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Re: Sweet Home 3D 3.0
Puybaret, Thanks for your answer. And maybe what I am seeing is only a difference of tweaks made between the two renderers. I only have time to show a very small sample of what I see as sun shadows unfortunately, but maybe it will give you an idea of what I see. It is a subtle difference, and I might be making a mountain out of a mole hill, and I do apologize if I am.
This is 3.0 v8 This time is 9pm with the sun at 120 degrees
This is 3AM Sun at 240 degrees which is as far as I could get the source of light away from the scene
This is 2.6 with the Advanced Renderer
The files are as close to the same as I could get. And I do have to say I am very happy and pleased at the Sunflow ability now to handle transparent textures, and thank you for adding this into SH3D. Almost all my trees have them.
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Re: Sweet Home 3D 3.0
change the toggle magnetism short cut from the Shift key to Ctrl+Shift keys (or alt+Shift under Mac OS X), and use the Shift key for horizontal/vertical move + proportional resizing,
I'm all for that! Sounds good to me. Yes, that's what other programs do and that is what I'm used to. :D
I have yet to test the latest beta. Been kinda busy lately. I am eager to check it out though!
Joined: Jul 8, 2010
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Re: Sweet Home 3D 3.0
Good evening,
Google Translation
Matte or glossy option for walls is really interesting. Is it possible to integrate it on the furniture? The interest would be to choose a color or texture of the furniture in SH3D and have a look painted or not.
Another topic. Is it possible to lock the base plane, which prevents accidental mishandling while leaving the possibility of having access to the parameters of a wall or object, without needing to unlock?
Sorry about this translation Google
FR: L'option mat ou brillant pour les murs est vraiment intéressante. Est il possible d'intégrer cette option sur le mobilier? L'intérêt serait de pouvoir choisir une couleur ou une texture du meuble dans SH3D et d'avoir un aspect laqué ou non.
Autre sujet. Est il possible de pouvoir verrouiller le plan de base, qui empêche ainsi une mauvaise manipulation accidentel tout en laissant la possibilité d'avoir accès aux paramètres d'un mur ou d'un objet, sans avoir besoin de déverrouiller?
UK
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Re: Sweet Home 3D 3.0
Hi Emmanuel,
While testing some ideas, with the new transparency, I've just discovered an interesting bug with 3.0 beta 9.
It should be easy to recreate.
All I did was create a square building, added a floor/ceiling.
Next added a simple rectangle obj with (a 50% Alpha blend) your cloudy sky texture.
Turned off the ceiling light and added 1 light source behind the rectangle at the default 50% brightness.
First render, everything looks great!
Thought I'd take a look at the image on the wall/floor, so moved the point of view to the right.
It's then I discovered the bug.
As soon as the light source goes out of the frame, the centre of the image receives no photons to render.
It get progressively worse the further the light source goes out of the frame.
Tried it several times with different angles.
Then moved the view back to the centre and tried looking down. Here the centre fails to receive photons while the light is still in the edge of the frame.
Once the light goes out of the frame, (as before) it gets worse the further the light is out of the render frame.
It happens with both highest render settings and with yours or my lights.
By the way, thank you for adding the "Keep proportions" tick box! Did you decide not to lock proportions, while editing light bulbs?
I've not had chance to try the tweaked glass colours yet.
db4tech
Edit: To attach file.
Update!
After some further tests I'm not so sure that it is the light source going out of the frame causing the problem. It seems more connected with the Alpha mapped objects angle of view to camera.
---------------------------------------- Alpha test.sh3d
(439571 bytes)
(Download count: 355)
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[Edit 3 times,
last edit by db4tech at Oct 10, 2010, 6:59:20 PM]
UK
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Re: Sweet Home 3D 3.0
Another quick test and a different bug, or could this render problem be connected in someway?
Made a plain white image in GIMP, added an Alpha channel, then used the erasure tool set at different opacity levels, to remove areas from the image.
All levels (apart from full opacity) render with the same level of opacity, not sure if that is how it is meant to be? That's not the bug though! The bottom 2 left discs have 100% opacity yet they are the only discs that render as none translucent?
Here is the reduced size image produced in GIMP used as a test Alpha texture. I've had to add a beige background, so the different levels of opacity can been seen against the white background of the forum.
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Re: Sweet Home 3D 3.0
Just a quick render. I finally saw the texture option for the furniture and tried it out on the corner desk: I don't know if I can make that texture rotate so that it's not diagnal:
Netherlands
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Re: Sweet Home 3D 3.0
Pencilart,
It doesn't help (very much) if you rotate the texture. Try the following: take a box and apply a texture. Then rotate the box and watch what happens in the 3D window.
You'll see that the texture is applied correctly on the top and two opposing sides. The other two opposing sides are diagonally striped.
It's the same with every other model that you apply textures to. Sometimes it's understandable (textures can never cover a sphere properly), sometimes it's not so easy to understand (as with the box).
Personally, I'm glad we can apply textures, and I don't complain about imperfections.
Hans
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Hans
France
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Re: Sweet Home 3D 3.0
Hello,
The beta 10 is out! - It fixes the bug on transparent textures mentioned by db4tech (note that the fix will let transparent textures appear clearer). - To reduce Photo and Video creation dialog height and improve their quite weird layout, I replaced quality info labels by tooltips with a special behavior: the tooltip appears when you roll over the quality slider and also when you click on it. - Fixed this bug in Export to OBJ format feature - Changed the color of the Sun light depending on the hour of the day. - Used Silk rendering / Uber shader at best quality rendering along with a light ambient occlusion effect to avoid dark zones when they don't receive sun light.
In fact, I had to make choices about the rendering for performance sake and to avoid the white spots that may appear with silk rendering when no texture is applied to the sky. So here are the rules: - At the 3rd quality level and in Aerial view mode, shiny surfaces are computed with SunFlow shiny shader that lets appear a reflect (as in Beta 9). It's less nice but much faster to compute. - At the best quality level in Virtual visit mode, shiny surfaces are computed with SunFlow Uber shader that gives a silk effect, and ambient occlusion is always on to avoid very dark shadows. - In Aerial view mode, the texture applied to the sky is never used, because I find the shadow effect computed with sun sky gives really nice results (this was the behavior of Sweet Home 3D version 2.6, but not in previous beta versions). If this really annoys you or if you really want silk effect or prefer ambient occlusion (which is nevertheless very dark), you can still elevate the user's point of view in Virtual visit mode at a location similar to Aerial view mode.
I hope these behaviors aren't too complicated. If you just oppose 3rd to 4th quality, and Aerial view to Virtual visit modes, they should feel quite logical and (almost) intuitive for beginners. In a way, there isn't much difference with version 2.6, except that best quality is better and most consistent (at best quality level, ambient occlusion is always on and gives the same shadows whether you apply a texture to the sky or not).
@whippetsleek During the night, there's no sun (I don't mean it's hidden, I mean the sun and the sky are not computed at all), so changing time from sunset to sunrise won't change anything. I don't see much difference in the two images you show, anti aliasing apart.
@PtiNounours
Matte or glossy option for walls is really interesting. Is it possible to integrate it on the furniture?
This option should appear in a coming beta. I just hope that the furniture modification dialog won't get too complicated (no I don't want to add some tabs at this moment ).
Another topic. Is it possible to lock the base plane, which prevents accidental mishandling while leaving the possibility of having access to the parameters of a wall or object, without needing to unlock?
Even if it's easy to program, I'd rather not. Locking the base base plan must remain simple on a selection point of view.
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Emmanuel Puybaret, Sweet Home 3D creator