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

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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 😄
                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 😄
                  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 😲
                    Anyways.. I don't think one tiny 3x3mm Δ 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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                                    • F Offline
                                      fredo6
                                      last edited by 18 Dec 2019, 15:59

                                      Just to be sure, you want a very unusual behavior, which is that the UV on the other side of the face are different.

                                      In Sketchup, ThruPaint, etc... the flipping of faces or the painting on both sides of a face keeps the UV identical (so that if the material is transparent, you see only one texture).

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                                      • R Offline
                                        rv1974
                                        last edited by 18 Dec 2019, 17:04

                                        In simple words I need singe click solution that'd take everything I see on front and apply in exact manner to the back (no matter what happens currently on the back, it will be replaced with front textures).
                                        Theoretically ThruPaint is good if you'd start from the scratch and use TruPaint exclusively all the way.

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                                        • F Offline
                                          fredo6
                                          last edited by 18 Dec 2019, 21:22

                                          Do you have an example. I am still not sure of what you want.

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