|
Sweet Home 3D Forum » List all forums » » Forum: New versions » » » Thread: Meet MarioSambol, our new support team member |
|
| Print at Dec 18, 2025, 1:11:36 PM | |
| Posted by SpaceMushrooms at Feb 5, 2025, 9:03:59 AM |
Meet MarioSambol, our new support team memberHello Sweet Home 3D community! First of all, thank you all for your incredible support, your active participation in the forum, and for using the app. We truly appreciate it! We’re excited to announce that, moving forward, user MarioSambol will be joining our team to assist with responding to all of your questions. He is going to provide you with prompt, accurate and efficient support aligned with Sweet Home 3D standards, making sure that your experience continues to be as smooth and enjoyable as possible! |
| Posted by dorin at Feb 6, 2025, 6:35:18 PM |
|
Re: Meet MarioSambol, our new support team member Welcome Mario! I hope you will be updated and recommend solutions to mainly use this SH3D + its plugins to solve users problems. I say this because in the last 15 years, this program has grown incredibly in terms of capabilities and functionality. Some of your answers seem outdated, but better than nothing. Don't be surprised if at some point, in some parts, I disagree with you or have other opinions. Again: You are Welcome! ---------------------------------------- A computer program does what you tell it to do, not what you want it to do. Murphy's Law When all else fails, read the instructions. Murphy's Law If you don't like "AS IS", DIY. Dorin's law |
| Posted by MarioSambol at Feb 7, 2025, 11:11:56 AM |
|
Re: Meet MarioSambol, our new support team member Thanks for your honest answer. I try to explain to people the problems they face to the best of my knowledge. Sometimes better, sometimes worse. |
| Posted by SpaceMushrooms at Feb 7, 2025, 1:13:10 PM |
|
Re: Meet MarioSambol, our new support team member Hi Dorin, Thank you for sharing your thoughts with us! We trust that Mario will address any issues or concerns to the best of his abilities. In the meantime, this forum remains a space in which everyone can freely share their thoughts and discuss issues they might be facing with SweetHome3D, so please feel free to contribute wherever you think it's needed. We truly appreciate your input and value the sense of community here! |
| Posted by crackwood01 at Feb 16, 2025, 3:12:57 PM |
|
Re: Meet MarioSambol, our new support team member Hi Mario! Welcome! First Question: when can we expect new functionality, over the years many good suggestions has been posted on this forum, some of them really easy to program. |
| Posted by MarioSambol at Feb 17, 2025, 10:13:33 AM |
|
Re: Meet MarioSambol, our new support team member I sincerely hope that the suggestions regarding the functionality of SH3D, which really make it easier to work in the program and improve it, will be taken into account. I cannot give a time frame, but it is being worked on. |
| Posted by JonnyD at Feb 17, 2025, 10:57:20 AM |
|
Re: Meet MarioSambol, our new support team member I hope the furniture editor will be incorporated into the main program. |
| Posted by Keet at Feb 17, 2025, 12:18:37 PM |
|
Re: Meet MarioSambol, our new support team member I hope the furniture editor will be incorporated into the main program. I hope not. I like is as a separate program. If often have multiple libraries open at the same time which would not work when integrated in Sweet Home 3D.---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by JonnyD at Feb 17, 2025, 1:27:05 PM |
|
Re: Meet MarioSambol, our new support team member Well, if not, the application needs a complete rebuild. You can’t see the the icons, saving takes forever and it needs additional functionality such as deduplication in my opinion. |
| Posted by dorin at Feb 17, 2025, 1:36:37 PM |
|
Re: Meet MarioSambol, our new support team member I hope not too! Reasons: The program will be loaded harder than now. Even so, on this computer (at work) with this configuration: Operating System: Debian GNU/Linux 12 1. With all my libraries (furniture and textures)+plugins start in 30"~35" (33.35")KDE Plasma Version: 6.3.0 KDE Frameworks Version: 6.10.0 Qt Version: 6.7.2 Kernel Version: 6.12.12-amd64 (64-bit) Graphics Platform: X11 Processors: 4 × Intel® Core™ i3-6100T CPU @ 3.20GHz Memory: 7,6 GiB of RAM DDR4 Graphics Processor: Intel® HD Graphics 530 Manufacturer: Dell Inc. 2. A completely new, start in < 5" So,in the current configuration, is not recommended to load too many things from start. ---------------------------------------- A computer program does what you tell it to do, not what you want it to do. Murphy's Law When all else fails, read the instructions. Murphy's Law If you don't like "AS IS", DIY. Dorin's law |
| Posted by Keet at Feb 17, 2025, 1:48:48 PM |
|
Re: Meet MarioSambol, our new support team member Well, if not, the application needs a complete rebuild. You can’t see the the icons, saving takes forever and it needs additional functionality such as deduplication in my opinion. Sounds like you have some problems with the application itself rather than that it is a separate program.You can't see the icons at all or are they too small? Personally I would like a larger image when hovering over the icon and an option to set a different background color for individual icons. Currently you can hardly see a white model on the light background. Slow saving can have several causes. Your system might be slow when writing or you have a very large library with very large models. For me saving a library is almost instant, even with libraries that have 100+ models. I don't see the need for de-duplication. You can only get doubles if you add them multiple times yourself. The correct way is to update an existing model if you have a new version for the library. (Unless of course you want to retain the old version besides the new version.) ETA - Hovering over an icon already shows a larger image of the icon. Even better: it shows with a different background color so white/light colored furniture is better visible. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by JonnyD at Feb 17, 2025, 3:06:45 PM |
|
Re: Meet MarioSambol, our new support team member Icons are far too small for me - and there is no search a iity and the sorting doesn’t seem to work. I use a Mac. However, I still say that these additional apps should be incorporated into the main so that you can edit as you find problems, rather than having to keep opening, editing, saving, re-importing. No reason you can’t still use the separate apps if you wish. |
| Posted by YGYL at Feb 17, 2025, 5:10:27 PM |
|
