CoolColJ's test pics thread
To turn on the sun, you have to have shadows turned on in SketchUp. I admit, this sux for really big and complex models. The next version of the exporter will fix this...
For your materials that don't work, make sure the faces aren't reversed. Change the face style to monochrome to check for reversed faces. Use the context menu to flip normals. If this doesn't work, I have some other ideas....
For your materials that don't work, make sure the faces aren't reversed. Change the face style to monochrome to check for reversed faces. Use the context menu to flip normals. If this doesn't work, I have some other ideas....
Phuuu.... a real Problem, very very hard to solve, but I'll try:CoolColJ wrote:well I normally use ACDsee to do all my image conversion, so I don't have all those options,
that's why I got frustrated
Follow the greedy algorithm and kick ACDsee from your workflow pipeline and use GIMP or even Paint.NET instead... for example!
polygonmanufaktur.de
You posted about two problems you had and that you use ACDsee, so the Idea is just to give you a Prog that can convert 8bit greyscale pictures to 24bit, and saving jpg with basline feature to choose so Indigo wont crash...CoolColJ wrote:well Acdsee is just a image browser/viewer I use, which I quite like. awesome thumbnail view. I have an older version
looks like Gimp is an image editor like Photoshop?
I use PaintshopPro, which is OK, not great, but I'll take a look at it
PaintshopPro should do this job too...
polygonmanufaktur.de
yeah it should, but I never tried it because I just assumed ACDSee did the same things. It's so easy to just right click on a texture in ACDSee and convert etc
anyway here is what that Sketchup test looks like after 2 more hours 3000+ samples. Still not that clean
anyway here is what that Sketchup test looks like after 2 more hours 3000+ samples. Still not that clean
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- im1185777720.JPG (43.71 KiB) Viewed 5618 times
another sketchup render
A nice effect
I set the 100w 3000 temp emitter to have a efficacy_scale of 300. Cool glow. Handy when I get around to do a Sci Fi scene for spaceship engines and windows/lights
only 500 samples and 1 hour render - textures hide the noise
Put my Wacom graphic tablet to good use for creating the central structure
A nice effect
I set the 100w 3000 temp emitter to have a efficacy_scale of 300. Cool glow. Handy when I get around to do a Sci Fi scene for spaceship engines and windows/lights
only 500 samples and 1 hour render - textures hide the noise
Put my Wacom graphic tablet to good use for creating the central structure
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- CCJ_GlowStructure.JPG (130.95 KiB) Viewed 5589 times
thanks, happy accidentOnoSendai wrote:nice pic
here is another variation - this one was rendered a bit longer, there is supposed to be water there, but it didn't turn out too well, probbaly needs a bump map and surface modelling
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- CCJ_GlowStructure2.JPG (105.54 KiB) Viewed 5529 times
Last edited by CoolColJ on Tue Jul 31, 2007 2:15 pm, edited 1 time in total.
it is UV, but tiled. In Sketchup and it's exporter, this is done automaticly, no need to fiddle with tags or anything.Ana028 wrote:How can you set this texture ? uv or proyection ¿?
I looked at the scene files exported out from sketchup and while they are UV, they are also tiled as well. The textures are very small. Sketchup and I guess the exporter creates a new UV for each time the texture tiles
Maybe you should try Google Sketchup and it's exporter, you can get it for free (google it up ) and the exporter is available here in the forums.
This is something Cinema 4D exporter doesn't do. Thanks to the tip ZomB gave me here
http://www.indigorenderer.com/joomla/fo ... c&start=30
I converted that cubic mapped texture in C4D to UV. So now it works fine - see pic, but it is not tiled like it is C4D, just stretched across once...
It's a pretty big texture so it doesn't look too bad
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- CCJ_Texture testUV.JPG (77.26 KiB) Viewed 5527 times
here is a scene with exit portals in action created in Sketchup
there is one in the "sunroof" , one at the end of the dark corridor, 3 windows off screen on the right and one in the window in the room behind the door which you can see.
I originally had glass on the windows, but they were rendering black, so I deleted em, but it turns out the normals needed to be reversed....
there are some issues here, there is a light leak you can see on the ceiling. I somehow assigned the light onto the connectors of the light tubes...it's not obvious within Sketchup until you render.
