Sketchup+Indigo Exit Portals
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
Sketchup+Indigo Exit Portals
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.
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
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!
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!
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
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.
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.
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
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.
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
- Blazedremedy
- Posts: 125
- Joined: Wed May 28, 2008 5:32 am
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