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Messages - Ryuu

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631
I just noticed that I need to restart Sketchup when opening other files. If not, current materials in the material editor does not refresh to the new opened scene file.

This works correctly for me. It may be related to some specific material properties in the scenes. So if you can, please submit a bug report to Mantis with some testing scenes attached. If this happens in some scenes you don't want to share publicly, you can upload them via our private uploader: https://corona-renderer.com/upload/

632
We're not using the C API since that allows only reading/writing the SketchUp scene files, not runtime interaction with the SketchUp itself. For that we're using the Ruby API.

There have been some changes from 2015 to 2016 with most of them apperently undocumented. It was very time consuming to test all our changes with  both versions and to modify code which works perfectly in 2016 to work in 2015 as well (without breaking functionality for 2016 and testing that again).

633
Just FYI, since it was already mentioned in the latest release e-mail: We have decided to discontinue support for SketchUp 2015. This will hopefully allow us a bit faster development.

634
Do you mean that when you select a face, its material should be auto-selected in the editor (which is impossible as there can be two different materials applied on the face), or that the applied materials should just somehow be tagged/highlighted in the editor's material list?

635
The problem with auto-selecting material from a selected face is that you can have different materials applied to both sides of the face. That's the reason why this is done through the "Selected" tab. This way you can also select more complex object and see all the materials applied to its components.

The material preview will definitely be resizable in the future. Unfortunately that may take some time since I'm currently busy with some non-sketchup things. I still hope I'll get to releasing at least some updates and fixes to the material editor soon, but I can't make any promises right now.

636
[Max] Daily Builds / Re: Daily Builds
« on: 2016-03-22, 14:10:16 »
but I don't understand is simply just how 100% is different from another 100% load, that's all

It's not that unheard of, really. All the reports of 100% utilization really mean that there is some thread scheduled on the CPU 100% of the time. And that thread may be doing some heavy computation on the data available, or it can be mostly just waiting for the memory controller to fetch the data. In both cases, you'll still see 100% utilization in the task manager (or anything else measuring the utilization), but the effects on temperature will be vastly different. There are also other funny factors like CPU switching off power for unused parts of the pipeline and so on.

637
Yeah, there is a bug causing materials applied to groups/components not being used for rendering. This is already fixed in my internal build and I'll do a new release as soon as I have time for it.

638
I'm already using the observer to sync material changes made from SketchUp editor, but I completely missed that it also gives me the currently selected material. That's great, thanks for the tips.

639
Yeah, this is planned as soon as I figure out how to do that and have time to implement it. I'd like to do both material picking and painting (the current "Apply to Selected" method is very slow). In the meantime there is a "workaround" where you can select an object in scene and click on the "Selected" tab in the top-left corner of the material editor. This will display only the materials applied on selected object(s).

Btw, does anyone have any tips how to handle texture previews in UI? I kinda don't like the 3DS Max way where if you apply a map, you just have an "M" next to the property and have to click it (which brings you to another menu) to actually see how this map looks like. On the other hand if I were to continue with my current scheme, all the texture previews would take a lot of space. I'd like to reach some middle ground, where you can easily see the applied textures without cluttering the UI too much.

640
Good catch, thanks for the report. It's already fixed in my internal build. I will do a new release tomorrow, hopefully with a few more fixes.

641
I fixed that once already, but it seems that it slipped back when porting the plugin to SketchUp 2016, since it behaves a bit differently there than in the older version.

Will be fixed in next release. Thanks for the notice.

642
[Max] Daily Builds / Re: Daily Builds
« on: 2016-02-29, 10:18:59 »
Regarding the Windows Defender, instead of totally disabling it, you can just set exceptions for certain folders (e.g. the Max installation folder or the folders where you keep the scenes). This way it will still protect your system without slowing down your work that much.

643
I have the same problem for SU`2015(x32) with plugins and for SU`2016(x32) clean inslallation. Windows 10.

We don't have 32-bit version of Corona, so there's no way to make it work with 32-bit version of SketchUp. You will need to switch to the 64-bit version of SketchUp to use Corona.

644
Just FYI, the "Render Only" option can remain checked if you don't need to see all the scattered geometry in SketchUp viewport.

645
Did you select "Full Geometry" instead of "Proxies"? There are no Skatter proxies for Corona yet.

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