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[Plugin] Remove group materials, leave geometry material

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  • J Offline
    Jackson
    last edited by 20 Mar 2009, 09:20

    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.

    Cobbles.jpg

    Jackson

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    • J Offline
      Jackson
      last edited by 20 Mar 2009, 10:19

      I just quickly made a better example, attached, where the cobble geometry actually follows the texture and each set of cobbles (and the moss joints between) is a component which tiles like a jigsaw puzzle. Come to think of it, it would actually be more useful for the sets to be groups rather than components as you can then delete extra cobbles without affecting all the other sets.

      Cobbles Rough.jpg

      Cobbles Rough.skp

      Jackson

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      • X Offline
        xrok1
        last edited by 20 Mar 2009, 21:49

        thanks for the response. this is still the long way of doing it and you have to texture each object individually. what would be nice is if SU would update projected textures when copied. if i make one cobble and project the texture on it, when i make a copy beside it the texture should be projected from that location just like if i moved the original should it not? now if i wanted to lock the texture i could paint the group instead of the individual faces.

        i know it dosn't work this way i'm just saying it would be more logical and usefull, otherwise it kinda defeats half the purpose of projected texture. now it should be called "projected texture (if you don't copy)"

        maybe projected textures are protected by copyRight laws. 🤣

        “There are three classes of people: those who see. Those who see when they are shown. Those who do not see.”

        http://www.Twilightrender.com try it!

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        • J Offline
          Jackson
          last edited by 21 Mar 2009, 08:25

          @xrok1 said:

          thanks for the response. this is still the long way of doing it and you have to texture each object individually.

          I just made one large plane with the texture on it, drew the rectangles around each cobble (in your example you could just copy/array them), grouped the joints in between (as one large group), then pushpulled each cobble up and grouped them. Everything was textured from the start, the only actions were to make the geometry, so it only took about 10 minutes.

          @xrok1 said:

          if i make one cobble and project the texture on it, when i make a copy beside it the texture should be projected from that location just like if i moved the original should it not?

          If it was just geometry and not a group or comp then that is exactly what would happen, but the fact that groups and comps "fix" their UV mapping on creation is essential to texturing in SU. Probably 90% of the groups and components I use have a texture which is mapped exactly to the geometry- e.g. if I have a png textured tree on a flat plane when I copy it to another location I don't want the UV mapping to move, I want it fixed locally.

          @xrok1 said:

          now if i wanted to lock the texture i could paint the group instead of the individual faces.

          Painting groups is exactly what this ruby script is trying to avoid and what causes V-Ray problems via the ruby API. Besides, when you paint a group you lose the ability to manually position UV maps on individual faces which makes rendering pretty much impossible. Nevertheless, being able to choose whether UV mapping is applied locally or globally would be a useful addition to SU- someone did suggest a toggle "lock/unlock global UV" for groups so when they're copied or scaled their UV mapping would stay global. The catch is that 2 instances of a component with different UV mapping are no longer identical, so they either have to become unique components (which is what ThomThom is requesting this ruby to automate) or just plain old groups. It would be neat to see this added to SU group attributes, but at the moment I just explode and regroup to get around this.

          Jackson

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          • X Offline
            xrok1
            last edited by 21 Mar 2009, 17:30

            @unknownuser said:

            xrok1 wrote:if i make one cobble and project the texture on it, when i make a copy beside it the texture should be projected from that location just like if i moved the original should it not?
            

            If it was just geometry and not a group or comp then that is exactly what would happen, but the fact that groups and comps "fix" their UV mapping on creation is essential to texturing in SU. Probably 90% of the groups and components I use have a texture which is mapped exactly to the geometry- e.g. if I have a png textured tree on a flat plane when I copy it to another location I don't want the UV mapping to move, I want it fixed locally.

            it dosn't work this way! try it. at least on my machine the raw geometry is copied to a new spot with the same texturing even though it says 'projected' it needs to be repainted with projected material again to get it right??

            “There are three classes of people: those who see. Those who see when they are shown. Those who do not see.”

            http://www.Twilightrender.com try it!

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            • T Offline
              teofas
              last edited by 24 Apr 2009, 18:53

              hi to all. i may sound stupid, but i just install vray for skp 1.5 and i use skp 7, but i dont know exactly how to use this plugin, please if some one could tell me ill be very gratefull...thx in advance...by the way its true that the ne version of vray for skp takes too much time to star rendering even 20 min,,,its crazy!!

              http://www.spazioarquitectura.com

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              • S Offline
                sepo
                last edited by 24 Apr 2009, 21:52

                Teo. It is very simple. Just locate it in your plugins, click on it, accept delete (although it does not delete anything) and that is all. It speeds up parsing in Vray 1.5.

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                • T Offline
                  teofas
                  last edited by 24 Apr 2009, 23:33

                  thx for your quick answer sepo, i apreciated bro!

                  http://www.spazioarquitectura.com

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                  • J Offline
                    Jackson
                    last edited by 26 Apr 2009, 08:20

                    Not a stupid question at all, but believe me- once you start using ruby scripts with SU, you won't be able to stop as they can increase SU's functionality many many times over.

                    Just save the .rb file to the "Plugins" folder in your Google SketchUp program files. The next time you open SU it will be accessible under the "Plugins" menu under the name "Remove C-G Materials".