I had a material/texture assigned to the floor and ceiling but they don't show for some reason even after flipping the normals. Either a Sketchup or exporter issue - dunno
It's been rendering for over 12 hours now, at around 3700 samples and still not clean yet. I tried neat image on it, but it was too blurry. Anyway I may post up another pic if I decide to let it go for longer.
I found I can save camera positions by using the scenes feature in Sketchup to snapshot a camera position including time of the day sun position among other things so I have a few other renders lined up with no sun, the room next door etc
there is one in the "sunroof" , one at the end of the dark corridor, 3 windows off screen on the right and one in the window in the room behind the door which you can see.
I originally had glass on the windows, but they were rendering black, so I deleted em, but it turns out the normals needed to be reversed....
there are some issues here, there is a light leak you can see on the ceiling. I somehow assigned the light onto the connectors of the light tubes...it's not obvious within Sketchup until you render.
I had a material/texture assigned to the floor and ceiling but they don't show for some reason even after flipping the normals. Either a Sketchup or exporter issue - dunno
It's been rendering for over 12 hours now, at around 3700 samples and still not clean yet. I tried neat image on it, but it was too blurry. Anyway I may post up another pic if I decide to let it go for longer.
I found I can save camera positions by using the scenes feature in Sketchup to snapshot a camera position including time of the day sun position among other things so I have a few other renders lined up with no sun, the room next door etc
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- CCJ_SU_Exitportals1.JPG (91.24 KiB) Viewed 5398 times
Something I put together in Sketchup and rendered in V0.9test4
I imported that Indigo object...and the reason why everything is so full of polys, even though smoothing was turned on for each object in the Indigo IGS file, is because I didn't realise you can select each object/part in Sketchup and right click--> select smoothing and change the smoothing angle to get everything to appear smooth and which I guess effects how the exporter creates the models when exported out...
59.7 degrees is a good number to use
This was the issue I had in the C4D exporter. I have the smoothed version rendering to show later on
top pic is MLT version and MLT with Bidirection at the bottom
both were rendered for around 5 hours on a single core P4 at 3.2ghz.
The sample turnover rate was slower on the Bidrectional version at 1700 samples vs 2974 samples in the MLT only version, yet that the Yellow SSS material rendered quicker and much brighter on the Bidirectional version and just looks nicer!
The sample count difference doesn't really make the MLT version look any more noise free, so I guess you can't always use sample counts to compare between different modes. 5000 samples with MLT with bidrection would be a lot, but with MLT only, I find renders with 5000 sample counts still noisey....
MLT seems to get these orange splotches and dots more than the bidirectional version
Guess I have to start using MLT with bidirection from now on...
I tried Path tracing, but the SSS material was black for a long time and very patchy....
also as noted here http://www.indigorenderer.com/joomla/fo ... php?t=2301
you can see the Sun position has changed between the 2 types of render ...look at the blue object and the shadows cast on it
I imported that Indigo object...and the reason why everything is so full of polys, even though smoothing was turned on for each object in the Indigo IGS file, is because I didn't realise you can select each object/part in Sketchup and right click--> select smoothing and change the smoothing angle to get everything to appear smooth and which I guess effects how the exporter creates the models when exported out...
59.7 degrees is a good number to use
This was the issue I had in the C4D exporter. I have the smoothed version rendering to show later on
top pic is MLT version and MLT with Bidirection at the bottom
both were rendered for around 5 hours on a single core P4 at 3.2ghz.
The sample turnover rate was slower on the Bidrectional version at 1700 samples vs 2974 samples in the MLT only version, yet that the Yellow SSS material rendered quicker and much brighter on the Bidirectional version and just looks nicer!
The sample count difference doesn't really make the MLT version look any more noise free, so I guess you can't always use sample counts to compare between different modes. 5000 samples with MLT with bidrection would be a lot, but with MLT only, I find renders with 5000 sample counts still noisey....
MLT seems to get these orange splotches and dots more than the bidirectional version
Guess I have to start using MLT with bidirection from now on...
I tried Path tracing, but the SSS material was black for a long time and very patchy....
also as noted here http://www.indigorenderer.com/joomla/fo ... php?t=2301
you can see the Sun position has changed between the 2 types of render ...look at the blue object and the shadows cast on it
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- CCJ_Indigo_MLT2974Samples_MLTBD_1700samples.JPG (121.89 KiB) Viewed 5303 times
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