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

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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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    • S 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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        • S 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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            • S 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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                        • R Offline
                          rv1974
                          last edited by 24 Nov 2019, 15:50

                          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 ๐Ÿ˜ฒ
                          Anyways.. I don't think one tiny 3x3mm ฮ” button will mess up the palette. Per contra, the benefit would be inexpressible.

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                          • B Offline
                            Bandika
                            last edited by 3 Dec 2019, 01:06

                            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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                            • F Offline
                              fredo6
                              last edited by 3 Dec 2019, 10:12

                              @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 3 Dec 2019, 10:18

                                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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                                • F Offline
                                  fredo6
                                  last edited by 3 Dec 2019, 10:49

                                  Good to hear.

                                  Still, I wonder what was creating the performance problem...

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                                  • B Offline
                                    Bandika
                                    last edited by 3 Dec 2019, 10:59

                                    Me too. Strange, that it did not freeze, it worked, finally it made it - just in one and a half ours. I worked in two files that time, it was exactly the same. I am happy now that it works again:)

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                                    • R Offline
                                      rv1974
                                      last edited by 18 Dec 2019, 09:36

                                      Fredo, is it possible to add ability to assign (globally ) front face materials to corresponding back faces AND preserve front faces texture coordinates?

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                                      • F Offline
                                        fredo6
                                        last edited by 18 Dec 2019, 10:11

                                        @rv1974 said:

                                        Fredo, is it possible to add ability to assign (globally ) front face materials to corresponding back faces AND preserve front faces texture coordinates?

                                        In principle, the UV are mirrored on the backface.

                                        Can you first try FredoTool:ReverseOrientFace to see if this does the job with the good mirroring on the back face.

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                                        • R Offline
                                          rv1974
                                          last edited by 18 Dec 2019, 11:14

                                          @unknownuser said:

                                          In principle, the UV are mirrored on the backface.

                                          Can you first try FredoTool:ReverseOrientFace to see if this does the job with the good mirroring on the back face

                                          In my tests your ReverseOrientFace is completely OK on transferring UV's when flipping.
                                          Does it mean you potentially could add my request to ThruPaint or ReverseOrientFace?
                                          Off-topic Minor issue: In ReverseOrientFace I can't make make tooltips work (they are enabled and SU restarted)

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