• Login
sketchucation logo sketchucation
  • Login
πŸ€‘ SketchPlus 1.3 | 44 Tools for $15 until June 20th Buy Now

Use Ruby To Apply Materials to Spacific Layers

Scheduled Pinned Locked Moved Developers' Forum
24 Posts 8 Posters 10.3k Views 8 Watching
Loading More Posts
  • Oldest to Newest
  • Newest to Oldest
  • Most Votes
Reply
  • Reply as topic
Log in to reply
This topic has been deleted. Only users with topic management privileges can see it.
  • J Offline
    Jim
    last edited by 28 Sept 2009, 23:25

    Well, that's not hard.

    I would set up a template that contains your materials in-model.

    Is there a relationship between the Layer names and Material names? No matter, but it would make the code smaller.

    What happens when we hit a Group? Does the material get applied to the Group, or do you need to apply the materials to the entities in the Group?

    What about Component Instances? Is the material applied to the Instance, the entities in the Instance, or even the Instance's Definition?

    The following (untested) code might be enough to get you going. It applies materials to the top-level entities only, and does not try to drill-down into Group or Components.


    eric_erb.rb

    Hi

    1 Reply Last reply Reply Quote 0
    • E Offline
      Eric_Erb
      last edited by 29 Sept 2009, 17:44

      Thank you Jim! I'm trying to make that bit of code work now. To answer your questions...I could easily rename the materials if it meant simpler code. My layer names are formatted "Wall_Surfaces", "Roof_Surface", etc. so I could rename the material on the walls "Wall_Surface" if that would help. I'm not sure what the difference is in applying a material to a group or the entities within a group. If you're asking if groups will need to include different materials for it's entities, no. All the entities within a group are the same material. Also, there is only one instance of each component.

      1 Reply Last reply Reply Quote 0
      • E Offline
        Eric_Erb
        last edited by 29 Sept 2009, 18:32

        Alright, I've been messing around with the code... This is it as it is now...
        ` module Eric_Erb
        def self.color_by_layer
        su_materials = Sketchup.active_model.materials
        my_materials = Hash.new
        my_materials["Wall_Surfaces"] = su_materials["Roofing_Metal_Standing_Seam_Red"]
        my_materials["Roof_Surface"] = su_materials["Roofing_Slate_Tan"]
        # .. and so on.

        begin
            Sketchup.active_model.start_operation("Color By Layer", true)
        rescue ArgumentError
            Sketchup.active_model.start_operation("Color By Layer")
        end
        # Loop through entities & apply material based on layer name
        Sketchup.active_model.entities.each do |entity|
            if entity.is_a? Sketchup::Drawingelement
        	entity.material = my_materials[entity.layer.name]
            end
        end
        Sketchup.active_model.commit_operation
        end
        

        end

        UI.menu('Plugins').add_item("Color by Layer") { Eric_Erb.color_by_layer }`

        I didn't add anymore Layers to apply materials to just to see if I could get it running as is. It doesn't apply materials though. The line: su_materials = Sketchup.active_model.materials, I thought that might mean "referance the materials already active in the model", so I created a couple shapes on different layers and applied the materials I wanted to use to those and when I ran the plug-in it actually removed the materials from my new layers, so I guess I interpreted that line wrong. I'm sure my error is completely obvious to people like you that can rap their heads around coding like this (which is absolutely amazing by the way), but can you tell me where I'm messing this up?

        1 Reply Last reply Reply Quote 0
        • R Offline
          RunnerPack
          last edited by 30 Sept 2009, 07:44

          @eric_erb said:

          The line: su_materials = Sketchup.active_model.materials, I thought that might mean "referance the materials already active in the model", so I created a couple shapes on different layers and applied the materials I wanted to use to those and when I ran the plug-in it actually removed the materials from my new layers, so I guess I interpreted that line wrong.

          No, you interpreted correctly. That is exactly what it means. The only explanation I have for the code removing materials (which I assume means setting them to the default material) is that there is a mismatch between the names of your materials or layers and the contents of your hash.

