As far as i know the "vray proxy" option is not yet implemented into the UI of vray for sketchup. That should be what you were searching for, if i'm not wrong.
I hope it will be, one day.
Maybe someone comes up with an alternative?
As far as i know the "vray proxy" option is not yet implemented into the UI of vray for sketchup. That should be what you were searching for, if i'm not wrong.
I hope it will be, one day.
Maybe someone comes up with an alternative?
Hm, I can't really help, but wouldn't it be a solution
to re-create the ies with eg. "free ies creator"?
thanks-
berlin, it still appears to me like they are still two
greetings to hungary and congrats for your 20.000 post!
now lets welcome the new users here again
yep, alex
almost next door, berlin tiergarten, nice to meet you
Thanks michaliszissiou and noareal- good information, i was wondering what people meant when they talked about baked..
Majid, great renders!
.. and that is great!
Its like playing with a new toy
Thanks for your answers!
I use vray 1.48.89 (as to see in my profile as well ) in the office. I just spend some time in this kind of research when i have a few minutes without work.
I surely already did read about that on openexr homepage and proexr hompage and some other places as well.
What i got is that 32 bit format is unnecessary, too big with not much improvement to 16 bit.
A correct 16 bit image file has a lot of information, eg. you can see a lot of details in the dark when over-exposed which you cannot see in a "nomal" picture. From that you should easily be able to make some kind of what people think of when they hear "hdr-picture": a picture with all areas detailed, not too dark and not too bright.
I had a look at the sample psd-file from fnord http://www.fnordware.com/OpenEXR/ (at bottom of that page) and was impressed about the different channels and about handling them. Eg. increase only lighting-channel-exposure. But i couldn't get this to work from my exr files.
Andybot, you're right- i doesn't matter what file format you use. If you choose your VFB channels and save that file afterwards, you get a file for each channel. (Probably exr and hdr files contain more information than jpg or png.)
I figured that out before. The misunderstanding was, that i expected a single exr file which i could open in ps and get the result as proposed in the psd-file from fnord.
If i get it right now, the mistake (as usual, me) was in the blending mode of the layers inside PS.
Import eg. files called: Model, Model_diffuse, Model_lighting, Model_alpha.
Add the Model_alpha as a layer mask to Model. Add Model_diffuse, Model_lighting as clipping mask to the first (bottom) layer. Change blending mode of Model_diffuse to "multiply" and blending mode of Model_lighting to "linear burn".
That should make things right. Now you can edit the different channels according to your needs!
Thanks for your attention
Best regards, _h
@notareal said:
Obvious way is to create normal map from a high poly model with blender or some other suitable tool, but that's not the only way. Other ways are with photography or 3d scanning.
Also there are programs that can calculate 3d space based on few photos and then generate normal map.
http://zarria.net/nrmphoto/nrmphoto.html
Thanks for that information- i never cared much for normal maps (as far as searching for textures on the web and creating bump maps for them worked quite well)..
OT: now i ran into difficulties wanting to have a stacked stone wall with several stones coming out. So i 'm giving it a try to make displacement maps for that.. :OT
Its possible building up some high-poly model (which would take ages to render eg. rocks) light them from 4 sides and export the result. Add them in PS and generate a normal map. Use diffuse lit rendering of the high-poly model as texture on flat surface and add the generated normal map.
Maybe not the same high quality result but timesaving. Correct?
Good evening all,
i could not get satisfying information about saving EXR files from Vray to import them to Photoshop. I'm at the very beginning of this workflow.
There is a great potential when you can edit different channels seperately.
Can someone give me a short overview about the steps in that process or provide some useful links?
Thanks in advance
_h
If i get you right, the task is to fill empty maps of sudan with information, eg. road names, landmarks etc.?
What about providing existing (analog) maps eg. scanned? Or are there really none?
Or maybe i just didn't understand it clearly, then please correct (or ignore ) me.
So far, i cannot offer any knowledge of the sudan region..sorry.
