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Keet
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Re: Meet MarioSambol, our new support team member

Well, if not, the application needs a complete rebuild. You can’t see the the icons, saving takes forever and it needs additional functionality such as deduplication in my opinion.
Sounds like you have some problems with the application itself rather than that it is a separate program.
You can't see the icons at all or are they too small? Personally I would like a larger image when hovering over the icon and an option to set a different background color for individual icons. Currently you can hardly see a white model on the light background.
Slow saving can have several causes. Your system might be slow when writing or you have a very large library with very large models. For me saving a library is almost instant, even with libraries that have 100+ models.
I don't see the need for de-duplication. You can only get doubles if you add them multiple times yourself. The correct way is to update an existing model if you have a new version for the library. (Unless of course you want to retain the old version besides the new version.)


ETA - Hovering over an icon already shows a larger image of the icon. Even better: it shows with a different background color so white/light colored furniture is better visible.
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[Edit 1 times, last edit by Keet at Feb 17, 2025, 9:25:19 PM]
[Feb 17, 2025, 1:48:48 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
JonnyD
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Re: Meet MarioSambol, our new support team member

Icons are far too small for me - and there is no search a iity and the sorting doesn’t seem to work. I use a Mac. However, I still say that these additional apps should be incorporated into the main so that you can edit as you find problems, rather than having to keep opening, editing, saving, re-importing. No reason you can’t still use the separate apps if you wish.
[Feb 17, 2025, 3:06:45 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
YGYL
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Re: Meet MarioSambol, our new support team member

I said it a couple years ago: the furniture and texture editor should be built in for user convenience.
This is not in conflict with the independence of the editor, and those who want to open it independently can do so just as well. But if it's built-in, it's easy for users to modify it.
BTW I have 9000 clips in my library, a slow computer will take a few minutes to open, a SDD computer will open a lot faster. I don't think you can choose fewer models just because they open slowly. On the contrary I think a lot of features related to the model library must be enhanced. Because many people will only use this software once. Longer opening time is not a problem for them. But less material or less features related to the material will cause them not to use the software.
One way to make it better for everyone is to not load the furniture library by default every time you start it, but you can choose to load all the libraries during the loading process, or load the libraries every time you start it. This will satisfy everyone

The material libraries are pretty critical SH3D has to do these in order to grow. I've raised a lot of expectations before~
[Feb 17, 2025, 5:10:27 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Keet
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Re: Meet MarioSambol, our new support team member

Aren't you mixing up the Furniture Library Editor with the Catalog in Sweet Home 3D for some remarks?

I said it a couple years ago: the furniture and texture editor should be built in for user convenience.
Lets agree to disagree. I don't want it in Sweet Home 3D. It is totally different functionality that many users will never use but does increase the size and loading time of Sweet Home 3D.
BTW I have 9000 clips in my library, a slow computer will take a few minutes to open, a SDD computer will open a lot faster. I don't think you can choose fewer models just because they open slowly.
Sorry, but then you are doing something wrong. How many of those have you ever used? How many will you never use? For textures I can understand a large set but for models you should have multiple libraries with specific sets of models. Look at the libraries I offer on dodecagon.nl. Small libraries with a specific set of furniture.
One of the great advantages of libraries is that you can selectively add and remove libraries to keep the total number of models and textures to only those that you might need for a project. THAT is what is missing in Sweet Home 3D: Selectively load/unload libraries in the catalog WITHOUT having to manually remove libraries and having to restart.
On the contrary I think a lot of features related to the model library must be enhanced.
Which ones? I'm interested because I can think of a few too but would like to know what others would like to see add/enhanced in the Furniture Library Editor.
One way to make it better for everyone is to not load the furniture library by default every time you start it, but you can choose to load all the libraries during the loading process, or load the libraries every time you start it.
Similar to what I stated, but I would like to selectively load/unload libraries in the catalog without having to restart. With the next start use the last selection of libraries.
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[Feb 17, 2025, 5:43:35 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: Meet MarioSambol, our new support team member

