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    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      Unless I'm missing something there's no combination of COLLADA import/export settings in SU and Blender that would keep components. It's just how those exporters/importers work.

      Triangulation solves issue with holes in faces, which are not supported, as far as I learned, in Blender.

      The real question is whether keeping component structure is really necessary, I doubt it.

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      @jql said:

      qpik, you're using cycles or is this blender internal?

      So far internal, why do you ask?

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      @filibis said:

      Hmm, i see now better.
      So, can we say it's not that suitable for interior stuff? Or is it possible to add other light types in addition to sun into baking process?

      It's all a matter of translating objects from SU to Blender, then everything is possible.

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      Simple triangulation issue in slender.rb (you should see HOLES NOT SUPPORTED in Blender console).

      triangulated_faces => true
      

      Fixed and reuploaded whole package. Result:

      baked_result_comparison_v2013_qpik.jpg
      baked_result_comparison_v2013_qpik.skp
      After tweaking slender.blend scene (Environment Lighting Raytrace -> Approximate) which you can try with your own settings:
      baked_result_comparison_v2013_qpik_1.jpg
      baked_result_comparison_v2013_qpik_1.skp

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      @filibis said:

      What should i expect at this point? Is it going to import baked result to side of the original model (as you show in first post)?

      The result should be the same as after importing COLLADA, a model ready to be placed in SU, but with shadows baked.
      If you add

      pause
      

      at the end of slender.bat you should be able to see any blender errors.

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      Have you unpacked the whole 'slender' folder from the zip file?
      Do you have blender installed? Maybe the installation path is different than mine (C:\Program Files\Blender Foundation\Blender\blender.exe), check slender.bat in the 'slender' folder.
      In sketchup open Ruby Console and type

      load 'C;/../../slender/slender.rb'
      

      with the actual path.

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      @jql said:

      And how will you make the material assignement?

      Material code names? Like Glass, Metal, Wood and the likes? Or you won't get into material properties?

      I don't know yet, maybe. Or a class for managing materials in SU and exported to COLLADA. Probably the first solution would be easier to extend with external material libraries.

      Specularity/bump etc. are worth supporting but reflections/refraction can't be really baked, so its no use going too much into detail.

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      @jql said:

      So tell me one thing. Slender exports to blender does it all by itself and imports it back baked?

      Exactly.

      @jql said:

      I wonder if it is compatible with Thea for Blender.

      If only it can bake textures then I'd say yes. The plugin uses existing importers/exporters, so its main purpose is to automate unwrapping meshes and creating materials.

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      @jql said:

      You can have a baked lighting model inside Unity and Unreal for a great experience, but it would be very nice to have a baked lighting model inside Sketchup and use that in Layout for instance.,

      I guess it's worth a shot then.

      @jql said:

      We have Lightup which is capable of a texture atlas and I believe it also can bake light in the model. However, Cycles is much more realistic.

      I've been using LightUp some time ago, but I also found it not realistic enough and the lightmap wasn;t actually baked into the SU model.

      @jql said:

      There is also a plugin called BlendUp which seamlessly exports from SU to Blender and it does it very well. It doesn't bring back the model to SU though that can probably be done easily enough (I was never able to bring back a textured model myself...)

      I read about it but haven't tried. I always had the idea of Blender as this old, unfriendly Linux program and always used Kerkythea export. Cycles GPU was the thing that drew me to Blender now.

      I added sun export/render.
      Shadows off
      Shadows on

      posted in Developers' Forum
      Q
      qpik
    • RE: [Plugin] Slender - Baking textures in Sketchup with Blender

      Yes and no, the idea is to bake rendered scene in Blender and bring it back to SU.

      I started with simple Environment Lighting (not exactly Ambient occlusion), but I plan on baking realistic sun shadows and possibly all kinds of lighting and materials (except live reflections and caustics). What I posted is just a couple days of work, re-learning Ruby and catching up on new SU API plus learning Blender and Python (amazing progress, I think the last time I looked at it was ca 10 years ago).

      I just wonder if Unity or Unreal (haven't used them yet) are easy enough to make such plugin obsolete.

      posted in Developers' Forum
      Q
      qpik
    • RE: [Info] Ambient Occlusion -> Simple Rays

      Tom,
      time flies and I read your post just now. I guess it depends how long does it take to hide/unhide objects in SketchUp.

      I just started working on a solution using Blender https://sketchucation.com/forums/viewtopic.php?f=180%26amp;t=67569

      posted in Plugins
      Q
      qpik
    • RE: [Plugin] Qpik::SimpleRays v1.0.1

      tamic
      I use it with SketchUp 7.0
      It saves new textures either in the folder your model is saved or in a temporary folder and then replaces materials in the model so you should see it right away

      I just started a similar project but using Blender https://sketchucation.com/forums/viewtopic.php?f=180%26amp;t=67569

      posted in Plugins
      Q
      qpik
    • [Plugin] Slender - Baking textures in Sketchup with Blender

      I just started developing this plugin. The most importent question at this stage is whether it's worth developing having Unity etc. around.

