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    πŸ”Œ Easy Offset | Offset selected faces in SketchUp in positive and negative offsets. Download
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    Recent Best Controversial
    • RE: How to Map Rattan Furniture

      Wow Pete, that looks great. Nice tease on the plugin. Artisan 2 perhaps?

      Here's a quick UV mapping with the last model. Quick export of half the chair via Whaat's UV Tools, into 3ds Max. Converted to Edit Poly, Ran Unwrap UVW modifier. Selected all faces, ran a pelt map procedure followed by a relax by face angles. Back into Sketchup via UV Tools gateway. Still a bum seam down the middle, but if cushions are added, it's a non-issue.


      WickerPeltMap.jpg


      WickerPeltMap.skp

      posted in Woodworking
      EarthMoverE
      EarthMover
    • RE: Terrain from contours - improve on native 'from contours'?

      You could also produce a "from contours" terrain and then try the "Drape Cpoints" plugin from TIG. It will drop a user determined grid of cpoints over the mesh and group them. You can then mesh the cpoints using TIG's triangulate plugin to get a uniform vert distribution. ThomThoms Quad tools can then convert them into quads for loop and ring selections and UV functionality. You can also then selectively add density, sculpt, relax or perform projection painting with Artisan plugin.

      posted in SketchUp Discussions
      EarthMoverE
      EarthMover
    • RE: Terrain from contours - improve on native 'from contours'?

      "From Contours" is not a drape. It is more of a "skin" method for creating co-planar faces between sets of 3 verticies. The skin takes place across all selected edges and does not respect perimeter, thus resulting a lot of manual cleanup. A real advancement in the tool would be if it would skin a quad grid across the contours, instead of loosely triangulating (which sucks for sculpting)and if it respected boundaries. Actually if it were more like this - http://populate3d.com/products/terrain/ in it's options to retopo, relax and subdivide. There is a ruby plugin from Didier Burr floating around which will retopo a SU terrain into quads. I can't think of the name off hand.

      You could also play around with curviloft for skinning the contours. It works well, however you have to watch the segment count in your edges or your mesh can be too dense.

      posted in SketchUp Discussions
      EarthMoverE
      EarthMover
    • RE: [Plugin] Profile Builder Free Edition

      Pro user and love it. The bigger my custom created library gets, the faster model creation becomes. πŸ‘

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Edge Question

      Add thickness to your walls first before extruding the floor. I'm guessing you push pulled your floor first which created an automatic intersection, which undercut the walls. To fix it select both the wall and the floor and run "Intersect > With Selected" from the right click menu, then delete the outer edges. You could also trace the interior perimeter of the floor to add support edges against the interior walls and then delete the outer edges. Perhaps delete the bottom plane of the floor first, then push pull it again to add thickness. Should cut the work in half.

      EDIT - Sorry just re-read that your floor was a component. Perhaps all you need to do is scale it in. The FredoScale tools have a "Scale to target" option which would work perfect.

      posted in SketchUp Discussions
      EarthMoverE
      EarthMover
    • RE: LightUp v2.5a available

      Fully lightmapped 3d pdf would be amazing! I'm always amazed at how much is put into each release of LightUp given Adam is a single developer. Most big companies release a version once a year with big teams and barely add new functionally or address existing flaws. Kudos to the one man show who must never sleep!

      posted in Extensions & Applications Discussions
      EarthMoverE
      EarthMover
    • RE: [REQ] Transform UV's

      Fredo! πŸ‘ πŸ‘ If that works as well across curved / sculpted meshes then this will be a breakthrough plugin!

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [REQ] find similar groups and create components

      2.6 is his latest, but it's not specifically needed for the plugin. - http://forums.sketchucation.com/viewtopic.php?t=30503

      However, like you, on my end the plugin itself seemed broken for a while.. If I remember I re-downloaded and re-installed all of my plugins from Thomas and it seemed to fix the issue. Can't say what it was specifically. If it is working properly, when you run the script with nothing selected you should receive a warning that says "Analyzing all definitions in a model can take a long time. Are you sure you want to continue?"

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [REQ] find similar groups and create components

      Not sure. I used it the other day on a Chief Architect import and it worked beautifully....but that was windows and such. Perhaps try this route instead - http://forums.sketchucation.com/viewtopic.php?t=26008 Would be more tedious (Outliner should help) but might be more predictable.

      I also had issues previously with the component comparison plugin not doing anything for me, even on simple box test. I redownloaded the plugin and updated Thom's lib files and it seemed to have corrected it. Is it not working at all, even on a simple test?

