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	<title>
	Comments on: Clay Rendering	</title>
	<atom:link href="https://www.digitalurban.org/blog/2008/08/21/clay-rendering/feed/" rel="self" type="application/rss+xml" />
	<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/</link>
	<description>Data, Cities, IoT, Writing, Music and Making Things</description>
	<lastBuildDate>Tue, 23 Feb 2010 09:42:36 +0000</lastBuildDate>
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		<title>
		By: Anonymous		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2777</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Tue, 23 Feb 2010 09:42:36 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2777</guid>

					<description><![CDATA[is there any way to import shape file from google sketch up to landxplorer? is there any way to do so?]]></description>
			<content:encoded><![CDATA[<p>is there any way to import shape file from google sketch up to landxplorer? is there any way to do so?</p>
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		<title>
		By: Ben Arch		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2776</link>

		<dc:creator><![CDATA[Ben Arch]]></dc:creator>
		<pubDate>Fri, 04 Dec 2009 16:34:45 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2776</guid>

					<description><![CDATA[Found a great program for getting great renders from sketchup for free, check out this blog it has all the details http://www.alexschreyer.net/cad/rendering-sketchup-models-with-kerkythea/]]></description>
			<content:encoded><![CDATA[<p>Found a great program for getting great renders from sketchup for free, check out this blog it has all the details <a href="http://www.alexschreyer.net/cad/rendering-sketchup-models-with-kerkythea/" rel="nofollow ugc">http://www.alexschreyer.net/cad/rendering-sketchup-models-with-kerkythea/</a></p>
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		<title>
		By: tech		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2775</link>

		<dc:creator><![CDATA[tech]]></dc:creator>
		<pubDate>Tue, 30 Jun 2009 13:00:44 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2775</guid>

					<description><![CDATA[have you tried supodium the free evaluation limits you to 500px by 500px but apart from that its fab. I used it here www.whettonandgrosch.co.uk/production office.html&lt;br /&gt;And you can download it from here www.suplugins.com&lt;br /&gt;Hope this helps]]></description>
			<content:encoded><![CDATA[<p>have you tried supodium the free evaluation limits you to 500px by 500px but apart from that its fab. I used it here <a href="http://www.whettonandgrosch.co.uk/production" rel="nofollow ugc">http://www.whettonandgrosch.co.uk/production</a> office.html<br />And you can download it from here <a href="http://www.suplugins.com" rel="nofollow ugc">http://www.suplugins.com</a><br />Hope this helps</p>
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		<title>
		By: Anonymous		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2774</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Tue, 09 Sep 2008 03:28:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2774</guid>

					<description><![CDATA[You could also try the Vray plugin for SU.]]></description>
			<content:encoded><![CDATA[<p>You could also try the Vray plugin for SU.</p>
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		<title>
		By: Sorbus		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2773</link>

		<dc:creator><![CDATA[Sorbus]]></dc:creator>
		<pubDate>Thu, 28 Aug 2008 00:00:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2773</guid>

