@dan rathbun said:
I believe this was implemented in a cross-tab of checkboxes by Martin Rinehart.
Thanks a lot! I had a feeling that I've seen it somewhere already; apparently I just can't google the desired result .)
@dan rathbun said:
I believe this was implemented in a cross-tab of checkboxes by Martin Rinehart.
Thanks a lot! I had a feeling that I've seen it somewhere already; apparently I just can't google the desired result .)
@chris fullmer said:
ok, here's a mock-up of what I am thinking. [...]
[attachment=0:1962am7y]<!-- ia0 -->scene manager mock up.png<!-- ia0 -->[/attachment:1962am7y]
Chris
hi,
so, seven years later... is anything similar available? I couldn't find anything in the Warehouse, nor here in the forums. Mainly I would be interested in the Layers per Scene selection matrix.
hi
i'm using the latest version downloaded from the extension warehouse (0.6.1). However, in combination with SU 2015 Pro I'm getting the following errors:
Error: #<NoMethodError: undefined method all_connected' for nil:NilClass> C:/Users/eidam/AppData/Roaming/SketchUp/SketchUp 2015/SketchUp/Plugins/clf_shape_bender/clf_shape_bender_data.rb:255:in
line_picker'
C:/Users/eidam/AppData/Roaming/SketchUp/SketchUp 2015/SketchUp/Plugins/clf_shape_bender/clf_shape_bender_data.rb:187:in `onLButtonUp'
As witnessed on the Extension Warehouse website, there are more users with this issue. Has it been resolved since then? Or is there an alternative plugin that achieves similar results?
Thank you for any answer.
so, is this benchmark still relevant? could we get enough data to compare quadros vs gtxs (and especially their mobile versions)?
Do you have a screenshot of your material settings and V-Ray options?
hey vporrash14,
it looks good so far
I would say that the main materials that give away the rendering feeling are the cupboard wood, the fridge metal and the purplish blue plaster on the wall. All of these are way too glossy in my opinion; also, the same goes for the plant and the ceramic pot.
What's your light setup like?
i know, and it's still too coarse
i guess i'll have to make 4 or 9 chunks out of the contours manually, and then run Toposhaper on those chunks.
edit3: there used to be an angry rant here from me, which was unjustified and stemmed from time pressure and my inability to, in fact, read the manual (or watch the tutorials).
so, sorry to those who had to read it, and i apologize for using this forum to vent my frustration.
have a nicer day than I'm having,
~eidam
i have tried that one, but i'm still getting roughly only 5mx5m terrain resolution, which is still too coarse and it's visible in the steep terrain
hi guys,
i have a set of terrain contours, all set up in their correct heights... the problem is, in some places the contours' resolution is not consistent, so i'm getting weird shapes:
my question is: what tools could I use to subdivide the curve segments so that my terrain is a bit more defined?
many thanks for any answers.
Hi, I haven't found the images.
But after the school's done in January I'll try and recreate the post again; the question is, how many people would be interested in the old 1.49 version and how many in the new VRay 2.0, since I imagine quite a lot of people have adopted the new release.
let me know,
eidam
no, because when it's being calculated how it should, there's repeating lines of "Setting up 2 thread(s) | Threads completed."
multipass is enabled; after all, here are my settings and render results.
click for larger picture
update: for whatever reason, when i turned off the DR, irrmap's working again... lucky me i have only this computer to use.
it's still weird.
Hi,
So, this is happening very randomly (usually after testing stuff with RT), but VRay ignores my min/max rates for the Irradiance Map and only calculates one ('Prepass 1 of 1') at the specified max rate.
Sometimes it jumps back to working properly, but I have no idea why or what could have caused the jump.
log:
Prefiltering light cache.
1 interpolation maps registered
Rendering interpolation maps with minRate=-4 and maxRate=-2
Setting up 2 thread(s)
Threads completed
Calling endPass() on irradiance maps
Calling prePassDone() on irradiance maps
Image prepass completed.
Rendering image.
Is anyone experiencing similar problems? Or what am I missing?
can you post a screenshot of your environment settings? i suspect it's the same thing, but for the env map slot.
in the wood material's settings, in the reflection layer, the Affect channels option should be set to 'Color only.'
hi andy,
thanks for the reply. I tried another render with everything you suggested (except linear color mapping & resetting the gamma), and I even moved the TV stand 1mm further from the wall (which mathematically should resolve the same normals problem), but it looks almost the same and it took two minutes longer to render Also, I need to add, that in my previous post I ended with 32 subdivisions on the dome light; I'll probably edit that in.
