[Plugin] Physically-Based Rendering - v1.4.5 - 14 Jul. 2018

[Plugin] Physically-Based Rendering - v1.4.5 - 14 Jul. 2018

Postby samuel_t » Mon Apr 02, 2018 11:40 pm

Hello :) I'm author of Physically-Based Rendering (PBR) open-source extension for SketchUp.

Features

  • Thanks to integrated material editor, enrich SketchUp materials with advanced properties like: metalness, roughness, normal map, etc. What to bring reflections and reliefs to your models!
  • Visualize enriched SketchUp model in an external window.
  • Control scene camera and atmosphere (sun elevation) in real-time.
  • Save render as a PNG image in one click.
  • Export enriched SketchUp model to glTF 3D format (Sketchfab...).

License

This extension is open-source and free, including for a professional use in accordance with GPL v3.0.

Funding

If you find this plugin useful, donate at least 1 dollar to support its development. Thank you all! ;)

Download

You will find installation instructions and a download link on the official page of SketchUp PBR plugin.

Demos

See attachments.

Enjoy! :bounce:
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Last edited by samuel_t on Sun Jul 15, 2018 8:00 pm, edited 40 times in total.

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Re: [Plugin] Physically-Based Rendering - v1.1.2 - 03 Apr 20

Postby filibis » Thu Apr 05, 2018 4:26 am

Hi Samuel, interesting plugin, nice to see PBR and Gltf related extensions (:

But i couldn't operate normal map. And didn't understand where you put those 2 'base color' textures you provided.
Also that would be great if you let normal map strength to be adjusted and option to add metallic & roughness maps as well if possible.
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Re: [Plugin] Physically-Based Rendering - v1.1.2 - 03 Apr 20

Postby samuel_t » Thu Apr 05, 2018 1:51 pm

filibis wrote:Hi Samuel, interesting plugin, nice to see PBR and Gltf related extensions (:


Hi Filibis :) Thanks for your interest in this plugin.

filibis wrote:But i couldn't operate normal map.


Normal map must be set in PBR Material Editor. Does this info helps you enough?

filibis wrote:And didn't understand where you put those 2 'base color' textures you provided.


Reef demo model is made of two faces, two materials and three textures:

Sea normal map texture is set on Sea material in PBR Material Editor.
Sea base color texture is set on Sea material in Materials Tray.
Sea material is applied to Sea face.

Undersea base color texture is set on Undersea material in Materials Tray.
Undersea material is applied to Undersea face.

filibis wrote:Also that would be great if you let normal map strength to be adjusted and option to add metallic & roughness maps as well if possible.


I see no problem about adding Normal map scale (strength) in PBR Material Editor.

Update: Since PBR plugin v1.2.5, normal map strength is editable and rendered :thumb:

Metallic and roughness maps must be packed in one map. So it's not easy for user...

Update: Since PBR plugin v1.2.4, metallic-roughness (packed) map is supported :thumb:
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Last edited by samuel_t on Wed May 02, 2018 7:13 pm, edited 2 times in total.

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Re: [Plugin] Physically-Based Rendering - v1.1.2 - 03 Apr 20

Postby filibis » Fri Apr 06, 2018 5:18 am

Thanks for the details.
samuel_t wrote:Normal map must be set in PBR Material Editor. Does this info helps you enough?

I know (: what i meant was even though i apply normal map, it doesn't show up in web browser, object looks plain. (When i launch material editor again right after i applied normal map, it shows blank, does this mean it didn't accept the normal map?) Also i made sure it's 1024px etc.
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Re: [Plugin] Physically-Based Rendering - v1.1.2 - 03 Apr 20

Postby samuel_t » Fri Apr 06, 2018 6:04 pm

filibis wrote:(When i launch material editor again right after i applied normal map, it shows blank, does this mean it didn't accept the normal map?)


No. PBR Material Editor doesn't show Normal map again... even if it has been accepted! I planned to change this ergonomic detail because it is confusing.

Update: Since PBR plugin v1.2.0, status of texture image is shown (as checkbox) in PBR Material Editor.

filibis wrote:[...] even though i apply normal map, it doesn't show up in web browser, object looks plain.


1. Close PBR Viewport (Web browser window).
2. Set then apply Normal map in PBR Material Editor.
3. Reopen PBR Viewport from SketchUp menu.
4. If you still don't see Normal map effect, please report issue here: https://github.com/SamuelTS/SketchUp-PBR-Plugin/issues.
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Re: [Plugin] Physically-Based Rendering - v1.2.0 - 12 Apr 20

Postby nlipovac » Mon Apr 16, 2018 11:30 am

Hi, since this can be prepared for posting on FB, can you make export for *.glb?
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Re: [Plugin] Physically-Based Rendering - v1.2.0 - 12 Apr 20

Postby pilou » Mon Apr 16, 2018 1:24 pm

Seems I've heard about this new thing somewhere! :enlight:
Seems a new cool rendering maker! :fro:
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Re: [Plugin] Physically-Based Rendering - v1.2.0 - 12 Apr 20

Postby samuel_t » Mon Apr 16, 2018 7:25 pm

nlipovac wrote:Hi, since this can be prepared for posting on FB, can you make export for *.glb?


