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    [NEW]Sketchup 2 Vue

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    • D Offline
      dburdick
      last edited by

      @thecravatman said:

      Dave et al, Can you shed some light on my predicament. I have SU to Vue exporter, SU 8 and Vue 9 Complete. I load vob file from SU and it shows up in the layer pane and I can see the materials but I can see the scene. I select it and right click to select 'frame selected object' but can see anything. I re-scaled the model in case this was a mm to m problem but to no avail. I unchecked 'preserve size of elements at creation' check box again to no avail. I have tried via the python script.
      This is so annoying as I can see that it has been imported, its just I can see or manipulate it. Any tricks? Thoughts or work around I have run out of ideas. I really need something like zoom extents or a positioning tool so that it fits in the scene where I want it.
      Please tell me that I am missing something obvious.
      Thanks T

      Can you send me an e-mail and include a zip file containing the SU model. Send it to
      dburdick@e-onsoftware.com

      Not sure what is going here unless the scaling is causing problems.

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      • Bob JamesB Offline
        Bob James
        last edited by

        @dburdick said:

        (4) We thought about this, but felt that it wouldn't be too useful unless we could provide some real-time preview in Sketchup of how the lights would look in Vue. Otherwise, you could spend a lot of your time going back and forth between the apps to "tune" the lighting. Thoughts?

        In exporting to Thea I have all my lights added in SU using Twilight lights: I know, I know - not really a good workflow and requires having Twilight, but.....When I get into Thea I group all the lights with the same name and modify them and see what they look like until I get it right without leaving Thea.

        The point is, if one could add a Vue light proxy in SU and then group proxies that have the same name, then adjust them in Vue, wouldn't that be the same thing (without having to have an intermediate program e.g., Twilight).

        My facility models have up to 75 lights or more! They are components in SU.

        i7-4930K 3.4Ghz, 2x GTX780 6GB, 32GB DDR3-1600 ECC, OCZ Vertex 4 500GB, WD Black 3TB, 32TB NAS, 4x 27" Monitors, SpaceMouse Pro, X-keys XK-60

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        • T Offline
          thecravatman
          last edited by

          Getting on well with Vue 9 ple today it opend .vob files exported out of SU8, just can't load into Vue 9 complete. This is pretty irritating having spent so much money. Any suggestions?
          T

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          • D Offline
            dburdick
            last edited by

            @bob james said:

            It's really strange: I have both Vue 8 Complete and Vue 9 Complete.

            I can export from SU into V8C just fine, but the same model winds up being just a sphere in V9C.

            It seems to me that there is a bug in V9C.

            Hi Guys,

            There indeed appears to be a problem with a speficif Vue 9 Complete build and importing .vob files. The build number is 9005403. We are looking into this and will most likely have a new build up soon to download.

            Also, there is a new version of the SU to Vue Exporter 1.1 avaialble for download from your C3D account. It's a free update that fixes issues with large models and corrupt textures.

            Dave

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            • Bob JamesB Offline
              Bob James
              last edited by

              Great news, Dave, but...

              I've gone to my C3D account, but see no obvious way to download the update.
              I did a search for SU to Vue and it led me to your post: the link on the post sent me to a page to buy it.

              Edit: My SU2Vue came as a part of the Vue 9 Complete Bundle - I didn't buy it separately: is that the problem?

              i7-4930K 3.4Ghz, 2x GTX780 6GB, 32GB DDR3-1600 ECC, OCZ Vertex 4 500GB, WD Black 3TB, 32TB NAS, 4x 27" Monitors, SpaceMouse Pro, X-keys XK-60

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              • Bob JamesB Offline
                Bob James
                last edited by

                It's really strange: I have both Vue 8 Complete and Vue 9 Complete.

                I can export from SU into V8C just fine, but the same model winds up being just a sphere in V9C.

                It seems to me that there is a bug in V9C.

                i7-4930K 3.4Ghz, 2x GTX780 6GB, 32GB DDR3-1600 ECC, OCZ Vertex 4 500GB, WD Black 3TB, 32TB NAS, 4x 27" Monitors, SpaceMouse Pro, X-keys XK-60

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                • D Offline
                  dburdick
                  last edited by

                  @bob james said:

                  Great news, Dave, but...

                  I've gone to my C3D account, but see no obvious way to download the update.
                  I did a search for SU to Vue and it led me to your post: the link on the post sent me to a page to buy it.

                  Edit: My SU2Vue came as a part of the Vue 9 Complete Bundle - I didn't buy it separately: is that the problem?