Re: Meet MarioSambol, our new support team member I said it a couple years ago: the furniture and texture editor should be built in for user convenience. This is not in conflict with the independence of the editor, and those who want to open it independently can do so just as well. But if it's built-in, it's easy for users to modify it. BTW I have 9000 clips in my library, a slow computer will take a few minutes to open, a SDD computer will open a lot faster. I don't think you can choose fewer models just because they open slowly. On the contrary I think a lot of features related to the model library must be enhanced. Because many people will only use this software once. Longer opening time is not a problem for them. But less material or less features related to the material will cause them not to use the software. One way to make it better for everyone is to not load the furniture library by default every time you start it, but you can choose to load all the libraries during the loading process, or load the libraries every time you start it. This will satisfy everyone The material libraries are pretty critical SH3D has to do these in order to grow. I've raised a lot of expectations before~ |
| Posted by Keet at Feb 17, 2025, 5:43:35 PM |
|
Re: Meet MarioSambol, our new support team member Aren't you mixing up the Furniture Library Editor with the Catalog in Sweet Home 3D for some remarks? I said it a couple years ago: the furniture and texture editor should be built in for user convenience. Lets agree to disagree. I don't want it in Sweet Home 3D. It is totally different functionality that many users will never use but does increase the size and loading time of Sweet Home 3D.BTW I have 9000 clips in my library, a slow computer will take a few minutes to open, a SDD computer will open a lot faster. I don't think you can choose fewer models just because they open slowly. Sorry, but then you are doing something wrong. How many of those have you ever used? How many will you never use? For textures I can understand a large set but for models you should have multiple libraries with specific sets of models. Look at the libraries I offer on dodecagon.nl. Small libraries with a specific set of furniture.One of the great advantages of libraries is that you can selectively add and remove libraries to keep the total number of models and textures to only those that you might need for a project. THAT is what is missing in Sweet Home 3D: Selectively load/unload libraries in the catalog WITHOUT having to manually remove libraries and having to restart. On the contrary I think a lot of features related to the model library must be enhanced. Which ones? I'm interested because I can think of a few too but would like to know what others would like to see add/enhanced in the Furniture Library Editor.One way to make it better for everyone is to not load the furniture library by default every time you start it, but you can choose to load all the libraries during the loading process, or load the libraries every time you start it. Similar to what I stated, but I would like to selectively load/unload libraries in the catalog without having to restart. With the next start use the last selection of libraries.---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 18, 2025, 1:42:35 AM |
|
Re: Meet MarioSambol, our new support team member Sorry, but then you are doing something wrong. How many of those have you ever used? How many will you never use? For textures I can understand a large set but for models you should have multiple libraries with specific sets of models. Look at the libraries I offer on dodecagon.nl. Small libraries with a specific set of furniture. One of the great advantages of libraries is that you can selectively add and remove libraries to keep the total number of models and textures to only those that you might need for a project. THAT is what is missing in Sweet Home 3D: Selectively load/unload libraries in the catalog WITHOUT having to manually remove libraries and having This is a bit of a complicated issue to talk about. But I've talked about it some off and on here before. For a product to grow it is necessary to look at the needs of his users and competitors. There are many types of users. The ones who speak often in the forums are definitely the most advanced users. However, due to language reasons and newbie ignorance, more people don't come on this forum to voice their opinions. There are very many more of them than just a few of you. As I said before, there are a few very very powerful and almost free online decoration design rendering sites in China. sh3D will never surpass them, and SH3D's content reaches about 1% compared to theirs. So in this case, who is still in SH3D is very critical. I can say there are the following: students who do scene restoration and improvement, people who count the area before buying a house, people who sell lab equipment, detectives, students who study movie design subplotting, people who repair their own big houses in the countryside, and people who match the on/off diagrams for the smart home control in their own house. And basically nothing else~ Not everyone knows a lot of know how like the masters in the forums. For newbies, they also won't learn or care in which place to switch material library, which material library ~ 99.9% of them will not be on this forum. But they have needs. After you understand the specific needs of these people, you will find that, in addition to the “people who count the square footage of a house before buying it†and “people who sell lab equipmentâ€, they have a great demand for material and material management. They have a great demand for material and material management, and the more material they have, the better. And a lot of the demand is just one-time, use it up and don't use it again. So, there will be no problem of taking up a lot of time every time you start. |
| Posted by YGYL at Feb 18, 2025, 3:05:35 AM |
|
