[Plugin] Very fast texture writer
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@jason_maranto said:
Outstanding! -- this makes creating and updating material libraries so much easier.
Best,
Jason.Thanks Jason
I'm thinking of adding some proportion options on import to the next update. For example, you export some textures that aren't tiling well, batch process them through some texture tiling application, and then import the new textures and modify the proportions of the materials to suit...Maybe some options like:
[If Different, Fit Proportions] - fits the new texture inside the width and height of the material dimensions
[If Different, Preseve Proportions] - stretches the new texture to fit the material dimensions
[If Different, Respect Width] - Matches the width dimension and scales the height dimension to suit the new texture
[If Different, Respect Height] - Matches the height dimension and scales the width dimension to suit the new textureWhat do you think?
-niall
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Sounds very good to me -- also if somehow a custom value for newly created materials could be input in a manner similar to below:
In the recent past I've made a large color range of tiles -- 183 RBG colors + 1 texture file set to colorize for each of the RGB values, all set to the same tiling with each RGB color becoming the custom name of the file.
So being able to automate a batch of new files by specifying:
1) Base Material name (ie: mytile_)
2) Comma separated or tab delimited (or similar) text file with RGB values and names (to be added at the end of the base name ie: mytile_bright green)
3) A Texture
4) Material options (ie: colorize, scale, transparency)Would be a huge time-saver in instances like this -- I've done well over 2000 materials manually like this... to have that process automated would allow me to be far more productive. Although since I seem to be one of the few here excited by this maybe I'm alone in producing huge custom libraries...
Regardless, the plugin as it stands is fantastic and has already saved me a few hours of needlessly navigating for textures when creating materials... so thank-you again.
Best,
Jason. -
I can't tell which is the latest version of this, very confusing.
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Here is the latest version: http://rhin.crai.archi.fr/rld/plugin_details.php?id=143
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I'm having a few issues with this plugin when importing image libraries:
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The tiling settings for the images are coming in with the x and y scales reversed (the aspect ratio is reversed from the actual image).
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I would like to retain any "-" and "_" characters in the image name (when converted to the SKM name).
Best,
Jason. -
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Around lines #90 and #129 it reads
mat.texture.size = [twidth,theight]
to swap the height/width values change it to read
mat.texture.size = [theight, twidth]
BUT thewidth
SHOULD come first in the.size=[]
method as it is originally coded... so I am perplexed...Around line #59 it reads
filename = filename.delete('^A-Za-z0-9')
to keep the-
and_
in file-names, change it to read...
filename.gsub!(/[^A-Za-z0-9_-]/, '')
This WILL work... -
Thanks TIG, I did my own hacks to the Ruby to make it usable for right now, but your code is much nicer so I will change it out
For the record the changes I made were at lines 344 and 368 -- but I only barely know my way around a Ruby file
Best,
Jason. -
This is a fantastic help. Thank you!
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Is there any chance of running the plugin in SU 2014?
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The original
fast_tw.rb
works in v2014, but is Ruby Console run.
This attached version is the same as the one in the PluginStore's RBZ.
fast_tw.rb
The Depot'sfast_tw_3.rb
is menu driven and has several extra options.
It is compatible with v2014.
This has some issues, which my post a little earlier explained how to fix.
This attached version has those issues fixed.
I have incremented it tofast_tw_3a.rb
fast_tw_3a.rb
In an earlier post in this thread another version of the RB was attached [confusingly with the same version suffix].
This is also menu driven and includes several additional options.
BUT this one is full of coding issues and it is NOT compatible with v2014.
This attached version has those issues fixed and is now v2014 compatible.
I have renamed itfast_tw_4.rb
for the avoidance of doubt.
fast_tw_4.rb
Because of the non-standard RB naming conventions you should ensure any older "fast_tw" RB files are removed...
I have swapped the texture's height,width in the ..size=[], which [oddly] seems to work - if you have issues with that try editing the v3a/v4 RBs and find every ..size=[] and swap them back to be [width,height] ?? -
Thank you very much, TIG!
