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    Sketchup 7?

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    • K 離線
      kwistenbiebel
      最後由 編輯

      Now, let's hope the Google-SU-developer-team is watching this thread, as it seems we all share the same needs...

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      • I 離線
        ilay7k
        最後由 編輯

        I share skp's intall dir and find it Program Files\gsu6pro\glcards.dat
        with this info

        // Case doesn't matter.
        // Partial strings are enough to make a match.
        // HW == Use Hardware OpenGL
        // SW == Use Software OpenGL
        // any|ANY matches any Renderer.
        // Format-
        // Acceleration|Vendor|Renderer|Support File
        
        // Defaults first.
        HW|ATI Tech|any
        HW|NVIDIA Corp|ANY
        
        // Then Specific cards.
        //SW|NVIDIA Corp|5200 
        

        How it work?
        Why?

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        • K 離線
          kwistenbiebel
          最後由 編輯

          Sketchup will make use of all 8 cores (just not optimised which makes a big difference).
          So you won't be running Skethcup with 1/8 of your CPU(S) power.

          However, the multicore architecture makes it possible to 'split' several tasks and spread them over the 8 cores in an optimal way . Your software needs to be adapted to that and the code optimised.
          Skethup isn't written that way so in no extent optimised for multicore.

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          • thomthomT 離線
            thomthom
            最後由 編輯

            Not everything can be made into multicore. Some task simply can't be split into multiple threads.

            Thomas Thomassen — SketchUp Monkey & Coding addict
            List of my plugins and link to the CookieWare fund

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            • jujuJ 離線
              juju
              最後由 編輯

              What I've done is to assign my apps to certain cores. The program needs to be running when you do this.

              Windows only:
              Open up Windows Task Manager (ctrl+alt+del - once only) > go to processes tab > select process > right click on it and a window will open up with the following options: End Process / End Process Tree / Debug / Set Priority / Set Affinity. You select the "Select Affinity" option > a window opens that shows you the number of cores your machine has, starting at zero up to whatever a quad core machine will show you 0/1/2/3). Make sure the cores you want the process to run in are selected.

              That is it!

              Save the Earth, it's the only planet with chocolate.

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              • F 離線
                Fletch
                最後由 編輯

                SIMPLE FIXES TO THE GUI DESPERATELY NEEDED FOR SU7:

                ability to resize the %$#@ scene dialog. If you have more than 7 scenes, EVERY TIME you change a name of a scene in the dialog as it is now, when you hit <enter> it jumps back up to the top of the list. Some animations I have more like 40 scenes! Now I have to manually scroll all the way back down the list... 😞

                Keep my focus on the model window PLEASE PLEASE PLEASE PLEASE PLEASE. It drives me absolutely in%$#@sane that every time I go to paint a material the focus of my keyboard input jumps to my materials pallette. So after choosing the paintbucket, if I hit any of my 100 shortcuts it actually starts changing the name of the material or the size of the .jpg of the material or some $#@% thing in the material editor. 😡 😡 😡

                I have a quad core Boxx and a $900 top of the line Vid. card. When I go to save a .jpg w/AA at 2800px with Shadows on, and all sorts of geometry, textures, etc... it can take up to 2mins to export the .jpg 😒 So I echo all other comments on multi-core processing support for rendering animations and stills...

                sorry for the anger... I've just finally had enough today... some days I can spend more than 12hrs/day on SU for many days in a row... so these things are very important little things that really kill an experience.

                Fletch
                Twilight Render Cross-platform Plugin for SketchUp on PC or Mac

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                • T 離線
                  tomsdesk
                  最後由 編輯

                  Fletch...
                  Dead on with #2 (pun demanded :`) drives me nuts!!!
                  #3 is more of an SU6 thing (I mainly use 5, but have been exporting some out of 6 for the sketchy edges: a 30sec export in 5 will take twice as long, at least)...so I sure hope they fix what they broke!!!
                  #1...as little as I've used 6 this has still been a pain!

                  Hoping for a 7 as good as 5...

                  http://www.tomsdesk.moonfruit.com/
                  2.5D Trees & Shrubs!

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                  • U 離線
                    Unknown Target
                    最後由 編輯

                    PLEASE give us animation and organic modeling support! Beveling edges would also be great. Also, optimization for handling high-poly models with large textures would be a great addition as well.

                    Also, for the "Follow Me" tool, could we have it where we can assign multiple lines on one face to multiple lines. So for instance, if I want to extrude a face along a curved line, I c an also set the bottom of that face to extrude along a straight line, so I can actually create the top and bottom of the shape. Does that make sense?

                    EDIT: You know what would be amazing as well? Being able to extrude lines. Let's say I create a complex 2D line and want to create a 3D object, but don't want to close the shape. I'd love to be able to pull the line out like I was push/pulling a face.

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                    • B 離線
                      Boogster
                      最後由 編輯

                      @unknownuser said:

                      I have no idea what's going to be in SketchUp V7. My money would be on these features:

                      • Features that are aimed at the populace and that make it easy for them to populate Google Earth
                      • Annoyances and bug fixes fixed
                      • Dumbing down hard to use features
                      • Dare I suppose it.... lockable .skp files
                      • Fat Faces perhaps

                      Todd

                      And don't forget the 3D Warehouse that is needed to be supported from other browsers, such as Firefox. It only supports IE. 🎉

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                      • CraigDC 離線
                        CraigD
                        最後由 編輯

                        @boogster said:

                        @unknownuser said:

                        I have no idea what's going to be in SketchUp V7. My money would be on these features:

                        • Features that are aimed at the populace and that make it easy for them to populate Google Earth
                        • Annoyances and bug fixes fixed
                        • Dumbing down hard to use features
                        • Dare I suppose it.... lockable .skp files
                        • Fat Faces perhaps

                        Todd

                        And don't forget the 3D Warehouse that is needed to be supported from other browsers, such as Firefox. It only supports IE. 🎉

                        Noted. A workaround is that you can access the 3D Warehouse via Firefox (or Camino) and upload and download to your heart's content. We've added an Upload button to the 3D Warehouse...all you have to do is log in.