Re: Meet MarioSambol, our new support team member Which ones? I'm interested because I can think of a few too but would like to know what others would like to see add/enhanced in the Furniture Library Editor. As I said before, my position of SH3D is a 3D model placement software. 3D modeling is important. There are a few key pain points I've mentioned before. Like batching what you don't want in SH3D. Or just masking. Shielding doesn't change the size of the material library itself, but the startup doesn't load and doesn't show a preview of the shielded material. You can also restore it by canceling the blocking right away when you don't want to block it yourself. For example, textures can't handle colors in real time. When I have a green marble texture, can I get a red marble texture, purple, black, white with a few mouse clicks. For example the preview of seamless textures, right now the process is not previewable. You have to actually lay it on a flat surface if you want to see the effect, too much trouble. Suggest where the texture preview is, one is full size display, one is 3X3 display Let's say set association selection. There is a library of materials, each material is independent of each other, the only association is the keyword. But if you are not the author of this library, you don't know how to input the keyword of this material. That's why you should make it a style theme page. The creator of the library can put several different objects together and take a screenshot or a photo of the object to create a style page. When the user selects one of the objects of the style in the object bar, the corresponding style page will pop up. In this page, you can click on the object in the photo to select the object in the library. And the style page will not be closed. This is the key bottleneck that must be realized for SH3D to be able to expand its users. For example, expanding the format. It is to take the SH3D file and put it into the library as an object to be called. The benefits are many. First of all, it can save a lot of space in the material library, especially trees and other things that take up a lot of space. There is also the whole set of furniture directly into the. Don't want you delete is, very save time. This function is also very important! |
| Posted by Keet at Feb 18, 2025, 8:27:53 AM |
|
Re: Meet MarioSambol, our new support team member I agree that language is a problem, especially with languages that are difficult to translate with online translation software. Your language is one of the very difficult ones to translate because of a different alphabet and different order of words. I can say there are the following: students who do scene restoration and improvement, people who count the area before buying a house, people who sell lab equipment, detectives, students who study movie design subplotting, people who repair their own big houses in the countryside, and people who match the on/off diagrams for the smart home control in their own house. And basically nothing else~ Yes, there are many different types of users. But I don't think Sweet Home 3D is for one-time users. It is too complex for that. Those users are better off with a simple online solution.As I said before, there are a few very very powerful and almost free online decoration design rendering sites in China. sh3D will never surpass them, and SH3D's content reaches about 1% compared to theirs. So in this case, who is still in SH3D is very critical. Remember that Sweet Home3D is free and Open Source. You can't compare that to paid software although it does a very good job in competing with some paid software. And content? Sweet Home 3D can import multiple 3D formats so the world is your repository.For example the preview of seamless textures, right now the process is not previewable. You have to actually lay it on a flat surface if you want to see the effect, too much trouble. Suggest where the texture preview is, one is full size display, one is 3X3 display That is a very good idea! A preview with an additional 3x3 preview will show how the end result should look. However, there is an additional problem here. The object surfaces as defined in the OBJ file have definitions for how a texture is orientated on the surface (face). A texture is displayed according to those definitions, you can't get around that, Currently we can scale, shift, and rotate a texture but in many cases the difinition is not correctly overruled. Together with texture selection a better system to manipulate the texture orientation and stretching is needed.For example, expanding the format. It is to take the SH3D file and put it into the library as an object to be called. The benefits are many. First of all, it can save a lot of space in the material library, especially trees and other things that take up a lot of space. There is also the whole set of furniture directly into the. Don't want you delete is, very save time. This function is also very important! You can do that! You can "Select all on all levels" (might need the Advanced edit plugin, I am not sure). Then you can export your complete project to an OBJ file and import it into a library (or use it as just the OBJ/MTL file).For example, textures can't handle colors in real time. When I have a green marble texture, can I get a red marble texture, purple, black, white with a few mouse clicks. True. It is because Sweet Home 3D only supports a small set of the MTL properties for colors and textures:Ka and Kd are supported but the specular color Ks is not supported. map_Kd is the only property supported for textures. It is a simple reference to an image that is used as the texture. Sweet Home 3D does nont support the other texture properties (map_Ka, map_Ks, map_Ns, map_d) that allows textures to become real life like. That is why you can't set a different color for the same texture, the texture and color components are not split. I too would really like to see support for the other texture properties but this is very difficult to implement. I am not even sure it can be done with Java. It does make the 3D processing a lot heavier. Not everyone knows a lot of know how like the masters in the forums. For newbies, they also won't learn or care in which place to switch material library, which material library ~ 99.9% of them will not be on this forum. True, but I think we have multiple expert users here that give great support to newbies. Each has their own specialties. The forum is a huge knowledge base that is almost as important as Sweet Home 3D itself. Without it Sweet Home 3D would be a lot less useful for newbies.I do agree that some functionality can and should be made easier. The idea for loading/unloading libraries is one of them. The import of a new library is logical but can be made much easier. You can't remve a library in the user interface! The idea I proposed for loading/unloading libraries should solve this. The import function for libraries remains to copy a library to the install directory to make it available for selection. For materials something similar can be thought of although you can import external images for textures. As you stated, there are many different types of users and Sweet Home 3D is not for all. Every 3D program fits the needs for a specific group of users. I like Sweet Home 3D for what I want to do and because it has a Linux version. Besides some shortcomings that are mentioned, it does everything I need for organizing models in a project. You can create your own furniture in Sweet Home 3D but it is not really designed for it. For real details you will need 3D modelling software like Blender but then you can use the model in Sweet Home 3D for placement in a project. The current greatest drawback is that the import in Sweet Home 3D does not use all the texture details from an original model (the map_* properties). ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 18, 2025, 3:59:07 PM |
