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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!
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Emmanuel Puybaret, Sweet Home 3D developer
Western Europa
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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
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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 ?
.
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Evil progresses when good people do nothing! --- SH3D 7.1 and nothing else - W11 64b in 4K
France
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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?
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Emmanuel Puybaret, Sweet Home 3D developer
Joined: May 28, 2015
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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
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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'.
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EnkoNyito
France
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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).
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Emmanuel Puybaret, Sweet Home 3D developer
Joined: May 28, 2015
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Re: Sweet Home 3D 7.0
Indeed, for the material to be properly taken into account when reopening SH3D-7.0, the multiPartModel# property must be true and the OBJ and MTL files of the light must be in a separate folder from the PluginFurnitureCatalog.properties file.
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EnkoNyito
Joined: Feb 5, 2013
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Re: Sweet Home 3D 7.0
The lightSourceMaterialName# property was added to PluginFurnitureCatalog.properties of SH3F furniture libraries to define the material(s) of shapes which should be used in a 3D model as light sources at the two best quality rendering levels, for example to define a light panel or a ceiling mini spot with a thin light surface.
Can you add a function to specify the brightness of this light-emitting material (recommended brightness). It can also be turned on or off by default. Avoid a light fixture made with this method, too bright or rendering too slow (crystal lights can be turned off directly)
Serbia
Joined: Nov 15, 2023
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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?
Well, we are confused as newbies where to put that... at objects .mtl ? I would like my simple box what I use as ceiling to shine if possible... where to put that light command ?