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Can I make an improvement request? It would be nice if you could choose if you want the texture exported with the MATERIAL name (as it happens now) or the original texture name, if available.
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Hi,
Great plugin - thanks! Always amazed by the fantastic plugins that you can find on sketchucation! Thank you...!
I like AcesHigh's point about material names - would be a handy feature but even without this plugin will come in very handy.
Sam -
@aceshigh said:
Can I make an improvement request? It would be nice if you could choose if you want the texture exported with the MATERIAL name (as it happens now) or the original texture name, if available.
I’m trying to use fast_tw on OSX 10.9.5 and SU 2015 and I’m getting file names such as "fa3c172f4fc034eb6af0489c89b26612.jpg” for everything. From the comment above, am I understanding correctly that it SHOULD save the files with the MATERIAL name you’d see in SU?
I’ve tried using both fast_tw_3a.rb and fast_tw_4.rb with the same results.
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did you the one in the PluginStore's that's a RBZ?
that error in the name looks like it's a Ruby Depot version...
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I tried 3a and 4 from TIG’s post:
@tig said:
The original
fast_tw.rb
works in v2014, but is Ruby Console run.
This attached version is the same as the one in the PluginStore's RBZ.
[attachment=2:3ie6v21l]<!-- ia2 -->fast_tw.rb<!-- ia2 -->[/attachment:3ie6v21l]
The Depot'sfast_tw_3.rb
is menu driven and has several extra options.
It is compatible with v2014.
This has some issues, which my post a little earlier explained how to fix.
This attached version has those issues fixed.
I have incremented it tofast_tw_3a.rb
[attachment=1:3ie6v21l]<!-- ia1 -->fast_tw_3a.rb<!-- ia1 -->[/attachment:3ie6v21l]
In an earlier post in this thread another version of the RB was attached [confusingly with the same version suffix].
This is also menu driven and includes several additional options.
BUT this one is full of coding issues and it is NOT compatible with v2014.
This attached version has those issues fixed and is now v2014 compatible.
I have renamed itfast_tw_4.rb
for the avoidance of doubt.
[attachment=0:3ie6v21l]<!-- ia0 -->fast_tw_4.rb<!-- ia0 -->[/attachment:3ie6v21l] -
Note these lines from above:
@tig said:
The original
fast_tw.rb
works in v2014, but is Ruby Console run.
This attached version is the same as the one in the PluginStore's RBZ.So the one in the PlugInStore is the first generation - and runs in the Ruby Console. The 3a and 4 versions are updates that run in menus.
But I still get the same results in any of them - that I get alphanumeric strings for file names instead of the material names that were in the SKP file.
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Ok, I finally went in and made a copy of one of the SKM files, renamed it to .ZIP, opened it, and looked at the files. The JPG file in there has the alphanumeric filename I’m encountering. Doing the same with some other materials gets a filename based on the material name.
So, in this case, the materials I’m trying to work with just have random alphanumeric filenames for the JPGs they originally created the materials from - so that is all that fast_tw is able to extract. It’s a fault of the materials I’m working with and nothing to do with fast_tw.
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@lemoyne architect said:
..The JPG file in there has the alphanumeric filename I’m encountering. the same with some other materials gets a filename based on the material name...
glad you resolved it, but I'm now curious did the name show as that in the material browser?
john
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No, that was what was confusing me. I had downloaded a model from the 3DWarehouse, but wanted to modify the materials being used. There were enough that I was looking for an easy way to strip them out rather than right clicking on each and every material and editing them individually - hence doing a search and finding fast_tw.
Playing around with fast_tw and other materials, most of the time someone names the JPG the same name as the material they create. In this case the materials were things like “Material001, Material002, Material003…” while the JPGs were named “4IASae2uulg1, NX054xYNCb63, QtIJ9RU2U1Mj…”
To me, it would seem that would make it very difficult to keep things organized during the creation of the materials, but some people seem to just make things more difficult than they need to be.
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