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Re: Sweet Home 3D 3.0
Maybe someone has figured out a way to do this... But I seem to be having a lot of trouble splitting the circular walls and keeping my radius the same size. I can't split the walls to paint them different colors, nor to resize the wall without it moving both end points and changing size. I can make many separate circular walls and do what's needed to be done, but I would like to know if anyone has found a faster way.
Netherlands
Joined: Sep 26, 2009
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Re: Sweet Home 3D 3.0
Chris,
In Modify walls you can only change the X,Y coordinates, not the radius. Example:
- I draw a wall that has XY coordinates 0,0 and 300,0 with highest point of arc at 150,100 - using Modify wall I change the coordinates, so that the "new" wall has XY coordinates 0,0 and 500,0 - the result is that the highest point of the arc is now at 250,150
That means that the form of the arc stays the same, only the size changes.
What is needed is - an option to change the angle of the arc which is indicated in the small yellow pop-up window next to the cursor when you draw the arc. - the option to hit Enter to get access to that yellow pop-up, so you can use the keyboard to enter exact length and angle, just as when drawing a "normal" wall.
Maybe this could be a future feature?
Hans
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Hans
France
Joined: Nov 7, 2005
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Re: Sweet Home 3D 3.0
[...] the option to hit Enter to get access to that yellow pop-up, so you can use the keyboard to enter exact length and angle, just as when drawing a "normal" wall.
That option already exists. Just press Ctrl + Enter (or Alt + Enter under Mac OS X) as you would press mouse button + Ctrl or Alt key.
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Emmanuel Puybaret, Sweet Home 3D creator
France
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Re: Sweet Home 3D 3.0
Tonight, I updated the current version to Beta 15, with the following bug fixes and enhancements: - Used blackman-harris filter instead of gaussian in best quality rendering (thank you Hans for your great tests), - Improved front clip distance in aerial view to ensure carpets and thin objects will be better rendered when seen from from far, - Found an algorithm to approximate the shadow of 3D models with numerous vertices and ensure second rendering quality will go faster and won't fail, - Improved viewpoint management to prevent storing two viewpoints at the same location or with the same name, - Added a combo box at the second call of Store point of view dialog to let the user choose an existing point of view, - Added some tool tips on Mirrored et Part of base plan check boxes in furniture modification dialog, - Added colored light sources to default catalog, - Made light sources not deformable (applicable only to light sources delivered from this beta version), - Changed the indicator and the behavior at the bottom left of lights to change their power. We're getting closer to version 3.0 now.
And to answer to a (quite) old question:
It doesn't work on my Ubuntu PC: I tried it before writing my reply, and now tried it again... Maybe I'm doing something wrong?
Hans, maybe the shortcut Ctrl + Enter is associated to something else in your system? Does it work for other Linux users?
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Emmanuel Puybaret, Sweet Home 3D creator
France
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Re: Sweet Home 3D 3.0
Thank you Hans for your feedback. My work outside is over now, so I have time to finish programming this version 3.0. Then, I'll have to start an other job, but that's an other story...
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Emmanuel Puybaret, Sweet Home 3D creator
France
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Re: Sweet Home 3D 3.0
Here's the Beta 16 with the following new features and bug fixes: - Recovered auto saved files at program launch to let user review them after a crash. I reproduced the auto save / auto recover behavior of MS Word in Sweet Home 3D. Please try if it works correctly, by simply crashing the program and relaunching it. - Added Arc extent spinner to Wall modification dialog to adjust round wall after its creation. - Added Unchanged / Mat / Shiny radio boxes to Furniture modification dialog to control furniture shininess. - Placed by default the compass at the left of the plan for existing homes (thank you Hans for this suggestion). - Kept a free zone at the furniture center of small pieces to be able to move them without deselecting them first. - Took into account light furniture angle to place correctly the light sources it contains. - Reviewed 3D normals in the furniture models of the default catalog to ensure these pieces render correctly (I'm still astonished that nobody complained about that one during all the past years!) - Added the five following lights to the default catalog (I felt that new users who didn't install any SH3F files yet, wouldn't understand the purpose of lights if they had only light sources!). Floor uplight
Spot light
Pendant lamp
Work lamp
Wall uplight
This will probably be one of the latest beta version with new features. I may add mouse wheel zoom on cursor if it isn't too difficult and fix a few minor bugs, but globally, I feel we have now a pretty nice version 3.0 within reach. Thus, it's going to be translators' turn and I'll try to improve help files to describe how to create photos and videos with lights.
Thank you for your support
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Emmanuel Puybaret, Sweet Home 3D creator
Netherlands
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Re: Sweet Home 3D 3.0
Emmanuel,
Just gave the beta 16 a short test drive. First impression is VERY good! - The auto recovery now works like a charm: it opened all 50 or so recovery files for review! HAHAHA The good news is, that it then deletes the temporary file, so that the recovery directory doesn't clog up with old files. Great! I now have the purple pond file I had intended for the design contest. - Arc extend modifier: great! - Unchanged, matt, shiny: great! - Repositioned compass: GREAT! (I have the habit to start my designs at > 0,0 <, so this is very welcome. - Free zone: have to find out more about that one. - 3D normals: I'm not sure what you mean, or what that is. However, maybe later tonight or tomorrow I may succeed in making a cube with a "normal" texture. I think I finally found out how to apply a texture correctly. - Lights: great! I noticed all existing lights in the library also have a power switch!
I noticed one minor thing: I remember db4tech telling some time ago that he introduced a new routine for Q2 rendering, that did away with the banding. A quick render I did a few minutes ago, again showed a lot of banding. Maybe it's accidental, I'd have to investigate more.
Hans
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Hans