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    • RE: AmbientOcclusion for SketchUp released

      I'm giving this a quick tryout and so far I quite like what I see. On my 3y.o. iMac it renders modest models very rapidly - my whole-house model is taking quite a while though, unsurprisingly.

      Two annoyances I noticed pretty quickly
      a) once you've turned on 'render viewport' I can't see a way to turn it off. closing the model window seems to be the only option, followed by reopening. Not as friendly as it could be.
      b) it seems to take an interesting view of what is visible and what is not. When rendering my house from a view supposedly only showing the layer for the timber frame the rendering was displaying many other layers but not all. Odd. If you would like to use it for testing I'll happily send you a copy of the model file.

      Oh, and I just noticed that it leaves the sliders (used by opacity setting etc) lying around on the screen.

      posted in Extensions & Applications Discussions
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      tim
    • RE: Sketchup performance - Very odd behavior

      @slbaumgartner said:

      I don't have an explanation for you problem, but it is extremely unlikely this is the cause. Computers don't take more time to do arithmetic based on the value of the numbers.

      Sure they do. Just exceed the integer range of a typical CPU word-size and watch things take longer. Assuming of course you're using a sensible language that can handle arbitrary length integers. If not, it will take a really long time since you'll crash! And no, floating point is not a proper solution in many cases.

      posted in SketchUp Discussions
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      tim
    • RE: Drawing wing construction model

      Lofting! That's the word I needed to remember... now what was I asking about?

      Oh yeah; curviloft by Fredo. Does a lot of astonishing things and I might even be able to work out how to control which one it does for me πŸ˜„
      http://sketchucation.com/forums/viewtopic.php?p=248195#p248195

      posted in SketchUp Discussions
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      tim
    • RE: Drawing wing construction model

      @dave r said:

      Hi Tim,

      Long time, no see. I hope you're doing well.

      Hi Dave; yup, all ok over here. After the fun and excitement of building the house I got pulled into the Raspberry Pi world to develop and improve the Scratch program (anyone who has kids that are interested in tech things should at least look at http://www.raspberrypi.org) and pretty much haven't had time to do anything else for the last couple of years.

      Now at last I have a little time to try to repair a large and beautiful model plane I crashed three years ago...

      @dave r said:

      So are you trying to take the skin (with thickness) off the wing structure? Are the ribs and spars already in there? Or is your goal to be able to create the shapes of the ribs and such? If it is the latter, what about slicing the wing shape--maybe TIG's Slicer plugin or manually placed cutting planes?

      Good question.

      What I have is an original dxf file of the design by Fred Guillfoyle that I imported and started working on. I noticed that when I 'assembled' the wing ribs they didn't seem to fit terribly well, as if the import had just been a bit vague.

      So, I used a nice little importer (https://github.com/elliottt/sketchup-airfoil) to read in the standard coordinates of a the ClarkY airfoil it uses (no jokes about the choice please, not my decision) and compared the rib shapes to that. It took a while before I realised that I had to scale the airfoil to the full outside dimension of the wing and then offset inwards by the sheeting thickness, but the ribs are reasonably close once you do that.

      Clearly, at this point I could just accept the data and move on but where would the fun be in doing that? So, I started wondering how to derive wing rib shapes in SU, given a root and tip profile. Note that the profiles may well be fairly different in many wings - we often use a lower camber tip profile to reduce the likelihood of tip stalling.

      I can see two basic ways of doing the job (and an opportunity for an extension to automate!).
      a) (probably only good when the root & tip profiles are the same even if scaled) extrude from the full root profile, select the tip face, scale it down. Use a tool that does something like jointpushpull to offset the surfaces inwards by the thickness of the desired skin - typically anything from 1/32 to 3/32. Then place 'sheets' of balsa where the ribs need to go, intersect and remove the unneeded stuff. Add slots for spars etc and off we go.
      b) place the root and tip profiles where needed. Offset inwards on each one by the skin thickness. Remove the outer profile. Use a tool that will skin over them, hopefully coping with an shape changes due to different profiles. Then place the ribs, intersect etc as above.
      I guess there is a third way where the outer profile is made solid, the ribs placed and cut and the offset done to each individual rib.

      I'm sure I've seen one or more tools to do this kind of thing but simply can't remember what they were called even well enough to get any sense from searching! It wouldn't surprise me at all to find that some modeller had written an extension to do all this and lay out the result ready for cmc or laser cutting.

      posted in SketchUp Discussions
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      tim
    • Drawing wing construction model

      I've tried searching for tools to help with this problem but since I'm not finding much I suspect I'm simply missing relevant search terms. Feel free to suggest some.

      What I need to do is go from a wing section (which I can import easily enough with a nice simple importer I found) to a tapered wing (easy enough with push/pull and scaling of the smaller end) and then I have to 'peel off' the skin to leave the shape the assorted ribs have to provide.
      Screen Shot 2014-12-17 at 5.57.22 PM.png
      This is a shot of the smaller end showing an outer skin overlaying one attempt at the structure. You can see the thickness I need to 'peel off'.

