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    SketchUp and KeyShot FOV and Focal Length don't match

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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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