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I have tested it.
I have tested it. 5.7 sky box algorithm is wrong. 6.0B6's sky box algorithm is correct. But 5.7 can support 16K sky box Texture.(17430X4322 pixel) 6.0B6 can only support 8K sky box Texture. 8K's sky box is not clear enough.Need to support 16K
France
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Re: Sweet Home 3D 6.0
Thanks for your tests. I wouldn't worry about the large image you couldn't render. It's probably because you launched SweetHome3D.6.0.beta.jnlp with javaws.exe 32 bit. If you run it with javaws.exe 64 bit, it won't fail.
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Emmanuel Puybaret, Sweet Home 3D developer
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Re: Sweet Home 3D 6.0
Today, the Beta 7 brings various features requested by users: - Resizing the selected piece of furniture can be forced along only its width or depth when Ctrl shortcut (alt under macOS) is pressed - The list of video formats were updated with 2.40:1 ratio formats, and HD resolutions - The column widths are now saved and restored at home opening - I added the menu items Plan > Make level the only viewable one and Plan > Make all levels viewable - As soon as a home has some levels, all menu items related to levels are now available in a separated contextual menu displayed on level tabs.
- I added the X offset and Y offset spinners to the texture modification dialog box. These attributes let you set how the selected texture should be shifted along its width and height. The values are expressed in percentage of the width or the height of the texture.
When this dialog box is displayed to choose the sky texture, only the X offset spinner is displayed to let you shift the sky image.
Hope you'll like these new features and how I programmed them. Don't hesitate to request some adjustments if needed. I'll study them closely...
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Emmanuel Puybaret, Sweet Home 3D developer
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Re: Sweet Home 3D 6.0
..dialog box is displayed to choose the sky texture, only the X offset spinner is displayed to let you shift the sky image...
That makes today's wisth redundant and I suppose request 879 too. This really is a great improvement. As are many of the other new features, but now development is faster than it is possible to test...
But the sky offset really works beautifully. Better than I hoped for this morning.
Thanks and congratulations. And no glitches in my somewhat random testing.
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Re: Sweet Home 3D 6.0
Great you like it I know that you proposed an angle for the sky texture offset, but using a percentage seems more versatile in other cases, and isn’t too difficult to convert from degrees : 180° = 50%, 90° = 25%, 45° = 12.5%,...
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Emmanuel Puybaret, Sweet Home 3D developer
Italia
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Re: Sweet Home 3D 6.0
Great you like it I know that you proposed an angle for the sky texture offset, but using a percentage seems more versatile in other cases, and isn’t too difficult to convert from degrees : 180° = 50%, 90° = 25%, 45° = 12.5%,...
What about adding this as hint/popover of the slider? A lot of information are among the forum but very difficult to find or imagine in the app. And this is really important, not everyone is following the forum unfortunately
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Re: Sweet Home 3D 6.0
The Beta 8 just contains a quick fix I forgot in the texture choice dialog box.
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Emmanuel Puybaret, Sweet Home 3D developer
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Re: Sweet Home 3D 6.0
1.Sky texture Do not support 16K 2.Sky texture may get stuck after multiple settings.It is recommended to add a preview graph to the texture of 4K 8K 16K, otherwise it will affect the speed very much.
3. I suggest that an 'Apply' button should be added to the XY offset set window.So that users can see changes immediately. 4.It is recommended to add the function of changing texture color(Hue) and texture transparency. Very convenient. 5.I suggest changing the image preview size of the texture settings window from 128X128 to 256X256 or 512X512. 128 is too small to see the difference
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Re: Sweet Home 3D 6.0
My only little problem now, is that my list of imported test textures has become ridiculous. Among a few good ones, there are many hundred totally useless, experimental images. It would be great if the texture import wizard had a check- box NOT saving an imported texture (other than in the .sh3d file) - like furniture.
..proposed an angle for the sky texture offset, but using a percentage seems more versatile in other cases...
Interesting interface issue considering some recent threads, e.g. Cec' brilliant guide in thread 8832, the Azure home, thread 8828 - and whether to use the compass to 'simulate'. People use different references for orientation and how they see the world. Whether to keep a map North up, or turn the map to align with terrain. Cec' template measures degrees from the point of view of the virtual visitor, whereas I need the compass orientation to read the 3D view.
Even if I in theory would prefer a degree angle sky texture, in practice conversion is easy and it makes no difference. And since percentage is more consistent with other textures and probably easier and more intuitive to use in normal cases, percentage is probably a better interface choice. (But if possible, I agree with ndorigatti that a hint could be a good idea.) And never mind the measure, the important thing is the function that works very well. Thanks again.