      Simply using offset on the larger end before extruding doesn't work because the scaling also affects the thickness of the 'skin'. I tried making the smaller section by scaling and then using offset to derive the 'inside' shape, which works ok. Then the problem is how to generate a solid with the large section at one end and the small section at the other.

      Another option would be to make the outer shape and use something like jointpushpull to shrink it by the skin thickness; but so far I can't make it work on a wing shaped solid.

      What am I missing? I bet there's a tool or simple technique that will do the job...

      posted in SketchUp Discussions sketchup
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      tim
    • RE: Fast as an electric golf cart

      @d12dozr said:

      ...and then you have this guy smoking a Ferrari with his bicycle! πŸ˜„

      Hey! I rode the circuit Paul Ricard back in '78 during there Bol D'Or. Not at 207mph though...

      posted in Corner Bar
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      tim
    • RE: LayOut not displaying SketchUp!

      Minor additional info - my 'old' LO file for the house model loads does whatever conversion is needed and appears to be fine. Updating the model - which seems to load the 'new' version of the house model as saved by SU14 yesterday - still looks good.

      Very odd.

      posted in LayOut Bug Reporting
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      tim
    • RE: LayOut not displaying SketchUp!

      I'm having a possibly related issue from the looks of it. My house model ( which got started a scary five years ago and still needs some details fixing to reflect the actual building) opens is su14 ok but if sent to lo14 many layers are unseen. In some scenes it looks like most or even all are there, in others virtually nothing shows.
      In a simpler model I noticed that only items on layer 0 (that is entire components - all my geometry is on layer 0 of course) were shown. After deleting all other layers to force everything to 0 the entire model displayed ok.

      Haven't tried opening my 'old' LO file yet.

      Hope it doesn't afflict everyone because I dread to imagine the pain it would cause people like nick sonder!

      posted in LayOut Bug Reporting
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      tim
    • RE: Shadows as Hatches

      Any chance you could do it in LO? If you exploder the vectors and then add some lines to complete the shadow area, then use LO hatching...

      posted in SketchUp Discussions
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      tim
    • RE: Bill Nye vs Ken Ham

      @unknownuser said:

      @solo said:

      My eldest is busy doing the application process for West point and it seems he will have to say he is of some Christian denomination as the recruiter advised that his chances of entering will to slim to none if he says he is non religious regardless of his almost perfect SAT scores and other requirements.

      That's ... weird. 😲

      Actually I'm fairly sure it's a violation of the US constitution, which makes it rather more serious than simply 'weird'. There has been a long running scandal at the airforce academy in Colorado along similar lines. Not a few of my friends and colleagues that are alumni have become very disturbed enough that several of the colonels and above have sent pointed notes.

      posted in Corner Bar
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      tim
    • RE: Should Trimble Buy More Plugins?

      @thomthom said:

      Also, it's correct the Ruby is slow. Very slow. Scripting languages are in nature slow because they are interpreted in real time. They cannot compete with native C code. Fortunately for Ruby one has the possibility to create Ruby C Extensions where it's possible to leverage C - which I did in Vertex Tools in order to ensure it's performance.

      Whilst it may well be true that Ruby is slow, this is most decidedly not true for all languages that you might describe as 'scripting languages'. For example, it's not true that they have to be interpreted in any sense, let alone the very simplistic way implied by 'in real time'. I'm fairly experienced in implementing this stuff (like, 30 years) so forgive me if I pontificate for a few paragraphs; if this sort of thing doesn't interest you feel free to skip it.

      One can implement a language as a very naive interpreter, rather like many early BASIC systems, where the actual underlying system reads the code (which might be actual text fragment by fragment and executes each bit in turn. Parsing each line every time is probably the slowest possible way to implement an language, but there may be worse things to do.

      Pre-tokenising (i.e. converting the text to a list of simple flags that mean "set variable name to {next thing on stack}" or similar) saves time and simplifies the exception engine a bit.

      Going a bit further actually compiles the text into sequences of simple instructions to a virtual machine that then does the real work at run time. You can do some tricks to optimise the code at this level, some of them very effective. If you define your system nicely you can make nice portable debuggers that work the same on any machine that runs the system. A very good example of this approach is Smalltalk, where one can write a program on a Mac, copy the running system across to a PC, continue running it, debug it on RISC OS, deploy it on linux and rely on it working the same everywhere. Ruby is supposed to work very similarly but to be honest I don't find the semantics and syntax anywhere near as easy to use as Smalltalk's.

      A next step, that can provide dramatic performance improvements, is to take those compiled pseudo-instructions and decode them at run-time and (this is the different bit) save the decoded native machine instructions for later use. Clearly you have to be clever about how much of it you keep around taking up space, how you handle debugging (since you debug the 'real code' and not the machine code) and quite few other important details. That's why it isn't done for all systems.

