USA
Joined: Mar 25, 2015
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Re: Sweet Home 3D 5.2
Emmanuel -
Alas, a few minutes ago I saved a home plan using SH3D 5.2 beta 1 -- and it recursively saved itself.
I had just finished adding the latest version of my largest 'furniture' model*; it contains a couple dozen defined materials, of which I remap at least half to a new texture. I know in at least one case I made use of a self-referential texture -- that is, under 'Materials,' I opened a defined texture, selected the existing texture in order to add it to the array of thumbnails, and clicked 'OK'; I then opened another material definition, clicked 'Texture,' and selected the thumbnail I previously added.
I have no idea why it chose to save recursively in this instance when in earlier tests with the beta I had intentionally made use of self-referential textures in a model without triggering the erroneous save.
After I take a break, I'll return the redefined textures in the recently added model to their defaults and save the project again; with luck, clearing the reference will allow SH3D to store the file correctly.
Please let me know if there are any tests or information you need from me.
Thanks, maz
* It models two decks with railings, an external stairway from one deck to the next, a triangular section of infrastructure that serves as walls and ceiling for an interior stairway and support for the exterior stairway, and carved exterior trim boards along the edges of the decks and stairs. I import it as a 17+ Mb KMZ file I generate from Sketchup; however, a single texture accounts for nearly 8 Mb of the total.
Netherlands
Joined: Sep 26, 2009
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Re: Sweet Home 3D 5.2
You may want to check your textures. There's a longstanding advice that textures be no bigger than approx 1000 pixels wide or long. An 8 MB texture seems to be quite a big bigger than that.
USA
Joined: Oct 6, 2015
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Re: Sweet Home 3D 5.2
I had just finished adding the latest version of my largest 'furniture' model*; it contains a couple dozen defined materials, of which I remap at least half to a new texture. I know in at least one case I made use of a self-referential texture -- that is, under 'Materials,' I opened a defined texture, selected the existing texture in order to add it to the array of thumbnails, and clicked 'OK'; I then opened another material definition, clicked 'Texture,' and selected the thumbnail I previously added.
It sounds like; by adding that new texture to an existing array of thumbnails, SH3D decides it's a new sub-compilation of the original, creating a sub-directory of the original instead of just updating the original.
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[Edit 1 times,
last edit by HawkDawg at Jan 17, 2016, 2:01:29 AM]
Can the following renderings match what could be expected with the indicated parameters? Common settings: antiAliasing.min = 1; antiAliasing.max = 2; filter = blackman-harris. The times are given on an indicative basis.
BucketRenderer samplerAlgorithm = bucket; rendering time : 01mn 25.56s
SimpleRenderer samplerAlgorithm = fast; rendering time : 06.49s
ProgressiveRenderer samplerAlgorithm = ipr; rendering time : 11.38s
MultipassRenderer samplerAlgorithm = multipass; rendering time : 01mn 49.45s
For information, the final rendering and its duration is similar with the parameters antiAliasing.min=0 and antiAliasing.max=0 for samplerAlgorithm=fast, ipr or multipass.
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EnkoNyito
Variable settings: sampler bucket: +/- 7 seconds (= default settings for plug-in) fast : less than 1 sec ipr: less than 1 sec multipass: not available (where did you get that?)
Additional tests global illumination: default, diffused bounces: 1 --> +/- 7 seconds (= default settings for plug-in) gi: path, db: 1 --> 2:58 min (worst result of these 3 tests) gi: path, db: 2 --> 6:20 min (best result of these 3 tests)
H
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Hans
new website - under constuction hansdirkse.info
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[Edit 2 times,
last edit by hansmex at Feb 2, 2016, 2:08:00 PM]
Joined: May 28, 2015
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Re: Sweet Home 3D 5.2
My configuration : CPU 2 cores, SH3D 0.6 GB max.
For samplerAlgorithm=fast, do you have the same type of rendering?
The multipass parameter is not yet integrated into the plug-in because it is not indicated in the PhotoRenderer.properties file. As the MultipassRenderer.java file is present in the source code, you can test it with a SweetHome3D.l4j.ini file by adding -Dcom.eteks.sweethome3d.j3d.PhotoRenderer.highQuality.samplerAlgorithm=multipass .
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EnkoNyito