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    SketchUp and KeyShot FOV and Focal Length don't match

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    • chippwaltersC Offline
      chippwalters
      last edited by

      Yep, using your fine plugin to set the screen window resolution. Thanks!

      I don't know, maybe the 1280x720 is set from the plugin. I typically use the same fixed size as my default, but I can certainly check and let you know.

      Currently working with Cross-Reality technologies

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      • D Offline
        driven
        last edited by

        can you try a simple cube in a different sized SU window and see if KS adjusts...

        learn from the mistakes of others, you may not live long enough to make them all yourself...

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        • chippwaltersC Offline
          chippwalters
          last edited by

          Nope, KeyShot does not adjust. It always defaults to the last screen setting which KS was left in.
          Interesingly, the CAMERA shows up as an object in KeyShot. Here's a possible workaround-- though certainly NOT perfect.

          See below:

          1. Camera Object in KS
          2. Camera Object shown in SU Camera view (inside of cube) showing the 'bounds' of the camera cone.
          3. Camera Object shown in SU showing 'bounds' of camera cone
          4. First change FOV so that the edges of the 'bounds' extend to the horizontal borders of the KS camera window.
          5. Set aspect ratio so that it matches the SU aspect ratio..

          Still need to test:
          Different FOVs and Different SU aspect ratio other than square.

          http://dl.dropboxusercontent.com/u/3788438/3D/cameramapping2.jpg

          Currently working with Cross-Reality technologies

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          • D Offline
            driven
            last edited by

            your image are to small for me to read, when I enlarge them the text is to distorted...

            however, you want to see if this works, without the workaround?
            download this
            in Ruby Console

            load ~/Downloads/keyShotExporter.rb
            

            then test a correctly size window export...

            may work...

            learn from the mistakes of others, you may not live long enough to make them all yourself...

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            • chippwaltersC Offline
              chippwalters
              last edited by

              I'll take a look at the plugin and let you know.

              Even though the image is small, I believe the details aren't important other than the overall notion that one can manually adjust the FOV using the imported SU Camera Geometry Object to get 'close.'

              Here's the same test using a different FOV and aspect ratio (green is because it's using your plugin and is perfect 16:9).

              1. Green 16:9 Aspect Ratio with different FOV than first test.
              2. Imported into Keyshot. Border is indicated.
              3. Adjust Field of View to match border then render. Looks very close.

              http://dl.dropboxusercontent.com/u/3788438/3D/cameramapping3.jpg

              Currently working with Cross-Reality technologies

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              • chippwaltersC Offline
                chippwalters
                last edited by

                @driven said:

                however, you want to see if this works, without the workaround?
                [attachment=0:3036vr1q]<!-- ia0 -->keyShotExporter.rb<!-- ia0 -->[/attachment:3036vr1q]
                in Ruby Console

                load ~/Downloads/keyShotExporter.rb
                

                then test a correctly size window export...

                may work...

                Thanks for the help! When I run it I get this:

                > load ~/Downloads/keyShotExporter.rb
                Error; #<SyntaxError; <main>; unknown regexp options - kyShtEprtr>
                SketchUp;1;in `eval'
                

                Currently working with Cross-Reality technologies

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                • chippwaltersC Offline
                  chippwalters
                  last edited by

                  Yes, I contacted them. They don't really have an answer. They say it works with SU15 but the camera transfer doesn't work right. I was hoping to try and figure out a manual way to go from one setting to the other. I know it's possible to do it manually, I just need to find the right 'formula' and while I posted this same on their forum (and support ticket), I doubt there's much if any answer there.

                  Currently working with Cross-Reality technologies

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                  • D Offline
                    driven
                    last edited by

                    I forgot the quotes ""

                    load  "~/Downloads/keyShotExporter.rb"
                    

                    learn from the mistakes of others, you may not live long enough to make them all yourself...

