![]() ![]() FYI I once found a coat peg in a model with 30,000 faces in it using Goldilocks. ![]() If you set the layers you want to be transparent to have a color that is not 100 opaque, you can then select Color by Layer from the upper right button in the Layers palette. That color can have transparency (the slider is labelled Opacity). The actual value is meaningless, what you want in your model is roughly similar edge density throughout - if you spot something with way higher edge density, may be worth checking it out. In the Layers palette each layer has a color associated with it. eg If a Component takes up 100 pixels wide in the SketchUp viewport, you don't need 10,000 faces in its geometry - its just a waste of space which will have zero difference in render quality.Įdge Density is the number of edges in a Component divided by volume of Component to give a normalized "edges per unit volume". In Geometry mode, Goldilocks calculates for the current viewpoint the Edge Density for your Groups and Components. What it reveals is when you've imported a texture that is much higher resolution than required - I've found textures of 14000 x 14000 used on a tiny face in the corner of a room! I selected the mirror, copied it and pasted it into a new file which I saved as a png with a transparent background. ![]() I started with a jpeg photo of a mirror on a tiled wall. I’m working with Sketchup Pro 2016 on a Mac OS 10.12.6. As in, it will make zero difference to render quality (for any renderer) and just bloat your file. Problems importing a png and retaining transparent background. Only fills, strokes and texts can recive transparency. eg If a face takes up 100 pixels wide in the SketchUp viewport, you don't need a texture of 4000 wide for its material. I want to import a jpeg into layout of a logo that I have saved with a transparent background, so that only the letters appear. As far as I know there isnt an option to set image transparency in LO. In Texture mode, Goldilocks calculates for the current viewpoint how many texture pixels are mapping to each viewport pixel for your materials. It has 2 modes for testing: Texture and Geometry Are your assets consistent in their resolution. Goldilocks is a tool for testing whether the assets you have in your model are of the appropriate resolution for the current viewpoint. ![]()
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