[Plugin] SU2POV for GSU6

[Plugin] SU2POV for GSU6

Postby Didier Bur » Sun Apr 20, 2008 9:56 pm

Hi all,
It's been a long time since su2pov has not been updated. Although the poll about Pov-Ray on the old board din't really motivate the masses, around 70% of the voters were wanting an update. So here it is. It is far more simple than the previous version, I mean far more simple to use, only a few options and only one click is necessary to launch a render.

Here are the main features:
· More user-friendly and more simple to use than previous versions,
· SketchUp scene support: ground, background, fog, render mode settings,
· Sun light, point lights, spot lights, (active/inactive, visible/invisible)
· Automatic coloring and intensity of sun light/shadows,
· Unlimited nested levels for groups/components,
· UV mapping support for textured objects and imported images.
· What's visible is what's exported,
· Clay render, Glass render, Clay-Glass render, Textures & X-Ray render
· No shadows/ambient option
· Image settings: 5 formats,size,antialias on/off,alpha channel on/off
· Camera types: perspective, orthographic,panoramic,spherical,cylindrical,fisheye

Windows only (if someone wants to help me to make it Mac compatible...).
PDF doc and quick start guide included, that can be found in the Plugins folder after unzipping the package.
Please download the test scene separately.

Have fun,


April 24th 2008 - Version 3.1.
April 25th 2008 - Bug fix.
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Last edited by Didier Bur on Fri Apr 25, 2008 11:01 am, edited 8 times in total.
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Re: [Plugin] SU2POV for GSU6

Postby dmatho » Sun Apr 20, 2008 10:15 pm

Merci beaucoup Didier!

Salut

- Diego -

PS That's 100% of the French I can write w/o embarrassing myself ;)
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Re: [Plugin] SU2POV for GSU6

Postby majid » Sun Apr 20, 2008 10:17 pm

i am going to download it ... i guess it would be great.................my special thanx to u ...... G R E A T job..
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Re: [Plugin] SU2POV for GSU6

Postby juju » Sun Apr 20, 2008 11:15 pm

Thanks Didier, was over at your website earlier this evening, wondering if the SU2POV will be getting an update any time soon.
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Re: [Plugin] SU2POV for GSU6

Postby majid » Mon Apr 21, 2008 6:01 am

i am gonna be crazy... i have a dialuap connettion.. after 5 time i had just got the user guide.... do u mind if separete files in different folders?
yours majid
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Mon Apr 21, 2008 10:58 am

@ Majid: I PM'ed you the package without the user guide.
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Re: [Plugin] SU2POV for GSU6

Postby ilay7k » Mon Apr 21, 2008 2:29 pm

Didier
Big thanks for this!
---
Simple question: can you add Antialias functions(from QUICKRES.INI) into options?
When i use Final settings, can see pixel-stair.
And another(please don't beat me :oops: ) how manage materials?(or need gui for it like poseray)
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Mon Apr 21, 2008 4:12 pm

Hi Ilay7k,

can you add Antialias functions(from QUICKRES.INI) into options?

No, I cannot do that, because the only thing I can do is to launch Povwin but without parameters.
Tip: select a render size which ends with "AA 0.3" in you render sizes list.
povwin.jpg

how manage materials?(or need gui for it like poseray)

That's another story...
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Re: [Plugin] SU2POV for GSU6

Postby ilay7k » Mon Apr 21, 2008 4:22 pm

any way thanks a'lot :ecstatic: ...for mat.effects like xray(glass) and ect. :thumb:
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Mon Apr 21, 2008 9:21 pm

Hi Didier:

I tried creating a spotlight per your pdf instructions.
I open the dialog, changed the settings, and clicked the OK button but nothing happened when clicking the mouse.

Also, I tried to render a couple simple cylinders and got the following (the jpg is copy of the bmp that POV generated).
test.jpg
.

Is this due to the limitations of SU regarding how it deals with softening and smoothing?

Finally, is there a way in POV to change the format of the POV render from .bmp to .png or jpg.?
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Re: [Plugin] SU2POV for GSU6

Postby ilay7k » Tue Apr 22, 2008 3:16 am

Hello John, have you put su2pov folder(with light components: su2pov_sun.skp, povray_reserved.txt, su2pov_pl.skp, su2pov_sl.skp) into Sketchup components folder?
it works fine!
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Tue Apr 22, 2008 6:44 am

No. I followed the instructions in the PDF of the zip file I downloaded and they were added to the Plugins/Su2pov subdirectory.
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Re: [Plugin] SU2POV for GSU6

Postby ilay7k » Tue Apr 22, 2008 8:04 am

i have su2pov in folders of components and plug-ins. if not, lights aren't created...

