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Sweet Home 3D Forum



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db4tech
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Re: Sweet Home 3D 3.0

Hi Emmanuel,

While testing some ideas, with the new transparency, I've just discovered an interesting bug with 3.0 beta 9.

It should be easy to recreate.

  • All I did was create a square building, added a floor/ceiling.
  • Next added a simple rectangle obj with (a 50% Alpha blend) your cloudy sky texture.
  • Turned off the ceiling light and added 1 light source behind the rectangle at the default 50% brightness.



First render, everything looks great! smile


Thought I'd take a look at the image on the wall/floor, so moved the point of view to the right.


It's then I discovered the bug.


As soon as the light source goes out of the frame, the centre of the image receives no photons to render.


It get progressively worse the further the light source goes out of the frame.


Tried it several times with different angles.

Then moved the view back to the centre and tried looking down. Here the centre fails to receive photons while the light is still in the edge of the frame.


Once the light goes out of the frame, (as before) it gets worse the further the light is out of the render frame.




It happens with both highest render settings and with yours or my lights.


By the way, thank you for adding the "Keep proportions" tick box! smile
Did you decide not to lock proportions, while editing light bulbs?

I've not had chance to try the tweaked glass colours yet.


db4tech

Edit: To attach file.


Update!

After some further tests I'm not so sure that it is the light source going out of the frame causing the problem.
It seems more connected with the Alpha mapped objects angle of view to camera.
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Attachment Alpha test.sh3d (439571 bytes) (Download count: 273)

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[Edit 3 times, last edit by db4tech at Oct 10, 2010 6:59:20 PM]
[Oct 10, 2010 4:23:18 AM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
db4tech
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Re: Sweet Home 3D 3.0

Another quick test and a different bug, or could this render problem be connected in someway?

Made a plain white image in GIMP, added an Alpha channel, then used the erasure tool set at different opacity levels, to remove areas from the image.

All levels (apart from full opacity) render with the same level of opacity, not sure if that is how it is meant to be? That's not the bug though! The bottom 2 left discs have 100% opacity yet they are the only discs that render as none translucent? sad



Here is the reduced size image produced in GIMP used as a test Alpha texture. I've had to add a beige background, so the different levels of opacity can been seen against the white background of the forum.



db4tech

Edit: Fix typos and improve readability.
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Attachment Alpha test2.sh3d (37285 bytes) (Download count: 280)

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[Edit 3 times, last edit by db4tech at Oct 10, 2010 7:58:27 PM]
[Oct 10, 2010 7:52:45 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
pencilart
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Re: Sweet Home 3D 3.0

Just a quick render. I finally saw the texture option for the furniture and tried it out on the corner desk:
I don't know if I can make that texture rotate so that it's not diagnal:


Looking good!
[Oct 10, 2010 9:40:36 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
hansmex
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Re: Sweet Home 3D 3.0

Pencilart,

It doesn't help (very much) if you rotate the texture. Try the following: take a box and apply a texture. Then rotate the box and watch what happens in the 3D window.

You'll see that the texture is applied correctly on the top and two opposing sides. The other two opposing sides are diagonally striped.

It's the same with every other model that you apply textures to. Sometimes it's understandable (textures can never cover a sphere properly), sometimes it's not so easy to understand (as with the box).

Personally, I'm glad we can apply textures, and I don't complain about imperfections.

Hans
[Oct 10, 2010 10:02:59 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
pencilart
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Re: Sweet Home 3D 3.0

Yes, I'm glad that textures can be applied! That's great! I wasn't complaining, I just didn't know if the texture option had such a feature or not.
[Oct 11, 2010 2:37:44 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
hansmex
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Re: Sweet Home 3D 3.0

Pencilart,

You may want to read this message .

Hans
[Oct 11, 2010 3:29:05 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 3.0

Hello,

The beta 10 is out! smile
- It fixes the bug on transparent textures mentioned by db4tech (note that the fix will let transparent textures appear clearer).
- To reduce Photo and Video creation dialog height and improve their quite weird layout, I replaced quality info labels by tooltips with a special behavior: the tooltip appears when you roll over the quality slider and also when you click on it.
- Fixed this bug in Export to OBJ format feature
- Changed the color of the Sun light depending on the hour of the day.
- Used Silk rendering / Uber shader at best quality rendering along with a light ambient occlusion effect to avoid dark zones when they don't receive sun light.



In fact, I had to make choices about the rendering for performance sake and to avoid the white spots that may appear with silk rendering when no texture is applied to the sky. So here are the rules:
- At the 3rd quality level and in Aerial view mode, shiny surfaces are computed with SunFlow shiny shader that lets appear a reflect (as in Beta 9). It's less nice but much faster to compute.
- At the best quality level in Virtual visit mode, shiny surfaces are computed with SunFlow Uber shader that gives a silk effect, and ambient occlusion is always on to avoid very dark shadows.
- In Aerial view mode, the texture applied to the sky is never used, because I find the shadow effect computed with sun sky gives really nice results (this was the behavior of Sweet Home 3D version 2.6, but not in previous beta versions). If this really annoys you or if you really want silk effect or prefer ambient occlusion (which is nevertheless very dark), you can still elevate the user's point of view in Virtual visit mode at a location similar to Aerial view mode.

I hope these behaviors aren't too complicated. If you just oppose 3rd to 4th quality, and Aerial view to Virtual visit modes, they should feel quite logical and (almost) intuitive for beginners. In a way, there isn't much difference with version 2.6, except that best quality is better and most consistent (at best quality level, ambient occlusion is always on and gives the same shadows whether you apply a texture to the sky or not).


@whippetsleek
During the night, there's no sun (I don't mean it's hidden, I mean the sun and the sky are not computed at all), so changing time from sunset to sunrise won't change anything.
I don't see much difference in the two images you show, anti aliasing apart.

@PtiNounours
Matte or glossy option for walls is really interesting. Is it possible to integrate it on the furniture?
This option should appear in a coming beta. I just hope that the furniture modification dialog won't get too complicated (no I don't want to add some tabs at this moment wink).

Another topic. Is it possible to lock the base plane, which prevents accidental mishandling while leaving the possibility of having access to the parameters of a wall or object, without needing to unlock?
Even if it's easy to program, I'd rather not. Locking the base base plan must remain simple on a selection point of view.
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Emmanuel Puybaret, Sweet Home 3D developer
[Oct 11, 2010 8:35:03 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
db4tech
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Re: Sweet Home 3D 3.0

Emmanuel,
Thanks for the update!

Still experiencing the same problem with beta 10, plus the ambient lighting is; lets say, a little too bright! wink



db4tech
[Oct 11, 2010 8:56:37 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 3.0

Still experiencing the same problem with beta 10
I know, but I have no idea where the problem might come from at this moment...

plus the ambient lighting is; lets say, a little too bright! wink
I was afraid some users find it too dark... Note that if you don't like, you can choose a night hour to turn it off.
By the way did you see that the ambient color is a complementary color to sun color? I hope my way of computing is ok (I computed the average of the other RGB components for each component, see here). wink

Thank you for your feedback.
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Emmanuel Puybaret, Sweet Home 3D developer
[Oct 11, 2010 9:28:50 PM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 3.0

I updated the current Beta to improve silk rendering / Uber shader. It goes 4 times faster and renders better. smile
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Emmanuel Puybaret, Sweet Home 3D developer
[Oct 12, 2010 12:42:23 AM] Show Printable Version of Post    View Member Profile    Send Private Message    Hidden to Guest [Link] Report threatening or abusive post: please login first  Go to top 
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