|
Re: Meet MarioSambol, our new support team member I agree that language is a problem, especially with languages that are difficult to translate with online translation software. Your language is one of the very difficult ones to translate because of a different alphabet and different order of words. Even if the people in this forum are Chinese, 99% of them won't come, this software is just for newbies, and the people who use it are probably newbies too, and the vast majority of them don't have the habit of coming on the forum to discuss it. If the people who can come then the probability is already more powerful. Yes, there are many different types of users. But I don't think Sweet Home 3D is for one-time users. It is too complex for that. Those users are better off with a simple online solution. The problem is that for various reasons, the online program is also very complex ~ then the advanced features are even more complex That is a very good idea! A preview with an additional 3x3 preview will show how the end result should look. However, there is an additional problem here. The object surfaces as defined in the OBJ file have definitions for how a texture is orientated on the surface (face). A texture is displayed according to those definitions, you can't get around that, Currently we can scale, shift, and rotate a texture but in many cases the difinition is not correctly overruled. Together with texture selection a better system to manipulate the texture orientation and stretching is needed. Texture definition and seamless texture viewing in OBJ has nothing to do with it, as long as there is a 3X3 preview You can do that! You can "Select all on all levels" (might need the Advanced edit plugin, I am not sure). Then you can export your complete project to an OBJ file and import it into a library (or use it as just the OBJ/MTL file). No, you're not understanding what I'm saying. What I said is much more advanced. You can think of it as a data structure that uses many low-level parts to form a complex high-level object. For example, it turns out that a tree takes 20MB of OBJ storage, and in this way you can compress it down to 0.5MB. True. It is because Sweet Home 3D only supports a small set of the MTL properties for colors and textures: Ka and Kd are supported but the specular color Ks is not supported. map_Kd is the only property supported for textures. It is a simple reference to an image that is used as the texture. Sweet Home 3D does nont support the other texture properties (map_Ka, map_Ks, map_Ns, map_d) that allows textures to become real life like. That is why you can't set a different color for the same texture, the texture and color components are not split. I too would really like to see support for the other texture properties but this is very difficult to implement. I am not even sure it can be done with Java. It does make the 3D processing a lot heavier. No, that's not actually what I'm talking about either. The way I'm talking about is that the most likely way to accomplish this under the current software framework is to use a temporary texture. As long as SH3D has a built-in texture modification color program. Then the original texture can be modified. Change the green color to red and then temporarily overwrite the original texture. That way the model will show up with a different texture color. You can skip the complicated steps of KA KS. |
| Posted by YGYL at Feb 18, 2025, 4:33:26 PM |
|
Re: Meet MarioSambol, our new support team member I'll say one more material library reform suggestion: it should be changed to a big global texture library. That is, all furniture libraries should share one texture library, and this common texture library might be a separate directory. The software prioritizes calling textures from this library for all furniture. As an individual user or library author you can either follow the new rules, or you can do it the old way and put the textures for each furniture under each furniture's directory. The advantage of using a unified common texture is that the size of the furniture library is drastically reduced, possibly by 40-80%! This is because the original library of materials had separate catalogs for each furniture in order to not interfere with each other. If I have a set of 50 solid wood furniture pieces, and they are all mapped to the same 2MB PNG file, then all 50 pieces of furniture will have to be duplicated. Then all 50 pieces of furniture would have to store this 2MB PNG image file 49 times over! If we had a common texture library, and we pointed the textures of all 50 pieces of furniture to that one, we would be saving 98MB of occupied space. In fact the whole library, all the furniture as long as they are wood parts could point to this wood texture. Then it would save a lot of footprint. Also, I've proposed a feature called Object State Version Set before. The function is to record different states of the same object into a recipe, so that users can choose. There are color texture state version SET and dynamic state version SET. For example: The same seat has a marble version, a wood version, and a steel version. The same car has an open door version, a closed door version, a vehicle turn version, and different colors that can be selected with a single click Dolls can choose different actions (already implemented) Doors can be quickly selected to open and close without having to slowly change them in the detailed settings This can be defined by the library author or by the user. This feature is very versatile! |
| Posted by Keet at Feb 18, 2025, 4:38:46 PM |
|
