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    • RE: Depth Maps from SU

      Jackson,

      I think this should do it for settings...you can play with the fog (a black fog!) Distance cutin/cutoff to tweak the depth impact. Notice the shadow settings: shadows are NOT on, date and time are inconsequential, it's the sliders that matter...essentially they completely flatten shading. Otherwise this is pretty simple.

      I'll get a full tutorial written tonight.

      --Lewis

      poster-Lewis Wadsworth


      scene_settings.JPG


      fog_settings.JPG


      shadow_settings.JPG


      depth.style

      posted in SketchUp Tutorials
      L
      lewiswadsworth
    • RE: Depth Maps from SU

      @unknownuser said:

      CS3 has a working demo... temp fix...

      I actually had to ask a principal to order them to install SketchUp 6 on my computer, so I try not to push my luck...don't worry, I'll get something done soon...I have my own license to PS CS3 XT on my home computer.

      poster-Lewis Wadsworth

      posted in SketchUp Tutorials
      L
      lewiswadsworth
    • RE: Depth Maps from SU

      I'll post both the settings and a tutorial as soon as I can, Jackson. I'm a little crippled here working with a computer that has no real bitmap editor. I just demanded that the IT people buy me a copy of Photoshop CS3 XT for my work computer (one of my job titles here is Technology Adviser, so I should have the technology I need, don't you think?)

      poster-Lewis Wadsworth

      posted in SketchUp Tutorials
      L
      lewiswadsworth
    • RE: Depth Maps from SU

      @unknownuser said:

      way to go Lewis... I knew there was a good reason to keep you around...

      mind making a tut for that buddy?

      awesome power thinking...

      I'll try to write one tonight...I'll need a functioning copy of Photoshop.

      --Lewis

      poster-Lewis Wadsworth

      posted in SketchUp Tutorials
      L
      lewiswadsworth
    • RE: Depth Maps from SU

      Here's another depth mask. (The funny tint has to do with this damn Vista computer they gave me at work, which doesn't have Photoshop. I shrunk the TIFF down and resaved it as a JPG using Paint, and it now has a vaguely pink look. It should be grayscale like the original and the previously posted one.)

      I actually am planning on posting the completed rendering set in the gallery once the image-hosting saga is resolved.

      Are you interested, Jackson, in having me post a copy of the Style/Scene combo that does this?

      --Lewis

      poster-Lewis Wadsworth


      gate depth 1.jpg

      posted in SketchUp Tutorials
      L
      lewiswadsworth
    • RE: Depth Maps from SU

      It does support depth masks, if you know the "secret."

      Of course, this is only useful if you are exporting your 2D image from SU itself, not if you are using a third-party renderer (most of which will generate depth masks, in my experience).

      --Lewis

      (Ok--I'm just being ridiculously mysterious...the "secret" is a Style/Scene combo that uses Fog, whacked-out shadow settings, amd monochrome face rendering...you create the depth mask effect by opening a new Channel in Photoshop and pasting the saved grayscale file into it...then you can use the mask to control intensity of various bitmap editing operations based on distance from the camera. I've been using this successfully since SU6 came out, and I could do it with SU5 with somewhat more difficulty using the Fog Ruby script.)

      poster-Lewis Wadsworth


      slope dist 1.jpg

      posted in SketchUp Tutorials
      L
      lewiswadsworth
    • RE: RpTools ready for testing

      Thanks, Al. I'll download a copy tomorrow.

      Lewis Wadsworth

      posted in Extensions & Applications Discussions
      L
      lewiswadsworth
    • RE: SketchyPhysics Alpha

      This is really interesting, Chris.

      One of the other modelers I use, Blender, has a physics engine in it, and the ideal use for that (for an architect, such as myself) has been to create "gamed" models where you walk around through a modeled, lit, and textured building as if you were in a first-person shooter (without zombies).

      P: Lewis Wadsworth

      posted in SketchyPhysics
      L
      lewiswadsworth
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