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    • RE: Zomadicam: A SketchUp to Shopbot Partfile Generator

      Thanks for the post, Rob, and welcome to the SketchUp Community Forums at SketchUcation.

      This project of yours is very interesting. However, many people who use SketchUp and Ruby might not be terribly familiar with CNC routers, the terminology involved, or what you would want a CNC router for. I'll post a link here to your Zomadic site's gallery: http://www.zomadic.com/Zomadic/Photos%20Page.html

      To catch more interest from the non-fabricators among us, you might want to post some images and explanations directly into this forum thread.

      Fascinating work...I look forward to going through this all when I have fewer deadlines hanging over my head. I used to work in a fabrication lab where I ran a BBC Precix router (among other things), and to get it to mill out SketchUp models was an exasperating struggle.

      --Lewis

      [Lewis Wadsworth]

      posted in Developers' Forum
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      lewiswadsworth
    • RE: Savings images as jpg or tiff - best quality A4 size

      @sorgesu said:

      You might also consider a png file type. Also lossless and more compact than a tiff.

      That's a really good point and I usually don't remember it. But you might want to make sure, if you send your file to a printing shop, that they are comfortable with .png. At one point in time when I was working as an illustrator years ago, no one wanted you to use .png because a) it didn't work with CMYK images (not an issue for you here, Alan) and b)early Adobe products did a terrible job creating .png. But at this point, if you have a normal RGB bitmap like SketchUp creates you might as well save it as a .png because it will be so much smaller a file than the same resolution .tif.

      --Lewis

      P: Lewis Wadsworth

      posted in Newbie Forum
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      lewiswadsworth
    • RE: Savings images as jpg or tiff - best quality A4 size

      If A4 is the size you intend to print (let's assume you are printing "full-bleed," which means with no margins) and you need 300 dpi, and if A4 in imperial units (the "i" in dpi is inches) is 8.3 inches x 11.7 inches, you need an image size at least 2490 pixels x 3150 pixels. A tiff file is not subject to the same artifact-creating lossy compression standard as jpeg, so go to Export 2D>tiff and under Options make sure that the listed resolution is that number or greater (you may have to play with the proportions of your viewport until you have something approximating the 1:1.414 aspect ratio of A4 paper). Unless you feel comfortable correcting for jagged lines in Photoshop or some other image-editor, also check "Anti-Aliasing" under options. And that should do it.

      In practice, you may find it easier to create an image of higher resolution that the minimum required (in your case, something like 2600x3400, if your computer allows it) and then used your printing/image processing software to trim and resize your output image to the correct size for printing. One key issue is getting your open SketchUp viewport into the correct proportion to approximate A4. You'll have to eyeball it, unless you can find a script to control camera aspect ratio, so make something larger in pixel size and trim it precisely after export.

      P: Lewis Wadsworth

      posted in Newbie Forum
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      lewiswadsworth
    • RE: Ruby Tutorial: How to create and add a component from Ruby

      @gaieus said:

      Seems to me that maybe we should create a "Ruby tutorial subforum" here.
      Thanks Todd!

      I agree...that would deal with a great many of the problems that new users have with rubies. The available Ruby texts you can buy do not deal with the implementation of Ruby in SketchUp.

      --Lewis

      [Lewis Wadsworth]

      posted in Developers' Forum
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      lewiswadsworth
    • RE: A 'non destructive' beveling ruby.

      Just a note: I haven't forgotten that I promised to find some examples of the pixel-scrubbing alternatives to mesh beveling. I don't seem to have any files left where I can show this technique in an obvious way, but I just did some checking and it looks like I can duplicate the Max technique I used at (ahem) with Blender and Yafray...this gives me an excuse to learn a bit more about Blender, anyway. Ever more impressive program, and it's free.

      Link Preview Image
      Blender - The Free and Open Source 3D Creation Software — blender.org

      The Freedom to Create

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      Blender (www.blender.org)

      --Lewis

      [Lewis Wadsworth]

      posted in Developers' Forum
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      lewiswadsworth
    • RE: A 'non destructive' beveling ruby.

