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    ⚠️ Important | Libfredo 15.6b introduces important bugfixes for Fredo's Extensions Update
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    • PixeroP

      Weld vertices within distance?

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      PixeroP
      @pbacot said: What are the first and last vertices? One can always skip the target vertex then move the result of merge to that point, no? Just merging them without any options and without destroying UV's would be OK for me.
    • PixeroP

      Architecture Visualisation Day 2015

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      No one has replied
    • PixeroP

      Acer trees (Maple)

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      pbacotP
      Can we expect them to change color in a couple months?
    • PixeroP

      Digital Watercolor

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      pbacotP
      you should lay the screen flat. It's dripping. Thanks for the link!
    • PixeroP

      [REQ] Open and close all nested groups in selection

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      PixeroP
      Ok, so then it's a matter of you implementing the compare overlapping edges in nested groups?
    • PixeroP

      [REQ] Hide edges that share the same space

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      C
      @pixero said: In my test I made a simple cube a group and moved it on top of the first. No components used. Still all horizontal edges were hidden. The groups are instances of the same definition (just like components) until you edit one of them. I think you get correct result if you explode one of the groups and then regroup it, this will make the regrouped group unique. Nevertheless, I need a script like this myself and will try to make a better version as soon as I get time. As pointed out in the other thread, faces should also be hidden by the script in order to prevent bleed through.
    • PixeroP

      Whitebeam trees

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      H
      hi all , i have the same problem with faces when i import the tree in obj file , so i use plugin "UV toolkit2" from tomtom .... 1 select the object /2 go to extention uvtoolkit select "front face material to back face" wait 2 minutes and the tree is OK - but u have to do materials yourself (bump and specular)(i use vray 2.0) but it's easy all the maps are included... enjoy
    • PixeroP

      Misbehavior when work axes have been moved/rotated

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      PixeroP
      Big thanks. I will try this. I think I only need the orientation.
    • PixeroP

      Rhododendron bushes for Thea render + OBJ models

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      A
      Pixero, just a question, I read in another post that you were using Plant Factory. Can you export in a LumenRT native format and if so can it be set up as the plants in LumenRT, where a proxy can be inserted into SU and when brought into LumenRT it's replaced with the high poly version?
    • PixeroP

      Seven Wonders

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      Dave RD
      Excellent!
    • PixeroP

      Honey Locust trees for Thea render (mod.thea) + OBJ files +

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      Rich O BrienR
      You need to make a thea.lib file This then installs all the needed items so the Thea Browser in SU loads the billboards. The structure is like this... /PixeroLibrary description.txt info.txt | |_Models | |_Trees tree-01.mod.thea tree-01.mod.skp ...whereby you've a folder containing... 2 .txt files folder named for the library type (Models for models, Materials for maters....etc) within that folder a Named folder for branding etc... within that the model category/type within that the .mod.thea and .mod.skp file where the .skp is the face me billboards
    • PixeroP

      Unity 5 is here!

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      pilouP
      Clean indeed http://www.youtube.com/watch?v=0Ug6NWNXONk
    • PixeroP

      Unreal Engine is now FREE

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      jiminy-billy-bobJ
      @pixero said: ...and Unity 5 is also free if you don't need the pro features. (Which I don't.) Same as before, but now the "pro" features changed, the free version is not limiting the editor's features anymore, which is a big step.
    • PixeroP

      [Plugin] 3 point Window

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      Bob JamesB
      @pixero said: Thanks. I have no plans for new features right now and sliding windows would probably be low on the list as they are not common here in Sweden. That's too bad since here in central California their use is nearly 100%
    • PixeroP

      Check for existing material

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      PixeroP
      Thanks. Its working now.
    • PixeroP

      Component axis problem

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      PixeroP
      I just thought I'd post this snippet in case it will help someone with a similar problem. def set_origin(compdef, compinst, pt0, pt1, pt3) tr1 = compinst.transformation rotvector = pt1-pt0 originvector = Geom;;Vector3d.new(1,0,0) org = pt3 angle = rotvector.angle_between originvector if angle < 90.degrees angle2 = -angle elsif angle > 90.degrees angle2 = angle end #if if angle == Math;;PI/2 angle2 = -90.degrees end if pt0.y > pt1.y && angle == Math;;PI/2 #Check if it's drawn at 90 degrees but in opposite direction angle2 = 90.degrees end compinst.transform! tr1.inverse tr2 = Geom;;Transformation.rotation(org, Z_AXIS, angle2) tr3 = Geom;;Transformation.new(org) compdef.entities.transform_entities(tr2, compdef.entities.to_a) compdef.entities.transform_entities(tr3.inverse, compdef.entities.to_a) compinst.transformation = compinst.transformation * tr3 compinst.transform! tr1 * tr2.inverse compdef.invalidate_bounds end #def
    • PixeroP

      Ceiling lamp

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      Bryan KB
      Very cool.
    • PixeroP

      [REQ] Optimizing plugin

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      thomthomT
      We've been toying with an idea of providing automatic feedback to developers when they upload to extensions to EW. We could scan the RB files and detect use of typename and warn developers of the potential performance hit. The typename usage is the most common performance issue we see around.
    • PixeroP

      School interior

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      pbacotP
      As usual very nice work. You might add some BOOKS! I know they don't use them anymore but the older people making the capital improvements decisions might relate.
    • PixeroP

      Hospital exterior

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      RichardR
      Stunning mate!!!! Though I still battle with the use of non verticals, seems only common to the SU user
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