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[Plugin] FredoTools::ThruPaint - v1.3a - 20 Oct 16

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  • F Offline
    fredo6
    last edited by 13 Apr 2019, 01:27

    @chaosaic said:

    after few days of searching and testing , I believe I have found the problem.
    at least the huge one of them.

    when outliner tray is expanded , if the file contains high poly geometry , whether its hidden or not (but geometry in invisible layer not in this case),
    painting UV and using of visual mode will be extremly lag(I'm not sure if this happen in my PC only).

    For info, I made a change in FredoTools 3.4a to keep performance OK when outliner is open.

    So if you wish to test if it works in your case...

    Fred0

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    • C Offline
      chaosaic
      last edited by 13 Apr 2019, 03:31

      @unknownuser said:

      For info, I made a change in FredoTools 3.4a to keep performance OK when outliner is open.

      So if you wish to test if it works in your case...

      Fred0

      I have just test ThruPaint in FredoTools 3.4a.
      When outliner tray is opened , painting and adjusting speed is almost the same as its not open.
      Outliner problem just like mystery to me and you just solve it ๐Ÿ˜†

      As a newbie I want to ask if there's a way to export a 3dsmax model's UV to sketchup?
      I hvae a 3dsmax model already has it's own UV map, then I export it as .obj, import to WrapR check its the same as 3dsmax model, then import UV.obj by SketchUV tools, but not working.

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      • V Offline
        Vicente122334
        last edited by 21 Apr 2019, 20:19

        Hey Fredo6!
        So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
        Is there any way I can solve this? I've been searching for almost a week, thanks!


        Capturar.PNG

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        • F Offline
          fredo6
          last edited by 23 Apr 2019, 03:34

          @vicente122334 said:

          Hey Fredo6!
          So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
          Is there any way I can solve this? I've been searching for almost a week, thanks!

          Difficult to tell without the model.
          In general, you should do all the segments of the road in one go.

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          • D Offline
            dedmin
            last edited by 23 Apr 2019, 04:56

            @vicente122334 said:

            Hey Fredo6!
            So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
            Is there any way I can solve this? I've been searching for almost a week, thanks!

            1 Reply Last reply Reply Quote 0
            • V Offline
              Vicente122334
              last edited by 25 Apr 2019, 16:44

              @fredo6 said:

              @vicente122334 said:

              Hey Fredo6!
              So, I was messing around with Thrupaint trying to texture a curved and "Z axis" road and when I tried to texture it, The section where the road is straight and curved is just diferent (deformed) like in the image I just sent...
              Is there any way I can solve this? I've been searching for almost a week, thanks!

              Difficult to tell without the model.
              In general, you should do all the segments of the road in one go.

              Hello! Thank you so much for replying!
              I actually manage to find the solution, I just had to triangulate and I also did what you said in your post, I did all the road together. I actually have another issue but I don't think this one is solvable, I don't know... when the curve starts in my road, the part of the texture on the left side scales up way more than the one on the right side. Is it possible to keep both at the same scale?
              Thanks for reading! I will also send the sketch file this time.


              Image.png


              Untitled14.skp

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              • F Offline
                fredo6
                last edited by 26 Apr 2019, 22:26

                Stretching of the texture is inevitable in the rounding with the way Sketchup handles texture adjustment. There is nothing you can really do about it, even if you manage it manually with the pins.

                Fredo

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                • A Offline
                  Ahmed0007
                  last edited by 2 May 2019, 15:57

                  Complete Tutorial of Fredo ThruPaint
                  https://youtu.be/db3KAv0-ATI

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                  • F Offline
                    fredo6
                    last edited by 2 May 2019, 20:50

                    @ahmed0007 said:

                    Complete Tutorial of Fredo ThruPaint
                    https://youtu.be/db3KAv0-ATI

                    Thank you very much. Very complete and didactic. Congratulations.

                    I inserted the video in the main post of this thread.

                    Fred

                    PS: You should post on SketchUp Forum too.

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                    • A Offline
                      Ahmed0007
                      last edited by 3 May 2019, 12:13

                      @fredo6 said:

                      @ahmed0007 said:

                      Complete Tutorial of Fredo ThruPaint
                      https://youtu.be/db3KAv0-ATI

                      Thank you very much. Very complete and didactic. Congratulations.

