I find having a bunch of smaller flame elements and then scattering them along a thin path makes for a somewhat better result. Think of it almost like a grass scatter instead of a plane. It still doesnt work at every angle, but its a little better.
Posts by Ted.Vitale
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I understand that entirely - Please definitely forward your Feedback as well through the portal (if you haven't already of course), and I will let product management know again about the importance of this topic. Thanks Ted!
I wasn't aware, thanks, Demian!
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We really need something like a pack scene feature Demian Gutberlet Hopefully its something that can be implemented soon er rather than later.
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Yeah, this regularly causes problems with our workflow. Maybe with the recent merger yall can get in touch with the V-Ray for SketchUp team and trade some dev tips?
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Okay, I'm not the only one then. I'm curious why this is happening as well.
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I know the dev who developed the camera matching for V-Ray for SketchUp, Noel Warren, it took him a few days but it worked great once implimented. Demian Gutberlet if there are questions as to how to implement it, I'm sure he'd answer them.
API be damned, I know it's possible!
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Yeah, really the video editor is the only reason I have not fully committed to 3.0. In its current form, 3.0 is pretty wonky to work with and not intuitive at all.
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So I have an issue with the imported geometry for a lot of our plant library. The X-Frog plant library is pretty low quality geometry for some of their older models. They still work, but if we import them to SketchUp, we can control the edges with "Soften Edges". If we import that same fbx into the custom assets editor, we tend to have poor results because there is no way to smooth the geometry. Is there any workaround for this?
This is also part of the reason having the ability to pull in native program file formats to the Asset editor would be incredibly helpful.
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I second this approach, as I have built up libraries of content that I'd love to be able to share between our Sketchup, Revit and Rhino users.
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Hi, I'm wondering if anyone else has issues with .tif files. I get some very odd texture results when using the .tif files provided by the xfrog plant library.
I tried to upload the files here but I'm getting an error on the forum because it doesn't like .tif either.
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Julio Puccini yep, were already doing that now. I was just hoping we could load .skp files to enscape and then enscape convert them to whatever file type they prefer for the library. Hopefully in the future!
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It would be nice to still be able too access these settings outside of the render window or before rendering. In large models its nice to be able to set your settings or pull a preset before you launch enscape.
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Have a look at Transmutr (PAID) + FlexTools Component Finder (FREE)
Cheers!
We use transmutr all the time, a great little plugin, but its not a solution to the problem, which is you cant save a SketchUp file to the Enscape assets. The problem isn't getting content to SketchUp, its getting the content I already have set up as SketchUp models to the custom asset library for my entire team to access on the network. I would have to re-do all my existing texture and material work if I were to export the SketchUp model asset as OBJ/FBX (which renders poor results anyway) to then re-import to the Enscape assets library and re-do all my textures and materials.
On one model it's not that big a deal, when it's libraries of stuff, well that's a different story.
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Wait - there's no way to directly save a Sketchup model as a custom asset? Devs, can we have skp as an importable file format?
Right, that was such a surprise to me!
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If you have the ability to "export selected" to one of the custom asset formats then it should work...however you will want to move the asset to the origin point before exporting, because the custom assets will place from the scene origin point.
When you say "export selected" you're saying to export the sketchup object as an obj fbx etc. right? Then I would potentially need to reconnect all UV'd textures and reapply all my settings and everything else to the model and that's wayyyy too many steps to add something already set up in a scene. Unless I'm missing what you're saying
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Is there a way to generate a custom Enscape asset, and add it to the custom asset library, from an in-scene asset? I'm struggling with how this is accomplished at the moment because I have all these already set up assets in a scene id like to add to my custom library but I cant seem to manage that.
Any thoughts?
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So its still being developed, but Heres a way to get some Labwerk assets in your Enscape scene!
https://archvision.com/shop/laubwerk-all-access/
It's not quite as robust as the actual Labwerk plugin, but, it works and the models are really nice to have in the scene!
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Just before it crashed out...
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Hello Demian,
Here are the link with model.
https://wetransfer.com/downloa…520820210216164021/7bc793If you can do something i will be happy.I tried for 3 mounths and still nothing
Thanks
So I downloaded the model and started tinkering with it. Man, it's kludgy (I'm running a Titan RTX, 128GBs of ram, and Ryzen 3900x), so you may need to go in and turn some of the buildings into Enscape linked models to get it to behave. You also need to periodically purge out your model in SketchUp (I recommend purge-all https://sketchucation.com/pluginstore?pln=PurgeAll). I cleaned out 193 un-used components and 30 materials.
All that said, you might also want to try and go through and just do a little housekeeping in the model before exporting to Enscape because this thing is massive. You might also consider just pulling the whole thing into a fresh scene as an Esnscape linked model.