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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 
mazoola
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Re: Sweet Home 3D 5.0

I should clarify by 'surprisingly bad antialiasing' I meant 'surprising because I'd never noticed any problems with it in actual production renders.' I may have stumbled across a not-so-sweet-spot: Just the right combination of resolution, focal length, and object geometry to cause problems.
[Jul 8, 2015, 4:10:43 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

This was a problem in 4.6, and it remains in the 5.0 beta. I first came across it while trying to fake a lightbulb in a hanging fixture, but it shows up in other circumstances, as well.

The easiest demonstration is using a light source and a sphere on which I've mapped a partially transparent PNG as a texture. This is the situation where I first came across the bug.

1. 'Baseline' render of light source alone. Light at 1-inch diameter and 3-foot elevation, with a small square floor at 0 elevation.

2. Light source and sphere concentric, both with 2-inch diameter and 3-foot elevation. Sphere is not illuminated by light source; light is not filtered by sphere texture.

3. Light source and sphere concentric. Light has 2-inch diameter and is at 3' 1/8" elevation. Sphere has 2.25-inch diameter and is at 3-foot elevation. Light source is filtered by sphere texture (IIRC, 30% transparent PNG).

Note dark rectangular artifact in center of image.



This second example demonstrates a similar issue using a flat translucent filter a various distances from a light source.

1. Basic set-up: Light 'fixture' is a half-sphere modeled in Sketchup. Fixture is 5 inches in diameter at 3-foot elevation. 'Inside' the fixture is a white light source at 1-inch diameter, aligned with the fixture on X and Y axes, with an elevation of 3' 1". Filter is also aligned on X and Y; it measures 6 inches on a side and is 1/8-inch deep. A partially transparent PNG has been mapped against the filter object as a texture. (Not visible here is a square floor at 0 elevation.)

2. 'Baseline' render, with filter at 2' 8" elevation. (Oddly, this image does not display the expected bug.)

3. Filter at 2' 0" elevation. No bug.

4. When filter is raised to 2' 2", the expected block of projected filtered light (as seen in the previous image) is somehow blocked by dark rectangular artifact.

5. At elevation of 2' 6", artifact still exists; projected block of filtered light is larger than artifact and can be seen as colored fringe outside of artifact.

6. At elevation of 2' 9", artifact remains, with filtered block increasing in size.

7. Filter elevated to 2' 11-7/8", bringing top face of filter into contact with fixture. (In other words, all light visible from light source must pass through the filter.) Note increasingly artificial appearance of artifact. (That is, in comparison with images 5 and 6, where the artifact seems more like a failed scene element than a clearly extraneous glitch.)

8. 'Nighttime' variant on render 7, clearly demonstrating artifact.


A few more examples. Without going into too much detail, these are test renders I generated a couple of months ago while experimenting with the use of translucent gradients to create directionally variable lights.

For instance, in the left-most image, all four fixtures contain concentric spheres and light sources, with the diameter of the light sources 98% that of the spheres. All spheres have translucent white textures; however, the two on the left have a uniformly 50% transparent texture, while the two on the right have a gradient ranging from 50% transparent down to 15% and back, with the gradient oriented so the area of greatest opacity is between the light source and the wall at the back of the scene. As you can see, the two lights with gradient textures do not 'burn out' as badly as the two with uniform textures while casting a comparable amount of light in other directions. (Note the reflection in the surface below the lights.)

However, what's important here is *not* my oh-so-clever use of gradient textures wink ; instead, it's our old friend the Artifact that seemingly appears whenever a light source is completely enclosed in or blocked by other objects.

The other two images show similar issues.



Thanks,
Maz
[Jul 8, 2015, 7:29:27 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 5.0

Maz,

Interesting story. But a bit hard to follow without the sh3d file. Can you share it?

Thanks in advance,

Hans
----------------------------------------
Hans

new website - under constuction
hansdirkse.info
[Jul 8, 2015, 8:19:07 PM] 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

Tonight, the Beta 13 brings updated translations in Chinese (Simplified and Traditional), Japanese, Russian, Bulgarian, Greek, German, Czech, Italian and Spanish. It also brings updated help in English and French and fixes the regression reported by Mazoola about sloping walls (thanks for the details!).
----------------------------------------
Emmanuel Puybaret, Sweet Home 3D developer
[Jul 8, 2015, 10:16:45 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

fixes the regression reported by Mazoola about sloping walls (thanks for the details!).


It just took me a while to figure out when it did and did not display this behavior. wink

But a bit hard to follow without the sh3d file. Can you share it?


Hans -- Not sure which sh3d file you mean, but they're both (all?) small. I'll try to get them online when I get back to the house later tonight.

Maz
[Jul 9, 2015, 4:06:49 AM] 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

Some Chinese translation needs change

1.

Original Picture
change to
在平面图中连续点击鼠标左键,定义折线的起点、端点和终点。双击或者鼠标右键取消可完成定义。然后可以鼠标双击折线进入样式选择。按住Ctrl(MAC下是alt)将画曲线。画线段的时候按下回车键可以输入长度数
字。

2

Original Picture
墙壁基板 change to 墙裙
增加基板 change to 增加墙裙
墙边颜色和纹理 change to 墙裙颜色和纹理

3

Original Picture
创建曲线 change to 创建折线和曲线

4

Original Picture
联接样式 change to 转折点样式
联接样式 (2)change to 线段样式


5
增加点到房间 change to 增加房间区域节点
来自房间删除点 change to 删除房间区域节点
[Jul 10, 2015, 11:00:06 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
redhawk07
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Re: Sweet Home 3D 5.0

GREAT progress so far :-)

One more wish for this release:
In the font selection dropdown for text elements, please create an additional entry to set the font to the PROGRAM default font.

Currently there's only the option to use the system default font. Now that you have a program default font, this should be possible to use also by default for texts.
[Jul 12, 2015, 4:36:48 PM] 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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