      @unknownuser said:

      Lewis,
      Can we see a sample of one of these obsessively scrubbed renders? You've piqued my interest here. Was the dirt occlusion mapped rendered separately or was this some sort of generic dirt filter?

      Let me see if I can dig something up when I get home that doesn't violate my agreement. I actually don't use Max at all any more, pretty much because I worked for these guys and came to rather dislike certain of their practices and the way they used that program...I refuse to install 3D Studio Max on any computer I own. But the lesson of doing as much as possible post-processing was a valuable one...the idea was to use the renderer (a customized version of Max with VRay with some Mental Ray renders for layering)as little as possible, and Photoshop (if it was a still image) as much as possible, just to keep production times reasonable. It was always faster and less like Russian roulette to use Photoshop! And I still do this in other situations.

      But to answer your question, yes the dirtmap was rendered separately, using Mental Ray but the same camera and frame resolution as the main full-blown VRay rendering. Then the dirtmap (which they produced using a script on Mental Ray, but which newer versions of Max can produce with just an ambient occlusion-only grayscale render)--and sometimes a hidden-line render as well--would be placed on a Photoshop layer above the VRay render with transfer method set to Multiply...and we would "scrub" the dirtmap as much as necessary using the Photoshop tools, layer masks, blurring filters, and transparency.

      It's been almost two years since I've worked there, so please forgive me if I'm getting my Max terminology a little confused with other program's terms.

      I will try to find some examples for you, as I said, but I have to do some "real" work now.

      --Lewis

      [Lewis Wadsworth]

      posted in Developers' Forum
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      lewiswadsworth
    • RE: A 'non destructive' beveling ruby.

      I'll keep an open mind on this, but when I worked as a Max monkey for (ahem) Someone-who-had-me-sign-an-NDA, I really never worried about this issue. Every render we made was layered in Photoshop/After Effects with an ambient-occlusion "dirtmap" and sometimes even a hidden line render, blurred and pixel-scrubbed obsessively, and I believe that obviated the need for polygon-adding bevels in most cases.

      --Lewis

      [Lewis Wadsworth]

      posted in Developers' Forum
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      lewiswadsworth
    • RE: Model History plugin - Feedback please

      @azuby said:

      Lewis Wadsworth: ... hm ... hm ... well, ... ... Butterbrot? Reinkarnationreaktivierungsapparaturzugangscodeverschlüsselungsprogrammdokumentation?

      Do you know that there is an object-oriented programming language out there based on the Klingon (tlhIngan) language? I've never been tempted...life is odd enough without attempting to write script in an imaginary lifeform's tongue. I've already ascended to the heights of geekiness, I suspect, by simply being able to respond to basic Klingon.

      http://en.wikipedia.org/wiki/Var%27aq

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Model History plugin - Feedback please

      tlhIngan?

      majQua'!

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Shape-from-Shadow accessory

      @maggy said:

      They call it SFS but it's actually bumpmapping.
      See http://docs.gimp.org/en/plug-in-bump-map.html

      Different plugin, Maggy. That is a GIMP mimic of a Photoshop plugin, Lighting Effects, that I have been using since 1993 or so.

      A bump map is one use of the grayscale images you produce with the results of sfs, otherwise known as photoclinometry ( http://en.wikipedia.org/wiki/Photoclinometry ). In most 3D modelers, a bump map is procedural distortion of texture based on a grayscale image, but a heightmap is used to create or displace mesh polygons. The images below are of a SketchUp model I made of the Noctis Labyrinthus feature on Mars, constructed with a heightmap produced using MOLA data, courtesy of NASA/JPL. It is not a product of SFS, but if you download and decompress the SFS plugin for GIMP it does include a Viking satellite image of another feature on Mars that you can convert to a heightmap. I'll be trying it tonight, assuming I have access to a PC running Windows.

