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Puybaret
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Re: Sweet Home 3D 5.0

The Beta 10 improves font rendering in the 3D view. Now the size of the generated texture image is always between 256² and 512² pixels, so if the text size is small, its texture image will be still not too small in the 3D view, and if the text is very long, the width and height of its texture image will be computed in a way their product is at worse 512² (which already requires 1 MB in memory!). In the previous version, the quality deteriorated quickly with the length of the text because the longest size (width or height) was never larger than 512 pixels.
A text with ↑ ∼ ∠ ♣ symbols was correctly displayed in the plan and the 3D view on my side. I guess your issue as well as the one with Symbol characters might depend on the font you use and the system. Just for the fun, I tried to render this small text with the photo creation tool. wink



SnakeGB, I hope the two issues you reported on 3D texts will work better now (I noticed that from far away, letters like g, p, q... with a drawing below text baseline may still generate a small artifact at the top of the 3D text, but I'm not sure I can still improve it).
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Emmanuel Puybaret, Sweet Home 3D developer
[Jun 24, 2015, 6:11:32 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
okh
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Re: Sweet Home 3D 5.0

Very good. Nice render.
512²
More than enough. For longer texts one would probably use several text boxes anyway.
I guess your issue as well as the one with Symbol characters might depend on the font you use and the system.
Fonts, copyright and system differences really is a history to itself. In a drawing (and in the forum, amazingly, at least with my browser font set) these relatively standard characters seem to be pretty universal with many fonts:
² ³ ¼ ½ ¾ ° © ™ ® § × ÷ ± √ ∼
← ↑ → ↓ ↔ ↵ ∠ ∑ ⊕ ⊗

Which again means, lots of information like arrows can now be displayed in the 3D window just using (larger font) text: → --› --->
Pretty nice and may even cover most needs (mine, anyway). With the right font, wall symbols get even better. Nice.

However, a tool-tip with angle and distance on the dimensions tool, maybe even also angle relative to North, would be even better for actual construction, though. Especially as the number on the dimension line now is often out of the screen when positioning exactly. But maybe that is just me having spent too much time with maps smile

ok
[Jun 24, 2015, 10:17:51 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
YGYL
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Re: Sweet Home 3D 5.0

The original image
Useful when Level 3 and Level 4 rendering
[Jun 25, 2015, 4:33:08 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
okh
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Re: Sweet Home 3D 5.0

Modifier key assignment and Create polylines tip:

I like the implementation of lines and curving.

In the Create polylines tip it says: ..if you press alt key while drawing the first segment, a curve will be created... I may be missing something here, but shouldn't it say: .. if you press CTRL-click to end the first segment, a curve will be created... ?

Here CTRL curves a polyline (just like a wall), but there is something strange with magnetism - SHIFT toggles magnetism for polylines, and ALT does not seem to be doing anything for Polylines.

ok

Version 5.0 Beta 10 Java version 1.8.0_45 / 32 bit / 0.6 GB max
[Jun 25, 2015, 9:09:34 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 5.0

Thanks OK for your deep review. I actually wrote the tip for Mac OS X, and forgot to mention that under Windows, the Ctrl key should be used to force the creation of a curved polyline, rather than the alt key. The fixed tip will appear in the next Beta.
Note also that the "control" points of the curve are not editable for simplification purpose, but their location are computed in such a way that if you draw a closed square, the resulting curve will be a circle. This tip should avoid to add an other tool able to draw circles and ellipses.
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Emmanuel Puybaret, Sweet Home 3D developer
[Jun 25, 2015, 9:54:21 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
okh
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Re: Sweet Home 3D 5.0

Yes, the curve implementation is good. Much simpler without the Bézier control points.

As for the fonts, I did a little experiment. I fear the symbols/fonts may not survive in a transition between platforms (or are there native Java fonts that would work?).

My test became pretty messy, I tried using multiple same elevation levels, but must get used to how best to work this to switch between normal and construction elements (and then I really do not know how to do technical drawings in the first place).

ok

Test file: test_symbol_drawing.sh3d

Result (pretty messy, but shows concept):
[Jun 25, 2015, 11:42:48 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Puybaret
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Re: Sweet Home 3D 5.0

The Beta 11 brings the support for $level variable in the print setup dialog box, to print the name of the current level (thanks to Stefan idea). I wanted to add also the ability to select the printed levels, but finally stopped the development of new features, because this feature isn't so easy to program and I think I shouldn't wait longer to release version 5.0. So now, it's time for translating the new features, and probably adjusting a few things that won't modify the words in the user interface. By advance, thanks to the contributors who help for this translation. smile
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Emmanuel Puybaret, Sweet Home 3D developer
----------------------------------------
[Edit 1 times, last edit by Puybaret at Jul 2, 2015, 8:56:41 PM]
[Jul 1, 2015, 9:38:17 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
SnakeGB
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Re: Sweet Home 3D 5.0

The Beta 10 improves font rendering in the 3D view. Now the size of the generated texture image is always between 256² and 512² pixels, so if the text size is small, its texture image will be still not too small in the 3D view, and if the text is very long, the width and height of its texture image will be computed in a way their product is at worse 512² (which already requires 1 MB in memory!). In the previous version, the quality deteriorated quickly with the length of the text because the longest size (width or height) was never larger than 512 pixels.
A text with ↑ ∼ ∠ ♣ symbols was correctly displayed in the plan and the 3D view on my side. I guess your issue as well as the one with Symbol characters might depend on the font you use and the system. Just for the fun, I tried to render this small text with the photo creation tool. wink



SnakeGB, I hope the two issues you reported on 3D texts will work better now (I noticed that from far away, letters like g, p, q... with a drawing below text baseline may still generate a small artifact at the top of the 3D text, but I'm not sure I can still improve it).



Yes fonts working great now, pollylines are a great feture when planning applause
[Jul 3, 2015, 11:28:25 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
mazoola
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Re: Sweet Home 3D 5.0

Here's a problem I've been having since Beta 4 (?), as demonstrated in Beta 12. (No demo file, as it's easier to create your own than download mine.)

1. Create sloping wall. Here I have two, the first sloping from 4 units to 6, the second from 6 units to 4. Texture on wall alternates colors every 1 unit. To make the bug easier to see, on the left hand wall I've defined a baseboard 4 units high with a different texture in 1-unit bands.



2. Add another level.

3. Return to your original level and change its elevation to something other than 0. (In this instance, I set it to 1 unit.) This enables a floor for the level.

Note what happens to the ending height of sloping walls.



(Note: The uneven vertical edges are seemingly an artifact of the surprisingly bad antialiasing -- note the jagged diagonal edges, as well.)

Thanks,
maz
[Jul 8, 2015, 7:11:54 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
santbose
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Re: Sweet Home 3D 5.0

Just can't wait any longer for the version 5.0, with so many exciting features.
[Jul 8, 2015, 9:32:16 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
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