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                    • chippwaltersC Offline
                      chippwalters
                      last edited by

                      Sorry to be a pain. But now, when I copy/paste it in I receive:

                      > load  "~/Downloads/keyShotExporter.rb"
                      /Users/chippwalters/Downloads/keyShotExporter.rb;35; warning; already initialized constant KeyShot5;;Set
                      /Users/chippwalters/Library/Application Support/SketchUp 2015/SketchUp/Plugins/luxion_keyshot5/keyShotExporter.rb;35; warning; previous definition of Set was here
                      /Users/chippwalters/Downloads/keyShotExporter.rb;316; warning; already initialized constant KeyShot5;;TEXTURE_PATH
                      /Users/chippwalters/Library/Application Support/SketchUp 2015/SketchUp/Plugins/luxion_keyshot5/keyShotExporter.rb;309; warning; previous definition of TEXTURE_PATH was here
                      /Users/chippwalters/Downloads/keyShotExporter.rb;319; warning; already initialized constant KeyShot5;;VERSION
                      /Users/chippwalters/Library/Application Support/SketchUp 2015/SketchUp/Plugins/luxion_keyshot5/keyShotExporter.rb;312; warning; previous definition of VERSION was here
                      true
                      
                      

                      Not sure what to do...

                      Currently working with Cross-Reality technologies

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                      • S Offline
                        slbaumgartner
                        last edited by

                        Those warnings occur when you reload a Ruby that defines constants in its code. They won't happen if the code is written to allow for this possibility. However, in most cases the warnings have no effect and can safely be ignored. The final line saying "true" is your indicator that the load succeeded.

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                        • chippwaltersC Offline
                          chippwalters
                          last edited by

                          So then, what do I do next? Use the Keyshot plugin button to export the file? Will it use your script or it's script?

                          Currently working with Cross-Reality technologies

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                          • D Offline
                            driven
                            last edited by

                            steve beat me to it but hi ho...
                            there just warnings, because we overwrite the existing one for the SU session...
                            the advantage of testing this way is it's immediate and if it doesn't work you just trash it...
                            the old one will load again after a restart...

                            if it does work, you can move it to the folder and rename the old one or trash it...

                            learn from the mistakes of others, you may not live long enough to make them all yourself...

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                            • D Offline
                              driven
                              last edited by

                              @chippwalters said:

                              So then, what do I do next? Use the Keyshot plugin button to export the file? Will it use your script or it's script?

                              it will use the last loaded script, i.e. my version...

                              learn from the mistakes of others, you may not live long enough to make them all yourself...

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                              • chippwaltersC Offline
                                chippwalters
                                last edited by

                                Thanks.

                                I did what you said, but the results weren't what was expected:

                                1. ORIGINAL in SU (Focal Lenght 42mm, FOV 46.8 degrees)
                                2. Using your plugin code. Note the FOV is different, but still not correct.
                                3. ORIGINAL KS Plugin. Note the FOV is also different.

                                http://dl.dropboxusercontent.com/u/3788438/3D/cameramapping4.jpg

                                Currently working with Cross-Reality technologies

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                                • D Offline
                                  driven
                                  last edited by

                                  you want post the skp [or PM...]

                                  learn from the mistakes of others, you may not live long enough to make them all yourself...

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                                  • chippwaltersC Offline
                                    chippwalters
                                    last edited by

                                    Here's the SKP
                                    https://dl.dropboxusercontent.com/u/3788438/3D/test.skp

                                    Currently working with Cross-Reality technologies

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                                    • D Offline
                                      driven
                                      last edited by

                                      btw, so you know...

                                      the only thing I change was a 'back up' for a SU shortfall

                                       if cam_aspect == 0.0
                                              cam_aspect = width/height.to_f.round(3)
                                            end
                                      

                                      I you don't have a Advanced camera set, SU sets the aspect ratio to 0.0, which is crazy...
                                      this bit of code just tell KS to use 16:9 in that circumstance...

                                      I'll have a look at your skp...

                                      learn from the mistakes of others, you may not live long enough to make them all yourself...

