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    • RE: LightUp v4.1 released

      @krisidious said:

      Yes, I see all the files. The toolbar pops up after the error, but nothing happens when I click any of the buttons. Drop down is there.

      Sounds like you have something stamping on your Ruby environment.

      Open up the Ruby console and type:

      $:

      and it will show where Ruby is looking for plugins.

      Adam

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: LightUp v4.1 released

      @krisidious said:

      Didn't seem to take on mine. I have both... in Win7. I did choose the location of both 13 and 14 respectively and both seemed to install. But when opening 14 I get the error above and when opening 13 I get a lock. could be a error shown offscreen as I have a funky setup with 4 monitors. But, 2014 gives the error shown above.

      The message you're seeing is because LightUp cannot load its files - aka they're missing.
      The installer works fine for WinXP,Vista,Win7 and Win8 so it is something to do with your setup.

      If you open C:\Program Files (x86)\SketchUp\SketchUp 2014\Tools\lightup you will see all the installed files for LightUp: 6 folders and 16 files. Do you see these?

      Adam

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: LightUp v4.1 released

      Hi Kris,

      On Windows, the installer checks what version of SketchUp you have and sets up the initial Installation Folder.

      So if you have SU2014, then it will be set to *C:\Program Files (x86)\SketchUp\SketchUp 2014*

      If you have SU2013, then it will be set to *C:\Program Files (x86)\SketchUp\SketchUp 2013*

      and so on. You can of course edit this install location to wherever you like, but the default is based off where you installed SketchUp.

      Adam

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • LightUp v4.1 released

      Lots of improvements and features.

      • Realtime scaling of textures
      • Better Fresnel and transparency
      • Faster dispatch
      • Smaller memory
      • Realtime Section Planes on iPad

      Download the latest installer at https://light-up.co.uk

      Support for dynamic Show/Hide of Layers and Objects coming soon.

      http://i614.photobucket.com/albums/tt229/ElektraGlide/apartment_lightupWORKING_640_zps23e95da5.jpg

      posted in Extensions & Applications Discussions extensions
      AdamBA
      AdamB
    • RE: LightUp - Thoughts?

      @valerostudio said:

      It's nice and the price is nice for what you get. My biggest concern is the memory limit. My SketchUp files can get to be monsters at 100+MB and when I tried to do a quick interactive lighting study, it crashed the memory load of SU. Any plans for a 64 bit standalone version?

      So I think what Rich was referring to when he mentioned "a certain approach" is that with realtime rendering, you can help the process enormously by how you structure your model.

      LightUp works very hard behind the scenes to optimise your model for you so you generally don't need to change your workflow, however there are things worth keeping in mind when authoring for realtime. In truth these are general best practices, but you can often get-away-with-it when not doing realtime rendering. (FYI, its common in the realtime content creation industries to have alarms that trigger if artists go over their budget in an area of their model.)

      1. Ensure components have appropriate detail. With all the sources of content nowadays on the internet, its very easy to drop some 'filler content' into your model not realizing its very geometry heavy. I found a strip light fitting in a customer model this morning that had over 100,000 faces - right down to the nuts and bolts - and there were over 100 instances in the model.
        Check your model. Try using the free plugin Goldilocks to find hidden details.

      2. Hide or remove unused geometry - LightUp lights your entire model, not just what is in view - and often times, users move geometry 'out the way' and forget about it. 😞

      3. If the model is large, it is worth imposing some top-level structure as this helps accelerate processing. You can do this by using SketchUp Groups at the top level. Organise your model into Areas - these may be a natural split around rooms, or simply a rough zoning of your model.

      One gotcha to look out for is that LightUp treats top-level Groups as special and processes all its contents as a unit. If you have grouped your entire model into a single Group, LightUp will try and process it as a single entity which may use a lot of memory. Better to break up a large model into a few top-level Groups that can processed separately.

      Adam

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: LightUp - Thoughts?

      The GI in LightUp is based on the REYES RenderMan Ambient Occlusion and uses a Hammersley distribution but also includes color bleeding from local surfaces.

      2 second render time @ 1920x1080 pixels

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • Realtime archviz in Sketchup

      Best to watch in HD..

      posted in Gallery
      AdamBA
      AdamB
    • Setting up an exterior render in 10 mins

      Taking a plain SketchUp model and readying it for rendering.

      posted in Extensions & Applications Discussions extensions
      AdamBA
      AdamB
    • RE: Unreal 4 Engine

      @cmeed said:

      Adam They look Great!
      Does Lightup have the ability regarding textures to ..... mmm how to explain it (they'll be a word or phase for it) so in Koolaas the textures reflect a roughness so some parts reflect smooth and some rough. the corridor for instance in the movie shows this

      heres another example of Unreal 4 - its german
      http://www.gamestar.de/videos/trailer,3/unreal-engine-4,76683.html

      c

      Sure, its called a specular map and controls which parts of the texture reflect. LightUp creates one automatically for you from your base texture based on grayscale brightness. If you need (or have) something different, you can set a filename with an image. See this video: https://www.youtube.com/watch?v=22FSi1aT2bg (around 10m30s in).

