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    SketchUp and KeyShot FOV and Focal Length don't match

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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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                                • 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!

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                                  • chippwaltersC Offline
                                    chippwalters
                                    last edited by

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

                                    Currently working with Cross-Reality technologies

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