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    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @nlipovac said:

      Right like that JQL, I am quite impressed by this plugin and like to Blender is Eevee this would be a great plugin for SU if it would be implemented as an overlay to SU.

      By "overlay", you mean a top window a bit like PBR Material Editor? Fullscreen or splitscreen?

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @nlipovac said:

      Hi, I have one question.
      What is stopping you in developing this plugin as synced rendering plugin for Sketchup (or maybe as an overlay to SU window)? Is this far-fetched for me to think like this?

      At dev. beginning, I've thinked about a PBR Viewport synced with SketchUp...
      That implies using internal browser but external browser is more up-to-date.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      Next PBR plugin version will include a (micro) library of royalty-free PBR materials.
      These will be available in "Materials" tray. Render-example with "Wooden Palisade 01":

      Wooden Palisade 01

      This should allow new users of plugin to become familiar with PBR materials.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      Good news! PBR plugin becomes really handy with the new version (1.3.0).

      Features

      • Change environment map from SketchUp "Extensions" menu.
        Tip : Changing environment map changes ambient light map.
      • Metallic & Roughness maps are separated in Material Editor.
      • Access online help document translated in FR from Viewport.

      Bugfixes

      • Fixes pan (middle button) control issue in Viewport on Firefox.
      • Fixes a little gamepad control bug. Improves maybe performance.

      ❗ As part of an update, remember to disable plugin before uninstalling-reinstalling it.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      It's easier for most users to have a separated roughness and metallic maps as they are very common, instead of the metallic-roughness map required by the plugin. [...] is there any chance the separated maps could be implemeted?

      ~~I agree it's easier but it's not so much long to pack metallic and roughness maps in third-party software. For example, it takes less than one minute in Photoshop following these instructions:

      1. Open roughness map in Photoshop.
      2. Convert Grayscale to RGB Color.
      3. Unlock (roughness) layer.
      4. Select (roughness) layer. Open Blending options.
      5. Uncheck all Channels except G(reen).
      6. Place Embedded... metallic map.
      7. Select metallic layer. Open Blending options.
      8. Uncheck all Channels except B(lue).
      9. Save as... metallic-roughness map.~~

      Update: Since PBR plugin v1.3.0, Metallic and Roughness maps are separated in PBR Material Editor. πŸ˜‰

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      Also, I found you removed support for emissive materials, which would be a shame, as I use them for all my lighting applications in Thea for Sketchup and would find them cool to test on this pbr plugin.

      Today, I think it's better to implement glTF KHR_lights extension. So PBR plugin users could:

      • Add and place lights in SketchUp (Maybe as hidden geometry? I'm looking for solutions.),
      • Set light type (point, spot, etc.) and properties (color, intensity, etc.) again in SketchUp,
      • Export lights (embedded in glTF file) to PBR Viewport and possibly to other platforms...
      posted in Plugins
      samuel_tS
      samuel_t
    • RE: CFileException 0 in E:\~... saves as -0 problem

      @ashreves said:

      I get this same error, but I'm not on a network drive, and I'm just hitting the save button (not saving to another location and this happens. I've got backup upon backup in the same folder, and usually adds to the 0 extension (0-0 / 0-0-0...).

      I had same error (CFileException 0) but since I run SketchUp as admin, this error is gone! β˜€

      posted in SketchUp Bug Reporting
      samuel_tS
      samuel_t
    • RE: Animator: Parametric Animation plugin - Discussion

      @dawrightau said:

      NB for any other frustrated sketchup users wanting to export models from Sketchup tp blender for any reason try the 3ds export. It has worked best for me.

      You should try this combo:

      1. Export to glTF from SketchUp with SketchUp glTF Exporter extension.
        Plus, if you want to export PBR materials from SketchUp: Get my plugin on this sketchUcation thread.
      2. Import glTF into Blender with glTF Blender Importer add-on.
      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      Hi,

      I did what you suggested. Erased the pbr plugin and folder from my appdata's plugins folder, restarted everything and installed, following all your suggestions.

      Still no good with 1.2.5:

      Hi JQL, please follow these new instructions:

      1. Close SketchUp if it's open.
      2. Open Windows's File Explorer.
      3. Go to %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins\pbr
      4. Right click on web_server.cmd file. Choose "Edit" in contextual menu.
      5. Replace this line:
      
      cd %~dp0 && cd Web Server
      
      

      by this line:

      
      cd /d "%~dp0%Web Server"
      
      
      1. "File" > "Save".
      2. "File" > "Exit".
      3. Open SketchUp.
      4. "Extensions" > "Physically-Based Rendering" > "Open Viewport".
      5. Do you see SketchUp model in PBR Viewport?
      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      The problem is that a sketchup material hasn't got a direct link to textures residing on disk. So, if I change a texture like color, normal or metal-roughness map, it won't refresh. Or, will it?

