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.
    • 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
                              • 2 / 2
                              • First post
                                Last post
                              Buy SketchPlus
                              Buy SUbD
                              Buy WrapR
                              Buy eBook
                              Buy Modelur
                              Buy Vertex Tools
                              Buy SketchCuisine
                              Buy FormFonts

                              Advertisement