Photoshop/Gimp paint plugin
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So you want to edit materials in PhotoShop or Gimp? Why do you need a plugin for that? Just set up in Preferences to open the image editor. Right click on the material thumbnail in the In Model Materials window and select Open in Image Editor. After you've finished editing the material, save it and return to SketchUp. The material should be updated.
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Nope I wont to able to take an extract, of the whole scene (or part of the scene depending on the circumstance), and automatically edit the whole thing in Photoshop/gimp, and then it would automatically apply new textures onto the geometry. Not editing one by one by it self.
Its more like, screenshot, edit the screenshot and then applying the textures in photo-match.
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Aerilius,
Can you elaborate on that a bit? I'm unaware of what Gimp can do with a 3d model...
Masterpaul,
I bet you have tried to make unique texture. If you haven't. make it for a surface and you can then export to gimp/ps and paint it. There is a plugin for making that without texture size limitation (make unique texture++)
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Just export as 2d image and open it in Gimp.
Such a plugin would be just as simple as what you can do by hand.
Untested, but something like this line:file = UI.savepanel; Sketchup.active_model.active_view.write_image(file);system("gimp #{file.inspect}")
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masterpaul asked for editing a 2d image in gimp, and unfortunately I mistyped and pressed the key right of "2".
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@jql said:
Aerilius,
Can you elaborate on that a bit? I'm unaware of what Gimp can do with a 3d model...
Masterpaul,
I bet you have tried to make unique texture. If you haven't. make it for a surface and you can then export to gimp/ps and paint it. There is a plugin for making that without texture size limitation (make unique texture++)
I did try it however, It doesn't really work like drawing; lets say if you want to have a specific mood to be set up, specific details, hand-drawn looks. You would want to edit the whole 2d scene and then reapply the texture from that image.
Ofcourse this could be done by export image, editing it and then projecting the image on photomatch. However it not effective, as you may want to edit only a single part after and then you want to select the geomerty and edit only that in the 2D export.
What you mentioned edits and individual object, however image wanting to texture by hand a whole scene with thousands of unique textures.. etc. It would be faster just to export 2D and replay it with photo-match.
However that is not sufficient
- Reapplying the textures continuously in photo-match may get tedious after a while (imagine changing the angle of the scene, or wanting to texture a smaller a part of it only after).
- Sketch-up exports 2d graphics with our without black-lines, ideally you want it automatically create a temporary file that opens automatically with photo-shop or gimp with two or more layers. One with the outline overlay (As you want to be able to delete these before sending it back), one with the textures and shadows, and optionally shadows. Sketchup would automatically apply the textures (to the selected areas) upon quitting and saving the image file.
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Ah...! Now I understand what you want. It's a bit different than what Sculptris does as that is painting surfaces of individual objects.
What you want seems very interesting though. And I can see it being used very well in many scenarios, though not much in my line of work.
Why don't you use the process you're describing in pojnt "2" but, after the first photomatch, you only edit the material that results from the photomatch?
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I guess this is fine, in a small simple scene, but imagine doing this do a model with many different knacks, crannies and nooks.
I guess at the end day this plugin, would only be a neat little feature or a different way to texture things to most and would more likely benefit people with graphic tablets more.
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Ah like ZAppLink for Zbrush ?
http://docs.pixologic.com/user-guide/zbrush-plugins/zapplink/ -
TGI3D Smart UV has the ability to unwrap sections of a SU mesh
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So you want to paint on the current view (ie. paint the object as you see it, rather than in unwrapped mode).
Unwrapped meshes have often an unnatural shape, and what looks like a straight line on the model is not always a straight line in the uv map. That makes working with many uv-mapping tools challenging and requires to think in "uv space".Once I felt this would more fit the intuitive "SketchUp way". I have some experiments with how painting directly on the model would work. However it's rather a hackish solution and there are latency/precision problems and limitations of SketchUp's API.
The procedure of editing screenshots of the current view works for faces that are faced to the viewer, but not for orthogonal faces (the texture on them would be stretched and low-resolution). I'm sure your workflow is easier to implement in an semi-automated plugin.
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Ha! Awesome, Aerilius. Your almost there!
The latency coming from webdialog freeze while Ruby updates ?
No that can't be it..
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@aerilius said:
So you want to paint on the current view (ie. paint the object as you see it, rather than in unwrapped mode).
Unwrapped meshes have often an unnatural shape, and what looks like a straight line on the model is not always a straight line in the uv map. That makes working with many uv-mapping tools challenging and requires to think in "uv space".Once I felt this would more fit the intuitive "SketchUp way". I have some experiments with how painting directly on the model would work. However it's rather a hackish solution and there are latency/precision problems and limitations of SketchUp's API.
The procedure of editing screenshots of the current view works for faces that are faced to the viewer, but not for orthogonal faces (the texture on them would be stretched and low-resolution). I'm sure your workflow is easier to implement in an semi-automated plugin.
Though I think this was not the process we were discussing it is really cool!!!
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@aerilius said:
So you want to paint on the current view (ie. paint the object as you see it, rather than in unwrapped mode).
Unwrapped meshes have often an unnatural shape, and what looks like a straight line on the model is not always a straight line in the uv map. That makes working with many uv-mapping tools challenging and requires to think in "uv space".Once I felt this would more fit the intuitive "SketchUp way". I have some experiments with how painting directly on the model would work. However it's rather a hackish solution and there are latency/precision problems and limitations of SketchUp's API.
The procedure of editing screenshots of the current view works for faces that are faced to the viewer, but not for orthogonal faces (the texture on them would be stretched and low-resolution). I'm sure your workflow is easier to implement in an semi-automated plugin.
This is also pretty cool, with different brushes and airbrushing this could be pretty powerful. Yeah some issues do arise with extreme angles, but this could be fixed by selectively choosing faces to paint on etc or by having some fading options (textures fade out on extreme angles/mix with existing ones)
I unfortunately don't have the ability to create plugins etc but maybe one day... maybe.
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