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    Recent Best Controversial
    • RE: Box Stretching - New Dimensions

      @tomb85 Oh shit.. never noticed that.. I'm just creating a plugin which relies quite heavily on the tab key to switch between modes.. maybe I should add a Shift+TAB option in order to stay safe. Good to know.

      posted in Plugins
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    • RE: ALL THINGS AI

      @lapx said in ALL THINGS AI:

      Is anyone using ai

      If you mean "doing AI rendering and modeling", nope.
      If you mean "using it in order to setup reminders on phone or read email for me".. nope.
      If you mean "use it to code some specific plugin or automation which I can then use in order to do some manual work"... absolutely yes.

      posted in Extensions & Applications Discussions
      panixiaP
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    • RE: [Plugin] LordOfTheToolbars - v3.0a - 21 Apr 26

      @optimaforever man, check your n inbox πŸ‘»

      posted in Plugins
      panixiaP
      panixia
    • RE: [Plugin] QuadFaceTools

      @alsomar said in [Plugin] QuadFaceTools:

      You see the model unsmoothed in 3ds Max just because your SketchUp model has unsmoothed lines. Despite the SubD subdivisions making the surface look smooth, if you can see the edges it means the lines are actually unsmoothed. In this frame I can see all the lines

      Nope.
      They are soft = false; smooth = true.

      The smooth attribute is the one actually welding the normals/creating smoothing groups.
      The soft is a Sketchup-thing only to separate "logical surfaces" which can be selected with a single click.

      In the legacy version of the exporter, the generated obj from 3dsMax was seen as 2 overlapped meshes: one with the properly welded/smoothed quads (BUT unwelded UV seams between each quad, despite the individual quads being perfectly in place in the UV chart) + one made of floating/unwelded triangles.

      In Blender the legacy exporter always worked fine (didn't test your fork against Blender, but I guess it could work fine).

      Another weird/interesting thing is that the same objects, when exported straight out of WrapR work 100% fine.

      16a21a1c-6526-4849-b21e-4f0317e7d105-image.png

      posted in Plugins
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    • RE: [Plugin] QuadFaceTools

      @alsomar the floating triangles are gone, but still a few normal welding issue and unwelded UVs.

      posted in Plugins
      panixiaP
      panixia
    • RE: [Plugin] QuadFaceTools

      @alsomar ok, I'm going to test it against Max (using a model which I'm sure gave me problems in the past), gimme a moment. πŸ‘

      posted in Plugins
      panixiaP
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    • RE: [Plugin] QuadFaceTools

      @alsomar Thanks Alejandro, I'll try this as soon as possible.
      Where do you tested the fix?
      Rizom? 3dsMax?
      Which modules sre involved? The exporter_obj.rb only?

      I myself have a slightly "hacked" version of QFT (mainly to use png icons which are better on my laptop with Sketchup 2021 rather than the new svg ones) so I would probably prefer to merge only the strictly necessary modules.

      posted in Plugins
      panixiaP
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    • RE: SketchyPhysics 3.5.6 (26 January 2015)

      @Rich-O-Brien said in SketchyPhysics 3.5.6 (26 January 2015):

      is a huge undertaking

      Of course I was thinking about "cheat-coding" πŸ’©

      posted in SketchyPhysics
      panixiaP
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    • RE: SketchyPhysics 3.5.6 (26 January 2015)

      @Dave-R said in SketchyPhysics 3.5.6 (26 January 2015):

      Sketch Physics hasn't been updated in over ten years

      Is that open source? Maybe in that case it can be updated to fit the new ruby/API rules?

      posted in SketchyPhysics
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    • RE: SubD examples and models

      @Rich-O-Brien said in SubD examples and models:

      I would even say his tool is better than the Italian Rugby team

      I don't give a shit about rugby but I'm 100% sure my tool is way better than last year Fuwrawry car

      posted in SUbD
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    • RE: SubD examples and models

      @HornOxx said in SubD examples and models:

      And then in such an accurate form

      That's exactly where the plugin I'm developing in my spare time comes into play 😬

      posted in SUbD
      panixiaP
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    • RE: SubD examples and models

      @HornOxx said in SubD examples and models:

      I wonder how you made that second, very tricky ball

      The attached model includes the main stages.

      posted in SUbD
      panixiaP
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    • RE: SubD examples and models

      A couple of spherical topology experiments

      Full-Quad-Full-Triangle-Full-Sphere.skp

      Corrugated_Sphere.skp

      image.png

      ec89f4ac-1291-49cd-936a-13ff33764d97-image.png

      9480dcad-9038-4a31-8ac9-9e1ea5b0ad61-image.png

      9efdac7b-38f4-426a-b000-cf675448571d-image.png

      1ec2e8d3-4c2b-4a08-b71b-caf7a54bb2a9-image.png

      posted in SUbD
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    • RE: Sketchup and Miniature Modelling STLs

      @Dave-R said in Sketchup and Miniature Modelling STLs:

      The alternative is to do what it does manually

      Or maybe just use the free Universal Importer, which is perfectly compatible with Sketchup Make 2017 and it also include a robust decimation functionality powered by the MeshLab engine?