					<description><![CDATA[Yes, using several apps is a pain, but Blender is ideal as the content can then be viewed interactively in real-time – even as cross platform, portable runtimes. Rough workflow for static renders or realtime version as follows:&lt;br/&gt;&lt;br/&gt;In Google SketchUp (free version, but check the licence!)&lt;br/&gt;- Make sure normals face the right way.&lt;br/&gt;- Try to keep faces as &#039;quads&#039; rather than n&#039;gons as SU&#039;s triangulation on export is poor/unpredictable.&lt;br/&gt;- Turn &#039;view hidden geometry&#039; on, switch to wireframe view, select all, switch to shaded view and &#039;hide&#039; the still-selected edges. This stops edges as well as faces being exported.&lt;br/&gt;- Export KMZ, rename file ext. to &#039;.zip&#039;, unzip and locate the .dae file within.&lt;br/&gt;&lt;br/&gt;In Blender (also free)&lt;br/&gt;- Delete the default object. Use the newest collada importer on the .dae file and check Blender units match scale. Users often let 1 Blender unit = 1 metre.&lt;br/&gt;- Import puts the model in a new &#039;scene&#039;. Go to the &#039;shading&#039; and &#039;world&#039; panel and make sure &#039;WO:World&#039; (the default one) is selected. Now AO rendering is allowed again – whether for standard rendering or UV maps for realtime use. Next steps are just for realtime use:-&lt;br/&gt;- Select the mesh, go into edit mode, press &#039;u&#039; to UV unwrap the mesh with &#039;unwrap (smart projections)&#039; – the most efficient for buildings/massing models. Here&#039;s where SU&#039;s poor triangulation can lead to inefficient or lower quality UV layouts.&lt;br/&gt;- Split the main view panel to show &#039;UV/Image Editor&#039; and create a new image using an OpenlGL friendly size.&lt;br/&gt;- Finally... Use the &#039;Bake render meshes&#039; to bake the ambient occlusion to this new image. Tweak AO quality setting as required, saving the resulting UV mapped image.&lt;br/&gt;- If the interactive parts from the old &#039;walkthrough.blend&#039; file are used, an interactive runtime file can be produced with gravity, &#039;solid&#039; surfaces, mouse and keyboard controls. That&#039;s where making sure the scale is correct pays off!&lt;br/&gt;&lt;br/&gt;Check this Blender file to get an idea of its potential - the framerate of newer Blender versions (2.47) is much improved. Choose &#039;start game&#039; to play it: http://www.archive.org/download/mikepanblendergameenginedemo_0/gt7a_packed.blend&lt;br/&gt;&lt;br/&gt;If you&#039;d like more or examples for a new blog article, post a reply with contact details and I&#039;ll get in touch with you...&lt;br/&gt;&lt;br/&gt;Sorbus]]></description>
			<content:encoded><![CDATA[<p>Yes, using several apps is a pain, but Blender is ideal as the content can then be viewed interactively in real-time – even as cross platform, portable runtimes. Rough workflow for static renders or realtime version as follows:</p>
<p>In Google SketchUp (free version, but check the licence!)<br />&#8211; Make sure normals face the right way.<br />&#8211; Try to keep faces as &#8216;quads&#8217; rather than n&#8217;gons as SU&#8217;s triangulation on export is poor/unpredictable.<br />&#8211; Turn &#8216;view hidden geometry&#8217; on, switch to wireframe view, select all, switch to shaded view and &#8216;hide&#8217; the still-selected edges. This stops edges as well as faces being exported.<br />&#8211; Export KMZ, rename file ext. to &#8216;.zip&#8217;, unzip and locate the .dae file within.</p>
<p>In Blender (also free)<br />&#8211; Delete the default object. Use the newest collada importer on the .dae file and check Blender units match scale. Users often let 1 Blender unit = 1 metre.<br />&#8211; Import puts the model in a new &#8216;scene&#8217;. Go to the &#8216;shading&#8217; and &#8216;world&#8217; panel and make sure &#8216;WO:World&#8217; (the default one) is selected. Now AO rendering is allowed again – whether for standard rendering or UV maps for realtime use. Next steps are just for realtime use:-<br />&#8211; Select the mesh, go into edit mode, press &#8216;u&#8217; to UV unwrap the mesh with &#8216;unwrap (smart projections)&#8217; – the most efficient for buildings/massing models. Here&#8217;s where SU&#8217;s poor triangulation can lead to inefficient or lower quality UV layouts.<br />&#8211; Split the main view panel to show &#8216;UV/Image Editor&#8217; and create a new image using an OpenlGL friendly size.<br />&#8211; Finally&#8230; Use the &#8216;Bake render meshes&#8217; to bake the ambient occlusion to this new image. Tweak AO quality setting as required, saving the resulting UV mapped image.<br />&#8211; If the interactive parts from the old &#8216;walkthrough.blend&#8217; file are used, an interactive runtime file can be produced with gravity, &#8216;solid&#8217; surfaces, mouse and keyboard controls. That&#8217;s where making sure the scale is correct pays off!</p>
<p>Check this Blender file to get an idea of its potential &#8211; the framerate of newer Blender versions (2.47) is much improved. Choose &#8216;start game&#8217; to play it: <a href="http://www.archive.org/download/mikepanblendergameenginedemo_0/gt7a_packed.blend" rel="nofollow ugc">http://www.archive.org/download/mikepanblendergameenginedemo_0/gt7a_packed.blend</a></p>
<p>If you&#8217;d like more or examples for a new blog article, post a reply with contact details and I&#8217;ll get in touch with you&#8230;</p>
<p>Sorbus</p>
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		<title>
		By: Cecile Muller		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2772</link>

		<dc:creator><![CDATA[Cecile Muller]]></dc:creator>
		<pubDate>Tue, 26 Aug 2008 21:49:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2772</guid>

					<description><![CDATA[If you use SketchUp, why not use one of the render engines for SketchUp such as SUPodium ? (and if you have 3dsmax, why use SketchUp at all) ?&lt;br/&gt;&lt;br/&gt;Using the same product for both modeling and rendering might ease the workflow. :-)]]></description>
			<content:encoded><![CDATA[<p>If you use SketchUp, why not use one of the render engines for SketchUp such as SUPodium ? (and if you have 3dsmax, why use SketchUp at all) ?</p>
<p>Using the same product for both modeling and rendering might ease the workflow. 🙂</p>
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		<title>
		By: Anonymous		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2771</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Mon, 25 Aug 2008 00:51:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2771</guid>

					<description><![CDATA[Try this one:&lt;br/&gt;&lt;br/&gt;Rendering SketchUp models with Kerkythea&lt;br/&gt;&lt;br/&gt;&lt;a&gt;http://www.alexschreyer.net/cad/rendering-sketchup-models-with-kerkythea/&lt;/a&gt;]]></description>
			<content:encoded><![CDATA[<p>Try this one:</p>
<p>Rendering SketchUp models with Kerkythea</p>
<p><a>http://www.alexschreyer.net/cad/rendering-sketchup-models-with-kerkythea/</a></p>
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		<title>
		By: Anonymous		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2770</link>