Sorry, but then you are doing something wrong. How many of those have you ever used? How many will you never use? For textures I can understand a large set but for models you should have multiple libraries with specific sets of models. Look at the libraries I offer on dodecagon.nl. Small libraries with a specific set of furniture.
One of the great advantages of libraries is that you can selectively add and remove libraries to keep the total number of models and textures to only those that you might need for a project. THAT is what is missing in Sweet Home 3D: Selectively load/unload libraries in the catalog WITHOUT having to manually remove libraries and having

This is a bit of a complicated issue to talk about. But I've talked about it some off and on here before.
For a product to grow it is necessary to look at the needs of his users and competitors. There are many types of users. The ones who speak often in the forums are definitely the most advanced users. However, due to language reasons and newbie ignorance, more people don't come on this forum to voice their opinions. There are very many more of them than just a few of you.
As I said before, there are a few very very powerful and almost free online decoration design rendering sites in China. sh3D will never surpass them, and SH3D's content reaches about 1% compared to theirs. So in this case, who is still in SH3D is very critical.

I can say there are the following: students who do scene restoration and improvement, people who count the area before buying a house, people who sell lab equipment, detectives, students who study movie design subplotting, people who repair their own big houses in the countryside, and people who match the on/off diagrams for the smart home control in their own house. And basically nothing else~

Not everyone knows a lot of know how like the masters in the forums. For newbies, they also won't learn or care in which place to switch material library, which material library ~ 99.9% of them will not be on this forum.

But they have needs. After you understand the specific needs of these people, you will find that, in addition to the “people who count the square footage of a house before buying it” and “people who sell lab equipment”, they have a great demand for material and material management. They have a great demand for material and material management, and the more material they have, the better. And a lot of the demand is just one-time, use it up and don't use it again. So, there will be no problem of taking up a lot of time every time you start.
[Feb 18, 2025, 1:42:35 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: Meet MarioSambol, our new support team member

Which ones? I'm interested because I can think of a few too but would like to know what others would like to see add/enhanced in the Furniture Library Editor.


As I said before, my position of SH3D is a 3D model placement software.
3D modeling is important.
There are a few key pain points I've mentioned before.

Like batching what you don't want in SH3D. Or just masking. Shielding doesn't change the size of the material library itself, but the startup doesn't load and doesn't show a preview of the shielded material. You can also restore it by canceling the blocking right away when you don't want to block it yourself.

For example, textures can't handle colors in real time. When I have a green marble texture, can I get a red marble texture, purple, black, white with a few mouse clicks.

For example the preview of seamless textures, right now the process is not previewable. You have to actually lay it on a flat surface if you want to see the effect, too much trouble. Suggest where the texture preview is, one is full size display, one is 3X3 display
Let's say set association selection. There is a library of materials, each material is independent of each other, the only association is the keyword. But if you are not the author of this library, you don't know how to input the keyword of this material. That's why you should make it a style theme page. The creator of the library can put several different objects together and take a screenshot or a photo of the object to create a style page. When the user selects one of the objects of the style in the object bar, the corresponding style page will pop up. In this page, you can click on the object in the photo to select the object in the library. And the style page will not be closed. This is the key bottleneck that must be realized for SH3D to be able to expand its users.

For example, expanding the format. It is to take the SH3D file and put it into the library as an object to be called. The benefits are many. First of all, it can save a lot of space in the material library, especially trees and other things that take up a lot of space. There is also the whole set of furniture directly into the. Don't want you delete is, very save time. This function is also very important!
[Feb 18, 2025, 3:05:35 AM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Keet
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Re: Meet MarioSambol, our new support team member

I agree that language is a problem, especially with languages that are difficult to translate with online translation software. Your language is one of the very difficult ones to translate because of a different alphabet and different order of words.

I can say there are the following: students who do scene restoration and improvement, people who count the area before buying a house, people who sell lab equipment, detectives, students who study movie design subplotting, people who repair their own big houses in the countryside, and people who match the on/off diagrams for the smart home control in their own house. And basically nothing else~
Yes, there are many different types of users. But I don't think Sweet Home 3D is for one-time users. It is too complex for that. Those users are better off with a simple online solution.

As I said before, there are a few very very powerful and almost free online decoration design rendering sites in China. sh3D will never surpass them, and SH3D's content reaches about 1% compared to theirs. So in this case, who is still in SH3D is very critical.
Remember that Sweet Home3D is free and Open Source. You can't compare that to paid software although it does a very good job in competing with some paid software. And content? Sweet Home 3D can import multiple 3D formats so the world is your repository.

