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

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    • D Offline
      dedmin
      last edited by

      @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!

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      • V Offline
        Vicente122334
        last edited by

        @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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        • fredo6F Offline
          fredo6
          last edited by

          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

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

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            • fredo6F Offline
              fredo6
              last edited by

              @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

                @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 πŸ˜„

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                • summerson1990S Offline
                  summerson1990
                  last edited by

                  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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                  • fredo6F Offline
                    fredo6
                    last edited by

                    @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

                      @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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                      • fredo6F Offline
                        fredo6
                        last edited by

                        @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

                          @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

                            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

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

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                              • fredo6F Offline
                                fredo6
                                last edited by

                                @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

                                  Yes I mean 'force triangulation' option (I hope we are talking about the same things πŸ˜„
                                  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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                                  • fredo6F Offline
                                    fredo6
                                    last edited by

                                    @rv1974 said:

                                    Yes I mean 'force triangulation' option (I hope we are talking about the same things πŸ˜„
                                    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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                                    • R Offline
                                      rv1974
                                      last edited by

                                      Quite often I have to deal with truly complex files (say +100k objects, +1.5M faces).
                                      It's simply inevitable to skip some objects (that must be triangulated).
                                      For instance, Profile Builder allows instant multiple paths profile creation. I suggested Whaat to add 'triangulate upon creation' option But it wasn't addressed unfortunately. And then when the moment of export comes... Houston we have a problem 😲
                                      Anyways.. I don't think one tiny 3x3mm Ξ” button will mess up the palette. Per contra, the benefit would be inexpressible.

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                                      • B Offline
                                        Bandika
                                        last edited by

                                        My favourite tool! Though now I have problems in SU2019.
                                        A tiny little surface, such as a chair seat lasted 1,5 hour to paint. Earlier it was cca. 5 seconds.
                                        Every little surface is 1 hour to do.

                                        What could happen? I am going crazy...

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                                        • fredo6F Offline
                                          fredo6
                                          last edited by

                                          @bandika said:

                                          My favourite tool! Though now I have problems in SU2019.
                                          A tiny little surface, such as a chair seat lasted 1,5 hour to paint. Earlier it was cca. 5 seconds.
                                          Every little surface is 1 hour to do.

                                          That's not normal.
                                          Could you post or PM me the model.

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                                          • B Offline
                                            Bandika
                                            last edited by

                                            Dear Fredo!

                                            It just has recovered!!! I deleted then istalled again the extension, and now it is working as fine as before!!! Maybe it got scared from you:)
                                            Big thanks!

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