Thanks!
As for a quick look, the @Last Film&Stage ruby seems to do the trick- but comes in quite unhandy right now. Clicking on camera, choosing "look through camera" and after selecting the scene through a dynamic component it jumps out of the camera.. And it's a bit slow too.
But i just gave it 15 min, i'll have a closer look later.
Overall it's probably impossible to use any other ways of presenting but sticking to the essential sketchup functions- as nobody will have the needed rubys ..what a lack of thinking of mine..
Time is running at some little project so i have to delay this, but i think it could be something somehow.
If i get it to work in a useful way, i'll post it.
TIG, i don't know much about what sketchup does behind my screen so i had to read your answer a couple of times (i am no native english speaker) but if i understood you right, you did explain to me the way of how sketchup handles camera information and therefore how to place a component relative to that information.
So maybe there could be a more direct and easier option to achieve that than the @Last solution.
I'll have a look at Al Hart's "Align Camera" thread again later..
Is there a chance of "programming" this getting-camera-information-and-placing-component-relatively into a dynamic component? Then there would be no need of a ruby..
Heading to the steakhouse now
digged a bit.
i was thinking of the same: glueing a component to the camera (which is threated as a object inside sketchup, isn't it?) and use it as a custom navigation. e.g. creating a 3 by 3 grid as a dynamic component "scene selector". for giving easy-to-understand interactive presentation to viewers.
so i brought this old thread up again, someone has an idea?
-edit- maybe better move this thread to plugins-forum..
um, computer's secrets..
i uninstalled / reinstalled SP several times- now, as i get all these helpful advices, i reinstalled SP once more, and it's working again after all..! tsss. havent't changed anything.
so i, you, we cannot figure out what has been the problem.
thanks for your effort, maybe i get that error again one day , then i will start here again.
now i can at last check out a skp-SP-file which i had some problems with and got helped here-
an this file i posted in july, as i remember..
wish you a nice day!
ok, thanks.
if you know how to interpret the "intensity" thing please let me know..
thanks jason-
one step further again.
and i definitely will stick to DCs!
wish you a nice weekend! time to hit the road
Great! Thank you very much!
But still a mystery to me..
Probably i should work myself into DC constantly, step by step. If you find the time, please explain to me the sense of custom "timeline".. Is timeline a value 0 to 90- meaning if you click the table, it moves acc to that value; and the two legs fold out linked to this value (timeline, too- and the other leg is flipped by adding "+180" to the formula.. right?
why are you creating a formula (or a variable) "timeline" and adding it to RotY? The formula is timeline*.9, so 100 becomes 90 and 0 stays 0.
Oh god, maths... Now i understand why my teacher have warned me.
@unknownuser said:
Have you found any solutions?
just the ordinary one- modelling a tube with the right dimensions and adding an emissive material.
as far as there are no linear ies lights in sight, maybe we should build a library on our own. if i find the time i will share some. warm / cold light color, different watts, sizes etc.
is it possible to save a "vray-component" to the warehouse? i mean, does it save the information of the emissive vray material? (i never did before.. )
does anybody know how to interpret the "intensity" value in the emissive-layer-dialog?
if i look at the data of e.g. philips lights there is always light color/temperature, lumens/candela and watts- if i dont miss something.
how to compare that to "intensity"?
Thanks jim-
@jim said:
(And then I realized you may have wanted the legs attached at the sides rather than the front of the table.)
not really- i was quite close to what i wanted.. i sometimes express myself unclearly. it's stands should be at the front ends of the table- and the table itself is free standing. if not in use it shall be folded and put at the wall to get it out of the way. to unfold it, you just take it off the wall, turn it 90 deg, loose the stands and lock them when they are unfolded.. voila.
my problem with that component is, that one of the stands works perfectly, but the other does not. not by mirroring the working one and not by rebulding the whole stand.
how did you make the different parts of the whole unfold? obviously by adding the "custom tmp" behavior- but i don't really understand it could you explain?