                    Jackson

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                    • free agentF Offline
                      free agent
                      last edited by 2 Jun 2009, 17:56

                      hi on the front page Mat666 says the new version has all the suggested improvements any way someone could post a features list, to save people (me) having to read through all 5 pages and descern what exactly was implemented 😄...

                      lazy freeloaders...

                      http:i167.photobucket.comalbumsu143FreeAgent84bug.gif

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                      • M Offline
                        Matt666
                        last edited by 2 Jun 2009, 20:52

                        Sorry, I have no time to work on this plugin... 😳 😞
                        And components & groups easily generates lots of bugsplats... It's very hard to work with...
                        Give me some time, I will certainly have a moment to improve it...

                        Frenglish at its best !
                        My scripts

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                        • P Offline
                          Pout
                          last edited by 8 Jul 2009, 13:19

                          is there an opposite of this plugin?
                          one that just keeps the group/component materials but deletes the geometry materials inside it?

                          regards

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                          • thomthomT Offline
                            thomthom
                            last edited by 8 Jul 2009, 13:57

                            @pout said:

                            is there an opposite of this plugin?
                            one that just keeps the group/component materials but deletes the geometry materials inside it?

                            regards

                            It does now: http://forums.sketchucation.com/viewtopic.php?f=180&t=17587

                            Thomas Thomassen — SketchUp Monkey & Coding addict
                            List of my plugins and link to the CookieWare fund

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                            • EarthMoverE Offline
                              EarthMover
                              last edited by 8 Jul 2009, 13:59

                              Anyone notice a REAL dramatic difference in parsing after running this script? Whenever I have a really long parse, I'll run this script, but it never really seems to speed things up. Is it just me?

                              3D Artist at Clearstory 3D Imaging
                              Guide Tool at Winning With Sketchup
                              Content Creator at Skapeup

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                              • thomthomT Offline
                                thomthom
                                last edited by 8 Jul 2009, 14:03

                                @earthmover said:

                                Anyone notice a REAL dramatic difference in parsing after running this script? Whenever I have a really long parse, I'll run this script, but it never really seems to speed things up. Is it just me?

                                Yes, there's a VERY big increase in parsing time.
                                At the end of the script it tells you how much was replaced - what does it tell you? It could be that you are running into other issues. Lots and lots of groups and component definitions eats time as well, more if they are deeply nested.
                                But groups/component materials eats the most of the time.

                                The reason it's so slow is that when VfSU runs into group/component materials it has to internally create a new copy of that object and in order to get the proper UV mapping it has to apply all the group/component material to the faces contained inside - then afterwards restore it. And that takes an insane amount of time.

                                Thomas Thomassen — SketchUp Monkey & Coding addict
                                List of my plugins and link to the CookieWare fund

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                                • thomthomT Offline
                                  thomthom
                                  last edited by 8 Jul 2009, 14:07

                                  FYI: I have an imported Revit model that has 777 component definitions and ~2500 component instances. Totalling of about 70-80000 faces. This model takes 1-2 minutes to parse before it opens the render window and begin rendering.
                                  And this model has no material at all - just plain default. If I had group/component materials applied the computer would tie a bucket of brick around itself and jump of the bridge...

                                  Thomas Thomassen — SketchUp Monkey & Coding addict
                                  List of my plugins and link to the CookieWare fund

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                                  • EarthMoverE Offline
                                    EarthMover
                                    last edited by 8 Jul 2009, 16:21

                                    Must be other issues. It's really frustrating that there is no parsing progress bar. Or, the ability to have it only have to parse once. Seems like since it is just storing UV data, that as long as you don't move the camera, you should be able to reuse the same data. Nothing is more frustrating than having to wait for every test render.

                                    On another note, I tried to open SS's Snowberry model (which took about 5 minutes to open) and render with VfSU (with no materials)......after 30 minutes of parsing, i just gave up.

                                    3D Artist at Clearstory 3D Imaging
                                    Guide Tool at Winning With Sketchup
                                    Content Creator at Skapeup

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                                    • thomthomT Offline
                                      thomthom
                                      last edited by 8 Jul 2009, 17:10

                                      @earthmover said:

                                      Must be other issues. It's really frustrating that there is no parsing progress bar. Or, the ability to have it only have to parse once. Seems like since it is just storing UV data, that as long as you don't move the camera, you should be able to reuse the same data. Nothing is more frustrating than having to wait for every test render.

                                      But you need to parse the whole lot again anyway to check if anything has changed.

                                      The next version should see some improvements though.

                                      @earthmover said:

                                      On another note, I tried to open SS's Snowberry model (which took about 5 minutes to open) and render with VfSU (with no materials)......after 30 minutes of parsing, i just gave up.

                                      That model is up in the millions in face count isn't it?

                                      Thomas Thomassen — SketchUp Monkey & Coding addict
                                      List of my plugins and link to the CookieWare fund

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                                      • M Offline
                                        Matt666
                                        last edited by 10 Jul 2009, 13:33

                                        Hi all.
                                        Sorry for the delay, I will see what I can do.

                                        Frenglish at its best !
                                        My scripts

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                                        • M Offline
                                          m48
                                          last edited by 22 Oct 2009, 05:15

                                          holy shit, it really works!!! 😮 you s-a-v-e my a-s-s.
                                          I need to give something in return men, i owe you one,you are my new hero.

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