SkIndigo 0.9 test4

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
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CoolColJ
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Post by CoolColJ » Sun Aug 05, 2007 2:05 pm

anyone manage to apply different materials to instances?

everytime I double click an object instance to apply a paint/material it also selects the other instances

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Whaat
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Post by Whaat » Sun Aug 05, 2007 6:41 pm

CoolColJ wrote:anyone manage to apply different materials to instances?

everytime I double click an object instance to apply a paint/material it also selects the other instances
You need to understand how applying materials to component instances work. here is a link that should help.
http://download.sketchup.com/sketchuphe ... suwin.html
Go to Entities->Components and scroll down to the very bottom where the heading is "Applying materials to Components". Notice how the truck component instances are all different colors? If you were to enable instancing of the truck component with SkIndigo, the materials should render properly. In previous versions, the trucks would render all the same color.

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Whaat
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Post by Whaat » Sun Aug 05, 2007 6:43 pm

xrok1 wrote:re: the sun issue i'll see if i can install free on my machine and try it. OR i can post my scene again for you with my north angle rotated if you like?
You can post the scene if you want. I think I can download a trial version of SU pro that should allow me to test (and fix) this bug. I don't know why I never thought of that before. I guess not enough people have complained about it... :wink:

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xrok1
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Post by xrok1 » Mon Aug 06, 2007 5:19 am

here it is, i've rotated north 180 deg. so its -green.
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north 180.zip
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Richard
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Post by Richard » Thu Aug 09, 2007 3:46 pm

Whaat wrote:
xrok1 wrote:re: the sun issue i'll see if i can install free on my machine and try it. OR i can post my scene again for you with my north angle rotated if you like?
You can post the scene if you want. I think I can download a trial version of SU pro that should allow me to test (and fix) this bug. I don't know why I never thought of that before. I guess not enough people have complained about it... :wink:
Whaat this seems like the same issue I have had. I found if you reposition the sun (which can be done in Pro not sure about free version) different to the geographical / axis location it still renders to the original geographical / axis location.

By the way you don't have a copy of SKetchUp Pro? I have a fairly good relationship with the staff due to years of beta testing and suggestion I will post then for you if that is the case. Suggest the work you are doing in development and request consideration of allocating you a license or even inclusion in the testing team as I think your feedback would be invaluable!

j_spirit
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Post by j_spirit » Thu Aug 16, 2007 7:34 pm

GUI can be better,Preview is very cool,it should be put the bottom of the material window not in the drop-down list named "set material to".a check box named "Preview",and a drop-down list used to select preview model ,if don't select the check,drop-down list is grey.and default not selected.

oh! My poor English!

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Whaat
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Post by Whaat » Sun Aug 19, 2007 6:22 am

Updated first post with new version...
Thanks for testing and posting bugs. Thanks to CoolColJ for getting me hooked on rendering liquids 8) :wink: which prompted me to finally add Henyey-Greenstein.

And big thanks to the dr. for the great preview set. Let me know if anything doesn't work.

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CoolColJ
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Post by CoolColJ » Sun Aug 19, 2007 3:28 pm

hehe - just in time :)

I'm still wondering about the idea of being able to make specular/glossy transparent materials that can do SSS and all that, but are not transparent

sadly with the current opacity system ramping up the RGB values you can't really do this :(

is there a way around this?

#Added: advanced user function Indigo world scale (Indigo.scale)
#Changed: RGB Absorption and RGB Scattering spectra gamma exported as 1.0
#Added: Support for Henyey-Greenstein phase function
#Changed: new material preview set courtesy of drbouvierleduc
#Added: ability to rotate environment maps (does not update with quick export)
#Fixed: sun direction bug when north angle is not default
#Fixed: material preview bug with blended materials that have clip maps
thanks for the scale function :)

with the RGB absorbtion gamma set to 1, wouldn't this cause issues with the colour dialed up on the sliders corresponding to what you see in SU?
ie along with textures as well?

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Whaat
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Post by Whaat » Sun Aug 19, 2007 4:13 pm

CoolColJ wrote:hehe - just in time :)
??? :?
I'm still wondering about the idea of being able to make specular/glossy transparent materials that can do SSS and all that, but are not transparent
Umm..are you sure that what you are trying to do is even possible in Indigo? It is easy to create a non-transparent specular material in SkIndgo. Just set opacity to 100%. Specular material will get exported as:
<transparent>false</transparent>. It is not possible to create a non-transparent glossy transparent material. If it was, it wouldn't be called glossy transparent. However, using high absorption values will effectively make the material non-transparent AFAIK.
sadly with the current opacity system ramping up the RGB values you can't really do this :(
The SkIndigo system gives you access to all properties for Specular and Glossy Transparent materials (except dermis and epidermis) I don't understand what you are trying to do?
with the RGB absorbtion gamma set to 1, wouldn't this cause issues with the colour dialed up on the sliders corresponding to what you see in SU?
ie along with textures as well?
This is not really a problem. In previous versions of SkIndigo, there was no gamma correction for absorption values (maybe there should have been but there wasn't), so I kept the same convention in order to make the versions "compatible". In other words, a specular material created in SkIndigo 0.7 and SkIndigo 0.8 will render the same as one created in SkIndigo 0.9. (i.e. gamma = 1.0).

Textures applied to diffuse or phong materials should look the same as what you see on your screen because gamma is expoted as 2.2 in this case.

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Kram1032
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Post by Kram1032 » Mon Aug 20, 2007 4:37 am

specular = either perfectly clear mirror (not perfect, but perfectly clear)
phong = blurry (glossy) mirror
glossy transparent = a mix of phong and specular

SSS = transparent, but with many reflections INSIDE the transparent material -> translucent, so there's no way, to get "opaque" mats with SSS. ;)

(Except, you think about reallity, are VERY crazy and/or have alot of time:
ANYTHING, that's not transparent, has SSS and actually, even transparent stuff has slight SSS. But some stuff has SUCH high scattering coefficients, that there's no use, to simulate SSS.
When you look directly into the sun, shortly before a sun eclipse - what do you use?
Aluminium covered paper glasses!
Even Aluminium has SSS, else, you wouldn't see ANYTHING, through it.)

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CoolColJ
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Post by CoolColJ » Mon Aug 20, 2007 1:19 pm

trying to make a creamy coloured SSS statue, so I guess I need to do more thinking - that's why I'm getting frustrated with SSS :?
I guess I'm not going about it the right way. I don't want any light to through the object which is what a statue would be with SSS.

But if you set opacity to 100% then it just become black

I'll get back to you :)

---

BTW where is the global scale thing? I can't find it

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Whaat
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Post by Whaat » Tue Aug 21, 2007 3:02 am

CoolColJ wrote:BTW where is the global scale thing? I can't find it
read the first post.

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Kram1032
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Post by Kram1032 » Tue Aug 21, 2007 3:23 am

Idea: use milk as mat (next release will have fixed milk) - close to no absorption, white... if you slightly lower the concentration (to 75%), it should be about like cream :)

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xrok1
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Post by xrok1 » Wed Aug 22, 2007 5:43 pm

Whaat, you have to check this out! HINT HINT :wink:

http://www.sketchucation.com/scf/viewto ... f=9&t=2239

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Whaat
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Post by Whaat » Sat Sep 01, 2007 5:05 am

xrok1 wrote:Whaat, you have to check this out! HINT HINT :wink:

http://www.sketchucation.com/scf/viewto ... f=9&t=2239
Bells...whistles...extra memory... :wink:

Seriously, it would be cool to improve the UI in SkIndigo using HTML dialogs. However, the more time I spend on UI, the less time I spend on anything else....

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