      There is seriously complex application package available from NASA, called ISIS 2, that incudes pc2d, a shape-from-shadow interpreter used by exo-geographers for analyzing planetary images. It actually includes procedures for compensating for albedo, so that you don't have to cover whole planets in talcum powder.

      --Lewis

      [Lewis Wadsworth]

      http://www.sketchucation.com/forums/scf/sas/Ruby/noctis_persp.jpg

      http://www.sketchucation.com/forums/scf/sas/Ruby/noctis_birdseye.jpg

      posted in Plugins
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      lewiswadsworth
    • RE: Shape-from-Shadow accessory

      Just to amend a previous comment, it seems that this SFS plugin will not install on GIMP on anything but Windows, despite a source code package being available. (GIMP is interesting in that on UNIX-type systems it has its own built-in compiler for plug-ins.) I'll give it a shot on my Windows computer tomorrow night...I've already used up my spare time for the evening trying to interpret the errors flagged when trying to install it on my Linux machine (where I had hoped to use the resultant heightmaps with Blender).

      Incidentally, while doing a web-search on this SFS plugin I found a company that claims to make something similar for Photoshop.

      http://www.cgsd.com/bumptexture/SFS.html

      They want nearly $500 for a package of filters (for Windows only) that includes this. There's a 10-day trial period, though. The website looks a bit amateurish, and their movie of the filter in action seems to show an archaic version of Photoshop... PS 5 or 6, so who knows if this is still a viable plugin.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Shape-from-Shadow accessory

      @unknownuser said:

      Lewis....dumb question but, does it follow that if I took a snapshot on Google Earth I could use GIMP and it's sfs plug-in to creat contours in my model?

      I don't think that would work...GE imagery is "orthorectified" (see this Wikipedia description http://en.wikipedia.org/wiki/Orthophoto )so that the tiles tessellate across the terrain without obnoxious joints. To use SFS, you need to start with a photograph where you know everything about the camera and where it was versus the target, and everything about the altitude and azimuth of the source of the light that illuminated the target when the photograph was taken. The orthorectifying process presumably makes a mess of those constants.

      But if you had a non-rectified satellite or aerial photo and you had the required sun and camera information, you could convert the photo to a grayscale heightmap and use Didier's Ruby to make a mesh of it. It's my understanding that sfs is always more of an art than a science, so you generally have to make assumptions and tweak the settings once you have a result that seems "in the ballpark."

      I'll try to find the time tonight or tomorrow to get this running and see if I can make it work on some test subject.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Shape-from-Shadow accessory

      @maggy said:

      It depends on what you call a "standard photographic image"?

      I should have been clearer...my apologies. My "standard photographic image" is usually an architectural photograph taken with a documented tilt-shift lens. Making such things used to be one of my side professions.

      However, SFS is typically used for aerial or satellite photography, as I understand it.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Shape-from-Shadow accessory

      I did not have any luck with the heightmap Ruby for SketchUp either, but since almost every other modeler out has a decent heightmap capability it has not been a problem. I particularly like Rhino's two heightmap tools (one generates NURBS, one is for meshes).

      The issue for me has generally been the creation of a heightmap that represents a real object from a standard photographic image, and that's where this SFS for the GIMP seems promising.

      I haven't tried this tool either, although I do use the GIMP regularly...but it's on my list of things to experiment with right after I work out a different way of pulling terrain models from GE than is implemented in SketchUp. (I have voluntarily exiled myself from commercial operating systems for private work, as part of an experiment to see if I can create an equivalent digital tool set for architectural design on the Linux platform.) If anyone reading this gets a chance to work with SFS before I do, I would love it if you would post the results here.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • Shape-from-Shadow accessory

      I thought this might be a useful tool for anyone working on grayscale heightmap-to-mesh conversions, in SketchUp with a Ruby or in any of the many programs that already have this capability.