Re: Meet MarioSambol, our new support team member No, you're not understanding what I'm saying. What I said is much more advanced. You can think of it as a data structure that uses many low-level parts to form a complex high-level object. For example, it turns out that a tree takes 20MB of OBJ storage, and in this way you can compress it down to 0.5MB. I would really like to know what the trick behind that is. Schrinking to 1/40 of the original size is huge. Sweet Home 3D is not the very best considering OBJ size. Take for example the Sycamore tree from the Scopia library. It is created in Blender and is around 7.6MB. Export it from Sweet Home 3D and the resulting OBJ file is 18.8MB. Efficient? Not really and that is putting it mild. Import that export in Blender and export it again and the size shrinks back to 7.6MB. But what you mention is something entirely different. You may have read in one of my other posts that, besides developing 3D models, I work mainly with very large projects. And those are causing problems in Sweet Home 3D because of their size. Having the tools to considerably shrink objects is very welcome. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 18, 2025, 5:00:21 PM |
|
Re: Meet MarioSambol, our new support team member No, you're not understanding what I'm saying. What I said is much more advanced. You can think of it as a data structure that uses many low-level parts to form a complex high-level object. For example, it turns out that a tree takes 20MB of OBJ storage, and in this way you can compress it down to 0.5MB. I would really like to know what the trick behind that is. Schrinking to 1/40 of the original size is huge. Sweet Home 3D is not the very best considering OBJ size. Take for example the Sycamore tree from the Scopia library. It is created in Blender and is around 7.6MB. Export it from Sweet Home 3D and the resulting OBJ file is 18.8MB. Efficient? Not really and that is putting it mild. Import that export in Blender and export it again and the size shrinks back to 7.6MB. But what you mention is something entirely different. You may have read in one of my other posts that, besides developing 3D models, I work mainly with very large projects. And those are causing problems in Sweet Home 3D because of their size. Having the tools to considerably shrink objects is very welcome. You can understand it like this: This is an example of separating an object, I'm going to draw a luxury table from the French court, consisting of a large table board and 6 table legs, the large table board is 1MB, each table leg is 1MB. if you export the OBJ directly, then naturally it's 7MB. or you split it up and lay it out in a SH3D file 1 large table board plus 6 table legs. You save the file and see it's 2MB because those 6 table legs are the same and add up to a 1MB. The same big tree why take up a lot of file space, because he has thousands of leaves, each leaf is very large, let's break it down, a trunk plus thousands of the same leaves. 0.5MB (this is a bit exaggerated) |
| Posted by YGYL at Feb 18, 2025, 5:23:51 PM |
|
Re: Meet MarioSambol, our new support team member Anything that is identical and symmetrical can be used to reduce the space footprint in this way For example, a car, it originally takes 10MB a piece. But let's disassemble it. It has 4 identical wheels and 5 identical seats. The car is symmetrically split into 2 halves, each side is the same, just mirrored. So the same car, with exactly the same mass, can be compressed to less than 3MB. For example, a round umbrella, it's symmetrical. Then only 6.25% of the original data is needed, and then repeat it 16 more times So I'd say this feature is very, very critical. Otherwise you can't use higher quality models |
| Posted by Keet at Feb 18, 2025, 5:25:11 PM |
|
Re: Meet MarioSambol, our new support team member You can understand it like this: I understand and recognize the principals like you described. Im a professional developer and the idea is similar to object oriented programming. This is an example of separating an object, I'm going to draw a luxury table from the French court, consisting of a large table board and 6 table legs, the large table board is 1MB, each table leg is 1MB. if you export the OBJ directly, then naturally it's 7MB. or you split it up and lay it out in a SH3D file 1 large table board plus 6 table legs. You save the file and see it's 2MB because those 6 table legs are the same and add up to a 1MB. The same big tree why take up a lot of file space, because he has thousands of leaves, each leaf is very large, let's break it down, a trunk plus thousands of the same leaves. 0.5MB (this is a bit exaggerated) But that is not something that can be done by using OBJ/MTL files. The OBJ file format has no mechanism to define a part ("object") and then use references with coordinates to display that part ("instances"). That leaves converting to another format. For example converting OBJ to gLTF gives a huge reduction in size. I think the conversion does something similar to what you described. I'm going to try that for display of one my large projects on a web page. The disadvantage over the Sweet Home 3D html5 export is that you loose the options for level choices and 'walking' through the project. But at least it should load and move. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 18, 2025, 5:36:39 PM |
|
Re: Meet MarioSambol, our new support team member The same goes for textures. As long as there are repeating or symmetrical textures, you can save space. Even to 1% of the original size. This is why I said to provide a 3X3 viewing window for textures. Without this 3X3 or even 16X16 the user would not know the actual effect of the texture he chose, because the graphic could be half or even 3% of the original size! |
| Posted by YGYL at Feb 18, 2025, 5:40:20 PM |
|
Re: Meet MarioSambol, our new support team member You can understand it like this: I understand and recognize the principals like you described. Im a professional developer and the idea is similar to object oriented programming. This is an example of separating an object, I'm going to draw a luxury table from the French court, consisting of a large table board and 6 table legs, the large table board is 1MB, each table leg is 1MB. if you export the OBJ directly, then naturally it's 7MB. or you split it up and lay it out in a SH3D file 1 large table board plus 6 table legs. You save the file and see it's 2MB because those 6 table legs are the same and add up to a 1MB. The same big tree why take up a lot of file space, because he has thousands of leaves, each leaf is very large, let's break it down, a trunk plus thousands of the same leaves. 0.5MB (this is a bit exaggerated) But that is not something that can be done by using OBJ/MTL files. The OBJ file format has no mechanism to define a part ("object") and then use references with coordinates to display that part ("instances"). That leaves converting to another format. For example converting OBJ to gLTF gives a huge reduction in size. I think the conversion does something similar to what you described. I'm going to try that for display of one my large projects on a web page. The disadvantage over the Sweet Home 3D html5 export is that you loose the options for level choices and 'walking' through the project. But at least it should load and move. Maybe you haven't understood what I mean. SH3D's save file format is SH3D, as long as the material library editor can put SH3D in it. Then it's all solved. It shouldn't be too hard. |
