It is saved internally in the Sketchup scene file. It does not have to be visible or even be 'in use'. If you have used Sketchup, you would understand.Kram1032 wrote: Where is the real geometry???
I can't see it in the sketchup view.
SkIndigo Progress Updates (Whaat's Development Blog)
I think, I understand, even without 
ok.
That should be possible, in blender, too.
But it's not a ususal thing.
Standardsettings effect in deleting unused stuff, when Saving, but you can set things as "indeletable", which means, that they can't be deleted, until you deactivate this option.
Then, you can delete the (maybe hi-poly) mesh, but still use the mesh data for objects.
But I'm not shure, if you can "replace" the previewed mesh by an other one...
That may be the difference.
ok.
That should be possible, in blender, too.
But it's not a ususal thing.
Standardsettings effect in deleting unused stuff, when Saving, but you can set things as "indeletable", which means, that they can't be deleted, until you deactivate this option.
Then, you can delete the (maybe hi-poly) mesh, but still use the mesh data for objects.
But I'm not shure, if you can "replace" the previewed mesh by an other one...
That may be the difference.
First off, I want to thank Onosendai for not releasing a new version of Indigo recently
. This has given me time to work on what I consider to be one of most powerful (and most challenging) features yet to be implemented in SkIndigo. The problem: How do you implement multiple UV sets in a program that only supports one texture channel? The answer turned out to be easier than I expected (but still very difficult...
). However, the biggest challenge was creating a UI for the UV mapping that is relatively simple to use, yet does not give the user any restrictions. I think I succeeded in this.
A side benefit of the new UV mapping features is that the user will be able to switch between materials with one click. In other words, all entities assigned to a certain material can be assigned a new material with one click regardless if they exist inside multiple groups or components. I am not aware of any existing Ruby script that does this.
Clip maps will be much easier to use in the next release. Instead of manually creating a blend material of the clipped material and a null material, I have added a clip map channel for each material type (even blends).
One last thing I'll mention. I figured out a way to open the material editor by double-clicking the material in the Paint Bucket.
Whaat
Thanks to suvakas for the textures and the original material....
A side benefit of the new UV mapping features is that the user will be able to switch between materials with one click. In other words, all entities assigned to a certain material can be assigned a new material with one click regardless if they exist inside multiple groups or components. I am not aware of any existing Ruby script that does this.
Clip maps will be much easier to use in the next release. Instead of manually creating a blend material of the clipped material and a null material, I have added a clip map channel for each material type (even blends).
One last thing I'll mention. I figured out a way to open the material editor by double-clicking the material in the Paint Bucket.
Whaat
Thanks to suvakas for the textures and the original material....
- Attachments
-
- 4 UV sets, 4 Textures, 2 NKdata materials, 1 bump map, 1 medium, 1 diffuse material, 4 blend materials
- Crazy Blend.png (854.16 KiB) Viewed 5286 times
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- Crazy Blend.zip
- The IGM file
- (141.32 KiB) Downloaded 270 times
Last edited by Whaat on Mon Jun 11, 2007 5:17 pm, edited 1 time in total.
- kwistenbiebel
- Posts: 496
- Joined: Sat Jan 27, 2007 12:31 am
You Einstein!Whaat wrote: The problem: How do you implement multiple UV sets in a program that only supports one texture channel? The answer turned out to be easier than I expected (but still very difficult...). However, the biggest challenge was creating a UI for the UV mapping that is relatively simple to use, yet does not give the user any restrictions. I think I succeeded in this.
A side benefit of the new UV mapping features is that the user will be able to switch between materials with one click. In other words, all entities assigned to a certain material can be assigned a new material with one click regardless if they exist inside multiple groups or components. I am not aware of any existing Ruby script that does this.
Clip maps will be much easier to use in the next release. Instead of manually creating a blend material of the clipped material and a null material, I have added a clip map channel for each material type (even blends).
One last thing I'll mention. I figured out a way to open the material editor by double-clicking the material in the Paint Bucket.![]()
![]()
Amazing features...you even make it all sound so easy (must be a killer to code however).
I wish I had more time on my hands to start digging more in to indigo.
Excellent approach. i wish Thomasz would follow the same strategy for KT.
Be sure that I will test thoroughly from the moment I've got some decent free time.
Thanks for keeping us all updated.
Positioning Environment Maps
Here are my first tests with positioning an environment map using the SkIndigo interface. You can input an angle of rotation for the EXR and the environment will be adjusted accordingly.
There is still no way to view the EXR in SketchUp although I have been experimenting with some ways to do it. One workaround method is to render the EXR with Indigo and then import the rendered image back into SketchUp as a watermark.
Question for the other exporter writers: Do any of the other exporters have this feature? I'm happy to share the method I used. It was surprisingly easy to implement.
There is still no way to view the EXR in SketchUp although I have been experimenting with some ways to do it. One workaround method is to render the EXR with Indigo and then import the rendered image back into SketchUp as a watermark.
Question for the other exporter writers: Do any of the other exporters have this feature? I'm happy to share the method I used. It was surprisingly easy to implement.
- Attachments
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- no EXR rotation
- 0.png (561.44 KiB) Viewed 4923 times
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- 45 degrees rotation
- 45.png (547.14 KiB) Viewed 4923 times
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- 180 degrees rotation
- 180.png (568.92 KiB) Viewed 4921 times
I was wondering if it was possible to use the watermark feature in sketchup. I use it now to put skies in when I export images. I suppose that sketchup would have to be able to place something other than a .jpg as a watermark. Would it be possible to export the watermark and have it changed in the export process to an exr? hmm, sounds like some difficult coding.
thanks for looking into this, I think it would really up the exterior rendering shots, something i really want to use.
thanks for looking into this, I think it would really up the exterior rendering shots, something i really want to use.
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