      Note: I've been away for some time, so please move this topic, if it's in the wrong place.
      Please also note I'm not a professional programmer, any help cleaning up the code is appreciated.

      Info

      • Description: Exports SketchUp model do Collada file, in command-line mode imports into Blender scene, bakes textures, exports Collada file from and finally imports to SketchUp
      • System: Windows 10 64-bit
      • SketchUp version: 2017
      • Blender version: 2.78c
        SketchUp screenshot
        Installation and running:
      1. Download and install latest Blender https://www.blender.org/download

      2. Download attached zip file and decompress it anywhere

      3. Open slender.skp file in SketchUp (any file will do, but this one is fail-safe, check: issues)

      4. Load slender.rb (with correct path) in SketchUp console
        Functionality (all files are saved in plugin's folder):

      5. slender.rb:

      • exports model to slender.dae file with materials
      • updates slender.log file
      • exports sun direction to slender.sun file
      • runs slender.bat
      • waits for Blender to finish (reading log file) or stop in 30s
      • imports slender.dae
      1. slender.bat:
      • opens slender.blend scene (with enviroment lighting set up) in command-line Blender
      1. slender.py:
      • imports slender.dae file

      • imports sun direction from slender.sun file and rotates the sun

      • creates new UV layers with blank images

      • bakes full render to textures

      • creates new materials using baked textures and UV layers

      • exports and overwrites slender.dae

      • overwrites slender.log file
        Issues to fix or add:

      • SketchUp:

      • textures on both sides of faces cause z-fighting issue

      • no textures cause Blender error

      • multiple component instances cause no texture issue

      • Blender:

      • add plugin menu/buttons

      • add support for sun

      • add shadows on/off detection

      • add support for various types of materials

      • add support for Cycles engine (GPU)


      Plugin files 2017-05-03

      posted in Developers' Forum
      Q
      qpik
    • RE: [Info] Ambient Occlusion -> Simple Rays

      Thanks, good to know that.
      But what would be the method to define relevant shading objects, an object's area to sphere-at-the object-distance area ratio?

      posted in Plugins
      Q
      qpik
    • RE: [Plugin] Finite Element Analysis (FEA) - Spring-mass model

      Seems like someone made it πŸ˜„

      Edit: Actually no. Should've watched it until the end. So there's still a niche.

      posted in Plugins
      Q
      qpik
    • RE: [Plugin] Finite Element Analysis (FEA) - Spring-mass model

      Hi guys! I've been away for a while. Anything new in the topic?

      I'm trying the Frame3D and found this video of another combination - SketchUp/GoSimulate: https://www.youtube.com/watch?v=kCVoa1u-9BM

      posted in Plugins
      Q
      qpik
    • RE: [Info] Ambient Occlusion -> Simple Rays

      I'm back πŸ˜„

      posted in Plugins
      Q
      qpik
    • RE: [Plugin] Qpik::SimpleRays v1.0.1

      I'm back. Any questions regarding the plugin are welcome.

      posted in Plugins
      Q
      qpik
    • RE: [Plugin] KML Tools (2.0.0-beta) β€” updated 31.05.2013

      First of all thank you for the plugin.

      Have I just found a possible bug in kmlimport.rb, linestring method, line 422 - "<tesselated>" instead of "<tessellate>"?

      I'm learning how to model a terrain using my mobile's GPS and Sketchup. Since the Symbian app I use (GPSmap, http://www.vikinggames.hu/product.php?id=7) logs only CSV/KML Waypoints and additionally uses commas instead of points, so I have to manually convert the values. I'm new to KML (and I'm not a programmer) so the easiest way I noticed so far was to just put all the coords into a <LineString> tag, but in Sketchup the altitudes are wrong (i.e. flat or clamped to GE terrain).
      So I just go through your code and KML documentation to find a solution.

      Edit: which is as simple as adding <altitudeMode>absolute</altitudeMode> inside <LineString> tag.

      posted in Plugins
      Q
      qpik
    • RE: [Question] Is it possible to set the face.normal?

      I only got to change some OpenGL Server variables like GL_COLOR_MATERIAL or GL_DEPTH_TEST.
      I don't know the way to hack into drawing context. I wonder how it is done in LightUp (supposing it is done similar way), maybe a window is layered on top of native SketchUp viewport.

      posted in Developers' Forum
      Q
      qpik
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