| Posted by Keet at Feb 18, 2025, 5:59:24 PM |
|
Re: Meet MarioSambol, our new support team member Maybe you haven't understood what I mean. That I do not understand. Do you mean a Texture Library with "material library"? A Texture Library is just a zip with a collection of texture images. Putting in a sh3d file makes no sense. I guess you mean something different.SH3D's save file format is SH3D, as long as the material library editor can put SH3D in it. Then it's all solved. It shouldn't be too hard. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 18, 2025, 7:09:04 PM |
|
Re: Meet MarioSambol, our new support team member Maybe you haven't understood what I mean. That I do not understand. Do you mean a Texture Library with "material library"? A Texture Library is just a zip with a collection of texture images. Putting in a sh3d file makes no sense. I guess you mean something different.SH3D's save file format is SH3D, as long as the material library editor can put SH3D in it. Then it's all solved. It shouldn't be too hard. The furniture library, SH3F, now only saves OBJ files. I certainly want him to be able to save SH3D files. When called in the program, in the SH3F inside the SH3D file to restore the composition of a model. This is both convenient and save file space, which is significant! |
| Posted by Daniels118 at Feb 19, 2025, 6:36:31 AM |
|
Re: Meet MarioSambol, our new support team member @keet the concept which YGYL is trying to describe is the same of grouped furniture. SH3D is already capable of handlig this, but lacks the ability to copy this group in the catalog for future use. Of course you can export the group as a single object and import it in the catalog, but this will be no longer editable and will take more space, since all vertex coordinates have been copied in the new model. Furniture groups instead don't take up space, because they are just a list of references to existing models along with spatial information about where they should be placed in the plan. Even in the case where this new kind of object would camepackaged in a furniture library along with vertex data, there is a chance to save space. Think about a group made by a table with 6 chairs: you could have vertex data for the table alone and for a single chair, then the group will say to duplicate the chair model around the table, but this happens at runtime, so only one chair model is actually taking space on the disk. |
| Posted by Keet at Feb 19, 2025, 8:11:45 AM |
|
Re: Meet MarioSambol, our new support team member @keet the concept which YGYL is trying to describe is the same of grouped furniture. SH3D is already capable of handlig this, but lacks the ability to copy this group in the catalog for future use. Aha, that's a different kind of concept and I like the idea! In a way it is a different kind of storage for the objects in a sh3d project that could potentially save a lot of disk space. Now I'm not sure that saving disk space is all that important with the current cheap storage per MB but for some devices with limited disk space it might be a great advantage. Of course you can export the group as a single object and import it in the catalog, but this will be no longer editable and will take more space, since all vertex coordinates have been copied in the new model. Furniture groups instead don't take up space, because they are just a list of references to existing models along with spatial information about where they should be placed in the plan. Even in the case where this new kind of object would camepackaged in a furniture library along with vertex data, there is a chance to save space. Think about a group made by a table with 6 chairs: you could have vertex data for the table alone and for a single chair, then the group will say to duplicate the chair model around the table, but this happens at runtime, so only one chair model is actually taking space on the disk. What would be a huge advantage is if the 3D processing of the project uses that same concept by loading that single model and replicates it in multiple positions. It's what what I indicated with comparing it to object oriented programming: one object definition and create multiple instances for usage in the project. It would mean that the vertex/face data must be calculated when processing the instances by using the object and the defined size/position. I suppose the math is already available in game engines. I have no idea if it is faster with the 3D display. I have one project in progress where this would have an incredible impact: a stadium with 10.000+ seats. I already optimized this partly by grouping seats and running them through Blender to merge groups and then repeat the same for rows. Imagine the impact of defining a single seat and 10.000+ positions instead of 10.000+ seats! The project would shrink from 300+ MB to just a few MB's I'm not sure this should be something along the concept of a furniture library. I see it more as a different way of storing objects in a sh3d file. If you add a model that is already in the project then don't add the model again but store a reference with size and position. The way this could be organized could be by using the idea of a furniture library but one that is created inside the sh3d file, not a sh3d file in a furniture library. Every model in the plan is a reference to a model in the internal library with a size and position. The potentially most important advantage is much faster 3D processing. Personally I don't care about disk space although it adds up fast with all the backups I have of 150+ projects and 2000+ custom made models on multiple devices. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 19, 2025, 1:44:48 PM |
|
