@Dave-R You plan to print that? Its a beautiful model.
Soon you'll be able to open a digital museum of historical devices
@Dave-R You plan to print that? Its a beautiful model.
Soon you'll be able to open a digital museum of historical devices
@box said:
You're slightly misunderstanding what Rich is saying/doing.
I must take the stone out of me mouth before I speak 
@L-i-am said in retopology?:
@L-i-am Thanks Rich, might it be easier to import the model into blender?
There's a workflow I use where I exported quad meshes from Blender to OBJ format.
Thomthom's Quadface Tools has an OBJ import that converts the OBJ quads to SU quads.
Its probably a topic I should put together an article on so users can benefit from that type of pipeline. Having it my head it not benefitting anyone.
I know @panixia also has a particular approach to go from SU to Substance Painter and support UDIMs which is something the community would benefit from.
Great update Sam. Thanks for sharing.
@Dave-R I just watched Indiana Jones Dial of Destiny and this reminds me of the Archimedes device.
@Rich-O-Brien Get off my lawn!
The right side bar's text is kind of small for my aging eyes. Can you make the font bigger?
We'll be tweaking as we go so expect improvements. As you can imagine migrating was a big challenge. Keeping historical stuff was important.
So poke around for a bit before piling on the requests
When I look at the plans all I see is the most beautifully packed UV map.
I'd say the chair is pretty hefty to lift too.
@HornOxx said in [Plugin] Multiple Offsets (Updated 09-Feb-2014):
Hi everyone—does anyone know if this plugin also works somehow on SU 2025? Unfortunately, I can't get it to work.
Yeah, it is broken. If you check the Console you can see it throws some errors.
We will take a look.
The engineering in the spindle arm is something else. Its so refreshing to see the inners working compared to modern devices.
This is so plug and play. You would struggle to disassemble and fix a modern micrometer and then recalibrate it yourself.
I could disassemble a modern micrometer but probably couldn't reassemble it. 
@Gus-R said in NEW Forum Software Issues:
@gullfo Rich, when can we start filling up the suggestion box? I only have two things.
Be gentle Gus. Its been a huge undertaking to get the old content into this newer system.
I'd love if users just poked around for a few days to see how it works and feels.
But if you see or experience a genuine system error or unusable feature let us know.
You can put them here as I subbed to this thread
Images like this will be subject to added scrutiny from rendering purists that see the noticeable shortcomings of realtime.
This is a very good advert for TwinMotion but certain things standout.
That said the modelling, texturing and composition is high level. This does highlight that realtime rendering has come quite far in terms of photorealism but keen eyed individuals will pick it apart from a human portrait aspect.
From a technical aspect it is very impressive and beyond my abilities. If the files were publicly available it would make for a interesting case study to see what a path tracing engine can achieve in comparison to realtime.
Kudos to the creator for creating a beautiful storytelling render. In terms of hyper-realism, that the likes of Vray, Redshift and even Cycles would achieve, it is falling short.
Thanks for sharing though it is quite impressive if it is realtime. The texturing in particular is top tier stuff.
When you add a root folder every child and nested folder gets added to the dropdown list.
In the panel itself you get the more typical folder based structure.
@magixman7 If you need account help email support[at]sketchucation.com
A huge presence in the paddock. Always enjoyed his mischief and getting rumours going.
Gave Schumacher his first outing too. He’ll be missed.
Fredo Portrait allows you to control orientation of a camera but not world position.
SketchUp's native Position Camera tool allows you to place a camera at a location then set it's height. If you then switch to Zoom tool and hold SHIFT you set the FOV.
I use a mix of those 3 to create cameras

For some reason I am drawn to the material. So much so I ended up look for real world interior shots. My first thought was some type of galvanised steel.
You actually mimicked camera positions of photographs!
Completed in 2007 in Zurich, Switzerland. Images by Walter Mair. A two-family house is a building with a wall that divides it into two halves. The dividing wall is the only wall in the entire house. It cannot be...
ArchDaily (www.archdaily.com)
If you jump between real world shots and your renders its nuts!
If that is path tracing then they have a bit of catchup to do to get it to same levels as competitors.
My opinion is this is some type of hybrid path-tracing that utilizes realtime effects. The DOF in particular looks like realtime DOF because it is struggling to blur correctly as it moves from focal distance to unfocussed. Or its method to do DOF is still not as good as a competitors.
Unreal added path tracing initially as a tool to compare realtime with path tracing results. This allowed those using realtime to tweak scenes to get as close as possible to a photoreal result. It's intent was to not be a production ready rendering solution.
That said it is still a very competent rendering solution but cannot be compared to Vray, Redshift etc as those have years in the game making both biased and unbiased light path engines.
But from a realtime aspect Epic is as far ahead as anyone could be.
@L-i-am I tried that a few weeks ago. Its rather hard to get to grips with and feels last-gen in terms of output.
Huge levels of customisation available and a really clever LOD switch.