what about procedural texture generators (Genetica, TextureMaker, FilterForge, MapZone).
anyone knows how to use any of them?
what about procedural texture generators (Genetica, TextureMaker, FilterForge, MapZone).
anyone knows how to use any of them?
@unknownuser said:
@Aces
About glory or not
Difficult choice indeed!
just to make it clear... the 2nd guy (the one in rags, in a dungeon) is playing air guitar... not smelling his armpit
Chris, how much different will be your bend plugin be from the one released by Fredo with his Freescale 2?
@thomthom said:
Or add the people in post.
they dont receive correct shadows, luminosity... nor cast correct shadows, etc. If they are behind glass or some transparent material, its also an added difficulty.
@remus said:
With regards to the bump, its fairly straight forward to make your own from scratch. Even just painting over the texture can give pretty good results.
dude, please, you are speaking chinese to me
while it was easy to generate seamless tileable textures from many materials, I found it next to impossible to generate NICE textures from the more complex highrise images found at cgtextures.com
the program gets really confused by the highrise patterns of windows, balconies, etc, even after you adjust everything.
I also have lots of problems generating nice bumpmaps where you dont want everything to be ruggy.
you know... lets say you have a wall bathroom tiles texture. The tiles are FLAT, a bit round at their edges, and the real bump should be on this edge roundness and at the mortar amid the tiles. Problem is... tiles come in different colors. And they also have pigment in them. Thus no matter how much you try to, its impossible to get the bump to affect only the mortar between the tiles... you always get some pigment bump or worse... tiles of different colors are bumped in different heights...
@thomthom said:
- Don't think this will work. The way I see this working they way you describe is is that a plugin would take a faceme component, convert it to non-faceme and place a copy which is only visible on each separate scene? If you do batch render, V-Ray will only recognize the visibility of geometry for the first scene.
agh, you are right. No solution then
time to download 3D trees and people models from the warehouse, instead of using face-me people and trees
And at ASGVIS forums they said they should be plugins for Sketchup not VRAY, so...
1 - maybe some of you already noticed, but distorted and skewed textures at Sketchup are not recognized by VRAY. This is a special problem with 3D Warehouse models of buildings, since most of them HAVE skewed and distorted textures. The only way to make VRAY render them right is to make them UNIQUE textures. Well, it seems you can only select ONE FACE AT A TIME to create unique textures, so you probably already noticed that in some models, selecting face by face to create unique textures can be a mind shattering process. I wonder if there is or its possible to create a plugin that you can select a whole group and all textures inside it are made unique?
2 - VRAY can do batch render of scenes, but unfortunatelly, because of some Sketchup bug, it can "face-me" components will only face the camera at the first scene. At all the other scenes, rendered by VRAY in the batch render process, the face-me components will still be facing the camera from the FIRST scene. I wonder if its possible to create a Plugin that will take all the face-me components and replace them, scene by scene, with components facing the camera on THAT scene (that is, they lose their face-me status, but still face the camera, unless you modify the camera in that scene)
@zeeshan said:
THANKSSS solo!!!!
finally the mystery solved
and to add a sky, set the camera to PHYSICAL (at camera tab)...
then go into ENVIRONMENT TAB and click the M on the side of GI. Set it to SKY on the dropdown list. Now click the M on the side of Background. On the dropdown list select BITMAP. Set it to ENVIROMENT (in UVW), click the M below to select a bitmap and at the side of UVW choose the type of sky that matches the bitmap you selected (if its a cross, select cubic, if its a panoramic, choose spherical)
@thomthom said:
This plugin? http://www.sketchucation.com/forums/scf/viewtopic.php?f=180&t=15491&p=119728
haha, yes, that guy, your other personality, the one who knows how to command vray from Sketchup
now, seriously, Im kinda lost... why you cant deal with the vray camera the same way your other plugin did?