Hello everyone,
I recently completed an interior renovation project for a client and it was my first project where the interior visualisations were the main focus of my renderings, not exterior arch-viz.
It was a moderately sized apartment (60m[sup:1qraxglt]2[/sup:1qraxglt] + a loggia), where the bathroom was in need of a renovation and where connecting the living room in the east with the kitchen in the west yielded a single, luxurious living space that received plenty of sunlight during the day.
A sample rendering looked as follows:
View from the kitchen into the living room, 1920x1440, ~1hr on E8400@3.87GHz, Interior-04-HQ-Interior preset, cropped to 1080p and added contrast in PS
But, why am I making a post about it here - I would like to get better at interior renderings.
So I decided I wanted a new camera view, better materials and to tune the lighting, since I was not satisfied with the current setup.
#0 The 'default' lighting setup
I have used SketchUp 8 and VRay 2.0 in this project.
For lighting I used #3 HDRi map from VizPeople HDRi pack plugged into a VrayDomeLight, with Intensity at 30 and the rest at default.
The same HDRi was used in Environment->Reflection slot, with multiplier set to 1. GI (skylight) left unchecked, because it was introducing green light from the grass.
In System settings, I turned off Default and Hidden lights.
GI was set to Irradiance map and Light Cache, where I chose the 04-High-Quality-Interiors preset. In hindsight, this was not the smartest solution, since it roughly doubled render times that I could have achieved by manual setup.
Finally, I used a physical camera with exposure set to ISO = 200, Shutter Speed = 200, f = 2.8.
#1 - Starting from scratch
New viewpoint, resolution set to 1024x768, Override Materials on 191,191,191, left all settings as they were. The result:
First problem I had was that I wanted to get rid of the noise and introduce sharper sunlight into the room.
Eventually, after fiddling around with the IR and LC settings I discovered that using the preset somehow made the renderer not use multiple IR passes; what worked for me was to disable and then enable the Show Calc Phase tick in IR settings. Sadly, this did not resolve the noise.
Quite frustrated I reverted back to my proven settings from exterior scenes. Light Cache set to 500 subdivisions, Irradiance Map HSphere subdivisions turned down from the preset 80 to 70, and hit render.
To my surprise, I recognized these splotches as having something to to with the Irradiance Map. Bumping the HSph subdivs back to 80 only redistributed them in the scene; what eventually resolved this problem was enabling the Store With Irrmap option in Dome Light properties itself.
Great, now it seems everything is working, there's no pixellated noise and there's even a hint of direct sunlight coming in through the western window. If only I could increase the sunlight... Oh, that's right. Following Bertrand Benoit's tip on HDRi lighting, it's sufficient to decrease the gamma of the loaded HDRi image and you instantly get a properly positioned sun.
Instant happiness. All I needed now was to get rid of the dark artifacts in the lower left corner, for that I increased the HSph subdivs to 100 and Interp. samples to 40, while setting Light Cache subdivs to 1200 and the Sample Size to 0.015.
This last step introduced a light-leak into one of the corners of the TV stand, but I have no more ideas on how to get rid of it. Probably increase the LC Subdivisions? Truth is that the TV stand is directly on the wall, so this might just be a geometry/normals issue. I don't know... yet.
I'm especially happy with the image being noise-free, with sunlight, and with render time cut almost in half.
Anyway, with the material override turned off, this is so far the result of the reworked lighting (mind you, no color correction was applied here, unlike in the first, 'final' image up top):
The HDRi is not showing in the window, probably because I had it set on Invisible and saved the output as a TIFF, which retains alpha channel information. But that shouldn't be a bothering issue.
In my next post, I will be documenting my work on the materials. I'm very eager to try creating the wood material (both of them), with properly set up bump and reflection maps, then the kitchen counter and dining table (where I'm aiming for this kind of material), and then the white lacquered wood on kitchen cupboard and the right-side wall, which hides two sliding doors (also from the same reference kitchen).
But till I get that chance - any comments, critiques, questions, suggestions? All are welcome, regarding the camera composition, choice of materials, mood, maybe even furniture, etc. etc.
Have a nice day.
Ted,
are you sure that changing the Fresnel to ridiculous value is the real solution here?
i'd be more concerned with the environment settings and their multipliers, and also the lighting used.
larszzz, if you posted a screenshot (of the render and/or environment settings), that would be immensely helpful.
hm, it seems my access to the old server got taken down (or my files have).
i'll try to find the images somewhere in my backups... however, all of these were for vray 1.49 and the question is how relevant they still are.
but as i said, i'll try to find them, just in case the were.