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    How to get face uvs if texture is applied to component inst

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    • thomthomT Offline
      thomthom
      last edited by

      @jbacigalupa said:

      The problem with this is when I call face.material= or face.back_material= it apparently makes the edge smooth tool think that this face is no longer part of a curve and I get faceted edges.

      The adjacent becomes faceted? How do you mean? If I set a face' material on a cylinder's smooth surface, the edges still report back .soft? and .smooth?
      Are you seeing something differently? Or are you measuring faceted differently?

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

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      • thomthomT Offline
        thomthom
        last edited by

        I'm looking at the UV data returned for faces with Default material. The values seems to be related to inches from the containing group/component or model.

        UVdata.png
        This cylinder is 100" above ground, and 100" tall. Notice the V value for that face. What is you took the UV values for faces with default material and divided by the width and height of the Material.texture?

        Will that give matching UV data? If so, then that should be a lot faster than applying the material to the faces, sample UV data, then remove it again.

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

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        • J Offline
          jbacigalupa
          last edited by

          @thomthom said:

          I thought this issue sounded familiar. Then I read your name. πŸ˜‰
          Hi there Joe.

          Hey Thom πŸ˜„ I was going to post this on the Sketchup api site but it looks like they don't really have a Ruby section any more. Devin suggested I check this site out instead.

          @thomthom said:

          The adjacent becomes faceted? How do you mean? If I set a face' material on a cylinder's smooth surface, the edges still report back .soft? and .smooth?
          Are you seeing something differently? Or are you measuring faceted differently?

          Let me show you a picture of what I get on my end...

          This is when I apply a material to the component instance:

          http://img267.imageshack.us/img267/139/facets.jpg

          This is when I apply the material directly to the faces:

          http://img692.imageshack.us/img692/2356/nofacets.jpg

          You can see the outline of the faces completely in render 1 - and in render 2 you can't. So that is where my assumption about the smooth tool came from. I am not sure if thats what it is but it seems like I'm breaking a "connection" or something when I modify the material. Maybe if I could do a batch material apply operation it would work out better...but since this is just a workaround to get uv info I don't want to muck around too much with the person's scene.

          Joe Bacigalupa

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          • J Offline
            jbacigalupa
            last edited by

            @thomthom said:

            Will that give matching UV data? If so, then that should be a lot faster than applying the material to the faces, sample UV data, then remove it again.

            Yeah I'd imagine I could just homebrew my own uv information but I'd rather just use theirs if possible. I am not sure if your solution would take into account the various translations, etc, that can be done with textures on faces.

            Joe Bacigalupa

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            • W Offline
              Whaat
              last edited by

              You can get the UVs by extracting the PolygonMesh object from the face. (Face.mesh)

              The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

              SketchUp Plugins for Professionals

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              • J Offline
                jbacigalupa
                last edited by

                @whaat said:

                The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

                Ok I will give that a shot, I thought I was just getting garbage uvs...I hadn't thought that they were the actual uvs just not set to the proper repeat value. Wow...

                I'll let you know how this goes.

                Joe Bacigalupa

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                • thomthomT Offline
                  thomthom
                  last edited by

                  I did a quick test. I took the UV data from the faces with default material, and divided them with the Height and Width of the components material's texture, and then used position_material. The mapping seemed to be identical.


                  UVmappingDefault.png


                  default_uv.rb

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

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                  • thomthomT Offline
                    thomthom
                    last edited by

                    @jbacigalupa said:

                    You can see the outline of the faces completely in render 1 - and in render 2 you can't. So that is where my assumption about the smooth tool came from. I am not sure if thats what it is but it seems like I'm breaking a "connection" or something when I modify the material. Maybe if I could do a batch material apply operation it would work out better...but since this is just a workaround to get uv info I don't want to muck around too much with the person's scene.

                    I've seen that happen. But I don't understand why. What do you do to determine if two faces should be smoothed?
                    As mentioned, the edge.smooth? and edge.soft? seem to remain true after you apply a material to the faces connected to it.

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

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                    • thomthomT Offline
                      thomthom
                      last edited by

                      @whaat said:

                      You can get the UVs by extracting the PolygonMesh object from the face. (Face.mesh)

                      The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

                      Ah! Didn't see that post. Seems to confirm my theory and testing.

                      I guess this means, the parsing of groups/components with materials applied to them won't produce such an overhead any more. πŸ˜„

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

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                      • dkendigD Offline
                        dkendig
                        last edited by

                        Shhh, don't jinx it... Joe got sucked off to a meeting, but we have managed to render a sphere with no faceting so far! I don't know what kind of impact this will have on scene parsing... fingers are crossed.

                        Devin Kendig
                        Developer

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                        • J Offline
                          jbacigalupa
                          last edited by

                          @thomthom said:

                          I guess this means, the parsing of groups/components with materials applied to them won't produce such an overhead any more. πŸ˜„

                          πŸ˜„ Yeah - so far it looks like the width/height divide was all we needed. Thanks to Whaat and ThomThom for your help - that issue has annoyed me for so long.

                          I wish I came to this forum sooner!

                          Joe Bacigalupa

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                          • thomthomT Offline
                            thomthom
                            last edited by

                            @whaat said:

                            You can get the UVs by extracting the PolygonMesh object from the face. (Face.mesh)

                            The UVs that you will get will need to be divided by the texture size that is set using the SketchUp materials editor. If the texture is applied directly the face, you can get the UVs directly (i.e. not dividing by the texture height and width).

                            Doesn't a PolygonMesh return only triangles? Can you get UV data for distorted textures from just 3 points?
                            Face.position_material requires four samples to set a distorted texture.

                            Here, sample file:
                            uv_sample.skp

                            It contains two identical faces, both triangles. One face has a distorted texture, the other not.

                            uv_sample.rb
                            This script has two different methods to copy the UV mapping from the one face to the other.
                            Select the two faces, ensure one of them does not have a material applied, and try out the following two methods.

                            sample_vertex - samples UV data from the three vertices of the triangle. Notice that the transferred texture does not match.

                            sample_plane - Picks four points from the face's plane. Notice that the transferred texture is identical.

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

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                            • W Offline
                              Whaat
                              last edited by

                              thomthom:

                              have you released that UV inspector plugin that you show in one of your posts above? I was looking for it the other day and I couldn't find it. It would be really useful to me.

                              SketchUp Plugins for Professionals

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                              • N Offline
                                nomeradona
                                last edited by

                                seems were having a good news for vraysu here.... β˜€

                                visit my blog: http://www.nomeradona.blogspot.com

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                                • thomthomT Offline
                                  thomthom
                                  last edited by

                                  @whaat said:

                                  thomthom:

                                  have you released that UV inspector plugin that you show in one of your posts above? I was looking for it the other day and I couldn't find it. It would be really useful to me.

                                  http://forums.sketchucation.com/viewtopic.php?f=180&t=21472

                                  Though, I just noticed some weirdness when probing through groups/components. When I was testing the cylinder I'd draw the info correctly for every other face. πŸ˜• Need to track down a bug there.

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

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                                  • W Offline
                                    Whaat
                                    last edited by

                                    Thanks Thomas!

                                    SketchUp Plugins for Professionals

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