		<dc:creator><![CDATA[Anonymous]]></dc:creator>
		<pubDate>Sat, 23 Aug 2008 16:42:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2770</guid>

					<description><![CDATA[What part of this looks like clay?]]></description>
			<content:encoded><![CDATA[<p>What part of this looks like clay?</p>
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		<title>
		By: Stephen Guerin		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2769</link>

		<dc:creator><![CDATA[Stephen Guerin]]></dc:creator>
		<pubDate>Fri, 22 Aug 2008 04:50:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2769</guid>

					<description><![CDATA[We&#039;ve experimented with some Sketchup -&gt; Blender using KML as the go between.&lt;br/&gt;&lt;br/&gt;Here&#039;s a SU model of our workspace, &lt;a href=&quot;http://www.sfcomplex.org&quot; rel=&quot;nofollow ugc&quot;&gt;Santa Fe Complex&lt;/a&gt;, rendered in Blender:&lt;br/&gt;&lt;a href=&quot;http://www.santafecomplex.org/SantaFeComplex_green.jpg&quot; rel=&quot;nofollow ugc&quot;&gt;http://www.santafecomplex.org/SantaFeComplex_green.jpg&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;And here&#039;s some Venice boats also modeled in SU and rendered in Blender:&lt;br/&gt;&lt;a href=&quot;http://www.redfish.com/Venice/Venice4BoatsRender.jpg&quot; rel=&quot;nofollow ugc&quot;&gt;http://www.redfish.com/Venice/Venice4BoatsRender.jpg&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;Relatedly, here&#039;s a Venice building footprint GIS shapefile extruded and rendered in Blender:&lt;br/&gt;&lt;a href=&quot;http://www.redfish.com/Venice/VeniceCityScape_Blender.jpg&quot; rel=&quot;nofollow ugc&quot;&gt;http://www.redfish.com/Venice/VeniceCityScape_Blender.jpg&lt;/a&gt;&lt;br/&gt;&lt;br/&gt;Skylights are still a little bit of a pain to set up in Blender...but it&#039;s improving every month! We&#039;re excited by the apricot.blender.org project to get improvements to Blender&#039;s real-time game engine which should be helpful to DigitalUrban fans.]]></description>
			<content:encoded><![CDATA[<p>We&#8217;ve experimented with some Sketchup -> Blender using KML as the go between.</p>
<p>Here&#8217;s a SU model of our workspace, <a href="http://www.sfcomplex.org" rel="nofollow ugc">Santa Fe Complex</a>, rendered in Blender:<br /><a href="http://www.santafecomplex.org/SantaFeComplex_green.jpg" rel="nofollow ugc">http://www.santafecomplex.org/SantaFeComplex_green.jpg</a></p>
<p>And here&#8217;s some Venice boats also modeled in SU and rendered in Blender:<br /><a href="http://www.redfish.com/Venice/Venice4BoatsRender.jpg" rel="nofollow ugc">http://www.redfish.com/Venice/Venice4BoatsRender.jpg</a></p>
<p>Relatedly, here&#8217;s a Venice building footprint GIS shapefile extruded and rendered in Blender:<br /><a href="http://www.redfish.com/Venice/VeniceCityScape_Blender.jpg" rel="nofollow ugc">http://www.redfish.com/Venice/VeniceCityScape_Blender.jpg</a></p>
<p>Skylights are still a little bit of a pain to set up in Blender&#8230;but it&#8217;s improving every month! We&#8217;re excited by the apricot.blender.org project to get improvements to Blender&#8217;s real-time game engine which should be helpful to DigitalUrban fans.</p>
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		<title>
		By: mangrenade		</title>
		<link>https://www.digitalurban.org/blog/2008/08/21/clay-rendering/#comment-2767</link>

		<dc:creator><![CDATA[mangrenade]]></dc:creator>
		<pubDate>Thu, 21 Aug 2008 20:15:00 +0000</pubDate>
		<guid isPermaLink="false">http://digitalurban.net/?p=1590#comment-2767</guid>

					<description><![CDATA[Well, there is a legitimate (albeit temporary) way around the financial hurdle.  After completing a model and generating the scenes/pages you want in Google SketchUp, you can download and install a trial version of SketchUp Pro that will not expire until it is used for eight total hours.  Export a 3ds file quickly with Pro, so that you can use SketchUp Pro as an exporter in the future.  Then, install the 30 day free version of 3DMax.  It&#039;s not the best solution, but it&#039;s something.]]></description>
			<content:encoded><![CDATA[<p>Well, there is a legitimate (albeit temporary) way around the financial hurdle.  After completing a model and generating the scenes/pages you want in Google SketchUp, you can download and install a trial version of SketchUp Pro that will not expire until it is used for eight total hours.  Export a 3ds file quickly with Pro, so that you can use SketchUp Pro as an exporter in the future.  Then, install the 30 day free version of 3DMax.  It&#8217;s not the best solution, but it&#8217;s something.</p>
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