          My idea would be to skip the hash and just make sure the names of layers and their respective materials are the same. i.e. anything on the "Roof" layer is painted with the material called "Roof", and so on.

          Here's the code for that (which also checks if the material exists before changing it):

          
          module Eric_Erb
          
              def self.paint_by_layer
                  mod = Sketchup.active_model
                  su_materials = mod.materials
                  
                  begin
                      mod.start_operation("Paint By Layer", true)
                  rescue ArgumentError
                      mod.start_operation("Paint By Layer")
                  end
          
                  # Loop through entities & apply material based on layer name
                  Sketchup.active_model.entities.each do |e|
                      mat = su_materials[e.layer.name]
                      unless mat.nil?
          	            if e.is_a? Sketchup;;Drawingelement then
          	                e.material = mat
          					e.back_material = mat if e.respond_to?('back_material=')
                      	end
                      end
                  end
          
                  mod.commit_operation
              end
          
          end
          
          unless file_loaded? File;;basename(__FILE__)
              UI.menu('Plugins').add_item('Paint by Layer') { Eric_Erb.paint_by_layer }
              file_loaded File;;basename(__FILE__)
          end
          
          

          (As you can see, I also attached it for downloading.)

          If you do stick with the hash, it may make it easier to edit if you declare it like:

          
          my_materials = {
              "Wall_Surfaces" => su_materials["Roofing_Metal_Standing_Seam_Red"],
              "Roof_Surface" => su_materials["Roofing_Slate_Tan"]
              # .. and so on.
          }
          
          

          Also, when testing, don't paint the objects beforehand. Just make some layers, make a material for each layer with the same name, make a face on each layer, and run the script.

          I hope that helps.


          Paints each entity with a material named after its layer.

          You might have noticed... I'm a bit of a ferpectionist.

          1 Reply Last reply Reply Quote 0
          • E Offline
            Eric_Erb
            last edited by 30 Sept 2009, 16:13

            Thank you RunnerPack, I'll try that approach right now. Yes, I did mean setting them to the default materials

            1 Reply Last reply Reply Quote 0
            • E Offline
              Eric_Erb
              last edited by 30 Sept 2009, 16:46

              On Sketchup Load it's returning... undefined method `file_loaded' for main:Object. is there something here I'm supposed to change before I save it to plugins? By the way unless it will crash the script otherwise, there's no need for the script to make sure there's a material that matches the layer name before it runs. Like I said... The Layers are always named the same so when I create materials named after the layer names there will always be a material for each of the layers.

              1 Reply Last reply Reply Quote 0
              • bagateloB Offline
                bagatelo
                last edited by 30 Sept 2009, 22:19

                I want a plugin that deletes some materials of the scene, even if they are in use, in a similar way that as we deleted several emails in our email account. Maybe if it was possible to substitute several materials for one in one time, this would be also interesting. Another thing that I want would be the possibility of add a word or number in begin of all the materials of the object or scene.

                "I'm organizing my library components from SketchUp, and because I use V-Ray to render my images, I put useful components names of the materials under the name of the component, to edit in V-Ray."

                So, I wonder if it would be possible to create a script that renames the materials of these components according to some criteria. For example, suppose that I am editing a component called "table 045.skp" and it has the following materials: mapple wood, metal, white paint, etc.. After we run the script, the material would have the following names, such as:
                wood mapple >> "wood table 045 01",
                Metal >> "wood table 045 02",
                white paint >> "wood table 045 03"

                The reason for this is that it's confusing to locate in the scene the names of the materials of the componentes for editing in Vray.

                Thanks...

                While the cat's away, the mice will play

                1 Reply Last reply Reply Quote 0
                • honoluludesktopH Offline
                  honoluludesktop
                  last edited by 30 Sept 2009, 22:47

                  Amos, or anyone, can your code be easily modified to apply textures (by their name) to components (by their name) while ignoring all other entities (surfaces, components with names that do not match textures, groups, etc.)?

