sketchucation logo sketchucation
    • Login
    ℹ️ Licensed Extensions | FredoBatch, ElevationProfile, FredoSketch, LayOps, MatSim and Pic2Shape will require license from Sept 1st More Info

    SketchUp and KeyShot FOV and Focal Length don't match

    Scheduled Pinned Locked Moved SketchUp Discussions
    sketchup
    31 Posts 4 Posters 6.6k Views 4 Watching
    Loading More Posts
    • Oldest to Newest
    • Newest to Oldest
    • Most Votes
    Reply
    • Reply as topic
    Log in to reply
    This topic has been deleted. Only users with topic management privileges can see it.
    • 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

      1 Reply Last reply Reply Quote 0
      • 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...

        1 Reply Last reply Reply Quote 0
        • 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

          1 Reply Last reply Reply Quote 0
          • 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

            1 Reply Last reply Reply Quote 0
            • 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

              1 Reply Last reply Reply Quote 0
              • 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...

                1 Reply Last reply Reply Quote 0
                • 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

                  1 Reply Last reply Reply Quote 0
                  • 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.

                    1 Reply Last reply Reply Quote 0
                    • 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

                      1 Reply Last reply Reply Quote 0
                      • 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...

                        1 Reply Last reply Reply Quote 0
                        • 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...

                          1 Reply Last reply Reply Quote 0
                          • 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

                            1 Reply Last reply Reply Quote 0
                            • 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...

                              1 Reply Last reply Reply Quote 0
                              • 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

                                1 Reply Last reply Reply Quote 0
                                • 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...

                                  1 Reply Last reply Reply Quote 0
                                  • 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

                                    1 Reply Last reply Reply Quote 0
                                    • 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...

                                      1 Reply Last reply Reply Quote 0
                                      • 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

                                        1 Reply Last reply Reply Quote 0
                                        • reptilesliceR Offline
                                          reptileslice
                                          last edited by

                                          Can someone please summarize the working solution to this SKP>KS FOV + focal length 1:1 export dilemma. Super irritated with KS. Thanks for your consideration!

                                          1 Reply Last reply Reply Quote 0
                                          • chippwaltersC Offline
                                            chippwalters
                                            last edited by

                                            Last I checked, the latest KeyShot plugin seemed to be working.

                                            Currently working with Cross-Reality technologies

                                            1 Reply Last reply Reply Quote 0
                                            • 1
                                            • 2
                                            • 1 / 2
                                            • First post
                                              Last post
                                            Buy SketchPlus
                                            Buy SUbD
                                            Buy WrapR
                                            Buy eBook
                                            Buy Modelur
                                            Buy Vertex Tools
                                            Buy SketchCuisine
                                            Buy FormFonts

                                            Advertisement