Much better with the bigger window!
@sdmitch said:
I have no idea.
So is each view working separately or is it based on the previous view? Would it be possible to let it act like the normal SU scene switch?
Much better with the bigger window!
@sdmitch said:
I have no idea.
So is each view working separately or is it based on the previous view? Would it be possible to let it act like the normal SU scene switch?
Thank you both for confirmation. I think i'll give it a try.
@function said:
to be fair you can't cancel an export from the standard skp exporter
Sure, but this is only one single export. Shouldn't be that hard to cancel the routine after an export has finished.
mmh... there is not much info about SceneExporterPro. Quite old too. Are you using it yourself? Can you say if it works with v2015? The last post on this page does not sound very promising
http://www.smustard.com/forum/viewtopic.php?f=3%26amp;t=372
I tried the free version "SceneExporter", but it does not allow you to select scenes but simply exports all scenes - and you can't even cancel the routine, the only way is to shut down SU. Quite annoying that such a simple feature isn't implemented.
I can't find any info if the payed version has a cancel button...
Thanks for your suggestions!
@juju
I will look into SceneExporterPro. Thanks
@function
Where can i export multiple selected scenes in [SU]CH? I can't find it.
The s4u scene exporter is only for v2016, so i can't use it.
It's really a joke that there is still no standard function in SU that allows you to do this. It could be so easy...
Is there a plugin that lets you export a specified (selected) series of scenes as images?
I have to export a series of images for a shadow analysis. Three different designs, two viewpoints and maybe 30 different time settings. This is a LOT of images to export, so a plugin to automate this process would really helpful.
Only 4 mb? I also experienced this some time ago, i think it could have been in v8, but only with bigger models. I think i never had this problem again in v2014 or 2015.
Ok, no i'm officially an idiot.
Maybe i should have read the tooltips... i thought the continous line would be a hard edge an didn't realize that grey means smooth. Thanks for pointing this out Dave!
And sorry fredo that i bugged you with my "problems"
Sure, but i think there is nothing special at all.
And here is model (v2015). The left cube shows the result of the beveling and the right one is the same model with fixed normals (0Β°).
@numerobis said:
@numerobis said:
The edges are showing up correctly (hard edges) but the shading is messed up in display and rendering.
I have to use the smoothing controls after the beveling and set it to hard egdes again to get this fixed.Any chance to get this fixed? Here is an example how it looks like in SU. Just like smoothing >45Β° + hard edges.
The left cube is the direct result of the beveling. The right one is the same model with corrected normals (0Β°).
(The lighting is the same)
no?
You can use them with any renderer that supports displacement. This has nothing to do with sketchup at all and displacement is a common feature since many years now.
The "new" thing about these "Real Displacement" textures is that they are based on photo scanned (photogrammetric) 3D data. There are many similar products (models and textures) coming out these days since the programs (Agisoft Photoscan, Reality Capture, Pix4D, Acute3D, etc.) and the PC-hardware have evolved to a point where basically everyone can produce these scans.
Other sources would be:
Quixels Megascans https://megascans.se/
Surface Mimic http://www.surfacemimic.com/
Or even textures.com has now 3D-scanned textures http://www.textures.com/browse/3d-scans/114548
For me Advanced Camera Tools is unusable, because it creates these unbelievable huge frustums that generate clipping problems. And you always have to lock them laboriously or you will risk that the view gets moved unintentionally and then there is no undo available! I really can't understand how such dumb "features" can be tollarated over such a long period. Did they never test them for themselves? This should be really easy to fix, but for some reason it gets ignored.
Would be great if someone could write an improved version.
Ok, once again, almost the same as for 2013, 2014, 2015 and 2016...
(faster load/save and 64bit has been removed)
and... since this is a wish list (i really don't think this will ever happen): non destructive and parametrical modeling using a modifier stack or node graphs. Maybe we'll see a ruby... this seems to be the only way this program will evolve in the future (as always).
...and yes, a roadmap would be nice
so maybe next year... maybe one or two of them?
@numerobis said:
The edges are showing up correctly (hard edges) but the shading is messed up in display and rendering.
I have to use the smoothing controls after the beveling and set it to hard egdes again to get this fixed.
Any chance to get this fixed? Here is an example how it looks like in SU. Just like smoothing >45Β° + hard edges.
The left cube is the direct result of the beveling. The right one is the same model with corrected normals (0Β°).
(The lighting is the same)
LOL!!!!! I really would like to know who is giving a thumbs down on my comment. What's your problem?!? So do you think it is totally normal that such bugs are not being fixed anymore these days? One of the most basic "features" of a software that used to work perfectly fine over the last years?
LOL... this world is really screwed up.
I have the same problem in v2015 and i would have expected a simple fix for v2015. Trimble is really insolent not to fix their bugs, but force you to pay for these fixes in an otherwise not needed/useless upgrade. Unbelievable.
I'm not sure if i understand your problem, but if you just want to replace the material without messing up the UVs you can simply use the "Entity Info" window to select another material. This will not overwrite the mapping.
Or you can use a plugin to replace materials of a selection like this one:
http://sketchucation.com/pluginstore?pln=Global_Material_Change
(works for objects with more than one material, for multiple groups or components)