Hi nlipovac,

PBR plugin only exports to *.gltf. Export to *.glb is not planned.

You can convert *.gltf to *.glb with Make GLB by Saurabh Bhatia.

FB doc: https://developers.facebook.com/docs/sh ... -tutorials
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Re: [Plugin] Physically-Based Rendering - v1.2.0 - 12 Apr 20

Postby samuel_t » Tue Apr 24, 2018 2:02 am

pilou wrote:Seems a new cool rendering maker! :fro:


I must render ;) unto Caesar the things that are Caesar's. Majority of 3D code included in PBR plugin was written by these talented people: Yi Shen and Natty.
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Re: [Plugin] Physically-Based Rendering - v1.2.3 - 22 Apr 20

Postby JQL » Tue Apr 24, 2018 9:52 am

I also like this plugin's idea a lot. I'm curious to where it's headed...
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Re: [Plugin] Physically-Based Rendering - v1.2.3 - 22 Apr 20

Postby samuel_t » Tue Apr 24, 2018 7:57 pm

JQL wrote:I also like this plugin's idea a lot. I'm curious to where it's headed...


A nice feature's coming soon. About camera control... Stay tuned ;)
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Sun Apr 29, 2018 4:35 am

Version 1.2.4 just released :)

It's now possible to apply a metallic-roughness map to a material. Demos:





Textures : Free PBR
Renderer : SketchUp PBR plugin
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby JQL » Sun Apr 29, 2018 11:14 pm

I'd love this if I could eventually link a substance file to a sketchup material...
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Sun Apr 29, 2018 11:41 pm

JQL wrote:I'd love this if I could eventually link a substance file to a sketchup material...


You can edit a material with PBR plugin then save material as .SKM file.

See this tutorial: https://sketchucation.com/resources/tut ... -libraries

Thus, it's technically possible to build a SketchUp PBR material library ;)

In other words, .SKM (SketchUp Material) can contain Normal map, etc.
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby JQL » Mon Apr 30, 2018 11:36 am

The problem is that a sketchup material hasn't got a direct link to textures residing on disk. So, if I change a texture like color, normal or metal-roughness map, it won't refresh. Or, will it?
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby JQL » Mon Apr 30, 2018 11:49 am

I have tried the plugin and got the following errors:

Windows can't find 'nginx'...

windows can't find.PNG


I have installed the glTF export (and import) plugins:

glTF export and import installed.PNG


It's easier for most users to have a separated roughness and metallic maps as they are very common, instead of the metallic-roughness map required by the plugin. I can easily create the metallic-roughness maps as I use substance tools, but is there any chance the separated maps could be implemeted?

Also, I found you removed support for emissive materials, which would be a shame, as I use them for all my lighting applications in Thea for Sketchup and would find them cool to test on this pbr plugin.
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Mon Apr 30, 2018 9:46 pm

JQL wrote:The problem is that a sketchup material hasn't got a direct link to textures residing on disk. So, if I change a texture like color, normal or metal-roughness map, it won't refresh. Or, will it?


No. Texture is embedded. You must update manually SketchUp material if you change texture on disk.

Linking textures can produce late errors like "missing file". :? I will think on this.
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Last edited by samuel_t on Thu May 03, 2018 7:07 pm, edited 1 time in total.

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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Mon Apr 30, 2018 9:58 pm

JQL wrote:I have tried the plugin and got the following errors:
Windows can't find 'nginx'...


Is it a first time install or an update?

If it's an update: Open SketchUp Extension Manager. Disable PBR plugin before uninstall it. Reinstall it.

Let me know if problem persists ;)
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Mon Apr 30, 2018 10:36 pm

JQL wrote:It's easier for most users to have a separated roughness and metallic maps as they are very common, instead of the metallic-roughness map required by the plugin. [...] is there any chance the separated maps could be implemeted?


I agree it's easier but it's not so much long to pack metallic and roughness maps in third-party software. For example, it takes less than one minute in Photoshop following these instructions:

1. Open roughness map in Photoshop.
2. Convert Grayscale to RGB Color.
3. Unlock (roughness) layer.
4. Select (roughness) layer. Open Blending options.
5. Uncheck all Channels except G(reen).
6. Place Embedded... metallic map.
7. Select metallic layer. Open Blending options.
8. Uncheck all Channels except B(lue).
9. Save as... metallic-roughness map.


Update: Since PBR plugin v1.3.0, Metallic and Roughness maps are separated in PBR Material Editor. ;)
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Last edited by samuel_t on Tue May 29, 2018 8:10 pm, edited 6 times in total.

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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby JQL » Mon Apr 30, 2018 10:45 pm

samuel_t wrote:
Is it a first time install or an update?