      http://www.geocities.com/alreaud/gimp_plug-in/shapefs.html

      In case you don't know, here's a decent explanation of what "shape from shadow" does, written by a truly gifted crackpot (his science here is sound, but I think he is a little rabid about the topic of intelligent life on Mars):

      Link Preview Image
      404 Not Found

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      (www.newfrontiersinscience.com)

      Basically, if you have a grayscale photo of something, and you know how far away it is and you know where the sun was when the picture was taken, you can use this piece of software to create a true heightmap of the photographed subject (a heightmap is just a fancy way of saying that what is closer to the camera is lighter than what is far away). And that heightmap can be turned into a 3D computer model. This is how NASA generates those 3D terrains of Mars that you sometimes find on the web.

      This shape-from-shadow plugin is a very elaborate addition to the GIMP, a free program very similar to a primitive version of Photoshop that is available for most computer systems.

      Link Preview Image
      GIMP

      GIMP - The GNU Image Manipulation Program: The Free and Open Source Image Editor

      favicon

      GIMP (www.gimp.org)

      To do the shape-from-shadow dance properly, then, you will need to download and install the GIMP on your computer and either install (if you have Windows) or compile/install the plugin (if you have Linux or Mac).

      Have fun.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Tubealongpath.rb

      Eric,

      I end up modeling a great many tubular railings along stairs and balconies, and this is something of a life saver...I don't have to orient a face perpendicular to the edge that describes the rail, I just select the rail, hit the hotkey for the plugin, specify my diameter, and go. It has also proved useful in creating steel trusses and open-web joists where the chords are round in cross section.

      However, the variant pipe-along-path ruby is even more useful much of the time, because I can specify the number of edges in the circle sweeping the edge. Usually I don't need more than 8 if the tube/pipe is small diameter. I just have to remember to set the inner diameter to 0 when I don't want a real pipe.

      404 Not Found

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      (www.crai.archi.fr)

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Tubealongpath.rb

      That is also one of my favorite scripts, but I simply added a shortcut key for it.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Looking for a batch export .skp to .dxf ruby

      Thanks for noticing this, Didier...I hadn't had a chance to send you a message yet. I've looked at the ADO script, though (I have the .pdf directions open now) and I still don't quite see how this addresses my problem...it seems that it will create multiple .dxf files from a single .skp file, but my problem is that I have multiple .skp files and I would like to convert them each to a separate .dxf file. I suppose I am looking for something like the capabilities of the batch file conversion program 3DWin5, but working from within SketchUp and translating from .skp to .dxf (or .3ds, as a second choice).

      It has occurred to me that if this can't be done in SketchUp with a Ruby, I might be able to do it with Rhino and Rhinoscript/VB, but I hesitate to think how long it might take me to relearn VB.

      --Lewis

      EDIT: I think I found something that will solve part of my problem. Some of these same components exist in .dwg format as well as .skp, and there is a Linux application for batch converting .dwg to .dxf ( http://lx-viewer.sourceforge.net/ ). That doesn't help me with the items that exist only in .skp format, but at least it saves a bit of labor.

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Looking for a batch export .skp to .dxf ruby

      I will contact him...but if I'm not mistaken, those axons created by this script are products of an Export 2D operation.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
    • RE: Looking for a batch export .skp to .dxf ruby

      Thanks, but I've used that and its not quite what I'm looking for, since I do not want these SketchUp files to become 2D objects. Essentially, I have a folder of about 40 small 3D components (some custom steel fittings) and I want to turn them into 40 small 3D .dxf files so that I can used them in other programs (AC3D and Blender) that trade 3D mesh files with SU using .dxf and .3ds. I suppose a batch .skp to .3ds converter would do just as well.

      If worse comes to worse, I'll find my Ruby Handbook and try to do this myself, but it might take me longer to get a script working than it would to translate each little widget individually.

      --Lewis

      [Lewis Wadsworth]

      posted in Plugins
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      lewiswadsworth
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