Sometimes i see "su2kt" notifications in console when creating of lights(something about status)

another question to Didier: what about area-light's feature to spotlight?
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Tue Apr 22, 2008 9:48 am

Hi,
Is this due to the limitations of SU regarding how it deals with softening and smoothing?

Yes. It could be done but very tricky to code, because Pov-Ray needs normals interpolation at vertices and SketchUp doesn't deliver this kind of information. Next update maybe...
Tip: use a (reasonably) high number of segments for your arcs/circles in SU.

I open the dialog, changed the settings, and clicked the OK button but nothing happened when clicking the mouse.

I followed the instructions in the PDF of the zip file I downloaded and they were added to the Plugins/Su2pov subdirectory.

Correct. I confirm that su2pov lights components are in the Plugins/su2pov folder.

Finally, is there a way in POV to change the format of the POV render from .bmp to .png or jpg.?


Yes. Go to the Tools menu and select "Edit master POVRAY.INI". A text file is opened. Copy one of these lines somewhere in the file (no matter where):

Output_File_Type=N -> to get a PNG image
Output_File_Type=C -> Compressed Targa-24 format
Output_File_Type=T -> Uncompressed Targa-24 format

You can also add:
Output_Alpha=on -> Sets alpha output on for further Photoshoping for instance

Save and close the ini file. Run the render again. This has to be done one time only, all your next renders will have the format you specified in the ini file.
Note that if you put the povray.ini file where your pov file is, this ini will only be used with this model.

I have releases a new sample "windmill" scene file, because the first one was including a bad spot component :oops:
Hope this helps,
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Tue Apr 22, 2008 3:43 pm

Dider:

1. I am using a PC and I still am having problems with the Add Point and Spotlight options.

For Point lights I found I have to press the ESC key for it to execute.
For Spotlights, I have to press the ESC key for the 1st prompt to select the target, then when the next prompt for the aperture angle appears my cursors changes but when I click the next step of the script is not triggered and if I press the ESC key the script goes in a loop.

2.a. If the Add Point and Spotlight options/scripts can't work for me (possibly because of other scripts I am loading), if I import the .skp light components should they function in a similar manner as if they had been loaded via the scripts?

2.b. Will the components only work if they are placed on the su2pov layer or will they on other layers too?

3. Am I correct that quotes need to be put around the N in ......Output_File_Type="N" ....?
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Tue Apr 22, 2008 7:36 pm

Hi
if I import the .skp light components should they function in a similar manner as if they had been loaded via the scripts?

Yes.
Will the components only work if they are placed on the su2pov layer or will they on other layers too?

If they are on other layers, their geometry can possibly be exported (if this layer is active) and will inhibit light from lighting the scene. The script automatically hides the su2pov layer to prevent this problem.
Am I correct that quotes need to be put around the N in ......Output_File_Type="N" ....?

No, no quotes needed, just: Output_File_Type=N

I'll publish a minor release soon: you'll have additionnal output options such has image size, image format, antialias on/off, alpha channel on/off.
For the image size you'll be able to render the same size as your SU window, or common sizes, or choose your size as usual within pov-ray.
But remember, I want to keep this thing as simple as possible...
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Tue Apr 22, 2008 8:10 pm

Didier:

I DO appreciate your designing the script to keep "keep it simple". It is partcularly useful for "beginners" or "casual" users like myself and I thank you for doing so.

I was a bit frustrated that the Point and Area light scripts didn't work as designed for me but since I can import the light components manually it is not that big of a deal.

I do wish cylindrical (smoothed) surfaces could be handled better since they are prevelent in many of my models, but what the POV renderer does offer will be helpful in certain instances. Question: Do you think Fred06's the forthcoming subdivision scripts would be helpful in POV generating better renderings of smoothed surfaces?
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Tue Apr 22, 2008 10:44 pm

Hi again,
I was a bit frustrated that the Point and Area light scripts didn't work

Small bug found and fixed. I will publish the patch asap.
Do you think Fred06's the forthcoming subdivision scripts would be helpful in POV generating better renderings of smoothed surfaces?

Yes, as it will creta more faces to represent curved surfaces.

Now let's go to sleep ;) :ecstatic:
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Wed Apr 23, 2008 7:22 am

Note sure is this is a bug or not.

If you change the color of a Point Light component (by painting the selected component without editing the component), then the SU display of ALL Point Lights are changed to that color as well even though the actual color properties of individual Point Lights (as seen in its Entity Info) are different.

++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++++

Comments:

I understand the script is targeted more towards architectural rendering. My work is primarily illustrating non-architectural models. Many times I turn on "Use Sun for Shading" to control the contrast of surfaces, but do NOT display shadows as shadows often 'hide' smaller, intertwined geometry. If it is possible to turn OFF shadows in the POV rendering (as an option) and there is a broad enough demand for this, I'd like you to consider that in some future release.

