SkIndigo 0.9 test4
You need to understand how applying materials to component instances work. here is a link that should help.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
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.
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...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?
here it is, i've rotated north 180 deg. so its -green.
- Attachments
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- north 180.zip
- (1.05 MiB) Downloaded 345 times
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.Whaat wrote: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...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?
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!
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!
oh! My poor English!
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?

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?
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?
thanks for the scale function#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
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?
???CoolColJ wrote:hehe - just in time
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: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
<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.
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?sadly with the current opacity system ramping up the RGB values you can't really do this
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).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?
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.
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.)
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.)
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
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BTW where is the global scale thing? I can't find it
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
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BTW where is the global scale thing? I can't find it
Bells...whistles...extra memory...xrok1 wrote:Whaat, you have to check this out! HINT HINT![]()
http://www.sketchucation.com/scf/viewto ... f=9&t=2239
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....