@thomthom said:
I use V-Ray myself and I've tried to access its information from Ruby, but it's not in a readable format. However, there might be scripting support in the next version of VfSU so there is hope in the future for further expansion.
there is a guy who created a plugin, a few weeks ago, that matched the Sketchup and VRAY viewing ports or something like that. He must have a clue about the subject.
@unknownuser said:
@unknownuser said:
what is the outliner?
Menu Window/ Outliner = Arborescence system of the objects
well, certainly I dont need to close it, since i NEVER opened it!
@tig said:
Make sure the Outliner is closed. Making scripted changes to groups/instances with the Outliner open can give a BugSplat...
what is the outliner?
Ive had bug splats even after exploding all components and groups into faces.
basically it were lots of window panes, around a building of circular size. The roof of the building was inclined, so I needed to cut all the windows so they would fit against the inclined roof.
Some of the windows would cut nice. But then, a FEW OF THEM, for no aparent reason, would give bug splats, even if I moved them, copied them and tried to cut somewhere else, if I rotated them, etc.
I ended up cutting them using tools on surface... but needless to say, it took a much longer time. Zorro was the perfect tool for the job, if there were no bug splats.
I think this was already asked before, but people suggested using the Film Studio plugin, which adds lots of unecessary stuff, as well as its not compatible with Sketchup 6, even more with 7.
Anyway, it would be nice to be able to create a camera component (and when creating it, automatically a scene tab is created, with the camera view). The camera then can be positioned and rotated precisely in any direction with the Sketchup tools. If possible, it would also be nice to be able to modify the camera FOV (basically, just like in Rhino 3D, you can visualize the square cone of the FOV, and narrow or amplify it).
People with VRAY experience can later modify the plugin to add other features, in special, the camera focus (by visually sliding two indicators up and down the camera target line).
So, any idea if such plugin would be too difficult to make? If its worth the work?
@matt666 said:
Oh! Ok thank you!! Thought though tough... You guys are crazy...
Nah, I am brazilian. My language, portuguese, is perfect!
@unknownuser said:
Btw, thanks for the advice. I will test it. (from what you are telling me, does it works AFTER the curves were made into solids?)
It works after conversion of edges in special curves... When you convert edges in one curve (by the "weld" plugin), Editing context menu (from Fredo6) doesn't appear. You have to convert curve into "polyline" in the context menu. Even if polylines ARE curves, Editing context menu appears after last conversion.
I don't know what you mean by "solid", I hope you mean "curve". Curve are joined edges.
Juste one last thing, this plugin can't edit more of one vertex at a time.
[/quote]
I mean... I make a face with these curves. Then I extrude it (push). It became a curvy block right? Now, can I still edit the vertexes of the polylines that compose it?
what renderers accept normal maps? I think VRAY only works with bumpmaps right?
anyway, the Kerky idea above is quite good... with that, I can say its almost useless to create a plugin for the same effect... of course, unless you dont want to have Kerkythea installed on your computer.
@matt666 said:
Fredo's plugin "Bezier" can do what you want, thought. You'll need Weld plugin to convert lines into curve. After conversion, you have to convert into polyline (choose "Convert to"/polyline) And you'll be able to edit vertices.
"Frenglish at its best ! If you see faults in my English do not hesitate to tell me !"
can do what you want, thought - "thought" is the the past conjugation of to "think". The word you wanted is THOUGH.
Its really a bit confusing, for us, non english speakers... THOUGHT (to think, past conjugation), THOUGH (in spite of) and TOUGH (strong, hard).
Really, its quite hard to pick faults in your english..
Btw, thanks for the advice. I will test it. (from what you are telling me, does it works AFTER the curves were made into solids?)
it seems 1001bits Architectural Plugins do have a Vertex Editing plugin...
@thomthom said:
I'm wondering, could you use this technique for what you're talking about? http://www.youtube.com/watch?v=fDzNJYi6Bok
hmmm... I am not sure... for example, it seems some edges on the excavator "shovel" are darker than some features which are farther away from the camera. Also, I guess you need to render the image in parallel projection. I wonder if the fog would work in parallel projection.