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [REQ] find similar groups and create components

      Pete, you could try ThomThom's Component compare. http://forums.sketchucation.com/viewtopic.php?t=30143 Then use the Selection Toys to convert the group copies into components.

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [Plugin] TextureRandomizer

      Thanks for the reply. I guess it would be best served as a separate plugin called "Texture Variator" or something similar where one could enter the number of variations desired and the range of HSB, thus producing copies and replacing the existing. Texture Randomizer as you have created it works great in my tests and again I thank you for your efforts and generosity! It is a handy addition to your texture toolset which I use everyday. πŸ‘

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Edge path finding script - Does it exist?

      Awesome Dale! Looks like a winner you are working on. The realtime visual feedback is great and will make the script stand apart from the others.. Reminds of the "swift loop" tool in 3ds Max.

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [Plugin] TextureRandomizer

      Nice plugin TIG. Thanks! Possible to add an option for color variation by HSB? Perhaps random slide by percent for Hue,Saturation or black value. Would be great for leaves, brick, stones, etc.

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: Landscape Construction

      Getting there Dave. As they say, "the devil is in the details" and that is where the other 20% should be focused. Its the little things that add to a more photoreal render. Some obvious things are better grass, texture that are higher resolution and that don't tile as bad, more detail into the house itself, lower the beds to create an obvious bed edge, better reflection and transparency, bump maps and doing a bit of post work in photoshop.

      Best of luck..you definitely have a good starting point.

      posted in Gallery
      EarthMoverE
      EarthMover
    • RE: Su- rendered model on iphone/ipad in a real room

      Amazing stuff. I'd really like to hear more about your technique for match moving within the room.

      posted in Gallery
      EarthMoverE
      EarthMover
    • RE: V-Ray for SU vs V-Ray for MAX

      Don't forget Vray for Maya, Vray for C4D, Vray for Blender, etc. All the same interpolation based algorithms. Also Vray for Max came first, so it's had longer for the kinks to be worked out. As a platform, Max itself has many advantages over SU with polycount and it's quad modeling nature (and turbo smooth technique) usually resulting in a cleaner mesh. The way the mesh is processed is definitely reflected in the rendered results. Max also has far better RAM management, as it's scenes are constructed in a referenced format. Textures are not stored with the Max scene, but loaded dynamically from the hard drive. Also the modifier stack in Max is such that on the base of the stack is stored with the file and the modifiers are also dynamically loaded into the viewport and calculated as the render is taking place. Proxies are another thing that are referenced from the hard drive and only dynamically loaded while rendering. All that being said, for the novice user, I think it is easier to get a clean result out of simple scene with VfSU as the sun and camera are derived from the SU viewport, whereas the user in Max needs to know how to set those up for the best results. I've also seen a ton of renders done by some Vray masters on this forum that rival and surpass a lot of stuff produced by Max users. It's all about maximizing the tools at your disposal and knowing how to be adaptive to different scene conditions.

      It's actually quite surprising to me that Vray is still the "king of the hill", even as computer technology has grown to the point that unbiased solutions are almost as fast as biased solutions. I think in the future, unbiased will win out......when realtime speed and accuracy are one in the same.

      posted in V-Ray
      EarthMoverE
      EarthMover
    • RE: [Plugin] Selection Memory

      Thanks bro for this great tool. I've always enjoyed having the selection in the undo stack with 3ds Max, now it's possible in sketchup as well! You deserve a chocolate fudge covered peanut butter chocolate chip cookie with oreo filling!

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [REQ] Multiple Offsets: Done by sdmitch!

      Very useful! Thanks Sam and Pilou!

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [Plugin] Chronolux for Sketchup

      Kirill, looks amazing. I am also trying to find a sketchup plugin method which will chart sun path and perform a reflection/glare study. I need it for solar panel applications to determine the amount of glare produced based on the angle of the panels per geolocation and it's affect on neighboring buildings in a given radius. I was wondering if something like this could be adapted from the tools you have created here, with a similar raytrace, but charting also a single light bounce for a visual representation? Or, if anyone is aware a software/plugin on the market that will accomplish this?

      posted in Plugins
      EarthMoverE
      EarthMover
    • RE: [Exterior] A Conceptual House 2, Conceptual

      Amazing work Ferry. Great composition and the color tonality is exquisite. πŸ‘ Good luck with the contest!

      posted in Gallery
      EarthMoverE
      EarthMover
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