Re: Meet MarioSambol, our new support team member @keet the concept which YGYL is trying to describe is the same of grouped furniture. SH3D is already capable of handlig this, but lacks the ability to copy this group in the catalog for future use. Of course you can export the group as a single object and import it in the catalog, but this will be no longer editable and will take more space, since all vertex coordinates have been copied in the new model. Furniture groups instead don't take up space, because they are just a list of references to existing models along with spatial information about where they should be placed in the plan. Even in the case where this new kind of object would camepackaged in a furniture library along with vertex data, there is a chance to save space. Think about a group made by a table with 6 chairs: you could have vertex data for the table alone and for a single chair, then the group will say to duplicate the chair model around the table, but this happens at runtime, so only one chair model is actually taking space on the disk. Correct! He can be a combination of multiple nested layers The benefits are not just a dramatic reduction in hard disk space. Hard disk loading speed is also increased. Also the network transfer of files is smaller. If you want to have a web presence, then the reduction in network transfers is critical. There is also the fact that this way you are much more likely to go for a uniform replacement of a certain part~ |
| Posted by YGYL at Feb 19, 2025, 1:55:17 PM |
|
Re: Meet MarioSambol, our new support team member I have one project in progress where this would have an incredible impact: a stadium with 10.000+ seats. I already optimized this partly by grouping seats and running them through Blender to merge groups and then repeat the same for rows. Imagine the impact of defining a single seat and 10.000+ positions instead of 10.000+ seats! The project would shrink from 300+ MB to just a few MB's Yes. SH3D should have to make this kind of furniture library storage and loading so it shouldn't be hard to do. But it would be great for the ecology of the creation. Including making a lamp with multiple light sources, I'd do it too. But the process is so cumbersome that it can be very painful and agonizing. If we can build the underlying infrastructure well, then we can have more and better furniture! |
| Posted by Keet at Feb 19, 2025, 2:03:17 PM |
|
Re: Meet MarioSambol, our new support team member ...Including making a lamp with multiple light sources,... YES! That is a wish I have mentioned before. A light source should be connected to a material and not to the object. I don't think an implementation would be too difficult but there is a huge problem: backward compatibility with the current light sources. And I don't know how photo renderers handle the light sources, there might a problem with light sources connected to a material and not the object.---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 19, 2025, 6:23:10 PM |
|
Re: Meet MarioSambol, our new support team member ...Including making a lamp with multiple light sources,... YES! That is a wish I have mentioned before. A light source should be connected to a material and not to the object. I don't think an implementation would be too difficult but there is a huge problem: backward compatibility with the current light sources. And I don't know how photo renderers handle the light sources, there might a problem with light sources connected to a material and not the object.I'm not saying the light source should be attached to the material. Now such light sources are also wanted. It's just that adding light sources to furniture is a pain in the ass and too much of a hassle for furniture library creators. That's why not many people in the world are willing to do that. If one could treat the SH3D file as a piece of furniture, then this video would be quite a bit easier before anyone would want to go through with it As for your comment about the material glowing. That one is a self-luminous material, that's a different issue. Of course, this issue is also very important. If sweethome3d can support material self-illumination, that's of course a good thing. But this involves the bottom of the bottom of the bottom of the bottom of the rendering engine, and it's not that easy to implement. It's also not that important if it's never supported. Because my position on sweethome3d is a 3D model placement tool. Not a rendering tool. As long as sweethome3d can do all the things related to model placement well enough (e.g. blended random placement, smart compositing as I mentioned before) |
| Posted by Keet at Feb 19, 2025, 6:50:18 PM |
|
Re: Meet MarioSambol, our new support team member I'm not saying the light source should be attached to the material. Now such light sources are also wanted. It's just that adding light sources to furniture is a pain in the ass and too much of a hassle for furniture library creators. That's why not many people in the world are willing to do that. How is this difficult? In the Library editor you set a material name for the material that you want to act as a light. That's it. Nothing more to it.About the power setting for each light source individually: This was discussed before here: https://sweethome3d.com/support/forum/viewthread_thread,12755#60154 (Some remarks in that thread are no longer valid. Back then you had to manually edit the properties file in the zip to set the light source. That is no longer needed.) ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 20, 2025, 3:12:24 AM |
Re: Meet MarioSambol, our new support team memberI'm not saying the light source should be attached to the material. Now such light sources are also wanted. It's just that adding light sources to furniture is a pain in the ass and too much of a hassle for furniture library creators. That's why not many people in the world are willing to do that. How is this difficult? In the Library editor you set a material name for the material that you want to act as a light. That's it. Nothing more to it.About the power setting for each light source individually: This was discussed before here: https://sweethome3d.com/support/forum/viewthread_thread,12755#60154 (Some remarks in that thread are no longer valid. Back then you had to manually edit the properties file in the zip to set the light source. That is no longer needed.) I just carefully looked at the web link you gave. And downloaded the actual test and figured out how it works. But this method is not really a glowing material. He is just a white lighted white board. Even according to this method can not do the effect of the TV screen. It's not even close to a real light-emitting material. Also, it is possible to define multiple light sources for a single piece of furniture in sweethome3d's own furniture library, it's just a pain in the ass to do so. That's why I said it would be much easier to support SH3D for a single furniture. However, even if multiple light sources are defined, they are switched on and off at the same time and cannot be controlled independently. I agree with you when you say “add a switch for white light source or not under gloss in the material modification optionsâ€. It's better than nothing, and Puybaret is sometimes too obsessed with “simplicityâ€. Puybaret is sometimes too obsessed with “simplicity†and ignores a lot of more critical real user needs. |
