SkIndigo 3.4.12

Announcements, requests and support regarding SkIndigo - the Sketchup / Indigo exporter.
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Pibuz
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Re: SkIndigo 3.4.12

Post by Pibuz » Thu Jan 03, 2013 6:45 am

Whaat wrote:
Pibuz wrote:..and another one: sometimes the 3Dwarehouse guys import images directly into sketchUp, not using them as textures for materials. Skindigo obviousy gives an error message (warning: image component path "C:\..........." not found. You must explode this image component to render with Indigo), but it seems impossible to close the window. You can actually close it, but it immediately re-pops up.
That's weird. The warning message doesn't close properly? Does this happen only when there are multiple 'instances' of the image component? Maybe it is displaying once for each instance?
I checked that and no: it seems to be the exact same window popping up multiple times, because there are no instances or copies of the image objects..
Maybe I can link you to the guy's models and you can check by yourself..

EDIT: here it is!
http://sketchup.google.com/3dwarehouse/ ... 3b7d307843

..btw, can't wait to see the new features to be integrated!!!!!!!
Do you think you'll be able to add into sketchUp some kind of procedural texturing in the future?
And will be able to control the magic shaders inside sketchup?

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cotty
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Re: SkIndigo 3.4.12

Post by cotty » Thu Jan 03, 2013 6:55 am

Whaat wrote:absolutely! I just need to find some time... :)
Oh, you too? 8)
little gallery... http://unverzagt.biz/cottysgallery/

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Whaat
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Re: SkIndigo 3.4.12

Post by Whaat » Thu Jan 03, 2013 6:56 am

Pibuz wrote:Do you think you'll be able to add into sketchUp some kind of procedural texturing in the future?
And will be able to control the magic shaders inside sketchup?
It would be nice. I'm just not sure if it's worth the high amount of effort involved for this. I would be curious to know the number of SketchUp users who use shaders on a regular basis.

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Pibuz
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Re: SkIndigo 3.4.12

Post by Pibuz » Thu Jan 03, 2013 7:46 am

..well, at the moment I don't :oops: , and I think that most users like me feel a little scared by the way shaders work right now. They seems like black magic, or similar :lol:
Actually, basic procedural textures would be used in most cases simply for simluating bumps or procedural masks on some materials, avoiding to use the advanced texturing methods on materials without diffuse map (bump of the natural steel for bare structural beams which can easily have no diffuse texture, or procedural speckle bump for plasterboard ceiling panels, just to make the two examples I usually encounter).

I thought it would be a huge work to do, but I actually think also that you have no hurry and we expect so much from you already, so... :lol: :lol: :lol:

OH! Sorry to bump a very old thread: some time ago some new users posted a very nice mat test scene scaled in meters, and said they could share it to become one of the new SkIndigo test scene. Is anyone working on that?

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Whaat
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Re: SkIndigo 3.4.12

Post by Whaat » Thu Jan 03, 2013 8:50 am

Pibuz wrote: OH! Sorry to bump a very old thread: some time ago some new users posted a very nice mat test scene scaled in meters, and said they could share it to become one of the new SkIndigo test scene. Is anyone working on that?
Not sure...
However, you might be interested to know that the first two features I am implementing for the new version is custom preview scenes (already partially implemented) and a preview scene that is scaled in meters. :) It is a long time since I worked on it. I can't remember if I implemented the scaled up scene yet or not. If you can find that scene you mention above, please send it to me.

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Re: SkIndigo 3.4.12

Post by Jeff Hammond » Mon Jan 07, 2013 4:56 pm

Pibuz wrote:..well, at the moment I don't :oops: , and I think that most users like me feel a little scared by the way shaders work right now. They seems like black magic, or similar :lol:
+1
that's me ;)

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Re: SkIndigo 3.4.12

Post by Voytech » Tue Jan 08, 2013 11:13 am

+1 for ISL black magic

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Re: SkIndigo 3.4.12

Post by JK » Tue Jan 08, 2013 11:42 pm

+1 for shaders in SKindigo

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Pibuz
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Re: SkIndigo 3.4.12

Post by Pibuz » Thu Jan 24, 2013 6:46 am

Sorry Dale: will the new normal map support be included in the next SkIndigo release?
Could you post a tiny tut about it and two comparison images between bump and normal effect?

(I could provide the test images, if given the permission :wink: )

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Re: SkIndigo 3.4.12

Post by JK » Fri Jan 25, 2013 1:05 am

New normal map support? I mean there is a normal map support in Skindigo 3.4.12 (at least i have one) or was it improved since then?

Some links about normal maps.

http://planetpixelemporium.com/tutorial ... ormal.html
http://www.indigorenderer.com/forum/vie ... =6&t=11541
http://www.indigorenderer.com/media/new ... maller.jpg
http://www.indigorenderer.com/threepointfour

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Pibuz
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Re: SkIndigo 3.4.12

Post by Pibuz » Fri Jan 25, 2013 1:14 am

..oh well.. I don't remember since when normal map has been developed.. Sure thing is that SkIndigo currently supports bump mapping only, as far as I know..

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Re: SkIndigo 3.4.12

Post by JK » Fri Jan 25, 2013 2:03 am

Take a look at the first post in this topic. Or I'm still not getting something ;). Sry english is not my native so I might be wrong. But isn't it this(see att)?
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screen.jpg

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Pibuz
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Re: SkIndigo 3.4.12

Post by Pibuz » Fri Jan 25, 2013 2:05 am

OH..MY...GOD............................

I totally missed that...


I'm going to bury myself somewhere by the road...



See you guys......

JK
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Re: SkIndigo 3.4.12

Post by JK » Fri Jan 25, 2013 7:38 am

Don't forget to read about normal maps before! ;))

Sry for the OT, I couldn't help myself.

Cheers,

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Pibuz
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Re: SkIndigo 3.4.12

Post by Pibuz » Sun Feb 03, 2013 4:39 am

Back with another smart remark!

I usually did diffuse transmitters by setting a colour in Sketchup, giving it a certain amount of transparency (low) and reverting the shader back to diffuse if it was automatically converted into specular.

..lately I was considering that this procedure caused very dark diffuse transmitters, and only a few minutes ago I took some time to check the exported material hierarchy. SkIndigo at the moment converts my "simple" diffuse transmitter into a BLEND material, which mixes two sub materials (exactly as I knew it). The two sub materials are a DIFFUSE MATERIAL and a DIFFUSE TRANSMITTER MATERIAL, and that I can't understand. In the Indigo GUI, I manually converted the blend material into a straight DIFFUSE TRANSMITTER MATERIAL and that did the trick.
..only thing: I cannot change the diffuse transmitter material's opacity from the indigo GUI, or at least I wasn't able to find the property...

Is this a material conversion bug or something?

Thanks Dale!

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