Layout viewport screwed up
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@nickchun How far is the model from the origin in SketchUp? Can you share the LayOut file?
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Hi Dave
The origin is about 60 metres away from this particular detail. I just did a test and moved the origin right next to it and relinked the model. It didn't make any difference but it does work ok in Vector, it's only Hybrid that is wrong. Not sure if I'm allowed to share the model, no one here to ask permission from at the moment. It's 50mb as a layout file.
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@nickchun
It looks like a graphics card issue.
What are your Preferences > OpenGL settings ?
What is you graphics card ?
Have you got its latest drivers download from the manufacturer and installed ? -
Windows is telling me the best driver is installed, but I can download the windows 10 driver again
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60 meters might be a large distance for the overall size of the model. Move the component to the origin, update the scene, save the changes and then update the reference in LayOut.
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Just been doing more tests. Made multiple copies of an object in increasing distances from the origin, each one in its own scene. Sent to layout, made copies of initial viewport then changed each to match each SU scene, from closest to the origin to the furthest. The last scene/viewport(furthest) is the only one not rendering properly in Hybrid, and the raster render is smaller then the vector render.
If I increase the distance from the origin the scale difference between the 2 render methods increases.
However, if I then copy that object again, move the copy even further from the origin, create new scene and add viewport to LO, that viewport becomes the only one rendered wrong, and the one before it is now correctly rendered. So whichever scene is made last/placed furthest away becomes the only one wrong. All others get corrected.
Objects far from the origin still render correctly in Hybrid so long as they aren't the furthest object away. The difference between the scale of the raster render and vector render increases with distance from the origin. Seems to be a overall model scaling/proportional issue.
So the workaround appears to be - put another copy/scene into place even further from the origin, render it in Hybrid then delete it, to leave behind the ones you want. -
@nickchun that's a very strange thing. What your screenshots show has been linked to having the model or at least part of it situated at a great distance from the model origin. Move the model close to the origin has been demonstrated to fix it. I'd still like to see your LO file with the weird graphics.
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Look like I don't have the privileges to upload files, I was going to attach the test files I made. It seems to work backwards as well, after making more copies further away I deleted them and re rendered. The one that is wrong is whichever becomes the the new one furthest away. Still might be a graphics thing on my PC but I can at least replicate and seemingly control it.
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@nickchun
Don't trust Windows about the driver.
Go to the graphics card vendor's site direct, and get the latest driver from them, install it and restart your PC.
You could also tried toggling the max texture size on/off, and also the same for fast feedback ?
Do you have a Control-panel to manage your graphics card's settings ?
If so ensure that SketchUp is set to adjust its own settings rather than accepting some defaults. -
@TIG Ok I've done all that but it hasn't made any difference unfortunately. At least not on the existing files with the issue. I can't reproduce the workaround either but that may just mean it wasn't a workaround in the first place and just a fluke.
The only thing still the same is the scale of difference between raster and vector increases with distance from the origin. This still seems to be proportional to the overall scale of the model, possibly when initially created, then adding to it with objects further away than the original limits of the model.
I'll try some more tests later -
@nickchun Here's an example of the same sort of thing happening for someone else. They are using SU/LO 2020. Their model was located at a large distance from the origin.
After moving their model close to the origin the issue went away.
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@Dave-R Sorry for the late reply, been away for the weekend.
Thanks Dave, yes that does work. I always make my main models on the origin, but then make exploded views and details from parts of the model. I place these details further away from the main model but not very far.
I have also been able to reproduce my earlier experiment which seems to show that its not just the distance measurement, but the relationship to the model limits.
I can have no problems with an object 200 metres from the origin if there is another object 250 metres away. If that object is furthest away it has issues. The same goes for models where everything is closer to the origin, it will be the furthest object that causes the problem. But still, the greater the distance, the bigger the size difference between raster and vector portions of the hybrid render.
As in this screenshot of 4 objects- number 4 is furthest away (250m) and messed up. If I delete it from the model and update LO, number 3 becomes furthest away(200m) and gets messed up instead -
@nickchun no worries on the delay. Perhaps I worded it unclearly but as you found, it's related to the model extents and having views of small areas. You could have a model that covers a large area and with the camera zoomed back to show it all, you wouldn't have this issue.
I also have copies of the components separated a little from the assembled copy but I don't find a need to create multiple copies strung out across the countryside. The vast majority of my detail views can come from either the assembled version of the piece or from the exploded view.
FWIW, I can generally create all the viewports I need for a furniture plan with maybe 5 or 6 scenes and without modifying the Camera in LO for any of the viewports.
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@Dave-R Yes, I avoid modifying the camera in LO. At least I have a better understanding of this glitch now and can compensate for it. I also need to be more concise with my models and make better use of tags and visibility. I'm also fortunate enough to have Studio here with the massive power of Vray 6, which is a great incentive to be more organised with it's render layer capabilities.
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