                  1 Reply Last reply Reply Quote 0
                  • R Offline
                    RunnerPack
                    last edited by 1 Oct 2009, 12:03

                    @eric_erb said:

                    On Sketchup Load it's returning... undefined method `file_loaded' for main:Object. is there something here I'm supposed to change before I save it to plugins?

                    Oops! Put the following line at the top:

                    require 'sketchup'
                    

                    @unknownuser said:

                    By the way unless it will crash the script otherwise, there's no need for the script to make sure there's a material that matches the layer name before it runs. Like I said... The Layers are always named the same so when I create materials named after the layer names there will always be a material for each of the layers.

                    Well, it's always good coding practice to put in as much error handling as one can. Ideally (though not necessary in this simple script) one should use begin...rescue...end blocks to trap and handle errors in a clean manner. Besides, this script could be handy for others who may not want to make sure every layer has a material, and vice versa, just to keep it from wiping out their already-assigned materials. πŸ˜„

                    You might have noticed... I'm a bit of a ferpectionist.

                    1 Reply Last reply Reply Quote 0
                    • R Offline
                      RunnerPack
                      last edited by 1 Oct 2009, 12:15

                      @bagatelo:

                      Ignoring the fact that you hijacked the thread... πŸ˜‰ I suggest you look at the code posted so far, at the code of some related plugins, and at the SketchUp Ruby API docs, and see if you can come up with something that does what you want. Your idea sounds like a simple extrapolation of the code above. If you start your own thread, I and other Rubyists can answer specific questions as you go.

                      You may find that you really enjoy programming in Ruby. I certainly do! πŸ˜„

                      @honoluludesktop:

                      Yes, that would be quite simple. Just change the test for Sketchup::Drawingelement to Sketchup::ComponentInstance and e.layer.name to either e.name or e.definition.name. You might want to put in another test for Groups, too.

                      You might have noticed... I'm a bit of a ferpectionist.

                      1 Reply Last reply Reply Quote 0
                      • E Offline
                        Eric_Erb
                        last edited by 1 Oct 2009, 16:26

                        @runnerpack said:

                        this script could be handy for others who may not want to make sure every layer has a material, and vice versa, just to keep it from wiping out their already-assigned materials. πŸ˜„

                        Sorry, I didn't think about people not wanting to replace all the materials on every layer. Thank you so much RunnerPack. You have been a life saver... Now I just gotta read the little book of ruby a few more times (I just finished the second read) last night), and maybe this will finally click. You know I didn't have near the same difficulty learning AS3 or HTML.

                        1 Reply Last reply Reply Quote 0
                        • honoluludesktopH Offline
                          honoluludesktop
                          last edited by 1 Oct 2009, 20:33

                          Amos, Thanks, I will give it a spin the next time I have a model that I import by component/texture into my model:-) Btw, I am more of a hacker then a Ruby programmer, any hints on "another test for groups" is welcomed.

                          1 Reply Last reply Reply Quote 0
                          • R Offline
                            RunnerPack
                            last edited by 2 Oct 2009, 07:26

                            @eric_erb said:

                            ...Thank you so much RunnerPack. You have been a life saver... Now I just gotta read the little book of ruby a few more times (I just finished the second read) last night), and maybe this will finally click. You know I didn't have near the same difficulty learning AS3 or HTML.

                            You're quite welcome. (I didn't even do much, really...)

                            If you can make sense of ActionScript, I'm confident you'll learn Ruby in short order. Not to brag, but I haven't read any books on Ruby; I just keep the reference docs handy. And those are from Ruby 1.4.6. πŸ˜›

                            I guess I just learn better by doing, and Ruby makes that process very fast.

                            You might have noticed... I'm a bit of a ferpectionist.

                            1 Reply Last reply Reply Quote 0
                            • R Offline
                              RunnerPack
                              last edited by 2 Oct 2009, 07:45

                              @honoluludesktop said:

                              Amos, Thanks, I will give it a spin the next time I have a model that I import by component/texture into my model:-) Btw, I am more of a hacker then a Ruby programmer, any hints on "another test for groups" is welcomed.