      Smalltalk was the first system to use this scheme starting back in '84, but it was adopted by java (spit) too when it arrived on the scene. Python is likely to get a similar system sometime and I see no special reason Ruby couldn't. The performance benefits can be dramatic.

      One has to remember though that speeding up your Ruby plugins may not make much overall difference to the speed of the total work being done. If your code is driving some complex operation in SU and your code is really taking 1% of the time, then making Ruby a million times faster won't buy you anything useful.

      @thomthom said:

      Just a pre-emptive answer in case any one should suggest that Trimble buys plugins and convert them to native C; There is no point of buying the Ruby code - it wouldn't give anything for free to developing the C code.

      Actually I think it would have a point in some cases; the design of the plugin is not just in the code. It's also in the mind(s) of the developer and includes stuff not yet working, ideas for the future, knowledge about approaches that worked and failed etc. Choosing an important plugin, contracting with the original writer and working with them to re-implement, extend or simply better support it, would be of non-trivial value.

      posted in SketchUp Discussions
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      tim
    • RE: [Layout Tip] - improving workflow

      Whoops, forgot to upload;
      Tim's version of utiler's template; 36x24" etc

      posted in LayOut Discussions
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      tim
    • RE: [Layout Tip] - improving workflow

      Just for fun and maybe for the benefit of those of use that live in non-metricland, I reworked utiler's template for 36x24" sheet with 1:12/24/48 scales, imperial dimension stuff etc.

      With your permission, may upload it here?

      posted in LayOut Discussions
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      tim
    • RE: Wut R U Listening 2 ?

      Abney Park. http://Www.abneypark.com
      Fabulous steampunk band

      posted in Corner Bar
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      tim
    • RE: What will SketchUp Free and Pro look like in 2013?

      [quote="jgb":3n9k31hw]
      @unknownuser said:

      Have you actually looked at LayOut? Some of us have made some quite decent

      Have you actually looked at LayOut? Some of us have made some quite decent drawings with it.

      posted in SketchUp Discussions
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      tim
    • RE: What can an affordable super computer like parallela do ?

      @mac1 said:

      Do you think this is a new idea.

      No, not at all - I was programming a 128 CPU Transputing Surface back in 1983, when I was an IBM Resarch Fellow. I do, however think it has become effectively a new idea because of the almost total lack of interest by the mainstream software world in the intervening thirty years. Single CPUs got very fast very quickly in the early 80's and Transputers got lost in the fallout.
      Hardly anyone that has graduated with a comp.sci. Or related degree in that time has much of a clue about parallelism. It's going to be a big problem, very soon.

      posted in Corner Bar
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      tim
    • RE: Mid Atlantic Storm

      Good luck to all of you in the path of this monster.

      I was about to post (on a different forum) a comment about how lucky us left-coasters are to not have the perennially vile weather that afflicts the east, and we only have to worry about the occasional earthquake when… yo guessed it, a 7.7 a bit north of where I live.

      posted in Corner Bar
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      tim
    • RE: What can an affordable super computer like parallela do ?

      I note that the project got fully funded with money to spare. It will be interesting to see what, if anything comes of it!

      posted in Corner Bar
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      tim
    • RE: What can an affordable super computer like parallela do ?

      @liam887 said:

      Oh no I completely understand but what I was getting at is what you said above already the software wont utilize those cores so it pointless.

      We'd have to agree on a definition of pointless I think. Right now, for running anything like SU, yes it would not be very useful. In the future it - the general case of massively parallel systems rather than this particular board - is almost certainly essential, which I think makes it have a big, shiny, flashing, sparkly point. If ones interest is in building new exciting computational doohickeys for the future this project would be like catnip. If ones interest is in using current tools to design and build the things SU is good for then at best the project would be a "hmm, cool idea, wonder if it will ever work, now what the blazes did I do to get that mess from subdivide-and-smooth?".

      posted in Corner Bar
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      tim
    • RE: What can an affordable super computer like parallela do ?

      @liam887 said:

      It only has 1GB of RAM so if you cant upgrade that I wouldn't bother.

      You're missing the point. It's a 16 (or 64) core reconfigurable parallel system with separate memory for each core, plus an ARM9 CPU to control the overall system. Memory is not shared among the cores as in a typical current multi-core machine and so each core gets full access and performance. Sharing memory - like on your Mac or pc - is a performance bottleneck that requires a lot of clever hardware to try to work around.
      Massively parallel systems will require a different approach to programming in order to get the benefits that (ought to be) are available. 128 cores might not result in overall performance that is anywhere near 128 times as high as a traditional CPU but the total system cost could be much less than before. You have to spend time and cycles communicating between cores, for example. Software is quite different and the industry is really going to need to make massive changes to cope. It's all very exciting.

      posted in Corner Bar
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      tim
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