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    Recent Best Controversial
    • RE: In Development: Subdivide and Smooth

      @solo said:

      What I would like is a script that could take the high poly extreme detail model and reduce the detail and make it smaller in poly's. It would be fantastic to be able to use percentages like 25% poly reduction or 50% reduction.

      I don't understand this workflow. How do you create your high-poly models in the first place? If you are creating them with software other than SU, it only makes sense to use the same software to reduce the poly-count prior to bringing the model into SU. I am sure Max and Blender can both do this.

      To me, the logical workflow would be to model everything in SU as low-poly. Now you have your low-poly model. Next add one level of subdivision. Now you have your medium detail model. Add one more level of subdivision and you have your high-poly model.

      Of course, the option to reduce poly-count would be useful as well, but it seems rare that someone would want to reduce the polys of a model that was originally made in SU.

      Maybe you could give a more detailed example of your workflow that would require such as feature.

      posted in Developers' Forum
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    • RE: In Development: Subdivide and Smooth

      biebel,

      I tried the script on a 'make humans' model. Here is the result. One iteration took 239 seconds 😢 but this was a relatively high-poly model to start out with. The face count went from 21775 to 61228.

      Keep in mind, I have not done any optimization yet.

      For models like these, you may be better off doing the subdivision in Blender and then importing into SketchUp.


      humantest.jpg


      humantest2.jpg

      posted in Developers' Forum
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    • RE: In Development: Subdivide and Smooth

      @krash88 said:

      I have attached a SU6 file of a pillow that I modeled quite a while back and it's quite ugly. If you could, try your script on it and see if it helps.

      Here is the result after two smoothing iterations. (less than 3 seconds to convert from 324 to 5476 faces). It actually looked almost the same after only one iteration. (0.3 seconds) Should save you some time! šŸ˜„

      Looks pretty good to me!


      old and new pillow.jpg

      posted in Developers' Forum
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    • RE: Lathe script

      This is what I have right now. Basically, you can revolve any number of edges or curves around an arbitrary axis to create a new surface. You can move the axis and reorient the axis as desired (prior to creating the surface). There is also control over the sweep angle and number of divisions.


      curve.jpg


      z axis.JPG


      half sweep.JPG

      posted in Plugins
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    • Lathe script

      Is anyone interested in a lathe script? Does such a script already exist? (Dont' tell me about the Follow Me tool) šŸ˜’ šŸ˜„

      posted in Plugins
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    • RE: In Development: Subdivide and Smooth

      @jim said:

      Can it do something simple, and often requested: round the corners of a box?

      It is not suited very well to this purpose although it could be done if the box was modeled a certain way.

      posted in Developers' Forum
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    • RE: In Development: Subdivide and Smooth

      @unknownuser said:

      Whaat,

      I was thinking about your plugin.. and I have an idea. Could it keep the original low poly geometry with some default transparent material .. and work similar way to FFD.
      When you modify original geometry within group script would give you a chance to update hi-poly one. Like in Bledner - you can see both - low and high-poly mesh.
      We could even assign weights to .. edges?

      The ultimate goal is low poly proxy modeling like you have suggested. I believe it can be done but will not be easy. I will be looking at FFD for ideas about how to do it. I am searching for papers about how to implement it but have not found any yet.

      BTW, creased edges have already been implemented.

      posted in Developers' Forum
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    • RE: In Development: Subdivide and Smooth

      I would like to show what this plugin will be capable of. Problem is, I have no idea what to model. Can anyone give me some ideas about what to try modeling with this plugin?

      Think of something that simply isn't possible with the current SketchUp tools. I want to test the capabilities of the code.


      pawn.jpg


      im1202187336.png

      posted in Developers' Forum
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    • RE: Monk'y business

      What's going on here? Is ASGvis paying you to advertise for Vray? :ewink: Seriously, amazing stuff! (as always) Where did you get the model? I would love to try rendering this in Indigo.

      posted in Gallery
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    • RE: Free form deformation balloon

      @kwistenbiebel said:

      a (yet to be developed) 'subdivision tool'

      It's in the works šŸ˜‰

      http://www.sketchucation.com/forums/scf/viewtopic.php?f=57&t=5687

      posted in Developers' Forum
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    • RE: [ruby doc] entity observers and observers in general

      It seems like the problem is that the name of the method is wrong in the API docs. It should be 'onChangeEntity' not 'onEntityChanged'.