      Link Preview Image
      Universal Importer | SketchUcation

      3D SketchUp Community for Design and Engineering Professionals.

      favicon

      (sketchucation.com)

      posted in SketchUp for 3D Printing
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    • RE: Ferrari F2004

      @Rich-O-Brien said in Ferrari F2004:

      The GOAT

      Indeed.

      posted in Gallery
      panixiaP
      panixia
    • RE: Toposhaper

      @EricBreuerDesigns said in Toposhaper:

      I am having difficulty finding

      Use the link provided by Rich and just hit download

      26cf850b-9545-4e9f-8c7f-865d72f3a428-image.png

      posted in Plugins
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    • RE: Ferrari F2004

      @Rich-O-Brien said in Ferrari F2004:

      Love the heat haze!

      It's actually pretty simple and nearly physically based.
      After quite a lot of overcomplicated experiments, I came up with something really simple and actually pretty effective that renders super-fast and works at every viewing angle with zero postproduction needed.

      This is the final version.
      I made a smooth lowpoly volume for the wawe and linked it to the main car rig (which is actually animated in order to get physically accurate motion blur and panning effect).

      The base material is just "clean air"

      • no diffuse/albedo
      • no specular reflection
      • no normal/bump/displacement whatsoever
      • fully refractive
      • base IOR = 1

      You'd say: "Nice, a useless material which basically does nothing applyed to a useless mesh which is basically invisible".

      But then there's the crucial trick.

      • I plugged a map in the IOR slot of the material with a multiplier of 3.
        Basically the map acts as a mask telling Vray: "When the pixel is full white display IOR 3 (heavy distortion), when the pixel in the mask is full black, fallback to the base material IOR (which, as we said, is 1 so 0 distortion), if it's some grey interpolate accordingly between the two"
      • the map itself is a composite map (blended in overlay mode to keep the dark part and the light part, while applying a bit of contrast)
      • the main turbulence effect blended in the composite IOR map is some kinda procedural fractal/turbulence noise (greyscale)
      • the second map blended in is another procedural map with some "custom inverted fresnel law". Basically a view-based fall-off driven by a linear curve graph which interpolates between white when camera rays are perpendicular to the suface of the wawe mesh, while gradually fades toward black when camera rays hit the mesh at increasing angle. This actually gives the smooth transition at the edge of the wawe object at any viewing angle (without it, the thing would look as a slab of unreflective frosted glass or something like that)

      c5dd1794-f430-4d3e-b0b1-aeb1c4011c7c-image.png

      @Rich-O-Brien said in Ferrari F2004:

      Flashback to Schuey giving Barichello the win at Indianapolis

      Actually that one was two years before, but yeah, definitely that render was meant as a tribute to that legendary shot... of course you nailed it, as opposed to an architect on the Italian SketchUp community who said, when I originally shared the renderings: "Nice, but you absolutely need to remove that brick material thing which is ugly, out of context, doesn't make sense and completely ruins the shot" 😐

      posted in Gallery
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    • RE: Ferrari F2004

      @pixelcruncher said in Ferrari F2004:

      Nice! What tool did you use to create these renders?

      Vray GPU 4.3.1 (in 3dsMax).
      Max was used also to model the water puddle and the water droplets in the 1st image (about 3.5 millions vertices) and the heatwawe volume (really lowpoly just to hold the refractive material) in the 5ft and 6th image.
      Everything else was done in Sketchup.

      posted in Gallery
      panixiaP
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    • RE: Ferrari F2004

      said in Ferrari F2004:

      I posted some still renders at this link.

      Unfortunately my Facebook profile is down due to a false positive for "Advertisement Cybersecurity" (never did a single "Ad" in my life, but.. yeah).

      While I wait to see if eventually their stupid AI bot their "assistance team" will restore it, I'll repost the original renders here. πŸ™„

      1_Rain.png

      2_Pitlane.png

      3_Cockpit_Closeup.png

      4__ShumiCloseuP.png

      5__Panning.png

      6__Front.png

      7_BrickLane.png

      posted in Gallery
      panixiaP
      panixia
    • RE: VRay won't recognize studio license

      @utiler said in VRay won't recognize studio license:

      I did log in to Trimble Connect andclieck My Products which is where I downloaded the VRay file to load which I have done

      Silly question (but this is an error that I myself actually did in the past, so..)
      After that, did you make sure that in Chaos login you used the "login with Trimble" option and not the "Login with Google" or something like that?

      posted in V-Ray
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