For example the preview of seamless textures, right now the process is not previewable. You have to actually lay it on a flat surface if you want to see the effect, too much trouble. Suggest where the texture preview is, one is full size display, one is 3X3 display
That is a very good idea! A preview with an additional 3x3 preview will show how the end result should look. However, there is an additional problem here. The object surfaces as defined in the OBJ file have definitions for how a texture is orientated on the surface (face). A texture is displayed according to those definitions, you can't get around that, Currently we can scale, shift, and rotate a texture but in many cases the difinition is not correctly overruled. Together with texture selection a better system to manipulate the texture orientation and stretching is needed.

For example, expanding the format. It is to take the SH3D file and put it into the library as an object to be called. The benefits are many. First of all, it can save a lot of space in the material library, especially trees and other things that take up a lot of space. There is also the whole set of furniture directly into the. Don't want you delete is, very save time. This function is also very important!
You can do that! You can "Select all on all levels" (might need the Advanced edit plugin, I am not sure). Then you can export your complete project to an OBJ file and import it into a library (or use it as just the OBJ/MTL file).

For example, textures can't handle colors in real time. When I have a green marble texture, can I get a red marble texture, purple, black, white with a few mouse clicks.
True. It is because Sweet Home 3D only supports a small set of the MTL properties for colors and textures:
Ka and Kd are supported but the specular color Ks is not supported.
map_Kd is the only property supported for textures. It is a simple reference to an image that is used as the texture. Sweet Home 3D does nont support the other texture properties (map_Ka, map_Ks, map_Ns, map_d) that allows textures to become real life like. That is why you can't set a different color for the same texture, the texture and color components are not split.
I too would really like to see support for the other texture properties but this is very difficult to implement. I am not even sure it can be done with Java. It does make the 3D processing a lot heavier.

Not everyone knows a lot of know how like the masters in the forums. For newbies, they also won't learn or care in which place to switch material library, which material library ~ 99.9% of them will not be on this forum.
True, but I think we have multiple expert users here that give great support to newbies. Each has their own specialties. The forum is a huge knowledge base that is almost as important as Sweet Home 3D itself. Without it Sweet Home 3D would be a lot less useful for newbies.
I do agree that some functionality can and should be made easier. The idea for loading/unloading libraries is one of them. The import of a new library is logical but can be made much easier. You can't remve a library in the user interface! The idea I proposed for loading/unloading libraries should solve this. The import function for libraries remains to copy a library to the install directory to make it available for selection. For materials something similar can be thought of although you can import external images for textures.

As you stated, there are many different types of users and Sweet Home 3D is not for all. Every 3D program fits the needs for a specific group of users. I like Sweet Home 3D for what I want to do and because it has a Linux version. Besides some shortcomings that are mentioned, it does everything I need for organizing models in a project. You can create your own furniture in Sweet Home 3D but it is not really designed for it. For real details you will need 3D modelling software like Blender but then you can use the model in Sweet Home 3D for placement in a project. The current greatest drawback is that the import in Sweet Home 3D does not use all the texture details from an original model (the map_* properties).
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[Feb 18, 2025, 8:27:53 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: Meet MarioSambol, our new support team member

I agree that language is a problem, especially with languages that are difficult to translate with online translation software. Your language is one of the very difficult ones to translate because of a different alphabet and different order of words.

Even if the people in this forum are Chinese, 99% of them won't come, this software is just for newbies, and the people who use it are probably newbies too, and the vast majority of them don't have the habit of coming on the forum to discuss it. If the people who can come then the probability is already more powerful.

Yes, there are many different types of users. But I don't think Sweet Home 3D is for one-time users. It is too complex for that. Those users are better off with a simple online solution.

The problem is that for various reasons, the online program is also very complex ~ then the advanced features are even more complex

That is a very good idea! A preview with an additional 3x3 preview will show how the end result should look. However, there is an additional problem here. The object surfaces as defined in the OBJ file have definitions for how a texture is orientated on the surface (face). A texture is displayed according to those definitions, you can't get around that, Currently we can scale, shift, and rotate a texture but in many cases the difinition is not correctly overruled. Together with texture selection a better system to manipulate the texture orientation and stretching is needed.

