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    [NEW]Sketchup 2 Vue

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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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                • N Offline
                  notareal
                  last edited by

                  @starlex said:

                  @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...

                  If you know that you are going to use displacement, use some lofting tool like in this tutorial http://forums.sketchucation.com/viewtopic.php?f=18&t=34018 You will automatically get reasonable good topology.

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

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                  • J Offline
                    JT Artifex
                    last edited by

                    I've got a question about syncing objects between SU and Vue.

                    Is there a way to set things up so that the models exported from SU to Vue would update if the original SketchUp model was modified. I don't believe there is a way to link the sketchup file, but I have read that there is a synchronizing feature that should allow you to update modified objects.

                    So far I have been opening the .vob file created from the exporter and then saving the model as an object into my Vue library. Then I have access to it in Vue for any of my scenes. This is were the question came up... if I use it in a scene and then decide to modify it a bit, do I need to reopen it in Vue, overwrite it in the library and reload/replace it in the scene. Is there not a way for this to update itself... I even tried to just overwrite the object in the library and see if it would update once the scene was reopened but that did not seem to work either.

                    So when does the synchronizing of objects apply... is that only for certain file types of programs?

                    Thanks for any thoughts.

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                    • J Offline
                      JT Artifex
                      last edited by

                      So I managed to get the links feature to work...

                      If I save it as a obj. file and then import it to Vue it shows up in the Links tab. I can then save it to my library as a .vob file. After going back and updating it in SU and re-saving the obj. file Vue informs me the file has changed and asks me if I want to update it.

                      So shouldn't this also work with the .vob file that is created with the SU to Vue exporter?

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                      • KrisidiousK Offline
                        Krisidious
                        last edited by

                        how do you get the cameras in sketchup to import to Vue?

                        By: Kristoff Rand
                        Home DesignerUnique House Plans

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                        • D Offline
                          d12dozr
                          last edited by

                          Only the camera active when you export from SU is imported into Vue.

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                          • KrisidiousK Offline
                            Krisidious
                            last edited by

                            so you can't export an animation? that sux.

                            By: Kristoff Rand
                            Home DesignerUnique House Plans

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                            • D Offline
                              d12dozr
                              last edited by

                              I remember Dave saying that it should be in the next version, but not yet

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                              • KrisidiousK Offline
                                Krisidious
                                last edited by

                                thanks Dozr

                                By: Kristoff Rand
                                Home DesignerUnique House Plans

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                                • KrisidiousK Offline
                                  Krisidious
                                  last edited by

                                  does anyone know how to make the buttons or toolbars smaller in Vue?

                                  By: Kristoff Rand
                                  Home DesignerUnique House Plans

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                                  • D Offline
                                    d12dozr
                                    last edited by

                                    You can drag the right pane left/right to change its size, but the toolbars aren't adjustable. Alt+Enter will toggle full-screen if that helps...

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                                    • Chris FullmerC Offline
                                      Chris Fullmer
                                      last edited by

                                      Hey, I finally made something in Vue that I thought was worth showing. I've finally got approval (after nearly 2 years of false starts) to buy VUE for the office, but for now I am still just playing with the PLE. So please forgive my watermarks.

                                      When I made the ecosystem and added the little rocks, I couldn't figure out a way to make them stick to the overhangs of the cliff. Any ideas how to make that work?

                                      Chris


                                      vue_beach1_color_adjusted.png

                                      Lately you've been tan, suspicious for the winter.
                                      All my Plugins I've written

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                                      • soloS Offline
                                        solo
                                        last edited by

                                        Chris, there are many ways to do it, the easiest would be to use the material brush in the terrain editor and define the areas where you want the various materials, see image.

                                        Vue terrain brush.jpg

                                        You can also control this using a mixed material and setting the influence and conditions in the material editor.

                                        ifluence of environment.jpg

                                        Alternatively you can do it the slow but accurate way and use the 'paint ecosystem' option found in edit menu to hand paint where you want your grass and stones.

                                        paint terrain.jpg

                                        http://www.solos-art.com

                                        If you see a toilet in your dreams do not use it.

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                                        • Chris FullmerC Offline
                                          Chris Fullmer
                                          last edited by

                                          Well, what I did was made that cliff as a matablob. And then I applied an eco system material to it that I made. But in making the material and adding the rock element to the ecosystem, I couldn't get the rock to adhere to an overhang. It seems that the material ecosystem forces objects to contraint to a slope somewherre between flat and perfectly vertical, and does not allow ecosystems to populate objects on slopes that are overhangs.

                                          I know I could just paint it on the overhang, but I really wanted it to be an automated population process because I clear it and re-populate it so many times through my process. I didn't want to have to keep repainting the overhang. Plus I was atempting to use a map to vary the density, so that the rocks would add themselves in seems throughout the mud, but I never could tell if it was working since they refused to populate ontot he overhangs. Oh well, unless you have a cure, I'm not that worried about it I suppose.

                                          Chris

                                          Lately you've been tan, suspicious for the winter.
                                          All my Plugins I've written

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                                          • D Offline
                                            d12dozr
                                            last edited by

                                            I noticed that this latest version of the exporter (Version 1.1) places the pivot point of all groups and components at the origin of the global axes in the Sketchup model. When I open the file in Vue and try to swap out imported proxies as described here, all of the plants are placed on top of each other at the origin. (Please see attached pictures)

                                            This bug is new to V 1.1 -- V 1.0 kept the pivot point of each component at the Component axes from Sketchup, which is the correct behavior. Its not a big deal for only a few plants, but if there are 20 or more precisely placed, then it becomes a problem.
                                            Capture.JPG
                                            Capture2.JPG
                                            Capture4.JPG
                                            Capture3.JPG
                                            Capture5.JPG

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