Likewise, being able to use Point Lights or Spot Lights to subtly accent a part of a model withOUT displaying the bulb would be handy. Perhaps there could be an option for this in their respective edit dialogs at some later time.

This may go over the "adding too much complexity" threshold, I hope its not the case. :roll:

Regards, John
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Last edited by JClements on Wed Apr 23, 2008 2:26 pm, edited 1 time in total.
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Re: [Plugin] SU2POV for GSU6

Postby ilay7k » Wed Apr 23, 2008 8:09 am

also
i catch this when selected Phong Matt in mat.converter, something is wrong.
resent mat.options is normal
----
If you change the color of a Point Light component (by painting the selected component without editing the component), then the SU display of ALL Point Lights are changed to that color as well even though the actual color properties of individual Point Lights (as seen in its Entity Info) are different.

it likes feature of light-group(described in manual of pov-ray).
i remember about unique-function...

John, you work with studio-lighting setup?
i add some info in pov-ray editor, for example about area-lights...it's simple...
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Wed Apr 23, 2008 12:01 pm

Hi,
If you change the color of a Point Light component (by painting the selected component without editing the component), then the SU display of ALL Point Lights are changed to that color as well even though the actual color properties of individual Point Lights (as seen in its Entity Info) are different.


The PointLight component in "Windmill.skp" is not the good one :oops: because to avoid what you describe, the material of the component must be "default". But I formerly painted the bulb with a yellow material. The su2pov_pl.skp component in the Plugins/su2pov folder is OK.
Sorry for all these little inconveniences...
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Thu Apr 24, 2008 11:21 am

Hi,
Version 3.1. released (at top of this thread)
@John: your suggestions have been included ;)
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Re: [Plugin] SU2POV for GSU6

Postby ilay7k » Thu Apr 24, 2008 2:16 pm

thank you for update!
Keep it simple!
it's simple 5-min test work with all Finish mats(with photoshop)
used 2bounce-settings(1 picture...phong matt) and skylight-settings(for 3 pics,... glass, glossy) and without photon-mapping :( (a few dark places)...then layer post-processing in pshp

Please look at export mat like Phong Matt....i used 3.6 pov-ray
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Fri Apr 25, 2008 11:04 am

Hi,
Small bug fix this morning, thanx to ilay7k.
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Fri Apr 25, 2008 4:17 pm

Hi Didier, a brief follow up.

I haven't had a chance to try the new options except the render with Alpha Channel and I do like that a LOT; I still can't believe that SU isn't capable of doing this natively with their PNG expoxt filter.

What I can tell you is that the two light tools do work for me ONLY IF:
1. I import each of their two respective .Skps FIRST so they are registered in the model's component library.
2. Then, after selecting a tool from your menu, pressing ESC. This allows the scripts to respond to subsequent mouse clicks.

I am not sure if #1 is related to what the user's default component directory is or not or if it has to do with SU's installed location (mine is C:\programs\SketchUp 6\...) .

Could you include the script's version number in the end of the script name listed in the Plugins' Menu? That would help identify if the latest version has been installed.

Hopefully, I can be more deligent this weekend and re-try all the settings of your lastest release.

Regards, John
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Last edited by JClements on Fri Apr 25, 2008 4:41 pm, edited 1 time in total.
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Re: [Plugin] SU2POV for GSU6

Postby ilay7k » Fri Apr 25, 2008 4:30 pm

Thanks for update
esc-pushing error(for placing lights) was fixed by Didier in latest...
John feel free for download it...

Can somebody tell about megapov?
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Fri Apr 25, 2008 4:39 pm

I thought I did as I downloaded yesterday. Perhaps a bad link exists. That's the benefit of having the version level listed in the menu. :)
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Fri Apr 25, 2008 8:10 pm

Hi John,

1. I import each of their two respective .Skps FIRST so they are registered in the model's component library.
2. Then, after selecting a tool from your menu, pressing ESC. This allows the scripts to respond to subsequent mouse clicks.

I am not sure if #1 is related to what the user's default component directory is or not or if it has to do with SU's installed location (mine is C:\programs\SketchUp 6\...) .


All this is fixed now. The compos are loaded from a path relative to the Plugins folder, which Ruby can find by itself. So no matter where your SU main folder is, it MUST load components if they are not already present in the model. I've tested it hundreds of times believe me...
BTW good idea to put the version number in the menu ;)
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Re: [Plugin] SU2POV for GSU6

Postby JClements » Sat Apr 26, 2008 4:41 am

I tried downloading again and I see no difference in the light tools and no version level in menu description so I can't verify if I am downloading the wrong version.

Can you post the zip here ... at least temporarily until Monday?
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Re: [Plugin] SU2POV for GSU6

Postby Didier Bur » Sat Apr 26, 2008 1:12 pm

Hi,
Here it is:
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