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  • Bugs? and Comments

    1. In the reflection layer, 100% white is 100% reflective, and black is 0% reflective. However, when you go to the fresnel map, perpendicular (which should be less reflective) is white and parallel (which should be very reflective) is black. Am I missing something, or is that backwards?

    2. Not sure what you guys did, but v-ray has stopped crashing/is much more stable now.

    3. Still has the strange behavior that sometimes minimizes sketchup when you close a lighting or material box.

    4. I'm not sure whether it is a sketchup issue or a vray issue, but i had a problem with phantom materials. I was getting problems with a few materials in the error log, so i repainted everything with the default material. Despite "select by material" returning 0 results, the problematic materials wouldn't go away. even after deleting (thus reassigning the default) in the sketchup materials pallete, i kept getting the same error until i restarted sketchup. I'm fairly sure that is happening is that components (in my case furniture) that have been deleted from the model still linger in the materials palette even if there are no instances.

    5. I've only had crashes when using super hi res arroway textures that are 6000x6000.

  • #2
    Re: Bugs? and Comments

    1. We should have the same behavior for the fresnel texture as we did in the old 1.05.30 product. I believe we had it inverted for some reason... although the exact reason seems to escape me at the moment. Also, there is a texFalloff texture type, which has Fresnel as an option for the falloff calculation, as well as some other types of falloff, if you haven't had a chance, check it out!.

    2. LOTS of stuff, lol. It's all thanks to our awesome beta testers, they've been on top of reporting bugs lately!

    3. Yeah, we haven't been able to figure out why the SU window flips out like that yet. Maybe one day...

    4. When you delete a component instance, the component definition stays in the scene, with materials applied (this is something sketchup does, not us). Since the materials are applied to something in the scene, they will not be purged by the purge unused materials option in the material editor. If you open the components browser (Window->Components), you should be able to click the little house icon to view all component definitions that exist in your scene. Delete the component definition from here, and you should be able to purge unused materials afterwards.

    5. Excellent to hear! How does this version compare to the 1.05.30 version?(if you used it in the past) Render times faster or slower? Better compatibility with native SketchUp materials/tools? More stable/less stable?
    Best regards,
    Devin Kendig
    Developer

    Chaos Group

    Comment


    • #3
      Re: Bugs? and Comments

      1. In the reflection layer, 100% white is 100% reflective, and black is 0% reflective. However, when you go to the fresnel map, perpendicular (which should be less reflective) is white and parallel (which should be very reflective) is black. Am I missing something, or is that backwards?
      The fresnel is good. Perpendicular should be more reflective. Perpendicular means, perpendicular to the camera and we have white color, so you are going to have more reflection on the perpendicular area than a parallel area. We have black in parallel area so basically is the center of the material. If you change the parallel color to gray for example, we are going to have more reflection on the on the center of the material, thus the material is more reflective, but this effect is not very real. I real live trhe material should be more reflective in the perpendicular area from the camera point of view than in the parallel area.
      You can see how the falloff and fresnel work in the attached link

      http://www.youtube.com/watch?v=jvZd4UAkixE

      Comment


      • #4
        Re: Bugs? and Comments

        Right, and I believe that we're talking about face normals here, not actual geometry. The normal usually is perpendicular to the face, unless you are somehow modifying the direction of the face's normal. So if you drew a line from the camera to a face that is facing the camera, and then drew another line that represented the face's normal, they should be parallel. Maybe you were confused because the face was perpendicular to the camera.
        Best regards,
        Devin Kendig
        Developer

        Chaos Group

        Comment

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