How to render SU background images

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neo0.
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How to render SU background images

Post by neo0. » Sat Oct 25, 2008 3:50 pm

Hi, so you may remember my scene with the observation room. What I did was stick a big plat piec eof geometry and map an image of a planet to it. Wasn't the best idea..


So any how, does skindigo export the background image too?

neo0.
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Post by neo0. » Mon Oct 27, 2008 3:39 pm

Doesn't anyone know what im talking about? Background image? You click on window then style.

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Whaat
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Post by Whaat » Mon Oct 27, 2008 4:58 pm

You talking about watermarks? SkIndigo does not export watermark images.

neo0.
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Post by neo0. » Mon Oct 27, 2008 5:18 pm

Could it in the future. It would be great imo.

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ZYX
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Post by ZYX » Sun Nov 02, 2008 7:02 am

neo0. wrote: Hi, so you may remember my scene with the observation room. What I did was stick a big plat piec eof geometry and map an image of a planet to it. Wasn't the best idea..


So any how, does skindigo export the background image too?
If you want to render a background image without using an environment map just put as a plane with the image you want to render set as a RGB emmiter and adjust the power/efficacy until it looks ok.

neo0.
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Post by neo0. » Sun Nov 02, 2008 6:47 pm

Out of curiosity how hard would background images/watermarks be to implement.

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Whaat
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Post by Whaat » Mon Nov 03, 2008 3:39 am

neo0. wrote:Out of curiosity how hard would background images/watermarks be to implement.
Not hard...impossible. The SketchUp API does not allow access to watermarks/background images. Hopefully, this will be changed when SU7 is released.

neo0.
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Post by neo0. » Thu Nov 06, 2008 12:43 pm

IS it possible to render with a alpha channel?

neo0.
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Post by neo0. » Sun Nov 16, 2008 10:46 am

Okay, I went with ZYXs suggestion and Im getting some pretty decent results.

The floor texture was originally green. Is there any way, I can prevent so much light from flooding into the room?
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neo0.
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Post by neo0. » Sun Nov 16, 2008 11:40 am

Uh, and now it refuses to display anything sans backness.. This makes no sense at all..

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ZYX
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Post by ZYX » Tue Nov 18, 2008 2:49 pm

neo0. wrote:Okay, I went with ZYXs suggestion and Im getting some pretty decent results.

The floor texture was originally green. Is there any way, I can prevent so much light from flooding into the room?
Reduce the power of your main emitter or/and change the tonemapping of your scene and see what happens.

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delle
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Post by delle » Wed Nov 19, 2008 6:02 am

Hi, I have the same problem (even if I'm not using Sketchup)

I'd like to add a background image (e.g. a City) without adding a "fake plane" that will block the Sun.

Is it possible (in Indigo) to save an alpha plane (32 bit PNG) in order to add the City image via post-processing (e.g. Photoshop) ?

Thank you.

Delle
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Kram1032
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Post by Kram1032 » Fri Nov 21, 2008 10:17 am

via Photoshop or Gimp, you can extract the Alpha-channel and use it as an alpha map in Indigo, if that's what you meant... (at least, if the alpha map isn't somehow written into the R, G and B channel...)

neo0.
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Post by neo0. » Fri Nov 21, 2008 8:30 pm

Does skindigo support alpha mapping?

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