Texture definition and seamless texture viewing in OBJ has nothing to do with it, as long as there is a 3X3 preview

You can do that! You can "Select all on all levels" (might need the Advanced edit plugin, I am not sure). Then you can export your complete project to an OBJ file and import it into a library (or use it as just the OBJ/MTL file).

No, you're not understanding what I'm saying. What I said is much more advanced. You can think of it as a data structure that uses many low-level parts to form a complex high-level object. For example, it turns out that a tree takes 20MB of OBJ storage, and in this way you can compress it down to 0.5MB.

True. It is because Sweet Home 3D only supports a small set of the MTL properties for colors and textures:
Ka and Kd are supported but the specular color Ks is not supported.
map_Kd is the only property supported for textures. It is a simple reference to an image that is used as the texture. Sweet Home 3D does nont support the other texture properties (map_Ka, map_Ks, map_Ns, map_d) that allows textures to become real life like. That is why you can't set a different color for the same texture, the texture and color components are not split.
I too would really like to see support for the other texture properties but this is very difficult to implement. I am not even sure it can be done with Java. It does make the 3D processing a lot heavier.

No, that's not actually what I'm talking about either. The way I'm talking about is that the most likely way to accomplish this under the current software framework is to use a temporary texture. As long as SH3D has a built-in texture modification color program. Then the original texture can be modified. Change the green color to red and then temporarily overwrite the original texture. That way the model will show up with a different texture color. You can skip the complicated steps of KA KS.
[Feb 18, 2025, 3:59:07 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
YGYL
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Re: Meet MarioSambol, our new support team member

I'll say one more material library reform suggestion: it should be changed to a big global texture library. That is, all furniture libraries should share one texture library, and this common texture library might be a separate directory.
The software prioritizes calling textures from this library for all furniture. As an individual user or library author you can either follow the new rules, or you can do it the old way and put the textures for each furniture under each furniture's directory.
The advantage of using a unified common texture is that the size of the furniture library is drastically reduced, possibly by 40-80%!
This is because the original library of materials had separate catalogs for each furniture in order to not interfere with each other. If I have a set of 50 solid wood furniture pieces, and they are all mapped to the same 2MB PNG file, then all 50 pieces of furniture will have to be duplicated. Then all 50 pieces of furniture would have to store this 2MB PNG image file 49 times over! If we had a common texture library, and we pointed the textures of all 50 pieces of furniture to that one, we would be saving 98MB of occupied space. In fact the whole library, all the furniture as long as they are wood parts could point to this wood texture. Then it would save a lot of footprint.


Also, I've proposed a feature called Object State Version Set before. The function is to record different states of the same object into a recipe, so that users can choose. There are color texture state version SET and dynamic state version SET.
For example:
The same seat has a marble version, a wood version, and a steel version.
The same car has an open door version, a closed door version, a vehicle turn version, and different colors that can be selected with a single click
Dolls can choose different actions (already implemented)
Doors can be quickly selected to open and close without having to slowly change them in the detailed settings
This can be defined by the library author or by the user.
This feature is very versatile!
[Feb 18, 2025, 4:33:26 PM] Show Printable Version of Post    View Member Profile    Send Private Message [Link] Report threatening or abusive post: please login first  Go to top 
Keet
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Re: Meet MarioSambol, our new support team member

No, you're not understanding what I'm saying. What I said is much more advanced. You can think of it as a data structure that uses many low-level parts to form a complex high-level object. For example, it turns out that a tree takes 20MB of OBJ storage, and in this way you can compress it down to 0.5MB.
I would really like to know what the trick behind that is. Schrinking to 1/40 of the original size is huge. Sweet Home 3D is not the very best considering OBJ size. Take for example the Sycamore tree from the Scopia library. It is created in Blender and is around 7.6MB. Export it from Sweet Home 3D and the resulting OBJ file is 18.8MB. Efficient? Not really and that is putting it mild. Import that export in Blender and export it again and the size shrinks back to 7.6MB. But what you mention is something entirely different.
You may have read in one of my other posts that, besides developing 3D models, I work mainly with very large projects. And those are causing problems in Sweet Home 3D because of their size. Having the tools to considerably shrink objects is very welcome.
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