                        Hope that helps!

                        And all of the other feedback is great! Keep it coming! We're listening! 😄

                        Cheers,

                         - CraigD
                        

                        Google SketchUp

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                        • A 離線
                          alexander
                          最後由 編輯

                          What i like to see in a new version is:
                          an easy way to get from a 3d the 2d vieuws in layout
                          Like iso / rightvieuw / topvieuw etc. and a easy way to do the measuring in the same.

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                          • C 離線
                            crc
                            最後由 編輯

                            Most things I think should be addressed have been mentioned here; ie, higher poly-count modeling, better curves, stronger "engine" underneath with fewer crashes.

                            A few tweaks I'd like to see that I've been trying to keep track of in my daily workflow:

                            edit:DOH!

                            -ability to view components/materials with the thumbnail and the name of the component beneath it. I know that if you hover over it, the name pops up, but this doesn't work that well, sometimes it hangs on one of the components displaying it's name even when I move to another component and sometimes it takes a long time to show the name. just doesn't work that well.
                            also, ability to sort alphabetically/numerically in this list.

                            -ability to drag and drop the scene tabs where I want them, and to double-click on a scene tab to rename it. I know about the scene dialog box, but why go to a dialog box what could be done right in the modeling window? also, you have to sit there clicking the up and down arrows to re-order the scenes. Sometimes I have quite a few scene in my models.

                            -I am a big fan of the Outliner and would like to see it enhanced. Not sure exactly what those enhancements would be 😄 but it is a great tool!!

                            -I'd also like to see the "Flip Along" command change with the axes of the component. As it is, it stays with the global axes.

                            • don't see a need for a renderer, there are some great ones out there that work well with SKP!

                            These are just a few, I'm sure there are more. 💚

                            http://www.motoclip.net

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                            • C 離線
                              cdubea
                              最後由 編輯

                              I would like to see local help. I do a lot of work not attached to an internet connection and this makes help a non-entity.

                              chris

                              http:www.dubea.orgchris_small.jpg

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                              • T 離線
                                Tim Danaher
                                最後由 編輯

                                Support for multi-threaded OpenGL:

                                Link Preview Image
                                Mac Gaming and Multithreaded OpenGL

                                Arstechnica and InsideMacGames write about some OpenGL optimizations which were privately announced at WWDC two weeks ago. According to the articles, the new Mac Pro already incorporates the new multi-threaded OpenGL in the pre-installed version of Mac OS X (10.4.7). The official release of the new version of OpenGL for existing Mac owners remains uncertain. According to some people I've talked to, multi-threaded OpenGL games will see huge gains in performance.

                                favicon

                                MacRumors (www.macrumors.com)

                                I'm hoping this would make the glacial animation export faster...

                                Support for 'baking' shadows into a material's texture. It would get rid of the reverse-flickering shadows problem. I started a thread about it here:

                                301 Moved Permanently

                                favicon

                                (www.sketchucation.com)

                                Fix the ¢¢∞∞¶•ª™™ Mac Outliner. It blows chunks.

                                Cheers,

                                Tim

                                http://vizarch.blogspot.com

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                                • soloS 離線
                                  solo
                                  最後由 編輯

                                  Did I mention tools for organic modeling? 😉

                                  NURBS!!!

                                  All I ask is for nurbs and higher poly support for them.

                                  http://www.solos-art.com

                                  If you see a toilet in your dreams do not use it.

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                                  • R 離線
                                    remus
                                    最後由 編輯

                                    hahaha, 'all i ask for is NURBS', you make it sound so easy solo ❗ not that i know anything about programing...

                                    http://remusrendering.wordpress.com/

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                                    • T 離線
                                      Tim Danaher
                                      最後由 編輯

                                      Solo --

                                      another thing about 'Fat Faces', is that a component would cut both faces of a wall automatically...

                                      Cheers,

                                      Tim

                                      http://vizarch.blogspot.com

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                                      • soloS 離線
                                        solo
                                        最後由 編輯

                                        I have heard much talk about 'fat faces' but do not know what it's all about, do you have more info for me?

                                        LO @ discussing fat faces and then seeing your avatar.

                                        http://www.solos-art.com

                                        If you see a toilet in your dreams do not use it.

                                        1 條回覆 最後回覆 回覆 引用 0
                                        • R 離線
                                          remus
                                          最後由 編輯

                                          feel free to correct me anyone, but as far as i know, fat faces are basically solids, so not made up of lines and faces, as is the case for everythign else in SU.

                                          http://remusrendering.wordpress.com/

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                                          • GaieusG 離線
                                            Gaieus
                                            最後由 編輯

                                            Well, as I read about an article of a 2006 basecamp (if I'm not mistaken), they have been planning this for a while. But in SU it wouldn't be achieved as real solids, as I read, but by assigning thickness to certain materials.

                                            I don't know however at what stage this development is. Then it was still a discussion about the (future) release of SU6. Certainly not every new idea and wish can be incorporated into every new release.

                                            Gai...

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