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                                      • chippwaltersC Offline
                                        chippwalters
                                        last edited by

                                        @driven said:

                                        btw, so you know...

                                        the only thing I change was a 'back up' for a SU shortfall

                                         if cam_aspect == 0.0
                                        >         cam_aspect = width/height.to_f.round(3)
                                        >       end
                                        

                                        I you don't have a Advanced camera set, SU sets the aspect ratio to 0.0, which is crazy...
                                        this bit of code just tell KS to use 16:9 in that circumstance...

                                        I'll have a look at your skp...

                                        Thanks again for your generous help.

                                        I did look at your Ruby and saw that, and was wondering if there was anything else. I've written some Python scripts for Vue-Infinite, but don't know much about SU's api-- other than other plugins have figured this out-- and KS hasn't. I believe they first mentioned to me SU didn't have the correct api hooks to get an accurate camera from. That's when I mentioned all the other renderers have figured it out. They said they would take a look at it. Last time they said they'd work on the SU plugin it took them 2 years.

                                        Too bad Thea and Vray are so damn slow compared to Keyshot. Of course, they both can do a lot more too!

                                        Fwiw, here's an interior shot modeled in SU, and rendered in KS @ 1920x1080. Took a bit under 3 hours on my 2013 i7 iMac. Anyone think Thea can do that? If so, I have a license and can try. My early tests told me no, but then I'm not an accomplished Thea user.

                                        http://dl.dropboxusercontent.com/u/3788438/argodesign/hyperloop/Renders/Coach.176.jpg

                                        Currently working with Cross-Reality technologies

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                                        • D Offline
                                          driven
                                          last edited by

                                          that looks very well accomplished to me...

                                          I think KS may ignore the 0.0, even though they extract it...
                                          heres some code that I've been fiddling with to try and work out the variance...

                                                model = Sketchup.active_model
                                                camera = model.active_view.camera
                                                position = camera.eye.to_a
                                                direction = camera.eye.vector_to(camera.target)
                                                up = camera.up
                                                fov = camera.fov
                                                aspect_ratio = camera.aspect_ratio
                                                width = model.active_view.vpwidth
                                                height = model.active_view.vpheight
                                              
                                               p [ position, direction.to_a, camera.up.to_a, fov, aspect_ratio, width, height]
                                               
                                          
                                          model = Sketchup.active_model
                                          view = model.active_view
                                          target = camera.target
                                          vector = target - position
                                          
                                          if vector.x>0
                                            if vector.y>0
                                              az = Geom;;Vector3d.new(0,1,0).angle_between(vector).radians
                                            else
                                              az = Geom;;Vector3d.new(1,0,0).angle_between(vector).radians+Math;;PI/2
                                            end
                                          else
                                            if vector.y<0
                                              az = Geom;;Vector3d.new(0,-1,0).angle_between(vector).radians+Math;;PI
                                            else
                                              az = Geom;;Vector3d.new(-1,0,0).angle_between(vector).radians+(3*Math;;PI/2)
                                            end
                                          end  
                                          

                                          the first one is just the same as KS pulls out
                                          the second bit is trying to see how they arrive at the azimuth...
                                          I remember reading some where that SU reads from the camera 'film' plane and you need to subtract the length to the lens 'plane', or similar... [I can't find the link]
                                          the API has to much misinformation about all of this...

                                          john

                                          learn from the mistakes of others, you may not live long enough to make them all yourself...

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                                          • chippwaltersC Offline
                                            chippwalters
                                            last edited by

                                            Thanks for you help. I'll test your new code tomorrow when I get a moment.

                                            The workaround I found seems to be doing the trick: Here's a model I built tonight and used a SU wireframe overlaid on top (autonomous mobile office meeting room for an article) and it seems to work pretty well . FWIW, the model is not complete...just WIP).

                                            http://dl.dropboxusercontent.com/u/3788438/argodesign/FastCoOfficeOfFuture/OOFRenders/OOF01.192.jpg

                                            Currently working with Cross-Reality technologies

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