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      Material maker for PBR materials

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      Are you thinking of adding node-based material authoring to Rayscaper? Maybe... - I was more thinking in the line of adding MaterialX imports so that users can easily import materials made by software like this or Substance Designer.
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      Rayscaper - Keep window always on top

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      ntxdaveN
      @pixelcruncher Pause/resume is definitely on the roadmap. Thank you.
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      Rayscaper New Releases

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      ok, I will send you the scene. Regarding the issue of geometry not displaying when enclosed in groups and subgroups, if I find an earlier version where I haven't broken everything down inside. As for exposure, there may be aspects I don't fully understand, but generally I have this problem: like in photography, if you take an interior shot focused on objects, your window will be white, with saturated light. If you focus on the window, the outside landscape, a digital camera will make the interior extremely dark so you can see the trees and the garden. Just like the human eye. Except our eyes are very fast and correct in microseconds, which allows us to see both the exterior and the interior so clearly. That's light sensitivity. If there's a way...
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      [LATEST] Rayscaper 0.9.0 Beta

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      Rayscaper is going Beta

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      @pixelcruncher thank you very much
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      Rayscaper - Configure the Camera Guide

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      @pixelcruncher said: The video is also a small tribute to Twilight Render. They also use a toy scene in their DOF tutorial. Hop thi means you guys are working together.
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      [LATEST] Rayscaper 0.8.12 Alpha

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      @pixelcruncher said: Hey folks, You can get the test build for Rayscaper, Windows, version 0.8.12 Alpha here. Remember this is alpha software. Have a look here to see what that means. Yes, we skipped the 0.8.11 and went straight to 0.8.12. There are a lot of bug fixes and improvements in this new release, so it's highly recommended to upgrade. Changes since the last build: Fix a crash when plugging a procedural texture in the texture environment. The texture environment does not support procedural textures, and with this release we prevent that configuration in the user interface. Fix duplicate light creation, sometimes the same light would appear twice in Rayscaper. Improve the material preview scene, courtesy of Rich O'Brien from SketchUcation. Change the color for surfaces without a SketchUp material from an obnoxious cyan to a less obnoxious clay color. Display an error to the user when they try to pick a material on a surface that has no material assigned. Improve the render window icons, again courtesy of Rich O'Brien from SketchUcation. Display GPU memory (a.k.a. VRAM) usage in the render status bar. Don't trigger a pick when the user pans the render and releases the mouse button. Add keyboard shortcuts. Re-order the inputs of the Disney material, put more frequently used inputs first. Fix the scaling of SketchUp textures. Rayscaper will now correctly apply the dimensions configured textures that are part of materials that are applied to objects. Fix the loading of Rayscaper from directories with non-ASCII characters. Quick Tips If this is your first time installing Rayscaper, have a look at our installation instructions. If you installed Rayscaper before, have a look at our upgrade guide. We also have a quick start guide with a free demo scene. The documentation is here. Documentation is a work in progress. Reach Out When you get stuck, have questions, give some feedback or just want to say hi. Don't hesitate to create a post in this forum (Extensions & Applications Discussions) or send me a private message. We have a documentation section on finding help. Happy Rendering! Thomas
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      [LATEST] Rayscaper 0.8.10 Alpha

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      This release is outdated. The latest release is now 0.8.12 Alpha, and it's highly recommended to upgrade. The release notes for Rayscaper 0.8.12 are here.
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      [LATEST] Rayscaper 0.8.7 Alpha

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      And we have another release out, version 0.8.10 The full release notes are here: https://sketchucation.com/forums/viewtopic.php?f=80&t=76731
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      [LATEST] Rayscaper 0.8.6 Alpha

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      Version 0.8.7 is available now. More info in the the release post.
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      [OUTDATED] Rayscaper 0.8.5 Alpha

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      Release post for the latest 0.8.6 version: https://sketchucation.com/forums/viewtopic.php?f=80&t=76697
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      [OUTDATED] Rayscaper 0.8.4 Alpha

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      Version 0.8.5 is out now: https://sketchucation.com/forums/viewtopic.php?f=80&t=76689
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      [OUTDATED] Rayscaper 0.8.3 Alpha

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      This version is superseded by version 0.8.4: https://sketchucation.com/forums/viewtopic.php?f=80&t=76686
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      [LATEST] Rayscaper 0.8.2 Alpha

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      Hey folks, Version 0.8.3 is out now, here's the release post: https://sketchucation.com/forums/viewtopic.php?f=80&t=76685 Cheers, Thomas
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      [LATEST] Rayscaper 0.8.1 Alpha

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      [OUTDATED] Rayscaper 0.8.0 Alpha

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      The latest release post is here: https://sketchucation.com/forums/viewtopic.php?f=80&t=76669
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      [LATEST] Rayscaper 0.7.3 Alpha

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      The latest release of Rayscaper is here: https://sketchucation.com/forums/viewtopic.php?f=80&t=76658
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      [LATEST] Rayscaper 0.7.2 Alpha

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      Rayscaper Alpha Version Available

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      Hey @jo-ke - now that Rayscaper is in beta, I started selling discounted beta licenses: https://sketchucation.com/purchase-smart.php?plugin=rayscaper - The watermarks are a limitation of the free version. Cheers, Thomas
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      Edit_transform not available in the C-API?

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      @dan rathbun said: The C API is mainly written to act upon files. There is only some limited things you can do with "live" models. Currently, the C API cannot be used to modify the active model. You can get the active edit path via: SUModelGetActivePath() ... and from it the transform via: SUInstancePathGetTransform() Thanks, Dan, for the information! I solved it in my code by having a ModelObserver, implementing onActivePathChanged, and passing it to my C-extension code. Even though you cannot modify the active model, you still need to know the edit transformation for some cases. If a user opens a model to edit, if you query the instance transformation, it will be a world-coordinate transformation instead of a transformation relative to the parent. My C code assumes transformations relative to the parent, so I must calculate that using the edit transformation. You probably already knew this, but I'm putting it here for posterity. Cheers, Thomas
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