      No. Texture is embedded. You must update manually SketchUp material if you change texture on disk.

      Linking textures can produce late errors like "missing file". πŸ˜• I will think on this.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      I'm very happy πŸ˜„ to announce release of v1.2.5.

      Features:

      • Control camera with a standard gamepad in Viewport.
        Plug. Move with left stick/pad. Look around with right stick.
        It works with Microsoft Xbox One controller. Tell me if it works with other controllers πŸ˜‰

      • Normal map scale (strength) renders in Viewport.

      Bugfixes:

      • Fix zoom (wheel) bug in Viewport impacting only Firefox.

      ❗ As part of an update, remember to disable plugin before uninstalling-reinstalling it.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @filibis said:

      Hi Samuel, interesting plugin, nice to see PBR and Gltf related extensions πŸ™‚

      Hi Filibis πŸ˜„ Thanks for your interest in this plugin.

      @filibis said:

      But i couldn't operate normal map.

      Normal map must be set in PBR Material Editor. Does this info helps you enough?

      @filibis said:

      And didn't understand where you put those 2 'base color' textures you provided.

      Reef demo model is made of two faces, two materials and three textures:

      Sea normal map texture is set on Sea material in PBR Material Editor.
      Sea base color texture is set on Sea material in Materials Tray.
      Sea material is applied to Sea face.

      Undersea base color texture is set on Undersea material in Materials Tray.
      Undersea material is applied to Undersea face.

      @filibis said:

      Also that would be great if you let normal map strength to be adjusted and option to add metallic & roughness maps as well if possible.

      I see no problem about adding Normal map scale (strength) in PBR Material Editor.

      Update: Since PBR plugin v1.2.5, normal map strength is editable and rendered πŸ‘

      Metallic and roughness maps must be packed in one map. So it's not easy for user...

      Update: Since PBR plugin v1.2.4, metallic-roughness (packed) map is supported πŸ‘

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      I'm afk today (phone here) but I'm on win10 and I have checked before that the nginx.exe file was there, though I don't know if that was the exact path.

      1. Restart computer. Don't open SketchUp for now!
      2. Open Windows's File Explorer.
      3. Goto %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins
      4. Delete pbr.rb file and pbr directory.
      5. Download and install SketchUp PBR plugin again.
      6. Close SketchUp.
      7. Reopen SketchUp.

      If problem persists: consider opening an issue here.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      Also, I found you removed support for emissive materials, which would be a shame, as I use them for all my lighting applications in Thea for Sketchup and would find them cool to test on this pbr plugin.

      I opened an issue for this: Emissive materials don't glow. It would be great if a GLSL expert could help.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      I have tried the plugin and got the following errors:

      Windows can't find 'nginx'...

      @samuel_t said:

      Is it a first time install or an update?

      It's a first time. Pbr v1.2.4

      Sketchup 2018

      Operating system: Windows 10?

      1. Open Windows's File Explorer.
      2. Goto %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins\pbr\Web Server
      3. Do you see the file nginx.exe?
      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      I have tried the plugin and got the following errors:
      Windows can't find 'nginx'...

      Is it a first time install or an update?

      If it's an update: Open SketchUp Extension Manager. Disable PBR plugin before uninstall it. Reinstall it.

      Let me know if problem persists πŸ˜‰

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      I'd love this if I could eventually link a substance file to a sketchup material...

      You can edit a material with PBR plugin then save material as .SKM file.

      See this tutorial: https://sketchucation.com/resources/tutorials/528-how-to-create-your-own-sketchup-material-libraries

      Thus, it's technically possible to build a SketchUp PBR material library πŸ˜‰

      In other words, .SKM (SketchUp Material) can contain Normal map, etc.

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      Version 1.2.4 just released πŸ˜„

      It's now possible to apply a metallic-roughness map to a material. Demos:

      https://i62.servimg.com/u/f62/19/89/56/34/metal-10.jpg

      https://i62.servimg.com/u/f62/19/89/56/34/vase_l10.jpg

      Textures : Free PBR
      Renderer : SketchUp PBR plugin

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @jql said:

      I also like this plugin's idea a lot. I'm curious to where it's headed...

      A nice feature's coming soon. About camera control... Stay tuned πŸ˜‰

      posted in Plugins
      samuel_tS
      samuel_t
    • RE: [Plugin] Physically-Based Rendering - v1.5.9 - 19 Apr. 2020

      @pilou said:

      Seems a new cool rendering maker! 😎

      I must render πŸ˜‰ unto Caesar the things that are Caesar's. Majority of 3D code included in PBR plugin was written by these talented people: Yi Shen and Natty.

      posted in Plugins
      samuel_tS
      samuel_t
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