Joined: May 18, 2021
Post Count: 255
Status:
Offline
Re: Sweet Home 3D 7.0
@Emmanuel I have a bit of a gripe/complaint about the plan, in tandem with the svg plan output. Now I also switched to 64 bit, so I'm not sure if that caused this, or if the rendering of plans was tweaked for 7.0, but now the plan looks much worse.
I have rooms with sections where the ceiling doesn't match the floor. i.e. there are areas that are double height. I have worked around this by having two rooms - one with just the floor and one with just the ceiling, and they can have their own unique shapes. The ceiling is now rendered a much heavier grey (translucent white?) in the SH3D plan, and completely solid in Inkscape, hiding the real floor. The overlay effect before was much more subtle, just causing a slight darkening effect of what was underneath.
The ceiling shape is also below other furniture. So my outline of the void areas is obscured by furniture which looks weird.
When a single room with both floor and ceiling is used SH3D does the "right" thing, only rendering the floor. I'm not quite sure what the "right" thing is when the ceiling is a separate room like this. Ideally it would be transparent with a dashed line, and drawn at the top layer over all the furniture.
France
Joined: Nov 7, 2005
Post Count: 9423
Status:
Offline
Re: Sweet Home 3D 7.0
@sjb007 The issue you report is not bound to 32 / 64 bit architecture, but is an effect of the bug I fixed about room drawing order. This ceiling should have been always visible to inform the user about the existence of its room just by seeing the plan. But even if half transparent, the gray used to draw such rooms might darkens too much the drawing and a lighter gray might be better as I suggested here. If needed, you may copy paste the room with its ceiling visible in a separated level that you won't view when exporting to SVG format.
Rooms are always drawn before furniture in the plan where rooms / walls / furniture / polylines / dimension lines / texts / selection outlines are drawn in this order. The plan 2D view doesn't use any algorithm able to handle hidden faces like the 3D view is able.
----------------------------------------
Emmanuel Puybaret, Sweet Home 3D creator
Joined: May 18, 2021
Post Count: 255
Status:
Offline
Re: Sweet Home 3D 7.0
I can actually manipulate the svg directly in Inkscape, changing fill and stroke, and the Z-order. It just behaves a little funky so is a bit non-intuitive and needs a little trial and error to get the right effect.
If you saw how many levels my model already has, you would probably start backing away from the crazy person, not tell me to create more! ~53 spread over 4 rows at the moment. Yes, I have an addiction problem - tabs.
Oh to have a unified Collections/Objects tree like in Blender...
France
Joined: Nov 7, 2005
Post Count: 9423
Status:
Offline
Re: Sweet Home 3D 7.0
I just released the version 7.0.2 which makes room ceilings more transparent and fixes some issues in transparency handling in SVG exported files. Thanks sjb007 for your help!
----------------------------------------
Emmanuel Puybaret, Sweet Home 3D creator
Western Europa
Joined: Mar 29, 2014
Post Count: 2614
Status:
Offline
Re: Sweet Home 3D 7.0
Hi,
bug appeared (at 90%) on 7.0 (after the 6.x versions): Walls 1 and 2 are joined. I modify the room and after validation, a piece of triangular wall appears between walls 1 and 2! The vertical wall does not change the bug. Why ?
Up of the picture : before update Down of the picture : after update
----------------
bug apparu (à 90%) sur les post 7.0 (après les versions 6.x) : Les murs 1 et 2 sont joints. Je modifie la pièce et après validation, un bout de mur triangulaire apparait entre les murs 1 et 2 ! Le mur vertical ne change rien au bug. Pourquoi ?
.
----------------------------------------
Evil progresses when good people do nothing! --- SH3D 7.1 and nothing else - W11 64b in 4K
France
Joined: Nov 7, 2005
Post Count: 9423
Status:
Offline
Re: Sweet Home 3D 7.0
What didn’t you understand in the description and the examples given in the first post of this thread?
----------------------------------------
Emmanuel Puybaret, Sweet Home 3D creator
Joined: May 28, 2015
Post Count: 607
Status:
Offline
Re: Sweet Home 3D 7.0
I had updated these light libraries to be compatible with the new version of Sweet Home 3D based on the provided library LightShapes.sh3f.
While doing some tests recently, I discovered an intriguing operation.
When I create a new file and save it with my new lights, the model material is light and the object emits light in the default photo panel. When I close this file and open it again, the model material is default and the object does not emit any light in the default photo panel although its power is > 0.
Here is the information contained in the Home.xml file after saving the project:
With lights from the LightShapes.sh3f library, the model material is light and the object emits light in the default photo panel after reopening a project. Its Home.xml file contains this information:
Joined: May 28, 2015
Post Count: 607
Status:
Offline
Re: Sweet Home 3D 7.0
When a project is opened, the program calls the OBJLoader.java file to load the 3D scene.
With my new lights, the material of the first geometry is 'light' but the appearance of it is null so the function getAppearance(String material) returns 'default'.
----------------------------------------
EnkoNyito
France
Joined: Nov 7, 2005
Post Count: 9423
Status:
Offline
Re: Sweet Home 3D 7.0
You forgot to add the property multiPartModel# set to true in PluginFurnitureCatalog.properties. By default, this property is false, meaning that all the files depending on the main 3D model file won't be saved (here, MTL files won't be saved, and only the OBJ file will be saved at root of the SH3D file).
----------------------------------------
Emmanuel Puybaret, Sweet Home 3D creator