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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
[Jul 8, 2015 8:19:07 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 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    Hidden to Guest    http://www.eteks.com [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    Hidden to Guest [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 
mazoola
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Re: Sweet Home 3D 5.0

With current (14?) beta, after I add a piece of furniture to the plan, if I immediately select it in the 'home furniture' list and double-click, the 'modify furniture' window for the item immediately above the selected one opens. This is pretty much universal for the plans I've edited so far, but I've not yet tried it with a brand-new plan as a test. (To correct, I've been making the item *below* the desired one in the list invisible and visible again; when I next select the desired item, its 'modify furniture' window appears, as expected.)

Thanks,
Maz
[Jul 12, 2015 9:00:17 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
mazoola
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Re: Sweet Home 3D 5.0

Hans -

here are a couple scene files that demonstrate the rendering issues I mentioned a few days ago. With luck, it's something I'm doing wrong. wink

First is the file for the last image from my previous post, the one with the four lighting fixtures. (The scene file contains a model from 3DWarehouse, which appears to be permitted under the terms of their General Model License Agreement as of 18 March 2015.) It's a good thing you asked for the scene file, as I'd evidently forgotten exactly what it included.

Here, each fixture contains a sphere (with what I think is a 50% translucent white PNG mapped as a texture) representing a light bulb. Inside that sphere (concentric, but with a smaller radius) is a low-output (2%) light source whose sole purpose is to illuminate the 'bulb.' Outside the sphere (concentric, larger radius) is another light source that lights the scene itself. The two fixtures to the left in the image below have a 3" sphere for the bulb, lit from within by a 2.75" white light source at 2%, and surrounded by a 3.125" white light source at 15%. I have disabled the internal light source for the second fixture from the left to show how the 'bulb' disappears.


The two fixtures on the right are the same as those on the left, except they have a slightly larger sphere (3.375") surrounding the outer light source. This additional sphere has a white PNG with a gradient transparency ranging from 15% to 50% mapped to it; the sphere is aligned so its most opaque portion lies between the light source and the wall at the back of the scene. Most likely, I could eliminate the internal 'bulb' sphere and light source, downsize the gradient, and let the gradient serve as my bulb -- but the render artifact makes that a moot point.

...except that, here, it doesn't: There doesn't seem to be a visible artifact in this render using Beta 15.

...except that it reappears when rendered at other sizes. For instance, here's the same image, rendered using the same settings -- only generated at a width of 300 pixels rather than 400.



I evidently didn't save the scene file for the other test from my previous post, so I had to slap one together. I think it's essentially the same as the original.

However, while running a few test renders with it, I discovered something interesting. The following are all renders of the same scene; the only difference is the aspect ratio as selected by the 'apply proportions' drop-down. All were rendered at 400 pixels width, with proportions of, left to right, '3D view,' '4/3,' '16/9,' and 'Square.'


Thanks,
Maz
[Jul 13, 2015 12:36:43 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
hansmex
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Re: Sweet Home 3D 5.0

Maz,

Second part first.
When I replace the bluetint box with the transparant glassblutint box (in List Attachments) the shadow disappears. This makes me think there is some kind of error in the model or the texture you used. This suspicion is strengthened by the fact that the green/black doesn't always appear, and not always in the same spot.
Sketchup models (DAE) are known to produce this kind of behaviour when textures are not applied to both sides, when SH3D cannot decide which side has the texture.
[Jul 13, 2015 2:25:10 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 
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