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Sketchup+Indigo Exit Portals

Posted: Wed Sep 10, 2008 4:17 am
by Blazedremedy
I know there are threads out there and tutorials about exit portals but none of which really explain how to get the results you want. Or they are in a different Language. So please will anyone tell me what I have to do in sketch up to apply one correctly? and how to apply it in different ways to change the results? So far every time I have tried The window turns completely white. While The scene looks amazing, the white from the glass is distracting and yes I have gone in to violet and adjusted it but its still to much. Please, if you have a 40-60 post count don't come in here and tell me that there are other threads on this subject I understand that and have searched the forums tons of times and have read tutorials. My work place does not have 3DMax or anything of that nature. I do at home but what I do there is on my own time. Thanks in advance. Here are some scenes to show you what I'm talking about.

Posted: Wed Sep 10, 2008 4:21 am
by Blazedremedy
I will be posting my work to show you what I speak of.

Posted: Wed Sep 10, 2008 4:22 am
by Blazedremedy
Bathroom scene

Posted: Wed Sep 10, 2008 4:23 am
by Blazedremedy
Living Room

Posted: Wed Sep 10, 2008 4:24 am
by Blazedremedy
Living Room Front Angle

Posted: Wed Sep 10, 2008 4:25 am
by Blazedremedy
NOTE* the last scene rendered for only a few hours hence the noise.

Posted: Wed Sep 10, 2008 4:27 am
by Blazedremedy
Sorry for those who will be offended by the spam.... but I have been struggling with this for so long If anyone could help in anyway, I could even upload the model space for you to work with and anything helps.
I have worked with all of these images in Violet already.

Posted: Wed Sep 10, 2008 4:41 am
by fused
sry i dont have clue about skindigo or even sketchup.

all i can tell you is that the exit portal should cover each hole in the room. normals must point inward (this is also true for the entire room. you might get strange results when the rooms normals point outwards and you use bidirectional raytracing).

i guess exit portals are materials in skindigo, so just apply this material to any mesh you want to be an exit portal.

nice scenes!

Posted: Wed Sep 10, 2008 4:43 am
by Blazedremedy
Doh! Oh well, Yeah you either just apply the texture over the glass or create a plane and apply it over that still getting the same result. And my faces are not reversed have already tryed that.... Monochrome mode ftw.

Posted: Wed Sep 10, 2008 5:04 am
by crojack
From what I understand, the exit portal needs to be a box that covers the window on the outside. so that in skp, if you looked though the window, you would only see the face of the exit portal.

I think it only needs to be a tiny bit away from the glass geometry, but don't apply it the the glass. I can't remember if the box should be closed, or just slightly not touching the geometry of the window wall.

also, does your glass have a thickness? and are you using the glass preset or something else.

Posted: Wed Sep 10, 2008 5:10 am
by Blazedremedy
I have used the presets different opacity's everything you can think of for the glass and I get the same result. So far though I have only applied the Exit portal to the window glass itself and tried moving it away from the glass like you stated in your post, but I did not move it outside the scene only inwards and I didn't box it so I will try that right away.

Posted: Wed Sep 10, 2008 5:12 am
by crojack
yeah, it should be outside the room- and make sure your glass has a thickness with all normals facing out- it's a pita with skp, it doesn't like doing things like this.

Posted: Wed Sep 10, 2008 5:13 am
by Blazedremedy
So when you say box it are you saying box it with multiple exit portals? or just have the back face of the shell a exit portal?

Posted: Wed Sep 10, 2008 5:15 am
by crojack
just one big plane outside the window, closed at the edges to the window wall

Posted: Wed Sep 10, 2008 5:24 am
by Blazedremedy
like this?