                      I inserted the video in the main post of this thread.

                      Fred

                      PS: You should post on SketchUp Forum too.

                      Thank you so much ๐Ÿ˜„

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                      • summerson1990S Offline
                        summerson1990
                        last edited by 3 Nov 2019, 14:21

                        Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot


                        ezgif.com-optimize (3).gif

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                        • F Offline
                          fredo6
                          last edited by 3 Nov 2019, 19:55

                          @summerson1990 said:

                          Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot

                          Not obvious, but probably feasible.

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                          • summerson1990S Offline
                            summerson1990
                            last edited by 3 Nov 2019, 20:56

                            @fredo6 said:

                            @summerson1990 said:

                            Hi! Can ThruPaint snap to guidelines or geometry when working in visual edition mode to align texture perfectly as native texture position tool does it? Look my screenshot

                            Not obvious, but probably feasible.

                            So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!

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                            • F Offline
                              fredo6
                              last edited by 4 Nov 2019, 12:05

                              @summerson1990 said:

                              So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!

                              I just say that this is not supported in the current version. So I would need to make the change.

                              Fredo

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                              • summerson1990S Offline
                                summerson1990
                                last edited by 4 Nov 2019, 20:00

                                @fredo6 said:

                                @summerson1990 said:

                                So could you please say how to make it possible to snap? Sometimes it seems like something close to snapping is working but I didn't realized yet in what cases and how exactly it does. Thanks!

                                I just say that this is not supported in the current version. So I would need to make the change.

                                Fredo

                                Ok, as you will do it it will be very useful. Thank you!

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                                • M Offline
                                  modavi
                                  last edited by 22 Nov 2019, 17:06

                                  Hi Fredo, thanks for the amazing plugins! They're indispensable!

                                  I am running into an issue exporting a mesh textured with ThruPaint to OBJ or FBX. Neither format preserves the UVs I've generated.

                                  Mesh in sketchup

                                  After exporting the above mesh to obj or fbx format, and then import it into another program (I've tried both maya and unity) the UVs seem to have reverted to a basic planar projection.

                                  Unity mesh

                                  Is there anything required to "bake" the UVs into the mesh before they can be exported successfully by the built in sketchup exporters? I've tried enabling triangulation in the export options, but that does not fix the issue.

                                  It's worth noting I'm using Sketchup 19.3.252 on OSX.

                                  Thanks!

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                                  • R Offline
                                    rv1974
                                    last edited by 24 Nov 2019, 10:49

                                    Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint?
                                    *- analogous to TT's Quadface Tools?

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                                    • F Offline
                                      fredo6
                                      last edited by 24 Nov 2019, 11:45

                                      @rv1974 said:

                                      Fredo, would it be possible to add 'triangulate quads* on painting option to ThruPaint?
                                      *- analogous to TT's Quadface Tools?

                                      What do you mean?
                                      In QuadMesh mode, ThruPaint works whether the quads are true quads or are triangulated.
                                      Do you want to force triangulation?

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                                      • R Offline
                                        rv1974
                                        last edited by 24 Nov 2019, 14:59

                                        Yes I mean 'force triangulation' option (I hope we are talking about the same things ๐Ÿ˜„
                                        You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only wayI know to avoid this plague is triangulation. TT's Triangulate command works perfectly,
                                        The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect.

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                                        • F Offline
                                          fredo6
                                          last edited by 24 Nov 2019, 15:10

                                          @rv1974 said:

                                          Yes I mean 'force triangulation' option (I hope we are talking about the same things ๐Ÿ˜„
                                          You see, if I'd export some perverted mesh (with QuadMesh UV applied) as foreign format (3ds, fbx, obj etc) I'd get tons of independent 'materials'- (one mat for every single face). The only wayI know to avoid this plague is triangulation. TT's Triangulate command works perfectly,
                                          The only inconvenience it's an extra procedure. Simultaneous painting + triangulation would be just perfect.

                                          OK. But then, why don't you do the triangulation once, and then call ThruPaint after.

                                          My problem is more to see how to fit the option in an already crowded GUI, and also keeping ThruPaint doing what it is paid for, that is, apply colors and textures, not alter the geometry.

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