      This should be updated in the docs.

      EDIT: on closer inspection, the method is only wrong in the example at the top of the page. The correct method is shown on the page near the bottom. (It is confusing though)

      posted in Developers' Forum
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    • RE: Paul RussamĪ„s Church and Indigo

      This is my last render of this amazing model...for now. It is similar to one that I already posted, but I improved the window a bit and rendered it a much higher resolution. Oh yeah...I added the crucifix (downloaded from 3D warehouse)

      http://www.indigorenderer.com/joomla/forum/files/final_small_193.jpg

      See the link below for the 1600x900 version. Rendered using Indigo.
      http://www.indigorenderer.com/joomla/index.php?option=com_gallery2&Itemid=26&g2_itemId=21748

      posted in Gallery
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    • RE: Paul RussamĪ„s Church and Indigo

      @kwistenbiebel said:

      I hope to try out Indigo for this scene (I like Whaats renderings a lot) as soon as I get the web based GUI to work.

      Just thought I'd mention that biebel is referring to the VERY new beta of SkIndigo which still has some kinks to work out. The current official release is version 0.9.1 which (from all known accounts) is working perfectly.

      posted in Gallery
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    • RE: Paul RussamĪ„s Church and Indigo

      another one of the entrance...

      http://www.sketchucation.com/forums/scf/sas/Gallery/Whaat/Entrance2.jpg

      posted in Gallery
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    • RE: Paul RussamĪ„s Church and Indigo

      @solo said:

      Whaat, those are awesome, the first one looks like a photo.

      Thanks! To me, the second one looks more like a photo. I was trying to get a flashbulb type effect. I am going to try to tweak the stained glass material to get more contrast and less light bleeding (like the photo Paul provided.)

      @unknownuser said:

      can Indigo do bloom? as having sunlight filter through the stained glass with a bloom effect would be amazing.

      Yes, Indigo can do bloom. However, it is not efficient for Indigo to calculate bloom during a render. That's why there is no option to turn on bloom in the SkIndigo interface. It is better to add it in post-pro using 'Violet' (stand alone Indigo tonemapper application available on the Indigo website).

      posted in Gallery
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    • RE: Paul RussamĪ„s Church and Indigo

      Solo,

      Nice renders! I wish I had your artistic eye...great background image!
      Here are two more done with Indigo.

      http://www.sketchucation.com/forums/scf/sas/Gallery/Whaat/Entrance.jpg

      http://www.sketchucation.com/forums/scf/sas/Gallery/Whaat/Alter.jpg

      posted in Gallery
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    • RE: Paul RussamĪ„s Church and Indigo

      Here's another that I let cook for just under an hour. Just added an environment map that I found for free on the net and did a bit of post-pro to adjust the exposure and add some slight bloom.


      final.jpg

      posted in Gallery
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    • RE: Paul RussamĪ„s Church and Indigo

      Thanks so much for sharing these models, Paul!

      Here's an (almost) one-click render from Indigo. The only things I did was add the ground plane, adjust the camera angle, and add a little reflection to the windows. This one cooked for about 25 minutes.


      Exterior.png

      posted in Gallery
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    • RE: Paul RussamĪ„s Church and Indigo

      Paul,

      That's for sharing the photo, and for inspiring us all with your incredible model!

      Whaat

      P.S. Do you have any other models you are willing to share?? šŸ˜„

      posted in Gallery
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    • [ruby doc] entity observers and observers in general
      class MyEntityObserver <  Sketchup;;EntityObserver
       	def onEntityChanged (entity)
      		p entity
      
      		# do something
      
      	end
      
      end
      
      def observe_ent()
      
      ent=Sketchup.active_model.selection.first
      ent.add_observer MyEntityObserver.new
      
      end
      

      For the life of me, I can't seem to get 'onEntityChanged' to get called. Is this a bug or what? The documentation for all of the observer classes is pathetic. I would like every class of observer to have a detailed description of what has to happen for their methods to be called. In this example, what change must be made to the entity for the 'onEntityChanged' method to get called? If I ever figure it out, I'll let you know.

      Thanks for working on this Todd!

      @unknownuser said:

      # In your code. If the face changes, MyEntityObserver is called.
      > 
      > face.add_observer(MyEntityObserver.new)             
      >    
      
      posted in Developers' Forum
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