      Adam

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: SketchyPhysics 3.5.6 (26 January 2015)

      Hi,

      As Pilou says, the playback works, but running the Physics while in LightUp no longer works which is a pity.

      Its not that LU is not picking up the changes in transforms - its that SP appears to terminate TourTool now - whereas before it didn't touch the current selected Tool.

      Does that ring any bells in the changes you've made recently?

      Adam

      posted in SketchyPhysics
      AdamBA
      AdamB
    • RE: Unreal 4 Engine

      Here's a (realtime) video of how the model was rigged ready for exporting movies.

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: Studio lighting

      @rich o brien said:

      Any chance of posting the SU setup as an image.

      I'd like to see how many irrcaches you have injected.

      Sure, here it is. Should be a case of loading and starting TourTool.


      studiolighting.skp.zip

      posted in Gallery
      AdamBA
      AdamB
    • Studio lighting

      Jack Paul Dicker was kind enough to post some pictures of his 'studio rig' for rendering.
      I've had a go recreating it in SU using LU for rendering.
      4500k area light on the left, 6504k area light on the right.
      Lighting time: 2min

      studiolighting_lightup(no scene)_2014-08-28_2123 copy.jpg
      studiolighting_lightup(no scene)_2014-08-28_2124 copy.jpg

      posted in Gallery
      AdamBA
      AdamB
    • RE: Unreal 4 Engine

      @cadmunkey said:

      Very impressive Adam, love the materials. Is the depth of field an option in Lightup?

      Yes, during Tourtool you can adjust the Depth of Field using the DOF slider. The focus point is taken in the direction the camera is pointing and marked by a small red circle on the surface that is being focused.

      You can lock the current focus distance by clicking on the small padlock icon. You can then change your view direction but have a fixed focus distance.. So the workflow was to look at the floor tiles, lock focus distance and then look at the wall further away with the result that the floor is sharply in focus, the walls are blurred.

      SketchUpScreenSnapz014.png

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: Unreal 4 Engine

      @iichiversii said:

      Adsm s that just using lightup or in unity? im aware lightups lighting can be imported directly into unity and textures can also be baked, can you link us to a tutorial on how to do these, nice render btw πŸ‘

      Its just modelled in SketchUp and rendered in LightUp.

      Yes, you can export your lit model from LightUp using Autodesk FBX which will be automatically ingested into Unity.
      Or you can export as Collada DAE.

      There is a very old video tutorials showing exporting to Unity (https://www.youtube.com/watch?v=eNI2RjNsRwY)
      I'll see if I can cook up a new one using the latest version of LightUp and Unity.

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: Unreal 4 Engine

      For a bit of fun, I recreated one of these in SketchUp this morning. Came out pretty well.

      posted in Extensions & Applications Discussions
      AdamBA
      AdamB
    • RE: Koooolalala archiviz tribute

      Lighting resolution is 5cm
      For the long emitters along the edges, I boosted the sampling density to 4.0 to reduce hotspots.

      posted in Gallery
      AdamBA
      AdamB
    • Koooolalala archiviz tribute

      Saw the wonderful koooolalala archiviz videos and was inspired this Saturday morning to recreate in SketchUp as a bit of fun. Its a 1920x1080 video, so choose HD.

      posted in Gallery
      AdamBA
      AdamB
    • Mad behaviour of String#hash

      I recently fixed a bug in LightUp that was the result of a subtle change in the method #hash between Ruby 1.8 and 2.0 that I thought I'd share.

      Previously, "adam".hash would always give the same result - because its a hash of the string "adam" - which is what you'd expect.

      Ruby 2.0, chooses to give you a different result every time you launch Ruby. Which is quite idiotic.

      The upshot is you cannot rely on creating digests that persist across sessions. 😠

      Sadly, there is no doubt a thread somewhere in Rubyland explaining why its a stroke of brilliance.. sigh

      posted in Developers' Forum
      AdamBA
      AdamB
    • LightUp Explainer

      Many users and members have suggested we do a LightUp Explainer video.

      This is a short 3 minute, 1920x1080 HD video that highlights some of the features of LightUp.

      Adam

      posted in Extensions & Applications Discussions extensions
      AdamBA
      AdamB
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