| Posted by YGYL at Feb 20, 2025, 3:44:04 AM |
|
Re: Meet MarioSambol, our new support team member There's also the transparency modification you mentioned in the link above. I mentioned it many years ago if I remember correctly. I don't know why sweethome3d hasn't added this important feature after all these years ~ it should be very simple to implement! |
| Posted by Keet at Feb 20, 2025, 8:27:07 AM |
|
Re: Meet MarioSambol, our new support team member I just carefully looked at the web link you gave. And downloaded the actual test and figured out how it works. But this method is not really a glowing material. He is just a white lighted white board. Even according to this method can not do the effect of the TV screen. It's not even close to a real light-emitting material. At the time I didn't know or forgot to mention it but for a glow effect you have to set illum to 0 in the MTL file.I agree with you when you say “add a switch for white light source or not under gloss in the material modification optionsâ€. It's better than nothing, and Puybaret is sometimes too obsessed with “simplicityâ€. Puybaret is sometimes too obsessed with “simplicity†and ignores a lot of more critical real user needs. There's also the transparency modification you mentioned in the link above. I mentioned it many years ago if I remember correctly. I don't know why sweethome3d hasn't added this important feature after all these years ~ it should be very simple to implement! There's a reason for this: target audience and marketing. I agree that I would like to see all these settings in one or more dialogs but it would increase the difficulty of using the program for newbies. Imagine you have to start using Photoshop without having used any photo software before. As a beginner you would search for simpler software to start with. The same goes for Sweet Home 3D. I have grown into Sweet Home 3D over 15+ years and during that time many, many features have been added to evolve it from a simple home design program to what it is today. Would I like to see all these features added? For me definitely but it would make the software a lot more difficult for starters that might go looking for something more simple.For not adding a transparency setting: the reason was that Emmanuel was afraid that users would randomly use the setting to set it for many materials and transparency greatly increases 3D and photo rendering times. Personally I would have added the feature with a display tip that warns for increasing processing time. I would also add a dialog to the Edit materials dialog to set the properties for light settings to a material. But do this at 10-20 more places and Sweet Home 3D becomes as complex as for example Photoshop. So it is not really "obsessed with 'simplicity'" but keeping the program in line for the intended audience. I would add all the features but place them in sub-dialogs that a beginner can ignore. It is now up to Space Mushrooms to decide what the future of Sweet Home 3D is. ---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by hansmex at Feb 20, 2025, 11:19:13 AM |
|
Re: Meet MarioSambol, our new support team member Already 10-15 years ago, I suggested to Puybaret to split the Preferences section into two: Standard and Advanced. These days, I still think that's a good idea, and maybe even more so than all those years ago. Combined with that split, the program could/should offer basic functions/features as Standard, but more complex functions/features as Advanced. That way you can offer the ease of use that lies at the core of SH3D to Beginners, and the full works for more Advanced users. I agree that some plugins should be integrated into the program (provided he original developers agree). I can't live without AdvancedEDit and a few others. Export-Import of a selection should offer the option Convert to Obj, to save many users the detour one has to take now. I have an immense admiration for what Puybaret has achieved these past 15 years, and I hope SpaceMushrooms continues on that path. ---------------------------------------- Hans new website - under constuction hansdirkse.info |
| Posted by Keet at Feb 20, 2025, 11:49:44 AM |
|
Re: Meet MarioSambol, our new support team member Already 10-15 years ago, I suggested to Puybaret to split the Preferences section into two: Standard and Advanced. These days, I still think that's a good idea, and maybe even more so than all those years ago. I agree with that. After all the added features in the past years a split in Standard and Advanced seems like a very good idea.I agree that some plugins should be integrated into the program (provided he original developers agree). I can't live without AdvancedEDit and a few others. Yes, especially the AdvancedEdit plugin because that is all functionality that should be part of the base program.I have an immense admiration for what Puybaret has achieved these past 15 years, and I hope SpaceMushrooms continues on that path. Indeed, he created a piece of software that has grown from a study case for his book on Swing to great software with millions of users. Certainly an immense achievement and I too hope that Space Mushrooms continues on the set path.---------------------------------------- Dodecagon.nl 1300+ 3D models, manuals, and projects |
| Posted by YGYL at Feb 20, 2025, 2:51:21 PM |
|
Re: Meet MarioSambol, our new support team member I don't think this understanding is necessarily correct. Because A: Really newbies a lot go to the free online platforms, which are much simpler to detail. You don't even have to draw a floor plan, just type in your address and the floor plan comes out. You can change it directly. Instead, a lot of people who use sweethome3d are people who have certain requirements for functionality. People who need more freedom than convenience. If sweethome3d is missing features, they will be disappointed! B: 95% of newbies won't even go to the texture settings screen until they uninstall the software, so the idea that newbies will find the software complicated doesn't exist. At least for the vast majority of people. The software settings menu? Don't even go there. Less than 10% of people go there. Ease of use is not about cutting out features that should be there, it's about making a better guide so that newbies can actually understand what's going on. the F1-style static page help is definitely outdated! |
|
|
Current timezone is GMT Dec 18, 2025, 1:11:36 PM |