[Plugin] Remove group materials, leave geometry material
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Hi Matt,
Is this version only for v7 or does it run under v6 too ? -
Hi Didier!
This update works with both versions.if Sketchup.version[0,1].to_i >= 7 model.start_operation("Remove comp & group materials",true) else model.start_operation("Remove comp & group materials") end
Thank you for the remark
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Merci,
C'Γ©tait pour savoir comment l'indexer sur mon site. -
I have a suggestion for an improvement. An option to make components painted with different materials into unique components.
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Hi thomthom!
Sorry for the delay! Great idea! O've updated the code.
I've tested it veeery quickly....
The plugin post is up-to-date. -
Thank you Jackson
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Amazing work Matthieu!
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Sorry Matthieu, I just ran a test and this isn't working, or at least it's not working at all as I would like. It doesn't create distinct components according to colour as ThomThom suggested- after running it on 3 identical car components which I'd painted different colours it just turned them all blue and they are still intances of the same component. I don't understand the logic behind the new colour choice for default either (personally I don't like ruby scripts to use their own material libraries, as I keep very strict control over my materials libraries, but that's another story). Surely this feature overrides the whole point of the original script i.e. that it replaces the default material applied to geometry within groups and components with the material which has been applied to the groups or component. Now all the geometry with default material applied turns a new global colour, which make the script useless for V-Ray users.
Sorry for the criticism, hopefully you understand it is intended strictly constructively! I am still your number one fan!
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@unknownuser said:
Sorry for the criticism, hopefully you understand it is intended strictly constructively! I am still your number one fan!
Sorry for the incovenience...@unknownuser said:
Surely this feature overrides the whole point of the original script i.e. that it replaces the default material applied to geometry within groups and components with the material which has been applied to the groups or component. Now all the geometry with default material applied turns a new global colour, which make the script useless for V-Ray users.
You can use this new script as the old... Just select Yes, and default. And it will do the same thing! Or I'm completely wrongIn fact I didn't understand Thomthom's request
Here, the update can replace parent material to desired colour. Or replace the default material when you choose No... If you don't understand, tell me... I have a poor english...Thomthom's request is agood idea... I will see what I can do!
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Matthieu,
Still not working properly I'm afraid. Despite selecting "Yes" and "Default" 3 differently painted cars all turned red. Can you reattach the original (i.e. pre 17th March) ruby script while you're fixing the new one please? I stupidly overwrote it when I installed your new version and I'll need the old fully-functioning one for work tomorrow!
Thanks again for all your hard work!
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This is normal your 3 differently painted cars all turned red. I didn't understand thomthom's request (my poor english
)... The last one works like the precedent: It puts comp material on geometry, but it doesn't make different color component unique! No need to re-attach the original.
And I also lost this one!! However I'm sure this last update can do what precedent version was able to!
A future version will be able to do what thomthom want... -
Ahh, I see... so I can continue using the current ruby script, just as long as I don't have identical components with different materials applied to them.
One further suggestion for the next version though (I bet you wish you'd never started now!)- the Yes/No selection should be set to "Yes" as default or just set up as an "OK?" warning message as it was before, as it's rather irritating to have to change it every time you run the script (which in my case is many times daily). If the end user didn't want to apply the C-G materials to the geometry they wouldn't have chosen to run the script!
I think the warning is sensible though so people know they are applying a permanent change to their entire skp file.
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Did I cause all this? ooops....
p.s. Matt
Inregards toif Sketchup.version[0,1].to_i >= 7
. This will break when SU hits version 10. (A bit far of, I know) But instead you can doif Sketchup.version.split('.')[0].to_i >= 7
which is future safe. -
My poor english is the culprit...
Ok, I see... But If you do this :
Sketchup.version.to_i
, it works great! -
@matt666 said:
Ok, I see... But If you do this :
Sketchup.version.to_i
, it works great!Ah! Cool! Even cleaner!
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what would be really cool is if you could get this script to work on projected materials.
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@xrok1 said:
at would be really cool is if you could get this script to work on projected materials.
As projected materials can only be applied to geometry directly (as opposed to groups or comps) they aren't taken into account in Remove C-G.rb's calculations. If you're referring to the fact that VfSU can't read the UV mapping for perspective-skewed materials (i.e. photomatched or manually distorted) that's a whole different problem from what this little ruby was meant to solve. Nevertheless that would be one great VfSU super ruby!
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i was thinking something more like this>
if i could get the texture to project in these cobblestones components, i could have 36 unique cobbles.
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I think that would be a different plugin all together.
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xrok1,
Maybe I'm not understanding your question, but you can easily make 36 unique textured cobbles in SU now. The repeated texture has only been created because you only made one textured cobble group/component and then copied it. If you copy the shape of the cobble first, apply the texture and then make each one into a group or component they will keep their UV mapping relatively rather than locally. If you make sure that this set of groups/components has the same repeat/tile dimensions as your tiled texture you can make a cobbled area as big as you want with a perfect tiling texture and tiling geometry.
Following the logic of applying an updated "Remove C-G" type script to what you're asking for, you would end up with thousands of components, one for every single cobble in your model.
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