SkIndigo 3.2.2 (beta)
Re: SkIndigo 3.2.1 (beta)
OOOOHHH ok: that was confusing a little
So I can handle properties once ENTERED a group/component. Good to know.
What if I want to edit the properties of only one material applied to some faces inside the group?
Sorry for flooding the topic, but I'm doing a complex model and some things aren't so clear to me: I'm getting this image renderd, but it is incorrect.. Maybe it's something concerning the ray nudge distance? Is it fixable?
So I can handle properties once ENTERED a group/component. Good to know.
What if I want to edit the properties of only one material applied to some faces inside the group?
Sorry for flooding the topic, but I'm doing a complex model and some things aren't so clear to me: I'm getting this image renderd, but it is incorrect.. Maybe it's something concerning the ray nudge distance? Is it fixable?
Re: SkIndigo 3.2.1 (beta)
Are you using displacement? Perhaps you need more subdivision?
Re: SkIndigo 3.2.1 (beta)
In THIS case I am, but it renders the same if I render with simple bump.
Re: SkIndigo 3.2.1 (beta)
Various hints:
You can increase the Base Value (C) of the displacement parameter, it will just push the triangles out in the directions of the normals. A negative value equal to the half of the B parameter is a good starting point for an even distribution of the displaced surface above and below the original surface (so the mesh stays put on average, not just pushing out but in as well). If C is -1 and B 1, the displacement will carve into the original mesh, very usefull for eroded sculptures.
Another trick is to set the meshes to be subdivided by Indigo with smooth edges normals; surfaces will still look straight (unless you check Subdivisions Smoothing on) but edges will not explode.
If the texture is of a low contrast one must compensate with the texture parameters (B essentially). For example, if the brightest pixel in the disp texture is 0.1 then the texture will provide 10% of the height set.
In your case the displacement value might be too low, in addition to Whaat's notice on the subdivisions level. I mean, better raise the displacement strength than the polys count for a starter, even if it is unadequate for the final image it will clarify the issue.
You can increase the Base Value (C) of the displacement parameter, it will just push the triangles out in the directions of the normals. A negative value equal to the half of the B parameter is a good starting point for an even distribution of the displaced surface above and below the original surface (so the mesh stays put on average, not just pushing out but in as well). If C is -1 and B 1, the displacement will carve into the original mesh, very usefull for eroded sculptures.
Another trick is to set the meshes to be subdivided by Indigo with smooth edges normals; surfaces will still look straight (unless you check Subdivisions Smoothing on) but edges will not explode.
If the texture is of a low contrast one must compensate with the texture parameters (B essentially). For example, if the brightest pixel in the disp texture is 0.1 then the texture will provide 10% of the height set.
In your case the displacement value might be too low, in addition to Whaat's notice on the subdivisions level. I mean, better raise the displacement strength than the polys count for a starter, even if it is unadequate for the final image it will clarify the issue.
obsolete asset
Re: SkIndigo 3.2.1 (beta)
Thanks for the displacement tips
BUT I get the same error when using simple bump.
BUT I get the same error when using simple bump.
Re: SkIndigo 3.2.1 (beta)
Do you have subdivision set to >0 for this mesh? Do you have subdivision smoothing checkbox enabled?Pibuz wrote:Thanks for the displacement tips
BUT I get the same error when using simple bump.
Please post the SKP.
Re: SkIndigo 3.2.1 (beta)
I have 0 under subdivisions and smoothing checkbox not checked.
File attached
File attached
- Attachments
-
- buggy_chair.rar
- (3.42 MiB) Downloaded 153 times
Re: SkIndigo 3.2.1 (beta)
That is different from what I expected, I can not help at this stage.
obsolete asset
Re: SkIndigo 3.2.1 (beta)
Pibuz,
This is not a very good chair model. There are faces from different materials that are very close to being on the same plane. Some of the chair frame components have been 'scaled up'. If you 'reset the scale' you will see that they are composed of very small faces which has possibly introduced precision errors with the Ray origin nudge distance (false intersections)
You can resolve this problem by cleaning up the model and exploding all of the geometry. You also may have to scale up the faces after exploding (select all faces and use the scale tool)
After this, you might be able to re-create the chair as a new component and scale it back down to proper size and it will hopefully render as expected.
This is not a very good chair model. There are faces from different materials that are very close to being on the same plane. Some of the chair frame components have been 'scaled up'. If you 'reset the scale' you will see that they are composed of very small faces which has possibly introduced precision errors with the Ray origin nudge distance (false intersections)
You can resolve this problem by cleaning up the model and exploding all of the geometry. You also may have to scale up the faces after exploding (select all faces and use the scale tool)
After this, you might be able to re-create the chair as a new component and scale it back down to proper size and it will hopefully render as expected.
Re: SkIndigo 3.2.1 (beta)
Hey Pibuz,
Your 'buggy chair' model should work fine using the next version of SkIndigo (currently being uploaded)
Your 'buggy chair' model should work fine using the next version of SkIndigo (currently being uploaded)
Re: SkIndigo 3.2.1 (beta)
Very cool thanks!
What caused the problems?
What caused the problems?
Re: SkIndigo 3.2.1 (beta)
um....I realized I was inadvertantly rounding all vertex positions to 4 decimal places (to the nearest 0.1mm) resulting in precision errors.Pibuz wrote:Very cool thanks!
What caused the problems?
This should also fix the world scale bug you posted.
Re: SkIndigo 3.2.1 (beta)
Can't be done anymore. You need to simply create a new group that includes only faces from that material - easy to do with SketchUp's right-click - select all with same material feature.Pibuz wrote:
What if I want to edit the properties of only one material applied to some faces inside the group?
All:
Please check out the first post - version 3.2.2 is out which should fix all the weird mesh errors that you might be experiencing
Re: SkIndigo 3.2.2 (beta)
Greatness!
Thank you Dale!
Thank you Dale!
Re: SkIndigo 3.2.2 (beta)
Hi Dale!
I fear the autosmoothing has still not been fixed.. I run the following rendering overnight and I got one smoothed surface, circled in red in the image below. No smoothing was applied to the original geometry.
I isolated the surface by hiding the rest of the geometry, and the problem was still there (see first render attached); then I thought to send the file to you, so I actually deleted all the geometry but the one causing broblems: the new file rendered correctly...
I fear the autosmoothing has still not been fixed.. I run the following rendering overnight and I got one smoothed surface, circled in red in the image below. No smoothing was applied to the original geometry.
I isolated the surface by hiding the rest of the geometry, and the problem was still there (see first render attached); then I thought to send the file to you, so I actually deleted all the geometry but the one causing broblems: the new file rendered correctly...
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