                  Hi Bob,

                  There's a new update of Vue 9 complete coming out next week which should have the updated plugin as well. In the meantime, drop me an e-mail and I'll send you a copy of the plugin:

                  dburdick@e-onsoftware.com

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                  • T Offline
                    thecravatman
                    last edited by

                    @dburdick said:

                    There's a new update of Vue 9 complete coming out next week which should have the updated plugin as well.
                    dburdick@e-onsoftware.com

                    Hi Dave are we still on for the update this week?

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                    • T Offline
                      thecravatman
                      last edited by

                      Many thanks Dave, the new build works really well. I have something I actually want for Christmas now!

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                      • Bob JamesB Offline
                        Bob James
                        last edited by

                        What about the update to SU2Vue?
                        Where do I download that in the future?

                        i7-4930K 3.4Ghz, 2x GTX780 6GB, 32GB DDR3-1600 ECC, OCZ Vertex 4 500GB, WD Black 3TB, 32TB NAS, 4x 27" Monitors, SpaceMouse Pro, X-keys XK-60

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                        • S Offline
                          Starlex
                          last edited by

                          Does this bug solved in SU2Vue Exporter? Using via .3ds or .obj export method it is impossible to use texture displacement on sketchup surfaces


                          VUE1.PNG


                          VUE2.png


                          Single-sided, inverted normals reduce high freq noise, but still bad

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                          • D Offline
                            dburdick
                            last edited by

                            @starlex said:

                            Does this bug solved in SU2Vue Exporter? Using via .3ds or .obj export method it is impossible to use texture displacement on sketchup surfaces

                            It looks like your base model is too low poly for such high frequency displacement. Have you tried just using bump?

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                            • D Offline
                              d12dozr
                              last edited by

                              Vladimir from Geekatplay has posted some excellent SU2Vue tutorials. I found the "Working with textures" tut very helpful 👍

                              3D Printing with SketchUp Book
                              http://goo.gl/f7ooYh

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                              • N Offline
                                notareal
                                last edited by

                                In general (don't have much experience with vue) displacement does require a good mesh topology. Something like this if triangulated (quad faces are even better). Perhaps need more sub divs.


                                Topogoly.jpg

                                Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @notareal said:

                                  In general (don't have much experience with vue) displacement does require a good mesh topology. Something like this if triangulated (quad faces are even better). Perhaps need more sub divs.

                                  Why are quad-faces better than triangles?

                                  Thomas Thomassen — SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • thomthomT Offline
                                    thomthom
                                    last edited by

                                    What Solso asked there - turning a mesh into quads - I recently replied to a similar thread where I mentioned that Quad faces in other applications are often different in that they are not limited to being co-linear. Internally they are triangulated, it's just the application that treats two triangles as a quad and simplifies the presentation tot he user so you get a more predictable mesh.

                                    Thomas Thomassen — SketchUp Monkey & Coding addict
                                    List of my plugins and link to the CookieWare fund

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by

                                      Ah - that post was also from Solo... http://forums.sketchucation.com/viewtopic.php?f=323&t=33895&p=297883#p297883

                                      Thomas Thomassen — SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • N Offline
                                        notareal
                                        last edited by

                                        It's later more demanding to go from tris to quads, if you happen to export mesh to a program that uses quads.
                                        For rendering quads are not particular critical as most render engines do use triangulated meshes. But even then if mesh is triangulated and is not dense enough and render engine have some issue with geometry smoothing, smoothing artifacts may appear when "poles" or "spikes" are present. Using quads for modelling should prevent this, even if mesh is later triangulated. This topic might be good to look http://forums.sketchucation.com/viewtopic.php?f=18&t=33894
                                        I do believe that if Starlex where modelling with quads in the beginning, he would not had those displacement issues.

                                        Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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                                        • N Offline
                                          notareal
                                          last edited by

                                          Requirements for displacement are similar than in Subdivision Modeling (Displacement essentially needs to subdivide the original mesh). Considering SU limitations with quads, it might be best to model quad-like manner, like you suggest in the other topic, and then avoid need for co-planar quads. Anyhow, basic issue in earlier displacement problem is in the poor mesh topology.

                                          Welcome to try [Thea Render](http://www.thearender.com/), Thea support | [kerkythea.net](http://www.kerkythea.net/) -team member

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                                          • S Offline
                                            Starlex
                                            last edited by

                                            @notareal said:

                                            I do believe that if Starlex where modelling with quads in the beginning, he would not had those displacement issues.

                                            this is it, but I can't imagine how it will be with arcs...

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