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    SketchUp and KeyShot FOV and Focal Length don't match

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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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