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    [Plugin] UVTools v0.1

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    • RichardR Offline
      Richard
      last edited by

      i had a play with the plguin and found if i reduced the texture scale just a bit the mapping at the poles tended to clear.

      Also exported to Maxwell with no issues!!!

      Whaat again you do some absolutely amazing stuff mate!

      [BUILTBRAND.COM.AU](http://builtbrand.com.au/)

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      • F Offline
        Fletch
        last edited by

        Thank you, Whaat! 😍

        Fletch
        Twilight Render Cross-platform Plugin for SketchUp on PC or Mac

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        • S Offline
          silver_shadow
          last edited by

          hi there. 💭
          Is it not possible to re write the plugin to see the mapping box,a way to scale the box or edit and maybe include a box mapping too. Similar to what max is doing.But from me to you...congrats..its super so far.

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          • majidM Offline
            majid
            last edited by

            i tried the ruby , but there is a problem when exporting to Kerkythea ..... it converts the shape to lots of faces whit lots of textures!!!!!!!!!!!!!! would be it reviewed to solve this problem?
            yours majid

            My inspiring A, B, Sketches book: https://sketchucation.com/shop/books/intermediate/2612-alphabet-inspired-sketches--inspiring-drills-for-architects--3d-artists-and-designers-

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            • FrederikF Offline
              Frederik
              last edited by

              Majid,

              Whaat have already provided an answer to this... 😉

              @whaat said:

              This seems to be an issue with non-triangular faces. If you can somehow triangulate the geometry prior to exporting, then the UVs should still be correct.

              My 'Polyreducer' script triangulates all of the faces of a mesh. However, it will also reduce some polys. (The minimum is 10%). Once I triangulated your spheres, I reapplied the spherical mapping and then exported to Indigo. It worked perfect! I expect it to work with other rendering engines as well.

              Another script that will triangulate faces is my 'SubD and Smooth' script (but it's not free)

              Below is made using the SubD and Smooth script and exported using SU2KT... 😄
              Works like a charm...!! 😍


              Earth-Moon.jpg

              Cheers
              Kim Frederik

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              • N Offline
                nektares
                last edited by

                indeed, just 5 mins using it and i got this result, works great
                and its so easy to use! congratulations.

                http://i249.photobucket.com/albums/gg239/nektares/uvmaps.jpg

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                • T Offline
                  topmanblue
                  last edited by

                  😍 😍 thank you!!! good!!!

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                  • GaieusG Offline
                    Gaieus
                    last edited by

                    Just catching up with all the news here...

                    Great plugin, thanks a lot!

                    I discovered however that if you want to UV map something on a reversed face, it gives a bugsplat. No worry about this at all though - at least it will teach everyone the lesson; "always orient your faces correctly"! 😉

                    Gai...

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                    • K Offline
                      kwistenbiebel
                      last edited by

                      I would love to be able to UV-map textures like in this example, to go around (smooth)corners:
                      (Do mind that a displacement map was added.)
                      'wrap around' mapping?:

                      http://i140.photobucket.com/albums/r3/kwistenbiebel1/demoscene_stone-01_1-1.jpg

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                      • W Offline
                        watkins
                        last edited by

                        That lead flashing must have been rather tricky to fit!!

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                        • W Offline
                          Whaat
                          last edited by

                          @kwistenbiebel said:

                          I would love to be able to UV-map textures like in this example, to go around (smooth)corners:
                          (Do mind that a displacement map was added.)
                          'wrap around' mapping?:

                          You can already do this to a limited degree in SU by positioning a texture using the right-click context menu. Then, sample that texture with the ink-dropper prior to painting on an adjacent face. The UV mapping will then be continuous around the edge.

                          The sample image you posted can already be done in SU. I am sure of it. I will try to recreate a similar scene using displacement mapping with only SU and Indigo to test my theory.

                          SketchUp Plugins for Professionals

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                          • K Offline
                            kwistenbiebel
                            last edited by

                            Oh cool!
                            You weren't referring to the projected method are you?
                            ...but to the method to texture a cilinder, right? (as in the video tuorials that once were on the official SU site).

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                            • StinkieS Offline
                              Stinkie
                              last edited by

                              Like, turning on "hidden geometry", then sample the texture, and paint it on the faces that have appeared due to turning on "hidden geo"? ❓

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                              • soloS Offline
                                solo
                                last edited by

                                If you smooth the corners (bevel) and apply that awesome arroway texture, would it not work?

                                http://www.solos-art.com

                                If you see a toilet in your dreams do not use it.

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                                • StinkieS Offline
                                  Stinkie
                                  last edited by

                                  Maybe. Another way, I guess, might be drawing vertical lines between the corner (which would have to be, errrr, "arc-ular" 😄 )and the walls it connects. Then use cylindrical mapping on the "corner part". You'd have to sample the texture from the "corner" part prior to painting it to the rest of the walls, I think, as Whaat's plugin seems to mess alittle with the scale of the textures. Hope this makes sense.

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                                  • soloS Offline
                                    solo
                                    last edited by

                                    I do not have the right texture, however the one I used should do, I used standard SU mapping (not projected) and got the following result.

                                    http://img242.imageshack.us/img242/6005/smoothtextestok7.jpg

                                    http://img518.imageshack.us/img518/7982/2008062116515420spx5.jpg

                                    http://www.solos-art.com

                                    If you see a toilet in your dreams do not use it.

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                                    • StinkieS Offline
                                      Stinkie
                                      last edited by

                                      Looks good. Another problem solved. 👍

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                                      • K Offline
                                        kwistenbiebel
                                        last edited by

                                        Thanks my friends.
                                        So the easiest texturing tool of all takes care of this. Sometimes Sketchup surprises me 😄

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                                        • W Offline
                                          Whaat
                                          last edited by

                                          Here's the test I promised.

                                          I only used the built-in SU texture tools as I described in previous post.

                                          Rendered in Indigo 1.1.5 using displacement mapping. Current beta version of SkIndigo may not produce this same result. (This is my unreleased working version)

                                          One extra step that I had to do to keep the edge from 'ripping' apart with the displacement mapping was to 'soften' the edges first in SU.

                                          EDIT: I also should point out that I did not bevel or round the edges at all to get this result.


                                          test.jpg

                                          SketchUp Plugins for Professionals

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                                          • StinkieS Offline
                                            Stinkie
                                            last edited by

                                            Cool. The "soften" thing's a good tip! Thanks.

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