first, happy new year!
i've been off till yesterday, visiting my hometown, celebrating, holidays..
thanks for your reply- here they are
#extrusionToolbar.rb
._crease.gif
._extrude.gif
._knife.gif
._proxy.gif
._smooth.gif
._subdivide.gif
._subsmooth.rbs
._subsmooth_load.rb
2DTools
3DxSketchUp
BZ_Dir
CD_ICONS
clf_shape_bender
clf_simple_loft
CURVILOFT_Dir_10
DEFPARAM_Dir
Examples
FixReversedFaceMaterials
FREDOSCALE_Dir_20
Icons
JPP_Dir
LIBFREDO6_Dir_32
LIBFREDO6_Dir_33
LIBFREDO6_Dir_35
mover2
mover_extensions
OBJImport
Ocean
Projection
protrude
ROUNDCORNER_Dir_20
ROUNDCORNER_Dir_21
SketchyPhysics3
skin
SoapSkinBubble
Subsmooth
TIGtools
tooling
TOS_Dir_16
TT_Lib
TT_Lib2
Utilities
2D#.rb
3DxSketchUp.rb
ArchetypesStairMaker.rb
arraysum.rb
bezierspline.rb
BZ__BSplineU.rb
BZ__CubicBezier.rb
cd_architect.rb
cd_architect_extension.rb
cd_draw_extension_m.rb
cd_draw_m.rb
cd_power_extension_m.rb
cd_power_m.rb
cd_power_n.rb
cd_standard.rb
cd_zelect.rb
cd_zelect_extension.rb
centerpoint.rb
Chamfer_Along_Path.rb
ClassExtensions.rb
cleanup_model.rb
clf_shape_bender_loader.rb
clf_simple_loft_loader.rb
config-thumb.jpg
crease.gif
cubicpanoout.rb
deBabelizer.rb
delauney2.rb
EntsGetAtt.rb
eq_grapher.rb
examples.rb
extensions.rb
extrude.gif
ExtrudeAlongPath.rb
extrudeEdgesByEdges.rb
extrudeEdgesByFace.rb
extrudeEdgesByFaces.rb
extrudeEdgesByLathe.rb
extrudeEdgesByLoft.rb
extrudeEdgesByRails.rb
extrudeEdgesByRailsByFace.rb
extrudeEdgesByRailsToLattice.rb
extrudeEdgesByVector.rb
FAK.rb
FixReversedFaceMaterials.rb
follow_this1.rb
FredoScale_ZH.lang
GetCentroid.rb
getMaterials.rb
heightfield_gen_v6.rb
jf_unfoldtool.rb
jointpushpull.rb
knife.gif
Latticeizer.rb
LibFredo6.rb
LibTraductor.def
LibTraductor.rb
lines2tubes.rb
lsystem.rb
makefaces11.rb
mesh_additions.rb
Mirror_31.rb
mover.rb
OBJImport.rbs
ocean_extension.rb
offset.rb
parametric.rb
pathcopy.rb
PipeAlongPath.rb
progressbar.rb
projection_extension.rb
proxy.gif
RubyWinFunc.so
SectionCutFace.rb
Sketchup.rb
SketchyFFD.rb
skin.rb
smooth.gif
SoapSkinBubbleTools.rb
stair.rb
subdivide.gif
subsmooth.rbs
subsmooth_load.rb
Thumbs.db
tooling.rb
tt_0000_menu.rb
tt_bitmap2mesh.rb
tt_cleanup.rb
tt_material_tools.rb
tt_plan_tools.rb
tt_uv_toolkit.rb
utilities.rb
vector.flat_angle.rb
vfs.rb
weld.rb
windowizer.rb
ZLoader__Curviloft.rb
ZLoader__FredoScale.rb
ZLoader__OnSurface.rb
ZLoader__RoundCorner.rbv
maybe (or surely) they are a bit messy, i always wanted to clean up a bit.. soon..
maybe you'll find something in there!
greets
_h