                              I just meant to add another "if" statement to test for Group entities. It's necessary if you use e.definition.name, since Groups don't have definitions. But it would actually take a bit of code refactoring, like so:

                              
                              module Eric_Erb_and_AJB
                              
                                  def self.paint_by_name
                                      mod = Sketchup.active_model
                                      su_materials = mod.materials
                              
                                      begin
                                          mod.start_operation("Paint By Layer", true)
                                      rescue ArgumentError
                                          mod.start_operation("Paint By Layer")
                                      end
                              
                                      # Loop through entities & apply material based on layer name
                                      Sketchup.active_model.entities.each do |e|
                                          begin
                                              mat = su_materials[e.definition.name]
                                          rescue
                                              mat = su_materials[e.name]
                                          end
                              
                                          unless mat.nil?
                                              if e.is_a? Sketchup;;ComponentInstance or e.is_a? Sketchup;;Group then
                                                  e.material = mat
                                              end
                                          end
                              
                                      end
                              
                                      mod.commit_operation
                                  end
                              
                              end
                              
                              unless file_loaded? File;;basename(__FILE__)
                                  UI.menu('Plugins').add_item('Paint by Layer') { Eric_Erb_and_AJB.paint_by_name }
                                  file_loaded File;;basename(__FILE__)
                              end
                              
                              

                              You might have noticed... I'm a bit of a ferpectionist.

                              1 Reply Last reply Reply Quote 0
                              • honoluludesktopH Offline
                                honoluludesktop
                                last edited by 2 Oct 2009, 09:46

                                Amos, Thanks. Am currently at home. Will work on it at the office tomorrow.

                                1 Reply Last reply Reply Quote 0
                                • honoluludesktopH Offline
                                  honoluludesktop
                                  last edited by 3 Oct 2009, 02:11

                                  Amos, Thanks, this is a big help for me. Any reason why (sometimes) I have to click on the display after the plugin has run in order for the textures to change? Hmm... Sometimes I change the component name from different menus, or change the texture name from diferent menus. Does it matter?

                                  1 Reply Last reply Reply Quote 0
                                  • bagateloB Offline
                                    bagatelo
                                    last edited by 3 Oct 2009, 18:12

                                    Inside the Vray Plugin have tool to apply materials to specific layers.

                                    While the cat's away, the mice will play

                                    1 Reply Last reply Reply Quote 0
                                    • Didier BurD Offline
                                      Didier Bur
                                      last edited by 5 Oct 2009, 11:01

                                      Hi,
                                      This one may help you too: layers_materials.rb to be found at the Ruby Library Depot, "layers Selection"page.

                                      DB

                                      1 Reply Last reply Reply Quote 0
                                      • A Offline
                                        austinryan
                                        last edited by 5 Aug 2020, 13:26

                                        Man I thought python and Dynamo were hard. I even had a go at lisp but for some reason I cant get my head a round ruby. I like the code above but want to use the clean code but also just add in the layer names and leave the other ones alone. It seams that when I run this it converts all the layers in the model to Default and then the layer color had to be the same as the material name. I like the hash option but cant seem to get it to run on transparent materials and it only paints 1 side. any suggestions

                                        P.S. I am bringing in a dwg (exported from Revit) with 20 or so layers and want to put all the layers to 1 color but windows I want them to be on Translucent Glass Gray

                                        F.E. all layers to color 123_White except 0_EX_Glazing it needs to be on Translucent Glass Gray

                                        Some of the issues

                                        1. the import comes in as 1 group (with layers in the group)
                                        2. some of the groups come in the main group with groups within groups (doors and Door windows)
                                          Objects come in with a material not defined (<auto1>)so a generic material must be placed on all the objects for the script to have a chance.

                                        Thanks in advance

                                        1 Reply Last reply Reply Quote 0
                                        • 1
                                        • 2
                                        • 1 / 2
                                        • First post
                                          Last post
                                        Buy SketchPlus
                                        Buy SUbD
                                        Buy WrapR
                                        Buy eBook
                                        Buy Modelur
                                        Buy Vertex Tools
                                        Buy SketchCuisine
                                        Buy FormFonts

                                        Advertisement