 weeks ago. Please forgive me...
No need to read all the other posts, but the first post - the one that describes the plugin.
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@thomthom said:
No need to read all the other posts, but the first post - the one that describes the plugin.
But I also read all the other posts in case problems are noticed and discussed, that way I won't be calling attention to a problem that has already been fixed, or at least see if anyone else is having the same problem I'm having. Which I failed on both counts. Oh well, At least I know my problem was a non issue. Thanks.
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Hi Thomthom, Just wondering, I installed the plugin to the plugin folder, but it didn't show the cursor, or when I right click the bitmap it didn't show the selection of bitmap to mesh.Any suggestion??
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Is the .rb file placed directly in the plugins folder?
Do you have TT_Lib2 installed?
Are you right clicking an Image entity?
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@thomthom said:
Is the .rb file placed directly in the plugins folder?
Do you have TT_Lib2 installed?
Are you right clicking an Image entity?
Yes Sir, everything was in placed
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Doy
Can you post a screen-shot of the folder[s] please... -
@tig said:
Doy
Can you post a screen-shot of the folder[s] please...Hi Tig,
Thanks. see the screen shot.
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That's your problem right there. That TT_Lib2 - 2.6.0 should contain a TT_Lib2 folder, and that is the folder which should be in the plugins folder. Note the footprint which is described for both TT_Lib and Bitmap to Mesh.
...though you should have gotten an error message when you loaded SketchUp when Bitmap to Mesh failed to load TT_Lib2. ...unless that also is wrapped in a folder...?
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Ah! I see it right there, a folder named "QuadFaceTools - (0.4.1)". When downloading the plugins, copy the content of the zip files to the plugins folder, do not let the extracter wrap it in another folder.
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@thomthom said:
That's your problem right there. That TT_Lib2 - 2.6.0 should contain a TT_Lib2 folder, and that is the folder which should be in the plugins folder. Note the footprint which is described for both TT_Lib and Bitmap to Mesh.
...though you should have gotten an error message when you loaded SketchUp when Bitmap to Mesh failed to load TT_Lib2. ...unless that also is wrapped in a folder...?
Hi Thom, Problem solved...Thanks so much, one of my favorite plugin....
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@thomthom said:
Ah! I see it right there, a folder named "QuadFaceTools - (0.4.1)". When downloading the plugins, copy the content of the zip files to the plugins folder, do not let the extracter wrap it in another folder.
I got it right this time... Thank you
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Hi ThomThom! Another great plugin I discovered by you! I been flirting with Blender, Terragen 2, and shopping around for terrain generating solutions for a couple months now. I was planning on using Artisan and your useful Vertex Tools (perfect for fine tuning natural shapes I imagine) to sculpt terrain and do a composite in other software. I will still use those plugins but this just cut all kinds of time down for that process. I have terrains that have specific landmarks and features so knowing I can work from greyscale images in sketchup is blowing my mind right now. Thank you again.
Just one concern before really diving in... When I go to the draw menu I only see Mesh from Heightmap option and not the added BMP to Mesh. I just downloaded the version on page one. Should I be seeing the 2 options you show?
As you can see it's different from example on page 1
I put the ruby file in the plugins folder and I'm on Win XP. And is there any more documentation for this?
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Beware that you get a very dense mesh! Keep the bitmaps small! Very small!
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I can attest to the "recommendation" to keep the image/bitmap SMALL!
You would, generally, think that 512x512 pixels is "small." It is NOT !
It will take many hours, or (if you don't have enough memory) it will choke SketchUp.
Pay heed to the advice. This 512x512 DEM image, for example, is NOT SMALL:
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@taffgoch said:
You would, generally, think that 512x512 pixels is "small." It is NOT !
Yea, I did the same thing while I wrote this plugin. Tested with what I thought a was a small sample. x_X
Got some ideas for warnings for large bitmaps. And options to sample only portion of the map - like taking a max number of rows for x and y.
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Just want to share my first serious experiment with this plugin here. I love working with greyscale height maps.
I'm experimenting with terrain and water. Both the terrain and the water meshes were done with this plugin. Please excuse the terrain as I didn't smooth them, but this is mainly a water test anyway.
Details of this experiment can be read in a thread I started in the newbie section
http://sketchucation.com/forums/viewtopic.php?f=79&t=49668&p=447473#p447473Thanks again ThomThom!!! You rock with this great plugin.
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The water is a mesh as well? o_O wow! that must be a heavy model! :s
Why not do the water as a bump map or displacement map? (since you're rendering...) -
@thomthom said:
The water is a mesh as well? o_O wow! that must be a heavy model! :s
Why not do the water as a bump map or displacement map? (since you're rendering...)It's not as bad as it looks. I try to stay at 50-100 pixels. In the more turbulent render, I splurged and went up to 150 pixels and it only took a few more seconds to compute. It only took seconds for these meshes to compute and the model is just fine. The water mesh is actually 1 component x2 with the second mesh component flipped so the waves line up and I don't see a seam in the render. My rig is a 4 year old Q6600 running XP. There is no performance hit at all, the export to Kerky was not long especially if the mesh is made with a 50 pixel bitmap. I just make sure I put those Xfrog trees in Kerkythea and not in Sketchup.
Why not bump or displacement map? I'm a firm believer in modeling for lighting and shadow effects as much as possible before faking with bump and displacement maps for the sake of authenticity. I did try the bump map way and was not satisfied with the results in Kerky because the shore line was just flat and not showing the waviness of the water. Not saying I don't use bump maps, I love playing with them. Just thought this plugin would take it to the next level as long as my rig can handle it. At 50 pixels, I'm surprised at how much detail we can still achieve. I'm getting a real kick out of making bump maps to make geometry.
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@mistro11 said:
At 50 pixels, I'm surprised at how much detail we can still achieve. I'm getting a real kick out of making bump maps to make geometry.
I 100% agree with you.. this plug-in is really nice.. and the combination between those heavy meshes and vertex tools is amazing.. i used them combined for this quite heavy old sofa.. used heightmap for tuft and golden decorations, then tweaked and welded them using vertex tools.. pretty much faster and effective results than any bump/displacement/subdivision modeling approach i can think of..
i took some sceenshoot and i'm planning to do a tutorial in the next days about how to model this sofa using such approach..your water looks pretty heavy-poly too..
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