It's a first time. Pbr v1.2.4

Sketchup 2018
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Mon Apr 30, 2018 11:13 pm

JQL wrote:
I have tried the plugin and got the following errors:

Windows can't find 'nginx'...

samuel_t wrote:Is it a first time install or an update?


It's a first time. Pbr v1.2.4

Sketchup 2018


Operating system: Windows 10?

1. Open Windows's File Explorer.
2. Goto %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins\pbr\Web Server
3. Do you see the file nginx.exe?
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Tue May 01, 2018 2:45 pm

JQL wrote:Also, I found you removed support for emissive materials, which would be a shame, as I use them for all my lighting applications in Thea for Sketchup and would find them cool to test on this pbr plugin.


I opened an issue for this: Emissive materials don't glow. It would be great if a GLSL expert could help.
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby JQL » Tue May 01, 2018 4:52 pm

I'm afk today (phone here) but I'm on win10 and I have checked before that the nginx.exe file was there, though I don't know if that was the exact path.
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Tue May 01, 2018 9:34 pm

JQL wrote:I'm afk today (phone here) but I'm on win10 and I have checked before that the nginx.exe file was there, though I don't know if that was the exact path.


1. Restart computer. Don't open SketchUp for now!
2. Open Windows's File Explorer.
3. Goto %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins
4. Delete pbr.rb file and pbr directory.
5. Download and install SketchUp PBR plugin again.
6. Close SketchUp.
7. Reopen SketchUp.

If problem persists: consider opening an issue here.
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby JQL » Tue May 01, 2018 11:03 pm

Will do...
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Re: [Plugin] Physically-Based Rendering - v1.2.5 - 02 May 20

Postby samuel_t » Wed May 02, 2018 10:01 pm

I'm very happy :D to announce release of v1.2.5.

Features:

- Control camera with a standard gamepad in Viewport.
Plug. Move with left stick/pad. Look around with right stick.
It works with Microsoft Xbox One controller. Tell me if it works with other controllers ;)

- Normal map scale (strength) renders in Viewport.

Bugfixes:

- Fix zoom (wheel) bug in Viewport impacting only Firefox.

:!: As part of an update, remember to disable plugin before uninstalling-reinstalling it.
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Re: [Plugin] Physically-Based Rendering - v1.2.5 - 02 May 20

Postby JQL » Fri May 04, 2018 11:29 am

Hi,

I did what you suggested. Erased the pbr plugin and folder from my appdata's plugins folder, restarted everything and installed, following all your suggestions.

Still no good with 1.2.5:

Capturar.PNG
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Re: [Plugin] Physically-Based Rendering - v1.2.5 - 02 May 20

Postby samuel_t » Sun May 06, 2018 4:08 am

JQL wrote:Hi,

I did what you suggested. Erased the pbr plugin and folder from my appdata's plugins folder, restarted everything and installed, following all your suggestions.

Still no good with 1.2.5:


Hi JQL, please follow these new instructions:

1. Close SketchUp if it's open.
2. Open Windows's File Explorer.
3. Go to %APPDATA%\SketchUp\SketchUp 2018\SketchUp\Plugins\pbr
4. Right click on web_server.cmd file. Choose "Edit" in contextual menu.
5. Replace this line:
Code: Select all
cd %~dp0 && cd Web Server

by this line:
Code: Select all
cd /d "%~dp0%Web Server"

6. "File" > "Save".
7. "File" > "Exit".
8. Open SketchUp.
9. "Extensions" > "Physically-Based Rendering" > "Open Viewport".
10. Do you see SketchUp model in PBR Viewport?
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Re: [Plugin] Physically-Based Rendering - v1.2.4 - 29 Apr 20

Postby samuel_t » Wed May 23, 2018 6:13 pm

JQL wrote:Also, I found you removed support for emissive materials, which would be a shame, as I use them for all my lighting applications in Thea for Sketchup and would find them cool to test on this pbr plugin.


Today, I think it's better to implement glTF KHR_lights extension. So PBR plugin users could:

- Add and place lights in SketchUp (Maybe as hidden geometry? I'm looking for solutions.),
- Set light type (point, spot, etc.) and properties (color, intensity, etc.) again in SketchUp,
- Export lights (embedded in glTF file) to PBR Viewport and possibly to other platforms...
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Re: [Plugin] Physically-Based Rendering - v1.3.0 - 29 May 20

Postby samuel_t » Tue May 29, 2018 8:21 pm

Good news! PBR plugin becomes really handy with the new version (1.3.0).

Features

  • Change environment map from SketchUp "Extensions" menu.
    Tip : Changing environment map changes ambient light map.
  • Metallic & Roughness maps are separated in Material Editor.
  • Access online help document translated in FR from Viewport.

    Bugfixes

    • Fixes pan (middle button) control issue in Viewport on Firefox.
    • Fixes a little gamepad control bug. Improves maybe performance.

:!: As part of an update, remember to disable plugin before uninstalling-reinstalling it.
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Last edited by samuel_t on Sat Jun 02, 2018 12:55 pm, edited 1 time in total.

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