[Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020
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@nlipovac said:
Hi, since this can be prepared for posting on FB, can you make export for *.glb?
Hi nlipovac,
PBR plugin only exports to *.gltf. Export to *.glb is not planned.
You can convert *.gltf to *.glb with Make GLB by Saurabh Bhatia.
FB doc: https://developers.facebook.com/docs/sharing/3d-posts/glb-tutorials
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I also like this plugin's idea a lot. I'm curious to where it's headed...
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@jql said:
I also like this plugin's idea a lot. I'm curious to where it's headed...
A nice feature's coming soon. About camera control... Stay tuned
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Version 1.2.4 just released
It's now possible to apply a metallic-roughness map to a material. Demos:
Textures : Free PBR
Renderer : SketchUp PBR plugin -
I'd love this if I could eventually link a substance file to a sketchup material...
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@jql said:
I'd love this if I could eventually link a substance file to a sketchup material...
You can edit a material with PBR plugin then save material as .SKM file.
See this tutorial: https://sketchucation.com/resources/tutorials/528-how-to-create-your-own-sketchup-material-libraries
Thus, it's technically possible to build a SketchUp PBR material library
In other words, .SKM (SketchUp Material) can contain Normal map, etc.
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The problem is that a sketchup material hasn't got a direct link to textures residing on disk. So, if I change a texture like color, normal or metal-roughness map, it won't refresh. Or, will it?
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I have tried the plugin and got the following errors:
Windows can't find 'nginx'...
I have installed the glTF export (and import) plugins:
It's easier for most users to have a separated roughness and metallic maps as they are very common, instead of the metallic-roughness map required by the plugin. I can easily create the metallic-roughness maps as I use substance tools, but is there any chance the separated maps could be implemeted?
Also, I found you removed support for emissive materials, which would be a shame, as I use them for all my lighting applications in Thea for Sketchup and would find them cool to test on this pbr plugin.
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@jql said:
I have tried the plugin and got the following errors:
Windows can't find 'nginx'...Is it a first time install or an update?
If it's an update: Open SketchUp Extension Manager. Disable PBR plugin before uninstall it. Reinstall it.
Let me know if problem persists
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@samuel_t said:
Is it a first time install or an update?
It's a first time. Pbr v1.2.4
Sketchup 2018
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@jql said:
I have tried the plugin and got the following errors:
Windows can't find 'nginx'...
@samuel_t said:
Is it a first time install or an update?
It's a first time. Pbr v1.2.4
Sketchup 2018
Operating system: Windows 10?
- Open Windows's File Explorer.
- Goto %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins\pbr\Web Server
- Do you see the file nginx.exe?
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@jql said:
Also, I found you removed support for emissive materials, which would be a shame, as I use them for all my lighting applications in Thea for Sketchup and would find them cool to test on this pbr plugin.
I opened an issue for this: Emissive materials don't glow. It would be great if a GLSL expert could help.
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I'm afk today (phone here) but I'm on win10 and I have checked before that the nginx.exe file was there, though I don't know if that was the exact path.
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@jql said:
I'm afk today (phone here) but I'm on win10 and I have checked before that the nginx.exe file was there, though I don't know if that was the exact path.
- Restart computer. Don't open SketchUp for now!
- Open Windows's File Explorer.
- Goto %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins
- Delete pbr.rb file and pbr directory.
- Download and install SketchUp PBR plugin again.
- Close SketchUp.
- Reopen SketchUp.
If problem persists: consider opening an issue here.
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Will do...
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@filibis said:
Hi Samuel, interesting plugin, nice to see PBR and Gltf related extensions
Hi Filibis Thanks for your interest in this plugin.
@filibis said:
But i couldn't operate normal map.
Normal map must be set in PBR Material Editor. Does this info helps you enough?
@filibis said:
And didn't understand where you put those 2 'base color' textures you provided.
Reef demo model is made of two faces, two materials and three textures:
Sea normal map texture is set on Sea material in PBR Material Editor.
Sea base color texture is set on Sea material in Materials Tray.
Sea material is applied to Sea face.Undersea base color texture is set on Undersea material in Materials Tray.
Undersea material is applied to Undersea face.@filibis said:
Also that would be great if you let normal map strength to be adjusted and option to add metallic & roughness maps as well if possible.
I see no problem about adding Normal map scale (strength) in PBR Material Editor.Update: Since PBR plugin v1.2.5, normal map strength is editable and rendered
Metallic and roughness maps must be packed in one map. So it's not easy for user...Update: Since PBR plugin v1.2.4, metallic-roughness (packed) map is supported
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I'm very happy to announce release of v1.2.5.
Features:
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Control camera with a standard gamepad in Viewport.
Plug. Move with left stick/pad. Look around with right stick.
It works with Microsoft Xbox One controller. Tell me if it works with other controllers -
Normal map scale (strength) renders in Viewport.
Bugfixes:
- Fix zoom (wheel) bug in Viewport impacting only Firefox.
As part of an update, remember to disable plugin before uninstalling-reinstalling it.
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@jql said:
The problem is that a sketchup material hasn't got a direct link to textures residing on disk. So, if I change a texture like color, normal or metal-roughness map, it won't refresh. Or, will it?
No. Texture is embedded. You must update manually SketchUp material if you change texture on disk.
Linking textures can produce late errors like "missing file". I will think on this.
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Hi,
I did what you suggested. Erased the pbr plugin and folder from my appdata's plugins folder, restarted everything and installed, following all your suggestions.
Still no good with 1.2.5:
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